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Global E-Sports Market 2017-2021

Global E-Sports Market 2017-2021

About e-Sports

The popularity of e-sports is increasing with the rising number of viewers. E-sports create an environment where viewers can experience playing the game. E-sports on a large scale is considered to be one of the most popular sports entertainment events in the world. On the global scenario, e-sports is a rapidly growing market and is likely to grow at a CAGR of 32.28%. In 2016, Dota 2 by Valve was the leading game in terms of revenue in the e-sports market. The Americas are the leading region and will also be the fastest-growing region for e-sports during the forecast period followed by APAC and EMEA. The US is the leading country for e-sports market.

Technavio’s analysts forecast the global e-sports market to grow at a CAGR of 32.28% during the period 2017-2021.

Covered in this report

The report covers the present scenario and the growth prospects of the global e-sports market for 2017-2021. To calculate the market size, the report considers the revenue generated from tournaments excluding online advertisements.

The market is divided into the following segments based on geography:

  • Americas
  • APAC
  • EMEA
Technavio's report, Global e-Sports Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
  • Activision Blizzard
  • Epic Games
  • Nintendo
  • Riot Games
  • Valve
  • Wargaming.net
Other prominent vendors
  • EA Sports
  • Hi-Rez Studios
  • Microsoft Studios
Market driver
  • Increasing penetration of mobile games.
  • For a full, detailed list, view our report
Market challenge
  • High expense of gaming-specific peripherals.
  • For a full, detailed list, view our report
Market trend
  • Growing adoption of e-sports in emerging countries.
  • For a full, detailed list, view our report
Key questions answered in this report
  • What will the market size be in 2021 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?
  • What are the strengths and weaknesses of the key vendors?


Press Release

Technavio Announces the Publication of its Research Report – Global e-Sports Market 2017-2021

Technavio recognizes the following companies as the key players in the global e-sports market: Activision Blizzard, Epic Games, Nintendo, Riot Games, Valve, and Wargaming.net.

Other Prominent Vendors in the market are: EA Sports, Hi-Rez Studios, and Microsoft Studios.

Commenting on the report, an analyst from Technavio’s team said: “One trend in market is increasing e-sports based on TV consoles. TV console is the largest segment of the gaming industry, but when the focus is on e-sports, the impact of TV console gaming is limited. Beyond a small and declining share fighting and sports genre, TV consoles are not preferred for e-sports. In the current market scenario, these genres are negligible compared to more popular MOBA and FPS.”

According to the report, one driver in market is increasing penetration of mobile games. The rapid popularity of the MMO genre has indicated that mobile devices could be a good platform for e-sports. The partnering of Vainglory with Twitch and ESL and the high success of the first Clash Royale tournament in April 2016 indicate that mobile gaming is the future for e-sports. One of the major advantages of mobile games is low entry barriers. The penetration of mobile devices is much higher than PCs and consoles. In addition, the increasing number of FTP games played globally allows millions of mobile gamers to compete against each another. Moreover, the mechanical requirements are most important for creating a great mobile experience which can create simple and difficult e-sports games.

Further, the report states that one challenges in market is high expense of gaming-specific peripherals. The R&D expense involved in developing new and technologically advanced gaming-specific peripherals is very high. This increases the manufacturing cost of gaming peripherals. Hence, vendors sell these peripherals at premium prices to recoup their investment. However, the adoption rate may fall rapidly due to the high pricing as affordability is a very important buying criterion. As a result, gamers who cannot afford these peripherals will opt for counterfeit products or regular peripherals, which might not be specific to gaming. This will this decrease the revenue stream for vendors and make gamers less competitive. With the growing popularity of e-sports, sponsorship of these peripherals is expected to increase. This will, in turn, increase the popularity of e-sports in underdeveloped countries where the population might not always afford gaming-specific peripherals.

Companies Mentioned

Activision Blizzard, Epic Games, Nintendo, Riot Games, Valve, Wargaming.net, EA Sports, Hi-Rez Studios, and Microsoft Studios.

  • Executive summary
  • Scope of the report
  • Research Methodology
  • Introduction
    • Market outline
  • Market landscape
    • Market overview
      • Table E-sports market: Overview
    • Market size and forecast
      • Table Global e-sports market 2016-2021 ($ millions)
    • Five forces analysis
      • Table Five forces analysis
  • Market segmentation by genre
    • Global e-sports market by genre
      • Table Global e-sports market by genre 2016 and 2021 (revenue share)
    • Global e-sports market by MOBA games
      • Table Global e-sports market by MOBA games 2016-2021 ($ millions)
    • Global e-sports market by FPS games
      • Table Global e-sports market by FPS games 2016-2021 ($ millions)
    • Global e-sports market by RTS games
      • Table Global e-sports market by RTS games 2016-2021 ($ millions)
    • Global e-sports market by others
      • Table Global e-sports market by others 2016-2021 ($ millions)
  • Market segmentation by revenue
    • Global e-sports market by revenue
      • Table Global e-sports market by revenue 2016 and 2021 (revenue share)
    • Global e-sports market by advertising
      • Table Global e-sports market by advertising 2016-2021 ($ millions)
    • Global e-sports market by prize pool
      • Table Global e-sports market by prize pool 2016-2021 ($ millions)
    • Global e-sports market by ticket sales
      • Table Global e-sports market by ticket sales 2016-2021 ($ millions)
  • Geographical segmentation
    • Global e-sports market by geography
      • Table Global e-sports market by geography 2016 and 2021 (revenue share)
    • E-sports market in Americas
      • Table E-sports market in Americas 2016-2021 ($ millions)
    • E-sports market in APAC
      • Table E-sports market in APAC 2016-2021 ($ millions)
    • E-sports market in EMEA
      • Table E-sports market in EMEA 2016-2021 ($ millions)
  • Key leading countries
    • Table Top 10 countries 2016 (revenue share)
    • Table Top 10 countries by revenue and market share 2016
    • E-sports market in US
      • Table E-sports market in US 2016-2021 ($ millions)
    • E-sports market in China
      • Table E-sports market in China 2016-2021 ($ millions)
  • Decision framework
  • Drivers and challenges
    • Market drivers
    • Market challenges
      • Table Global shipments of desktops, smartphones, and tablets 2011-2016 (millions of units)
  • Market trends
  • Vendor landscape
    • Competitive scenario
    • Key leading vendors
    • Other prominent vendors
  • Appendix
    • List of abbreviations
  • Explore Technavio

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