Global E-Sports Market to Set Remarkable Growth in Coming Years, Analyzed till 2022

Rockville, US, 2018-Jul-13 — /EPR Network/ — According to a report by Fact.MR, the global market for e-sports has been estimated to register an above-average CAGR during the forecast period 2017 to 2022. Revenues from the global e-sports market are projected to reach nearly US$ 400 Mn by 2022-end. E-sports, or electronic sports, are facilitated by electronic system, wherein a human computer interface performs all functions associated with the sport. E-sports is enabling individuals in experiencing various types of game aspects such as tournament, league, and ladder through a single system. Professional gamers, being part of different sporting organizations, participate in E-sports. In various cases, these professional gamers are also sponsored by business organizations.

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North America’s Dominance in Global E-sports Market to Prevail

North America will remain dominant in the global e-sports market, in terms of revenues. The dominance of North America in the market is partially attributed to North American teams, which have welcomed a large number of new non-academic sponsorships, coupled with several world’s largest tournaments and leagues hosted by the region. This further generates a large amount of sponsorship money.

Based on genres type, real-time strategy is expected to account for the largest revenue share of the market over the forecast period. In addition, real-time strategy and racing are both expected to expand at 4.9% CAGR through 2022. Fighting games will continue to be the second largest genres type segment in the market, in terms of revenues.

Online mode is expected to be the most lucrative design mode of e-sports across the globe, with revenues poised to account for nearly half share of the market during 2017 to 2022. However, online mode is anticipated to lose 114 BPS in its market share by 2022-end. Local Area Network (LAN) design mode of e-sports is projected to exhibit the fastest expansion through 2022.

On the basis of buyer type, Institutional segment will continue to retain its dominance in the market. Revenues from this segment will reach approximately US$ 200 Mn by 2022-end. Promotional segment is estimated to exhibit the highest CAGR in the market through 2022.

Competition Tracking

Key players profiled in Fact.MR’s report on the global e-sports market include Sony Corporation, Microsoft Corporation, Electronic Arts Inc., Nintendo Co., Ltd., GungHo Online Entertainment, Inc., Tencent Holdings Limited, Activision Blizzard Inc., Zynga Inc., Valve Corporation, and Epic Games, Inc.

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Table of Contents:

  1. Global  E-Sports Market – Executive Summary
  2. Global  E-Sports Market Overview
    2.1. Introduction
    2.1.1. Global  E-Sports Market Taxonomy
    2.1.2. Global  E-Sports Market Definition
    2.2. Global  E-Sports Market Size (US$ Mn) and Forecast, 2012-2022
    2.2.1. Global  E-Sports Market Y-o-Y Growth
    2.3. Global  E-Sports Market Dynamics
    2.3.1. Drivers
    2.3.2. Restraints
    2.3.3. Trends
    2.4. Supply Chain
    2.5. Cost Structure
    2.6. Pricing Analysis
    2.7. Raw Material Sourcing Strategy and Analysis
    2.8. List of Distributors
    2.9. Key Participants Market Presence (Intensity Map) By Region
  3. Global  E-Sports Market Analysis and Forecast By Genres Type 
    3.1. Global  E-Sports Market Size and Forecast By Genres Type, 2012-2022
    3.1.1. Fighting games  E-Sports Market Size and Forecast, 2012-2022
    3.1.1.1. Revenue (US$ Mn) Comparison, By Region
    3.1.1.2. Market Share Comparison, By Region
    3.1.1.3. Y-o-Y growth Comparison, By Region
    3.1.2. First-person shooters  E-Sports Market Size and Forecast, 2012-2022
    3.1.2.1. Revenue (US$ Mn) Comparison, By Region
    3.1.2.2. Market Share Comparison, By Region
    3.1.2.3. Y-o-Y growth Comparison, By Region

Continued……

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