
E-Sports Global Market Report 2025
Description
E-Sports Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.
This report focuses on e-sports market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
Reasons to Purchase
Where is the largest and fastest growing market for e-sports ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The e-sports market global report from the Business Research Company answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
Markets Covered:1) By Game: Multiplayer Online Battle Arena (MOBA), Real Time Strategy, First Person Shooter, Fighting And Sports
2) By Platform: PC, Console, Mobile, Other Platforms
3) By Revenue Source: Sponsorship, Advertising, Merchandise And Tickets, Publisher Fees, Media Rights
Subsegments:
1) By Multiplayer Online Battle Arena (MOBA): League of Legends; Dota 2; Smite; Heroes of the Storm
2) By Real-Time Strategy (RTS): StarCraft II; Age of Empires; Warcraft III; Command And Conquer
3) By First Person Shooter (FPS): Counter-Strike: Global Offensive (CS:GO); Call of Duty; Overwatch; Rainbow Six Siege
4) By Fighting And Sports: Street Fighter Series; Tekken Series; Mortal Kombat Series; Super Smash Bros; FIFA Series; NBA 2K Series; Madden NFL Series; Gran Turismo
Companies Mentioned: Activision Blizzard Inc.; Modern Times Group MTG AB; Tencent; Valve Corporation; Nintendo
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery format: PDF, Word and Excel Data Dashboard.
This report focuses on e-sports market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
Reasons to Purchase
- Gain a truly global perspective with the most comprehensive report available on this market covering 15 geographies.
- Assess the impact of key macro factors such as conflict, pandemic and recovery, inflation and interest rate environment and the 2nd Trump presidency.
- Create regional and country strategies on the basis of local data and analysis.
- Identify growth segments for investment.
- Outperform competitors using forecast data and the drivers and trends shaping the market.
- Understand customers based on the latest market shares.
- Benchmark performance against key competitors.
- Suitable for supporting your internal and external presentations with reliable high quality data and analysis
- Report will be updated with the latest data and delivered to you within 2-3 working days of order along with an Excel data sheet for easy data extraction and analysis.
- All data from the report will also be delivered in an excel dashboard format.
Where is the largest and fastest growing market for e-sports ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The e-sports market global report from the Business Research Company answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include:
- The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Markets Covered:1) By Game: Multiplayer Online Battle Arena (MOBA), Real Time Strategy, First Person Shooter, Fighting And Sports
2) By Platform: PC, Console, Mobile, Other Platforms
3) By Revenue Source: Sponsorship, Advertising, Merchandise And Tickets, Publisher Fees, Media Rights
Subsegments:
1) By Multiplayer Online Battle Arena (MOBA): League of Legends; Dota 2; Smite; Heroes of the Storm
2) By Real-Time Strategy (RTS): StarCraft II; Age of Empires; Warcraft III; Command And Conquer
3) By First Person Shooter (FPS): Counter-Strike: Global Offensive (CS:GO); Call of Duty; Overwatch; Rainbow Six Siege
4) By Fighting And Sports: Street Fighter Series; Tekken Series; Mortal Kombat Series; Super Smash Bros; FIFA Series; NBA 2K Series; Madden NFL Series; Gran Turismo
Companies Mentioned: Activision Blizzard Inc.; Modern Times Group MTG AB; Tencent; Valve Corporation; Nintendo
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery format: PDF, Word and Excel Data Dashboard.
Table of Contents
250 Pages
- 1. Executive Summary
- 2. E-Sports Market Characteristics
- 3. E-Sports Market Trends And Strategies
- 4. E-Sports Market - Macro Economic Scenario including the impact of Interest Rates, Inflation, Geopolitics and Covid And Recovery on the Market
- 5. Global E-Sports Growth Analysis And Strategic Analysis Framework
- 5.1. Global E-Sports PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
- 5.2. Analysis Of End Use Industries
- 5.3. Global E-Sports Market Growth Rate Analysis
- 5.4. Global E-Sports Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
- 5.5. Global E-Sports Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
- 5.6. Global E-Sports Total Addressable Market (TAM)
- 6. E-Sports Market Segmentation
- 6.1. Global E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- Multiplayer Online Battle Arena (MOBA)
- Real Time Strategy
- First Person Shooter
- Fighting And Sports
- 6.2. Global E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- PC
- Console
- Mobile
- Other Platforms
- 6.3. Global E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- Sponsorship
- Advertising
- Merchandise And Tickets
- Publisher Fees
- Media Rights
- 6.4. Global E-Sports Market, Sub-Segmentation Of Multiplayer Online Battle Arena (MOBA), By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- League of Legends
- Dota 2
- Smite
- Heroes of the Storm
- 6.5. Global E-Sports Market, Sub-Segmentation Of Real-Time Strategy (RTS), By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- StarCraft II
- Age of Empires
- Warcraft III
- Command And Conquer
- 6.6. Global E-Sports Market, Sub-Segmentation Of First Person Shooter (FPS), By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- Counter-Strike: Global Offensive (CS:GO)
- Call of Duty
- Overwatch
- Rainbow Six Siege
- 6.7. Global E-Sports Market, Sub-Segmentation Of Fighting And Sports, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- Street Fighter Series
- Tekken Series
- Mortal Kombat Series
- Super Smash Bros
- FIFA Series
- NBA 2K Series
- Madden NFL Series
- Gran Turismo
- 7. E-Sports Market Regional And Country Analysis
- 7.1. Global E-Sports Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 7.2. Global E-Sports Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 8. Asia-Pacific E-Sports Market
- 8.1. Asia-Pacific E-Sports Market Overview
- Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
- 8.2. Asia-Pacific E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 8.3. Asia-Pacific E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 8.4. Asia-Pacific E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 9. China E-Sports Market
- 9.1. China E-Sports Market Overview
- 9.2. China E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
- 9.3. China E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
- 9.4. China E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
- 10. India E-Sports Market
- 10.1. India E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 10.2. India E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 10.3. India E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 11. Japan E-Sports Market
- 11.1. Japan E-Sports Market Overview
- 11.2. Japan E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 11.3. Japan E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 11.4. Japan E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 12. Australia E-Sports Market
- 12.1. Australia E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 12.2. Australia E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 12.3. Australia E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 13. Indonesia E-Sports Market
- 13.1. Indonesia E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 13.2. Indonesia E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 13.3. Indonesia E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 14. South Korea E-Sports Market
- 14.1. South Korea E-Sports Market Overview
- 14.2. South Korea E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 14.3. South Korea E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 14.4. South Korea E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 15. Western Europe E-Sports Market
- 15.1. Western Europe E-Sports Market Overview
- 15.2. Western Europe E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 15.3. Western Europe E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 15.4. Western Europe E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 16. UK E-Sports Market
- 16.1. UK E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 16.2. UK E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 16.3. UK E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 17. Germany E-Sports Market
- 17.1. Germany E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 17.2. Germany E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 17.3. Germany E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 18. France E-Sports Market
- 18.1. France E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 18.2. France E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 18.3. France E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 19. Italy E-Sports Market
- 19.1. Italy E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 19.2. Italy E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 19.3. Italy E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 20. Spain E-Sports Market
- 20.1. Spain E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 20.2. Spain E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 20.3. Spain E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 21. Eastern Europe E-Sports Market
- 21.1. Eastern Europe E-Sports Market Overview
- 21.2. Eastern Europe E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 21.3. Eastern Europe E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 21.4. Eastern Europe E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 22. Russia E-Sports Market
- 22.1. Russia E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 22.2. Russia E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 22.3. Russia E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 23. North America E-Sports Market
- 23.1. North America E-Sports Market Overview
- 23.2. North America E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 23.3. North America E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 23.4. North America E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 24. USA E-Sports Market
- 24.1. USA E-Sports Market Overview
- 24.2. USA E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 24.3. USA E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 24.4. USA E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 25. Canada E-Sports Market
- 25.1. Canada E-Sports Market Overview
- 25.2. Canada E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 25.3. Canada E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 25.4. Canada E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 26. South America E-Sports Market
- 26.1. South America E-Sports Market Overview
- 26.2. South America E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 26.3. South America E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 26.4. South America E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 27. Brazil E-Sports Market
- 27.1. Brazil E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 27.2. Brazil E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 27.3. Brazil E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 28. Middle East E-Sports Market
- 28.1. Middle East E-Sports Market Overview
- 28.2. Middle East E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 28.3. Middle East E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 28.4. Middle East E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 29. Africa E-Sports Market
- 29.1. Africa E-Sports Market Overview
- 29.2. Africa E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 29.3. Africa E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 29.4. Africa E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- 30. E-Sports Market Competitive Landscape And Company Profiles
- 30.1. E-Sports Market Competitive Landscape
- 30.2. E-Sports Market Company Profiles
- 30.2.1. Activision Blizzard Inc. Overview, Products and Services, Strategy and Financial Analysis
- 30.2.2. Modern Times Group MTG AB Overview, Products and Services, Strategy and Financial Analysis
- 30.2.3. Tencent Overview, Products and Services, Strategy and Financial Analysis
- 30.2.4. Valve Corporation Overview, Products and Services, Strategy and Financial Analysis
- 30.2.5. Nintendo Overview, Products and Services, Strategy and Financial Analysis
- 31. E-Sports Market Other Major And Innovative Companies
- 31.1. Team SoloMid (TSM)
- 31.2. Cloud9
- 31.3. Take-Two Interactive
- 31.4. Riot Games Inc.
- 31.5. Nazara Technology
- 31.6. Jetsynthesys
- 31.7. Nodwin Group
- 31.8. Gaming Monk
- 31.9. Neon Gaming Studio
- 31.10. Viacom 18
- 31.11. Sony
- 31.12. Xbox
- 31.13. BenQ
- 31.14. Electronic Arts
- 31.15. Red Entertainment
- 32. Global E-Sports Market Competitive Benchmarking And Dashboard
- 33. Key Mergers And Acquisitions In The E-Sports Market
- 34. Recent Developments In The E-Sports Market
- 35. E-Sports Market High Potential Countries, Segments and Strategies
- 35.1 E-Sports Market In 2029 - Countries Offering Most New Opportunities
- 35.2 E-Sports Market In 2029 - Segments Offering Most New Opportunities
- 35.3 E-Sports Market In 2029 - Growth Strategies
- 35.3.1 Market Trend Based Strategies
- 35.3.2 Competitor Strategies
- 36. Appendix
- 36.1. Abbreviations
- 36.2. Currencies
- 36.3. Historic And Forecast Inflation Rates
- 36.4. Research Inquiries
- 36.5. The Business Research Company
- 36.6. Copyright And Disclaimer
Pricing
Currency Rates
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