Esports Market Size 2025-2029
The esports market size is forecast to increase by USD 4.34 billion at a CAGR of 21.2% between 2024 and 2029.
- The market is experiencing significant growth, driven by increasing brand engagement and the surge in esports betting. Brands are recognizing the value of esports as a powerful marketing tool to reach the coveted millennial and Gen Z demographics. Sports events offer unique opportunities for brand activation and fan engagement, with sponsorships, product placements, and team collaborations becoming increasingly common. Additionally, the global esports betting market is projected to reach substantial growth, fueled by the rise in popularity of esports and the increasing legalization of online gambling. However, the market also faces challenges, including the escalating costs of game development and the need for standardized regulations to ensure ethical business practices.
- Game developers are under pressure to continuously release new titles and updates to maintain player engagement and stay competitive, driving up development costs. Regulations surrounding esports betting vary widely across jurisdictions, creating complexities for businesses operating in multiple markets. Companies seeking to capitalize on the market's opportunities must navigate these challenges effectively, focusing on innovation, cost management, and regulatory compliance.
What will be the Size of the Esports Market during the forecast period?

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- The market continues to evolve, with dynamic interactions between various sectors shaping its growth and development. Esports demographics expand as new audiences discover the excitement of competitive gaming, leading to increased esports participation and engagement. Esports media outlets adapt to cater to this growing audience, providing comprehensive coverage of esports events, trends, and player profiles. Esports development is driven by innovative strategies and infrastructure, enabling the creation of immersive gaming experiences and advanced training facilities. Esports management teams leverage technology to optimize operations and enhance fan experiences, while esports ecosystems foster collaboration and growth across the industry.
- Esports trends emerge and evolve, with a focus on sustainability, accessibility, and ethical practices. Esports franchises and teams form strategic partnerships, while esports content and platforms monetize their offerings through various revenue streams, including advertising, sponsorships, merchandise sales, and analytics. Esports governance and regulations aim to ensure fair play and ethical conduct, while esports betting and disruption introduce new challenges and opportunities for innovation. Esports education and talent development programs foster the next generation of gaming professionals, ensuring the continued growth and vitality of the esports industry.
How is this Esports Industry segmented?
The esports industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in "USD million" for the period 2025-2029, as well as historical data from 2019-2023 for the following segments.
- Revenue Stream
- Sponsorships
- Media rights
- Publisher fees
- Advertising
- Merchandise and ticket sales
- Genre
- Device
- Smart phone and smart TV
- Gaming console
- Desktop / laptop / tablets
- Audience Type
- Players
- Spectators
- Casual Gamers
- Event Type
- Tournaments
- Exhibitions
- Online-Only
- LAN
- Platform
- PC-Specific
- Console-Specific
- Mobile-Specific
- Geography
- North America
- Europe
- France
- Germany
- Italy
- Spain
- UK
- Middle East and Africa
- APAC
- China
- India
- Japan
- South Korea
- South America
- Rest of World (ROW)
By Revenue Stream Insights
The sponsorships segment is estimated to witness significant growth during the forecast period.
Esports, a dynamic and evolving industry, encompasses various entities that fuel its growth and engagement. Training programs hone the skills of esports athletes, ensuring they remain at the top of their game. Regulations and ethics establish a fair and competitive environment, while broadcasting platforms deliver immersive experiences to a global audience. Esports strategies and marketing tactics attract sponsors, who invest in teams, franchises, and events to reach the highly engaged demographic. Esports infrastructure, including arenas and studios, provides the necessary resources for players and teams to thrive. Sustainability initiatives and betting regulations ensure the industry's long-term viability.
Esports communities foster a sense of belonging and passion among fans, driving participation and merchandise sales. Esports content and platforms offer endless opportunities for innovation, streaming, and monetization. Analytics and talent coaching help teams optimize performance and strategy. Esports disruption and advertising create new revenue streams, while governance and tournaments maintain a level playing field. The esports ecosystem continues to evolve, driven by the passion and dedication of players, teams, and fans alike.

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The Sponsorships segment was valued at USD 769.40 billion in 2019 and showed a gradual increase during the forecast period.
Regional Analysis
APAC is estimated to contribute 43% to the growth of the global market during the forecast period.Technavio's analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period.

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The market in Asia Pacific (APAC) is experiencing remarkable growth, outpacing other regions. This expansion can be attributed to several factors, including the entry of global brands into the market, the increasing adoption of online mobile gaming, and the burgeoning popularity of esports among millennials. The gaming industry's development is another significant contributor. Key markets in APAC include China, Japan, South Korea, and India. China, in particular, is a major player due to its large population with growing disposable income, enabling the purchase of advanced gaming consoles and increased spending on gaming equipment.
Market Dynamics
Our researchers analyzed the data with 2024 as the base year, along with the key drivers, trends, and challenges. A holistic analysis of drivers will help companies refine their marketing strategies to gain a competitive advantage.
The Global Esports Market 2025-2029 grows with B2B esports solutions and digital esports platforms for organizers. Esports market trends 2025-2029 highlight esports tournaments with live streaming and esports sponsorship for brands. Cost-effective esports solutions for SMEs and esports platforms for small organizers drive demand, per global esports market size and forecast. Scalable esports providers and digital esports market insights support esports deployment for events. Esports for competitive gaming and esports adoption in education enhance engagement. Technology-driven esports benefits, esports for corporate events, and esports market analysis address esports market challenges and solutions. Global esports market competitive landscape and future of esports 2029 insights fuel esports market growth opportunities 2025.
What are the key market drivers leading to the rise in the adoption of Esports Industry?
- Esports serves as a primary catalyst for market growth by enhancing brand recognition. Esports events serve as valuable platforms for brands to showcase their products and services to a vast, engaged audience. Major corporations, including gaming console manufacturers, video game developers, and other businesses, have recognized the potential of esports for brand promotion. By sponsoring esports tournaments, these companies can reach millions of viewers and connect with dedicated esports players. The market benefits from these sponsorships, generating new revenue streams for esports events. Notable sponsors of esports events include HTC Corp., Twitch, Intel, Adidas AG, Vodafone Plc, and The Coca-Cola Co., among others. In July 2024, the Esports World Cup took place in Saudi Arabia, marking its inaugural event, featuring tournaments for various PC, console, and mobile titles, with over USD60 million in prizes.
- This significant investment in esports demonstrates the growing importance of the industry and the potential it holds for both esports and sponsoring brands. Esports governance ensures fair play and maintains the integrity of the competitions, further enhancing the appeal for sponsors and viewers alike.
What are the market trends shaping the Esports Industry?
- Esports betting is currently experiencing significant growth and is becoming a prominent trend in the market. This increasing interest in wagering on electronic sports competitions is a noteworthy development in the industry.
- The market is experiencing significant growth and transformation, bridging the gap between traditional sports and digital gaming events. Esports training and ethics have become crucial components of the industry, ensuring fair play and skill development. Regulations are being established to govern esports, creating a more structured and professional environment. Esports broadcasting has evolved, offering high-quality streams and immersive viewing experiences for audiences worldwide. Esports teams and communities have gained substantial followings, leading to increased marketing opportunities for brands. Strategies for the marketing have become essential for businesses looking to engage with the dedicated and passionate fan base. Esports infrastructure continues to improve, with advanced technology and infrastructure supporting the industry's growth.
- The future of esports holds immense potential, with continued innovation and expansion expected. The esports industry's global reach and accessibility through digital platforms have made betting on esports a popular trend. Esports betting platforms offer fans the opportunity to place wagers on their predictions from anywhere in the world, enhancing the overall fan experience.
What challenges does the Esports Industry face during its growth?
- The escalating costs of game development pose a significant challenge to the industry's growth trajectory. Game development costs continue to rise, putting pressure on companies to increase revenue and innovate in order to remain competitive. This trend, if unchecked, could hinder the industry's ability to expand and reach new audiences.
- The market demonstrates significant growth and innovation, driven by evolving consumer preferences and advancements in technology. Esports demographics span a wide range, with a growing number of fans from diverse backgrounds engaging with Esports content. Esports media platforms have emerged as key players in the ecosystem, providing access to Esports gaming, franchises, and content. Esports development costs have risen due to the demand for enhanced in-game experiences, with major titles reportedly costing over USD700 million in development and marketing. Game developers employ advanced software and tools, such as SpeedTree for realistic graphics, to create immersive gaming environments.
- The Esports industry's sustainability relies on continuous innovation and collaboration between developers, teams, and platforms. As Esports trends evolve, so too do the challenges and opportunities. Esports management requires a deep understanding of the industry's intricacies, from player contracts and sponsorships to marketing and fan engagement. The Esports ecosystem is a complex network of stakeholders, from game developers and publishers to teams, leagues, and media companies. Together, they contribute to the creation, distribution, and monetization of Esports content. Technology plays a crucial role in the Esports industry, from high-performance gaming computers and internet connections to virtual and augmented reality experiences.
- As technology continues to advance, Esports will continue to push the boundaries of what is possible in gaming and entertainment.
Exclusive Customer Landscape
The esports market forecasting report includes the adoption lifecycle of the market, covering from the innovator's stage to the laggard's stage. It focuses on adoption rates in different regions based on penetration. Furthermore, the esports market report also includes key purchase criteria and drivers of price sensitivity to help companies evaluate and develop their market growth analysis strategies.

Customer Landscape
Key Companies & Market Insights
Companies are implementing various strategies, such as strategic alliances, esports market forecast, partnerships, mergers and acquisitions, geographical expansion, and product/service launches, to enhance their presence in the industry.
Activision Blizzard Inc. - The company specializes in hosting and showcasing premier esports competitions online, featuring titles like Overwatch League and Call of Duty League.
The industry research and growth report includes detailed analyses of the competitive landscape of the market and information about key companies, including:
- Activision Blizzard Inc.
- Amazon.com Inc.
- ANT Esports
- Electronic Arts Inc.
- Gfinity Plc
- Hi Rez Studios Inc.
- Kabam Games Inc.
- Modern Times Group MTG AB
- Nintendo Co. Ltd.
- Riot Games Inc.
- Rovio Entertainment Corp.
- Starladder Ltd.
- Take Two Interactive Software Inc.
- TaKeTV GmbH
- Tencent Holdings Ltd.
- Valve Corp.
- Wargaming Group Ltd.
Qualitative and quantitative analysis of companies has been conducted to help clients understand the wider business environment as well as the strengths and weaknesses of key industry players. Data is qualitatively analyzed to categorize companies as pure play, category-focused, industry-focused, and diversified; it is quantitatively analyzed to categorize companies as dominant, leading, strong, tentative, and weak.
Recent Development and News in Esports Market
- In February 2023, Riot Games, a leading developer and publisher in the esports industry, announced the launch of Valorant Champions Tour, a global circuit featuring over 30 events across six regions, with a total prize pool of USD10 million (Riot Games press release). This initiative signifies a significant expansion in the competitive scene for Valorant, attracting more players and viewers to the game.
- In May 2024, Amazon Prime Video and Twitch, Amazon's live streaming platform, entered into a strategic partnership to offer exclusive live streaming rights for select esports events. This collaboration marked a significant shift in the media landscape, providing fans with more accessible and convenient ways to watch their favorite esports content (Amazon press release).
- In October 2024, Tencent Holdings, the world's largest gaming company, completed its acquisition of Summit Esports, a leading esports organization. This acquisition represented a major consolidation in the industry, with Tencent strengthening its presence in the competitive scene and expanding its influence in the esports ecosystem (Reuters).
- In January 2025, the European Union announced the Esports Integrity Coalition (ESIC) Code of Conduct, a set of regulations aimed at maintaining fair play and integrity in esports events. This initiative marked a significant milestone in the maturation of the esports industry, with regulatory bodies stepping in to address concerns around cheating and match-fixing (ESIC press release).
Research Analyst Overview
In the dynamic world of esports, various sectors are experiencing significant growth and innovation. Professional gaming and team management require effective community engagement, utilizing esports data analytics to optimize performance. Virtual sports events, produced with advanced technology, offer sponsorship opportunities for brands seeking to reach a dedicated fanbase. The market analysis reveals revenue streams from brand partnerships, merchandise sales, streaming services, and advertising campaigns. Esports infrastructure development includes legal frameworks and ethical considerations, ensuring a sustainable competitive landscape. Online gaming leagues and tournaments foster talent development and intense competition, while branding guidelines maintain industry standards.
Technology advancements and broadcasting networks enhance gaming entertainment, attracting more fans and investors. Esports content marketing strategies leverage influencer partnerships and innovative storytelling, creating engaging experiences for viewers. Sustainability initiatives promote eco-conscious practices, aligning the industry with social responsibility. Amidst this evolving ecosystem, cyber sports continue to challenge traditional sports, offering unique opportunities for growth and innovation.
Dive into Technavio's robust research methodology, blending expert interviews, extensive data synthesis, and validated models for unparalleled Esports Market insights. See full methodology.
Market Scope
|
Report Coverage
|
Details
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Page number
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229
|
Base year
|
2024
|
Historic period
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2019-2023 |
Forecast period
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2025-2029
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Growth momentum & CAGR
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Accelerate at a CAGR of 21.2%
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Market growth 2025-2029
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USD 4337 million
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Market structure
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Fragmented
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YoY growth 2024-2025(%)
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20.0
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Key countries
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US, China, Japan, Germany, France, Spain, Canada, India, South Korea, France, Japan, Italy, Brazil, UAE, UK, Spain, and Rest of World (ROW)
|
Competitive landscape
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Leading Companies, Market Positioning of Companies, Competitive Strategies, and Industry Risks
|
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What are the Key Data Covered in this Esports Market Research and Growth Report?
- CAGR of the Esports industry during the forecast period
- Detailed information on factors that will drive the growth and forecasting between 2025 and 2029
- Precise estimation of the size of the market and its contribution of the industry in focus to the parent market
- Accurate predictions about upcoming growth and trends and changes in consumer behaviour
- Growth of the market across APAC, Europe, North America, South America, and Middle East and Africa
- Thorough analysis of the market's competitive landscape and detailed information about companies
- Comprehensive analysis of factors that will challenge the esports market growth of industry companies
We can help! Our analysts can customize this esports market research report to meet your requirements.
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1 Executive Summary
- 1.1 Market overview
- Executive Summary - Chart on Market Overview
- Executive Summary - Data Table on Market Overview
- Executive Summary - Chart on Global Market Characteristics
- Executive Summary - Chart on Market by Geography
- Executive Summary - Chart on Market Segmentation by Revenue Stream
- Executive Summary - Chart on Market Segmentation by Genre
- Executive Summary - Chart on Market Segmentation by Device
- Executive Summary - Chart on Incremental Growth
- Executive Summary - Data Table on Incremental Growth
- Executive Summary - Chart on Company Market Positioning
2 Technavio Analysis
- 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
- Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
- 2.2 Criticality of inputs and Factors of differentiation
- Overview on criticality of inputs and factors of differentiation
- 2.3 Factors of disruption
- Overview on factors of disruption
- 2.4 Impact of drivers and challenges
- Impact of drivers and challenges in 2024 and 2029
3 Market Landscape
- 3.1 Market ecosystem
- Parent Market
- Data Table on - Parent Market
- 3.2 Market characteristics
- Market characteristics analysis
4 Market Sizing
- 4.1 Market definition
- Offerings of companies included in the market definition
- 4.2 Market segment analysis
- 4.4 Market outlook: Forecast for 2024-2029
- Chart on Global - Market size and forecast 2024-2029 ($ million)
- Data Table on Global - Market size and forecast 2024-2029 ($ million)
- Chart on Global Market: Year-over-year growth 2024-2029 (%)
- Data Table on Global Market: Year-over-year growth 2024-2029 (%)
5 Historic Market Size
- 5.1 Global Esports Market 2019 - 2023
- Historic Market Size - Data Table on Global Esports Market 2019 - 2023 ($ million)
- 5.2 Revenue Stream segment analysis 2019 - 2023
- Historic Market Size - Revenue Stream Segment 2019 - 2023 ($ million)
- 5.3 Genre segment analysis 2019 - 2023
- Historic Market Size - Genre Segment 2019 - 2023 ($ million)
- 5.4 Device segment analysis 2019 - 2023
- Historic Market Size - Device Segment 2019 - 2023 ($ million)
- 5.5 Geography segment analysis 2019 - 2023
- Historic Market Size - Geography Segment 2019 - 2023 ($ million)
- 5.6 Country segment analysis 2019 - 2023
- Historic Market Size - Country Segment 2019 - 2023 ($ million)
6 Qualitative Analysis
- 6.1 Impact of AI on Global Esports Market
7 Five Forces Analysis
- 7.1 Five forces summary
- Five forces analysis - Comparison between 2024 and 2029
- 7.2 Bargaining power of buyers
- Bargaining power of buyers - Impact of key factors 2024 and 2029
- 7.3 Bargaining power of suppliers
- Bargaining power of suppliers - Impact of key factors in 2024 and 2029
- 7.4 Threat of new entrants
- Threat of new entrants - Impact of key factors in 2024 and 2029
- 7.5 Threat of substitutes
- Threat of substitutes - Impact of key factors in 2024 and 2029
- 7.6 Threat of rivalry
- Threat of rivalry - Impact of key factors in 2024 and 2029
- 7.7 Market condition
- Chart on Market condition - Five forces 2024 and 2029
8 Market Segmentation by Revenue Stream
- 8.1 Market segments
- Chart on Revenue Stream - Market share (2024-2029) (%)
- Data Table on Revenue Stream - Market share (2024-2029) (%)
- 8.2 Comparison by Revenue Stream
- Chart on Comparison by Revenue Stream
- Data Table on Comparison by Revenue Stream
- 8.3 Sponsorships - Market size and forecast (2024-2029)
- Chart on Sponsorships - Market size and forecast (2024-2029) ($ million)
- Data Table on Sponsorships - Market size and forecast (2024-2029) ($ million)
- Chart on Sponsorships - Year-over-year growth (2024-2029) (%)
- Data Table on Sponsorships - Year-over-year growth (2024-2029) (%)
- 8.4 Media rights - Market size and forecast (2024-2029)
- Chart on Media rights - Market size and forecast (2024-2029) ($ million)
- Data Table on Media rights - Market size and forecast (2024-2029) ($ million)
- Chart on Media rights - Year-over-year growth (2024-2029) (%)
- Data Table on Media rights - Year-over-year growth (2024-2029) (%)
- 8.5 Publisher fees - Market size and forecast (2024-2029)
- Chart on Publisher fees - Market size and forecast (2024-2029) ($ million)
- Data Table on Publisher fees - Market size and forecast (2024-2029) ($ million)
- Chart on Publisher fees - Year-over-year growth (2024-2029) (%)
- Data Table on Publisher fees - Year-over-year growth (2024-2029) (%)
- 8.6 Advertising - Market size and forecast (2024-2029)
- Chart on Advertising - Market size and forecast (2024-2029) ($ million)
- Data Table on Advertising - Market size and forecast (2024-2029) ($ million)
- Chart on Advertising - Year-over-year growth (2024-2029) (%)
- Data Table on Advertising - Year-over-year growth (2024-2029) (%)
- 8.7 Merchandise and ticket sales - Market size and forecast (2024-2029)
- Chart on Merchandise and ticket sales - Market size and forecast (2024-2029) ($ million)
- Data Table on Merchandise and ticket sales - Market size and forecast (2024-2029) ($ million)
- Chart on Merchandise and ticket sales - Year-over-year growth (2024-2029) (%)
- Data Table on Merchandise and ticket sales - Year-over-year growth (2024-2029) (%)
- 8.8 Market opportunity by Revenue Stream
- Market opportunity by Revenue Stream ($ million)
- Data Table on Market opportunity by Revenue Stream ($ million)
9 Market Segmentation by Genre
- 9.1 Market segments
- Chart on Genre - Market share (2024-2029) (%)
- Data Table on Genre - Market share (2024-2029) (%)
- 9.2 Comparison by Genre
- Chart on Comparison by Genre
- Data Table on Comparison by Genre
- 9.3 MOBA - Market size and forecast (2024-2029)
- Chart on MOBA - Market size and forecast (2024-2029) ($ million)
- Data Table on MOBA - Market size and forecast (2024-2029) ($ million)
- Chart on MOBA - Year-over-year growth (2024-2029) (%)
- Data Table on MOBA - Year-over-year growth (2024-2029) (%)
- 9.4 FPS - Market size and forecast (2024-2029)
- Chart on FPS - Market size and forecast (2024-2029) ($ million)
- Data Table on FPS - Market size and forecast (2024-2029) ($ million)
- Chart on FPS - Year-over-year growth (2024-2029) (%)
- Data Table on FPS - Year-over-year growth (2024-2029) (%)
- 9.5 RTS - Market size and forecast (2024-2029)
- Chart on RTS - Market size and forecast (2024-2029) ($ million)
- Data Table on RTS - Market size and forecast (2024-2029) ($ million)
- Chart on RTS - Year-over-year growth (2024-2029) (%)
- Data Table on RTS - Year-over-year growth (2024-2029) (%)
- 9.6 Others - Market size and forecast (2024-2029)
- Chart on Others - Market size and forecast (2024-2029) ($ million)
- Data Table on Others - Market size and forecast (2024-2029) ($ million)
- Chart on Others - Year-over-year growth (2024-2029) (%)
- Data Table on Others - Year-over-year growth (2024-2029) (%)
- 9.7 Market opportunity by Genre
- Market opportunity by Genre ($ million)
- Data Table on Market opportunity by Genre ($ million)
10 Market Segmentation by Device
- 10.1 Market segments
- Chart on Device - Market share (2024-2029) (%)
- Data Table on Device - Market share (2024-2029) (%)
- 10.2 Comparison by Device
- Chart on Comparison by Device
- Data Table on Comparison by Device
- 10.3 Smart phone and smart TV - Market size and forecast (2024-2029)
- Chart on Smart phone and smart TV - Market size and forecast (2024-2029) ($ million)
- Data Table on Smart phone and smart TV - Market size and forecast (2024-2029) ($ million)
- Chart on Smart phone and smart TV - Year-over-year growth (2024-2029) (%)
- Data Table on Smart phone and smart TV - Year-over-year growth (2024-2029) (%)
- 10.4 Gaming console - Market size and forecast (2024-2029)
- Chart on Gaming console - Market size and forecast (2024-2029) ($ million)
- Data Table on Gaming console - Market size and forecast (2024-2029) ($ million)
- Chart on Gaming console - Year-over-year growth (2024-2029) (%)
- Data Table on Gaming console - Year-over-year growth (2024-2029) (%)
- 10.5 Desktop / laptop / tablets - Market size and forecast (2024-2029)
- Chart on Desktop / laptop / tablets - Market size and forecast (2024-2029) ($ million)
- Data Table on Desktop / laptop / tablets - Market size and forecast (2024-2029) ($ million)
- Chart on Desktop / laptop / tablets - Year-over-year growth (2024-2029) (%)
- Data Table on Desktop / laptop / tablets - Year-over-year growth (2024-2029) (%)
- 10.6 Market opportunity by Device
- Market opportunity by Device ($ million)
- Data Table on Market opportunity by Device ($ million)
11 Market Segmentation by Audience Type
- 11.1 Market segments
- Chart on Audience Type - Market share (2024-2029) (%)
- Data Table on Audience Type - Market share (2024-2029) (%)
- 11.2 Comparison by Audience Type
- Chart on Comparison by Audience Type
- Data Table on Comparison by Audience Type
- 11.3 Players - Market size and forecast (2024-2029)
- Chart on Players - Market size and forecast (2024-2029) ($ million)
- Data Table on Players - Market size and forecast (2024-2029) ($ million)
- Chart on Players - Year-over-year growth (2024-2029) (%)
- Data Table on Players - Year-over-year growth (2024-2029) (%)
- 11.4 Spectators - Market size and forecast (2024-2029)
- Chart on Spectators - Market size and forecast (2024-2029) ($ million)
- Data Table on Spectators - Market size and forecast (2024-2029) ($ million)
- Chart on Spectators - Year-over-year growth (2024-2029) (%)
- Data Table on Spectators - Year-over-year growth (2024-2029) (%)
- 11.5 Casual Gamers - Market size and forecast (2024-2029)
- Chart on Casual Gamers - Market size and forecast (2024-2029) ($ million)
- Data Table on Casual Gamers - Market size and forecast (2024-2029) ($ million)
- Chart on Casual Gamers - Year-over-year growth (2024-2029) (%)
- Data Table on Casual Gamers - Year-over-year growth (2024-2029) (%)
- 11.6 Market opportunity by Audience Type
- Market opportunity by Audience Type ($ million)
- Data Table on Market opportunity by Audience Type ($ million)
12 Market Segmentation by Event Type
- 12.1 Market segments
- Chart on Event Type - Market share (2024-2029) (%)
- Data Table on Event Type - Market share (2024-2029) (%)
- 12.2 Comparison by Event Type
- Chart on Comparison by Event Type
- Data Table on Comparison by Event Type
- 12.3 Tournaments - Market size and forecast (2024-2029)
- Chart on Tournaments - Market size and forecast (2024-2029) ($ million)
- Data Table on Tournaments - Market size and forecast (2024-2029) ($ million)
- Chart on Tournaments - Year-over-year growth (2024-2029) (%)
- Data Table on Tournaments - Year-over-year growth (2024-2029) (%)
- 12.4 Exhibitions - Market size and forecast (2024-2029)
- Chart on Exhibitions - Market size and forecast (2024-2029) ($ million)
- Data Table on Exhibitions - Market size and forecast (2024-2029) ($ million)
- Chart on Exhibitions - Year-over-year growth (2024-2029) (%)
- Data Table on Exhibitions - Year-over-year growth (2024-2029) (%)
- 12.5 Online-Only - Market size and forecast (2024-2029)
- Chart on Online-Only - Market size and forecast (2024-2029) ($ million)
- Data Table on Online-Only - Market size and forecast (2024-2029) ($ million)
- Chart on Online-Only - Year-over-year growth (2024-2029) (%)
- Data Table on Online-Only - Year-over-year growth (2024-2029) (%)
- 12.6 LAN - Market size and forecast (2024-2029)
- Chart on LAN - Market size and forecast (2024-2029) ($ million)
- Data Table on LAN - Market size and forecast (2024-2029) ($ million)
- Chart on LAN - Year-over-year growth (2024-2029) (%)
- Data Table on LAN - Year-over-year growth (2024-2029) (%)
- 12.7 Market opportunity by Event Type
- Market opportunity by Event Type ($ million)
- Data Table on Market opportunity by Event Type ($ million)
13 Market Segmentation by Platform
- 13.1 Market segments
- Chart on Platform - Market share (2024-2029) (%)
- Data Table on Platform - Market share (2024-2029) (%)
- 13.2 Comparison by Platform
- Chart on Comparison by Platform
- Data Table on Comparison by Platform
- 13.3 PC-Specific - Market size and forecast (2024-2029)
- Chart on PC-Specific - Market size and forecast (2024-2029) ($ million)
- Data Table on PC-Specific - Market size and forecast (2024-2029) ($ million)
- Chart on PC-Specific - Year-over-year growth (2024-2029) (%)
- Data Table on PC-Specific - Year-over-year growth (2024-2029) (%)
- 13.4 Console-Specific - Market size and forecast (2024-2029)
- Chart on Console-Specific - Market size and forecast (2024-2029) ($ million)
- Data Table on Console-Specific - Market size and forecast (2024-2029) ($ million)
- Chart on Console-Specific - Year-over-year growth (2024-2029) (%)
- Data Table on Console-Specific - Year-over-year growth (2024-2029) (%)
- 13.5 Mobile-Specific - Market size and forecast (2024-2029)
- Chart on Mobile-Specific - Market size and forecast (2024-2029) ($ million)
- Data Table on Mobile-Specific - Market size and forecast (2024-2029) ($ million)
- Chart on Mobile-Specific - Year-over-year growth (2024-2029) (%)
- Data Table on Mobile-Specific - Year-over-year growth (2024-2029) (%)
- 13.6 Market opportunity by Platform
- Market opportunity by Platform ($ million)
- Data Table on Market opportunity by Platform ($ million)
14 Customer Landscape
- 14.1 Customer landscape overview
- Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
15 Geographic Landscape
- 15.1 Geographic segmentation
- Chart on Market share by geography 2024-2029 (%)
- Data Table on Market share by geography 2024-2029 (%)
- 15.2 Geographic comparison
- Chart on Geographic comparison
- Data Table on Geographic comparison
- 15.3 APAC - Market size and forecast 2024-2029
- Chart on APAC - Market size and forecast 2024-2029 ($ million)
- Data Table on APAC - Market size and forecast 2024-2029 ($ million)
- Chart on APAC - Year-over-year growth 2024-2029 (%)
- Data Table on APAC - Year-over-year growth 2024-2029 (%)
- 15.4 Europe - Market size and forecast 2024-2029
- Chart on Europe - Market size and forecast 2024-2029 ($ million)
- Data Table on Europe - Market size and forecast 2024-2029 ($ million)
- Chart on Europe - Year-over-year growth 2024-2029 (%)
- Data Table on Europe - Year-over-year growth 2024-2029 (%)
- 15.5 North America - Market size and forecast 2024-2029
- Chart on North America - Market size and forecast 2024-2029 ($ million)
- Data Table on North America - Market size and forecast 2024-2029 ($ million)
- Chart on North America - Year-over-year growth 2024-2029 (%)
- Data Table on North America - Year-over-year growth 2024-2029 (%)
- 15.6 South America - Market size and forecast 2024-2029
- Chart on South America - Market size and forecast 2024-2029 ($ million)
- Data Table on South America - Market size and forecast 2024-2029 ($ million)
- Chart on South America - Year-over-year growth 2024-2029 (%)
- Data Table on South America - Year-over-year growth 2024-2029 (%)
- 15.7 Middle East and Africa - Market size and forecast 2024-2029
- Chart on Middle East and Africa - Market size and forecast 2024-2029 ($ million)
- Data Table on Middle East and Africa - Market size and forecast 2024-2029 ($ million)
- Chart on Middle East and Africa - Year-over-year growth 2024-2029 (%)
- Data Table on Middle East and Africa - Year-over-year growth 2024-2029 (%)
- 15.8 US - Market size and forecast 2024-2029
- Chart on US - Market size and forecast 2024-2029 ($ million)
- Data Table on US - Market size and forecast 2024-2029 ($ million)
- Chart on US - Year-over-year growth 2024-2029 (%)
- Data Table on US - Year-over-year growth 2024-2029 (%)
- 15.9 China - Market size and forecast 2024-2029
- Chart on China - Market size and forecast 2024-2029 ($ million)
- Data Table on China - Market size and forecast 2024-2029 ($ million)
- Chart on China - Year-over-year growth 2024-2029 (%)
- Data Table on China - Year-over-year growth 2024-2029 (%)
- 15.10 Japan - Market size and forecast 2024-2029
- Chart on Japan - Market size and forecast 2024-2029 ($ million)
- Data Table on Japan - Market size and forecast 2024-2029 ($ million)
- Chart on Japan - Year-over-year growth 2024-2029 (%)
- Data Table on Japan - Year-over-year growth 2024-2029 (%)
- 15.11 Germany - Market size and forecast 2024-2029
- Chart on Germany - Market size and forecast 2024-2029 ($ million)
- Data Table on Germany - Market size and forecast 2024-2029 ($ million)
- Chart on Germany - Year-over-year growth 2024-2029 (%)
- Data Table on Germany - Year-over-year growth 2024-2029 (%)
- 15.12 India - Market size and forecast 2024-2029
- Chart on India - Market size and forecast 2024-2029 ($ million)
- Data Table on India - Market size and forecast 2024-2029 ($ million)
- Chart on India - Year-over-year growth 2024-2029 (%)
- Data Table on India - Year-over-year growth 2024-2029 (%)
- 15.13 UK - Market size and forecast 2024-2029
- Chart on UK - Market size and forecast 2024-2029 ($ million)
- Data Table on UK - Market size and forecast 2024-2029 ($ million)
- Chart on UK - Year-over-year growth 2024-2029 (%)
- Data Table on UK - Year-over-year growth 2024-2029 (%)
- 15.14 Canada - Market size and forecast 2024-2029
- Chart on Canada - Market size and forecast 2024-2029 ($ million)
- Data Table on Canada - Market size and forecast 2024-2029 ($ million)
- Chart on Canada - Year-over-year growth 2024-2029 (%)
- Data Table on Canada - Year-over-year growth 2024-2029 (%)
- 15.15 South Korea - Market size and forecast 2024-2029
- Chart on South Korea - Market size and forecast 2024-2029 ($ million)
- Data Table on South Korea - Market size and forecast 2024-2029 ($ million)
- Chart on South Korea - Year-over-year growth 2024-2029 (%)
- Data Table on South Korea - Year-over-year growth 2024-2029 (%)
- 15.16 France - Market size and forecast 2024-2029
- Chart on France - Market size and forecast 2024-2029 ($ million)
- Data Table on France - Market size and forecast 2024-2029 ($ million)
- Chart on France - Year-over-year growth 2024-2029 (%)
- Data Table on France - Year-over-year growth 2024-2029 (%)
- 15.17 Italy - Market size and forecast 2024-2029
- Chart on Italy - Market size and forecast 2024-2029 ($ million)
- Data Table on Italy - Market size and forecast 2024-2029 ($ million)
- Chart on Italy - Year-over-year growth 2024-2029 (%)
- Data Table on Italy - Year-over-year growth 2024-2029 (%)
- 15.18 Market opportunity by geography
- Market opportunity by geography ($ million)
- Data Tables on Market opportunity by geography ($ million)
- 15.19 Brazil - Market size and forecast (2024-2029)
- Chart on Brazil - Market size and forecast (2024-2029) ($ million)
- Data Table on Brazil - Market size and forecast (2024-2029) ($ million)
- Chart on Brazil - Year-over-year growth (2024-2029) (%)
- Data Table on Brazil - Year-over-year growth (2024-2029) (%)
- 15.20 UAE - Market size and forecast (2024-2029)
- Chart on UAE - Market size and forecast (2024-2029) ($ million)
- Data Table on UAE - Market size and forecast (2024-2029) ($ million)
- Chart on UAE - Year-over-year growth (2024-2029) (%)
- Data Table on UAE - Year-over-year growth (2024-2029) (%)
- 15.21 Spain - Market size and forecast (2024-2029)
- Chart on Spain - Market size and forecast (2024-2029) ($ million)
- Data Table on Spain - Market size and forecast (2024-2029) ($ million)
- Chart on Spain - Year-over-year growth (2024-2029) (%)
- Data Table on Spain - Year-over-year growth (2024-2029) (%)
- 15.22 Rest of World (ROW) - Market size and forecast (2024-2029)
- Chart on Rest of World (ROW) - Market size and forecast (2024-2029) ($ million)
- Data Table on Rest of World (ROW) - Market size and forecast (2024-2029) ($ million)
- Chart on Rest of World (ROW) - Year-over-year growth (2024-2029) (%)
- Data Table on Rest of World (ROW) - Year-over-year growth (2024-2029) (%)
16 Drivers, Challenges, and Opportunity/Restraints
- 16.3 Impact of drivers and challenges
- Impact of drivers and challenges in 2024 and 2029
- 16.4 Market opportunities/restraints
17 Competitive Landscape
- 17.2 Competitive Landscape
- Overview on criticality of inputs and factors of differentiation
- 17.3 Landscape disruption
- Overview on factors of disruption
- 17.4 Industry risks
- Impact of key risks on business
18 Competitive Analysis
- 18.2 Company ranking index
- 18.3 Market positioning of companies
- Matrix on companies position and classification
- 18.4 Activision Blizzard Inc.
- Activision Blizzard Inc. - Overview
- Activision Blizzard Inc. - Business segments
- Activision Blizzard Inc. - Key news
- Activision Blizzard Inc. - Key offerings
- Activision Blizzard Inc. - Segment focus
- SWOT
- 18.5 Amazon.com Inc.
- Amazon.com Inc. - Overview
- Amazon.com Inc. - Business segments
- Amazon.com Inc. - Key news
- Amazon.com Inc. - Key offerings
- Amazon.com Inc. - Segment focus
- SWOT
- 18.6 Electronic Arts Inc.
- Electronic Arts Inc. - Overview
- Electronic Arts Inc. - Product / Service
- Electronic Arts Inc. - Key offerings
- SWOT
- 18.7 Gfinity Plc
- Gfinity Plc - Overview
- Gfinity Plc - Business segments
- Gfinity Plc - Key offerings
- Gfinity Plc - Segment focus
- SWOT
- 18.8 Hi Rez Studios Inc.
- Hi Rez Studios Inc. - Overview
- Hi Rez Studios Inc. - Product / Service
- Hi Rez Studios Inc. - Key offerings
- SWOT
- 18.9 Kabam Games Inc.
- Kabam Games Inc. - Overview
- Kabam Games Inc. - Product / Service
- Kabam Games Inc. - Key offerings
- SWOT
- 18.10 Modern Times Group MTG AB
- Modern Times Group MTG AB - Overview
- Modern Times Group MTG AB - Business segments
- Modern Times Group MTG AB - Key offerings
- Modern Times Group MTG AB - Segment focus
- SWOT
- 18.11 Nintendo Co. Ltd.
- Nintendo Co. Ltd. - Overview
- Nintendo Co. Ltd. - Product / Service
- Nintendo Co. Ltd. - Key offerings
- SWOT
- 18.12 Riot Games Inc.
- Riot Games Inc. - Overview
- Riot Games Inc. - Product / Service
- Riot Games Inc. - Key offerings
- SWOT
- 18.13 Rovio Entertainment Corp.
- Rovio Entertainment Corp. - Overview
- Rovio Entertainment Corp. - Business segments
- Rovio Entertainment Corp. - Key news
- Rovio Entertainment Corp. - Key offerings
- Rovio Entertainment Corp. - Segment focus
- SWOT
- 18.14 Starladder Ltd.
- Starladder Ltd. - Overview
- Starladder Ltd. - Product / Service
- Starladder Ltd. - Key offerings
- SWOT
- 18.15 Take Two Interactive Software Inc.
- Take Two Interactive Software Inc. - Overview
- Take Two Interactive Software Inc. - Product / Service
- Take Two Interactive Software Inc. - Key offerings
- SWOT
- 18.16 TaKeTV GmbH
- TaKeTV GmbH - Overview
- TaKeTV GmbH - Product / Service
- TaKeTV GmbH - Key offerings
- SWOT
- 18.17 Tencent Holdings Ltd.
- Tencent Holdings Ltd. - Overview
- Tencent Holdings Ltd. - Business segments
- Tencent Holdings Ltd. - Key news
- Tencent Holdings Ltd. - Key offerings
- Tencent Holdings Ltd. - Segment focus
- SWOT
- 18.18 Wargaming Group Ltd.
- Wargaming Group Ltd. - Overview
- Wargaming Group Ltd. - Product / Service
- Wargaming Group Ltd. - Key offerings
- SWOT
19 Appendix
- 19.2 Inclusions and exclusions checklist
- Inclusions checklist
- Exclusions checklist
- 19.3 Currency conversion rates for US$
- Currency conversion rates for US$
- 19.4 Research methodology
- 19.7 Validation techniques employed for market sizing
- Validation techniques employed for market sizing
- 19.9 360 degree market analysis
- 360 degree market analysis
- 19.10 List of abbreviations