eSports Market is set for a Potential Growth Worldwide: Excellent Technology Trends with Business Analysis

The eSports Marketsize was valued at USD 1.72 USD Billion in 2023 and is projected to reach USD 6.42 USD Billion by 2032, exhibiting a CAGR of 20.7 % during the forecast period.

MR Forecast has released a new report on the eSports market, covering both global and regional scales. The report provides a comprehensive understanding of the current market landscape, development, outlook, and status until 2032. The growth of the eSports market is fuelled by increasing demand in established regions, various types, technological advancements, and expanding end-user penetration. The report mainly focuses on the definition, types, applications, and major key players/manufacturers such as Twitch Interactive,  Inc. (U.S.), Activision Blizzard,  Inc. (U.S.), Tencent Holdings Limited (China), Riot Games,  Inc. (U.S.), Gfinity plc (U.K.), X1 Esports and Entertainment Ltd. (U.S.), Loco (Stoughton Street Tech Labs Private Limited) (India), Caffeine (U.S.), DLive Entertainment Pte. Ltd. (U.S.), Sony Corporation (Japan), based on the Global eSports industrial and supply chain.

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The eSports Marketsize was valued at USD 1.72 USD Billion in 2023 and is projected to reach USD 6.42 USD Billion by 2032, exhibiting a CAGR of 20.7 % during the forecast period.

The latest edition of this report you will be entitled to receive additional chapter / commentary on latest scenario, economic slowdown and COVID-19 impact on overall industry. Further it will also provide qualitative information about when industry could come back on track and what possible measures industry players are taking to deal with current situation. Each of the segment analysis table for forecast period also high % impact on growth.

This research is categorized differently considering the various aspects of this market. It also evaluates the upcoming situation by considering project pipelines of company, long term agreements to derive growth estimates. The forecast is analyzed based on the volume and revenue of this market. The tools used for analyzing the Global eSports Market research report include SWOT analysis.

April 2023: Video editing SaaS provider, VideoVerse, announced the acquisition of Reely.ai, an AI-based content creator to boost its capabilities in delivering AI-powered content to its customers. ,

April 2023: NODWIN Gaming announced the acquisition of 51% stakes of Branded, a Singaporean live media company. Through this acquisition, the company aims to expand its gaming and esports network across international sponsors.,

February 2023: Nvidia and Microsoft announced a partnership to bring Xbox PC games to the NVIDIA GeForce Now cloud gaming platform. This partnership enabled Microsoft to get more cloud games from Activision Blizzard titles, which are going to be streamed on NVIDIA GeForce.,

February 2023: Vodafone Idea entered a strategic partnership with Gamerji to expand in the esports space. The companies are offering gaming genres, such as cricket, action role, battle games, and more.,

January 2023: Xbox Canada announced its collaboration with Piadia, an enterprise led by women, to expand its product offerings by providing a women-centric electronic sports and gaming platform. The companies are focused on filling the gap of gender equality by offering a safe place to connect.,

June 2022: Sony Corporation acquired Repeat.gg, a platform provider for electronic sports tournaments, to expand its presence on PlayStation. The new expansion was expected to support gamer enthusiasm and competition.

Influencing Trend:

  • Increasing Advertisements through Gaming Platforms to Propel Market Growth

Market Growth Drivers:

  • Rising Popularity of Video Games to Spur Market Growth


The Global
eSports segments and Market Data Break Down are illuminated below:
Streaming Type: Live, On-demand,Revenue Streaming: Media Rights, Advertisement, Sponsorship, Ticket & Merchandise, Game Publisher Fees, Others,Gaming Genre: Real-Time Strategy Games, First Person Shooter Games, Fighting Games, Multiplayer Online Battle Arena Games, Mass Multiplayer Online Role-Playing Games, Others


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The regional analysis of Global eSports Market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America and Rest of the World. North America is the leading region across the world. Whereas, owing to rising no. of research activities in countries such as China, India, and Japan, Asia Pacific region is also expected to exhibit higher growth rate the forecast period 2024-2032.

Highlights of the report:

  • A complete backdrop analysis, which includes an assessment of the parent market
  • Important changes in market dynamics
  • Market segmentation up to the second or third level
  • Historical, current, and projected size of the market from the standpoint of both value and volume
  • Reporting and evaluation of recent industry developments
  • Market shares and strategies of key players
  • Emerging niche segments and regional markets
  • An objective assessment of the trajectory of the market
  • Recommendations to companies for strengthening their foothold in the market


Strategic Points Covered in Table of Content of Global eSports Market:

Chapter 1: Introduction, market driving force product Objective of Study and Research Scope the eSports market

Chapter 2: Exclusive Summary – the basic information of the eSports Market.

Chapter 3: Displaying the Market Dynamics- Drivers, Trends and Challenges & Opportunities of the eSports

Chapter 4: Presenting the eSports Market Factor Analysis, Porters Five Forces, Supply/Value Chain, PESTEL analysis, Market Entropy, Patent/Trademark Analysis.

Chapter 5: Displaying the by Type, End User and Region/Country 2015-2020

Chapter 6: Evaluating the leading manufacturers of the eSports market which consists of its Competitive Landscape, Peer Group Analysis, BCG Matrix & Company Profile

Chapter 7: To evaluate the market by segments, by countries and by Manufacturers/Company with revenue share and sales by key countries in these various regions (2024-2032)

Chapter 8 & 9: Displaying the Appendix, Methodology and Data Source

Finally, eSports Market is a valuable source of guidance for individuals and companies.

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Key questions answered

  • Who are the Leading key players and what are their Key Business plans in the Global eSports market?
  • What are the key concerns of the five forces analysis of the Global eSports market?
  • What are different prospects and threats faced by the dealers in the Global eSports market?
  • What are the strengths and weaknesses of the key vendors?


Definitively, this report will give you an unmistakable perspective on every single reality of the market without a need to allude to some other research report or an information source. Our report will give all of you the realities about the past, present, and eventual fate of the concerned Market.

Thanks for reading this article, we can also provide customized report as per company’s specific needs. You can also get separate chapter wise or region wise report versions including North America, Europe or Asia.

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