Global Electronic Sports (eSports) Market Growth (Status and Outlook) 2022-2028

SKU ID : LPI-19909180 | Publishing Date : 12-Jan-2022 | No. of pages : 111

As the global economy mends, the 2021 growth of Electronic Sports (eSports) will have significant change from previous year. According to our (LP Information) latest study, the global Electronic Sports (eSports) market size is USD million in 2022 from USD million in 2021, with a change of % between 2021 and 2022. The global Electronic Sports (eSports) market size will reach USD million in 2028, growing at a CAGR of % over the analysis period.
The United States Electronic Sports (eSports) market is expected at value of US$ million in 2021 and grow at approximately % CAGR during review period. China constitutes a % market for the global Electronic Sports (eSports) market, reaching US$ million by the year 2028. As for the Europe Electronic Sports (eSports) landscape, Germany is projected to reach US$ million by 2028 trailing a CAGR of % over the forecast period. In APAC, the growth rates of other notable markets (Japan and South Korea) are projected to be at % and % respectively for the next 5-year period.
Global main Electronic Sports (eSports) players cover Modern Times Group (Sweden), Activision Blizzard (US), FACEIT (UK), and Total Entertainment Network (US), etc. In terms of revenue, the global largest two companies occupy a share nearly % in 2021.
This report presents a comprehensive overview, market shares, and growth opportunities of Electronic Sports (eSports) market by product type, application, key players and key regions and countries.
Segmentation by type: breakdown data from 2017 to 2022 in Section 2.3; and forecast to 2028 in section 10.7.
Media Rights (Subscription & Online Advertisement)
Tickets and Merchandise
Sponsorship & Direct Advertisement
Publisher Fees
Segmentation by application: breakdown data from 2017 to 2022, in Section 2.4; and forecast to 2028 in section 10.8.
This report also splits the market by region: Breakdown data in Chapter 4, 5, 6, 7 and 8.
United States
Southeast Asia
Middle East & Africa
South Africa
GCC Countries
The report also presents the market competition landscape and a corresponding detailed analysis of the major players in the market. The key players covered in this report: Breakdown data in in Chapter 3.
Modern Times Group (Sweden)
Activision Blizzard (US)
Total Entertainment Network (US)
Gfinity (UK)
Turner Broadcasting System (US)
CJ Corporation (South Korea)
Valve Corporation (US)
Tencent (China)
Electronic Arts (EA) (US)
Hi-Rez Studios (US)
KaBuM (Canada)
Wargaming Public (Cyprus)
Rovio Entertainment (Finland)
GungHo Online Entertainment (Japan)
Alisports (China)

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This market study covers the global and regional market with an in-depth analysis of the overall growth prospects in the market. Furthermore, it sheds light on the comprehensive competitive landscape of the global market. The report further offers a dashboard overview of leading companies encompassing their successful marketing strategies, market contribution, recent developments in both historic and present contexts.
  • By product type
  • By End User/Applications
  • By Technology
  • By Region
The report provides a detailed evaluation of the market by highlighting information on different aspects which include drivers, restraints, opportunities, and threats. This information can help stakeholders to make appropriate decisions before investing.
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