Global Esports Market: Insights & Forecast with Potential Impact of COVID-19 (2020-2024)

Global Esports Market: Insights & Forecast with Potential Impact of COVID-19 (2020-2024)

The global esports market is anticipated to reach US$2.40 billion in 2024, growing at a CAGR of 18.19% for the period spanning 2020-2024. The growth in the esports market was driven by rising internet users & penetration, growing GDP per capita, increasing digitalization and rising smartphone users. The market is expected to face certain challenges like growing addiction of esports and physical & psychological effects. The market is witnessing certain trends such as increasing adoption of virtual reality (VR) and augmented reality (AR) in gaming industry.

The global esports market by revenue source can be segmented into the following: sponsorship, media rights, advertising, publisher fees and merchandise & tickets. In 2019, the dominant share of market was held by sponsorship, followed by media rights, advertising, publisher fees and merchandise & tickets. The global esports audience is predicted to reach 888 million in 2024, experiencing growth at a CAGR of 18.19% during the period spanning 2020-2024. The global esports audience by type can be segmented as follows: occasional viewer and enthusiast. The higher share of the market was held by occasional viewer in 2019.

The global esports market by region can be segmented into the following: North America, Asia Pacific and Europe. In 2019, the dominant share of the market was held by North America, followed by Asia Pacific and Europe. The various factors responsible for the dominant market share held by North America are rising audience of esports, increasing disposable income and surging adoption of smartphones. North America would continue to hold a dominant market share during the forecasted years.

Scope of the report:

  • The report provides a comprehensive analysis of the global esports market with potential impact of COVID-19.
  • The major regional markets North America, Asia Pacific and Europe along with the US have been analyzed.
  • The market dynamics such as growth drivers, market trends and challenges are analyzed in-depth.
  • The competitive landscape of the market, along with the company profiles of leading players (Activision Blizzard, Modern Times Group, Gfinity, Nintendo, Tencent and Electronic Arts) are also presented in detail.
Key Target Audience:
  • Esports Providers
  • End Users (Businesses/Consumers)
  • Investment Banks
  • Government Bodies & Regulating Authorities


1. Market Overview
1.1 Esports
Table 1: List of Esports Games
1.2 Fighting Games
Table 2: List of Fighting Games
1.3 First-person Shooters
Table 3: List of First-person Shooters
1.4 Multiplayer Online Battle Arena
Table 4: List of Multiplayer Online Battle Arena
1.5 Racing Games
Table 5: List of Racing Games
1.6 Real-time Strategy
Table 6: List of Real-time Strategy Games
1.7 Sports Games
Table 7: List of Sports Games
1.8 Third-person Shooters
Table 8: List of Third-person Shooters
2. Impact of COVID-19
2.1 Impact on Global Economy
2.2 Impact on Esports Watching Hours
Table 9: Global Gaming Watch Hours (Jan’20 – Mar’20)
2.3 Global Prevalence of COVID-19
Table 10: Global Prevalence of COVID-19 (Jan’ 20 – Jul’20)
2.4 Impact on Twitch Hours Watched
Table 11: Global Twitch Total Hours Watched (Q1’ 19 – Q1’20)
3. Market Analysis
3.1 Global Esports Market by Value
Table 12: Global Esports Market by Value (2015-2019)
3.2 Global Esports Market Forecast by Value
Table 13: Global Esports Market Forecast by Value (2020-2024)
3.3 Global Esports Market by Revenue Source
Table 14: Global Esports Market by Revenue Source (2019)
3.3.1 Global Esports Sponsorship Market by Value
Table 15: Global Esports Sponsorship Market by Value (2015-2019)
3.3.2 Global Esports Sponsorship Market Forecast by Value
Table 16: Global Esports Sponsorship Market Forecast by Value (2020-2024)
3.3.3 Global Esports Media Rights Market by value
Table 17: Global Esports Media Rights Market by Value (2015-2019)
3.3.4 Global Esports Media Rights Market Forecast by Value
Table 18: Global Esports Media Rights Market Forecast by Value (2020-2024)
3.3.5 Global Esports Advertising Market by Value
Table 19: Global Esports Advertising Market by Value (2015-2019)
3.3.6 Global Esports Advertising Market Forecast by Value
Table 20: Global Esports Advertising Market Forecast by Value (2020-2024)
3.3.7 Global Esports Publisher Market by Value
Table 21: Global Esports Publisher Market by Value (2015-2019)
3.3.8 Global Esports Publisher Market Forecast by Value
Table 22: Global Esports Publisher Market Forecast by Value (2020-2024)
3.3.9 Global Esports Merchandise & Tickets Market by Value
Table 23: Global Esports Merchandise & Tickets Market by Value (2015-2019)
3.3.10 Global Esports Merchandise & Tickets Market Forecast by Value
Table 24: Global Esports Merchandise & Tickets Market Forecast by Value (2020-2024)
3.4 Global Esports Audience
Table 25: Global Esports Audience (2015-2019)
3.5 Global Esports Audience Forecast
Table 26: Global Esports Audience Forecast (2020-2024)
3.6 Global Esports Audience by Type
Table 27: Global Esports Audience by Type (2019)
3.6.1 Global Esports Occasional Viewer Audience
Table 28: Global Esports Occasional Viewer Audience (2015-2019)
3.6.2 Global Esports Occasional Viewer Audience Forecast
Table 29: Global Esports Occasional Viewer Audience Forecast (2020-2024)
3.6.3 Global Esports Enthusiasts Audience
Table 30: Global Esports Enthusiasts Audience (2015-2019)
3.6.4 Global Esports Enthusiasts Audience Forecast
Table 31: Global Esports Enthusiasts Audience Forecast (2020-2024)
3.7 Global Esports Market by Region
Table 32: Global Esports Market by Region (2019)
4. Regional Market
4.1 North America
4.1.1 North America Esports Market by Value
Table 33: North America Esports Market by Value (2015-2019)
4.1.2 North America Esports Market Forecast by Value
Table 34: North America Esports Market Forecast by Value (2020-2024)
4.1.3 The US Esports Market Forecast by Value
Table 35: The US Esports Market Forecast by Value (2019-2024)
4.1.4 The US Esports Market by Revenue Source
Table 36: The US Esports Market by Revenue Source (2019)
4.1.5 The US Esports Market Value Forecast by Revenue Source
Table 37: The US Esports Market Value Forecast by Revenue Source (2019-2024)
4.2 Asia Pacific
4.2.1 Asia Pacific Esports Market by Value
Table 38: Asia Pacific Esports Market by Value (2015-2019)
4.2.2 Asia Pacific Esports Market Forecast by Value
Table 39: Asia Pacific Esports Market Forecast by Value (2020-2024)
4.3 Europe
4.3.1 Europe Esports Market by Value
Table 40: Europe Esports Market by Value (2015-2019)
4.3.2 Europe Esports Market Forecast by Value
Table 41: Europe Esports Market Forecast by Value (2020-2024)
4.4 ROW
4.4.1 ROW Esports Market by Value
Table 42: ROW Esports Market by Value (2015-2019)
4.4.2 ROW Esports Market Forecast by Value
Table 43: ROW Esports Market Forecast by Value (2020-2024)
5. Market Dynamics
5.1 Growth Drivers
5.1.1 Upsurge in Internet Users
Table 44: Global Internet Users & Penetration (2015-2020)
5.1.2 Escalating GDP Per Capita
Table 45: Global GDP Per Capita (2015-2023)
5.1.3 Increasing Penetration of Smartphone
Table 46: Global Smartphone Users (2015-2020)
5.1.4 Increasing Use of Cloud Computing Technology
5.1.5 Digitalization
5.1.6 Forming of Esports Teams in High Schools & Colleges
5.2 Key Trends & Developments
5.2.1 Surging Youth Population
Table 47: Global Youth Population (2000-2020)
5.2.2 Virtual Reality (VR)
Table 48: Global Virtual Reality Revenue (2015-2020)
5.2.3 Surging Adoption of Augmented Reality (AR)
Table 49: Global Augmented Reality (AR) Revenue (2016-2020)
5.3 Challenges
5.3.1 Addiction of Esports
5.3.2 Physical & Psychological Effects
6. Competitive Landscape
6.1 Global Market
6.1.1 Revenue Comparison- Key Players
Table 50: Key Players - Revenue Comparison (2019/2020)
6.1.2 Market Capitalization Comparison- Key Players
Table 51: Key Players – Market Capitalization Comparison (2020)
6.1.3 Research & Development Expenses Comparison- Key Players
Table 52: Key Players – Research & Development Expenses Comparison (2020)
7. Company Profiles
7.1 Activision Blizzard
7.1.1 Business Overview
7.1.2 Financial Overview
Table 53: Activision Blizzard Net Revenue & Net Income (2015-2019)
Table 54: Activision Blizzard Net Revenue by Segment (2019)
Table 55: Activision Blizzard Net Revenue by Region (2019)
7.1.3 Business Strategies
7.2 Modern Times Group
7.2.1 Business Overview
7.2.2 Financial Overview
Table 56: Modern Times Group Net Sales and Net Income (Loss) (2015-2019)
Table 57: Modern Times Group Net Sales by Segment (2019)
Table 58: Modern Times Group Net Sales by Region (2019)
7.2.3 Business Strategies
7.3 Gfinity
7.3.1 Business Overview
7.3.2 Financial Overview
Table 59: Gfinity Revenue & Net Loss (2015-2019)
Table 60: Gfinity Revenue by Segment (2019)
Table 61: Gfinity Revenue by Region (2019)
7.3.3 Business Strategies
7.4 Nintendo
7.4.1 Business Overview
7.4.2 Financial Overview
Table 62: Nintendo Net Sales and Profit (2016-2020)
Table 63: Nintendo Net Sales by Segment (2019)
Table 64: Nintendo Net Sales by Region (2019)
7.4.3 Business Strategies
7.5 Tencent
7.5.1 Business Overview
7.5.2 Financial Overview
Table 65: Tencent Revenue and Profit (2015-2019)
Table 66: Tencent Revenue by Segment (2019)
Table 67: Tencent Revenue by Region (2019)
7.5.3 Business Strategies
7.6 Electronic Arts
7.6.1 Business Overview
7.6.2 Financial Overview
Table 68: Electronic Arts Net Revenue & Net Income (2016-2020)
Table 69: Electronic Arts Net Revenue by Segment (2020)
Table 70: Electronic Arts Net Revenue by Segment (2020)
7.6.3 Business Strategies

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