Esports Market Research, TAM, SAM, Competitive Analysis & Trends till 2030

Esports   Market   Analysis

Esports  Market is expected to grow at an average yearly rate of around 21.2% till 2030. The Global  Market is segmented into North America, Europe, APAC & Rest of the world. The research report titled “Esports     Market   Business and Opportunity Analysis” published by Datavagyanik presents a detailed analysis of the Market with country-wise market statistics, qualitative insights, and market player analysis. One of the prime objectives of the report is to provide an assessment of the market potential, market revenue, growth, and business opportunities in each country.

The market is growing mainly due to an increase in live streaming of games, the growing popularity of online games, increased participation in tournaments, robust infrastructure & sponsorship.

Esports Market

North America Esports  Market size is 740 million and is expected to grow at a CAGR of 19.8% till 2030. The US  will drive most of the revenue in the region. North America has a massive chunk of the global market.  Famous Leagues such as Overwatch League & NA LCS are expected to attract investment in the US Esports market.

APAC Esports  Market is expected to grow fastest during the forecast period. This is primarily due to the increasing penetration of the Internet & smartphones in the region. Further, Countries like India & China account for a huge young population that loves to play games. Thus, APAC is bound to dominate the market in the future.

The market is segmented by revenue source into Sponsorship, Advertising, Merchandise & Tickets, Publisher fees & Media rights. The sponsorship segment accounted for nearly 40% of the revenue generated from the Esports market. Sponsorship allows brands to market themselves to the masses through advertising. Many popular brands such as CoCa-Cola, Red Bull, BMW, etc. have been seen sponsoring Esport leagues in the past and are expected to carry this trend in future.

Key Insights that the Esports   Market   analysis report presents are:

  • Esports     Market   revenue and demand by countries
  • Break-down of the Esports   Market   in terms of application areas, target customers, and other potential market segments
  • Areas that are relatively more potential and are faster growing
  • Market   competitive scenario, market share analysis
  • Business opportunity analysis

Global and Country-Wise  Market   Statistics

  • Global and Country-Wise Market   Size ($Million) and Forecast, till 2030
  • Global and Country-Wise  Trend Analysis
  • Global and Country-Wise Business Opportunity Assessment

Demand and Supply Side Analysis

The report analyzes Esports Market from the demand as well as the supply side. In supply-side analysis, we reach out to the Market players to collect information on their portfolio, revenue, target customers, and other insights. During this process, paid interviews and surveys are conducted for obtaining and validating the data pointers. We also deep dive into the available paid industry databases, research studies, white papers, and annual reports.

As a part of our demand-side analysis, we reach out to the end-users to gauge the application areas, demand trends, and similar insights.

Sample Data Tables Covered for Each Region and Country:

This business analysis report presents a regional as well as country-level analysis. The regions covered in the report are – North America, Europe, Asia Pacific, and the Rest of the World. In these four regions, all the countries have been covered in detail with information on market size, trends, and forecasts.

The report covers  revenue and forecast till 2030, by regions, (further split into countries):

  • North America (United States, Canada, Mexico)
  • Asia Pacific (China, Japan, South Korea, India, Indonesia, Vietnam, Rest of APAC)
  • Europe (UK, Germany, France, Italy, Spain, Benelux, Poland, Rest of Europe)
  • Latin America (Brazil, Argentina, Rest of Latin America)
  • Middle East & Africa

Market   Segmentation


Esports   Market   Analysis, by Revenue Source:

  • Sponsorship
  • Advertising
  • Merchandise & Tickets
  • Publisher Fees
  • Media Rights

Esports   Market   Analysis, by Region:


North America Market   Analysis, by Country
  • United States
  • Canada
Europe Market   Analysis, by Country
  • Germany
  • France
  • Italy
  • Spain
  • UK
  • Rest of Europe
Asia-Pacific  Market   Analysis, by Country
  • China
  • India
  • Japan
  • South Korea
  • Indonesia
  • Australia
  • Rest of Asia-Pacific
Latin America Market   Analysis, by Country
  • Brazil
  • Mexico
  • Argentina
The Middle East & Africa Market   Analysis, by Country
  • Saudi Arabia
  • UAE
  • Egypt
  • Rest of the Middle East & Africa

Market   Player Analysis:

  • Company overview, portfolio analysis, market share, and target customers
  • Estimated segment revenue and relative positioning
  • Business and growth strategies

Top 10 Companies in Esports Market

  • Gameloft SE
  • Intel Corporation
  • Activision Blizzard, Inc.
  • Valve Corporation
  • Electronic Arts Inc.
  • NVIDIA Corporation
  • HTC Corporation
  • Modern Times Group (MTG)
  • Nintendo of America Inc.
  • Tencent Holding Limited

Esports   Market   Research Methodology:

There is an entire data collection and validation framework that Datavagyanik follows to provide you with authentic information. We connect to industry experts across various countries to understand market trends and demand patterns. The same is done through paid interviews and surveys.

Our internal team of analysts is experts in studying market patterns, mining data, and extracting useful information from different paid and freely available sources. Datavagyanik has an exhaustive internal database with information on markets, market players, and other macro and micro economic indicators that impact industries.

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