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Global E-Sports Market Research Report Information by Genres [Player Vs Player (PVP), First Person Shooter, Sports Games, Real-Time Strategy, Multiplayer Online Battle Arena, Fighting], by Revenue Stream (Sponsorships, Media Rights, Merchandise and Tickets, Publisher Fees, Digital Platform, Streaming), and by Region (North America, Europe, Asia-Pacific, Rest of the World) Forecast till 2032

Industry Overview

The global E-Sports market generated a valuation of USD 1,135.3 million in 2022 and is projected to achieve USD 7,191.6 million in 2032 at a CAGR of 20.9% through 2032. In online gaming competitions known as esports, or electronic sports, professional and amateur players compete individually or in teams through leagues, frequently with cash prizes up for grabs.

The global E-Sports market is growing fast, and the reason behind this is the existence of video games, which are popular on mobile phones, PCs, and consoles. Online games and streaming platforms like Twitch and YouTube make gaming more fun for the audience or gamers. Big events, famous players, and sponsors attract more fans.

The global E-Sports market brings chances for players to earn big rewards and for others to build careers in roles like coaching or content creation. But the global market faces problems like gambling risks, unfair matches, a lack of equal competition across regions, and too much dependence on sponsors. There are also some challenges while earning steady money and not enough support for different game types.

Industry Segmentations

Depending on genres, the global market is classified into player vs player, first-person shooter, sports games, real-time strategy, multiplayer online battle arena, and fighting.

The global E-Sports market is segmented based on the revenue stream, comprising sponsorships, media rights, merchandise and tickets, publisher fees, digital platforms, and streaming.

Regional Analysis

North America is a strong region for E-Sports with many games, teams, and events. Watching E-Sports tournaments online has become a favorite pastime for many, and the industry continues to grow with the launch of new games and improvements in technology.

In Europe, the rise of E-Sports is evident as more young people with internet access take an interest in competitive gaming. Major tournaments and homegrown teams from the region have gained international recognition. Investors are also putting money into this market to help it grow more.

Asia-Pacific is leading the E-Sports world, with countries like China and South Korea at the top. Gaming enjoys massive popularity in Asia, where millions actively participate as both players and viewers. The presence of major gaming companies further strengthens the region's position in the market.

The Middle East and Africa are also making their mark in E-Sports. Nations like Saudi Arabia are investing in stadiums and large-scale gaming events to establish themselves as serious players in the global E-Sports industry.

Key Players

Major players in the global E-Sports market are Gameloft, Valve Corporation, CJ Corporation, Activision Blizzard, Tencent Holdings Limited, EPIC Games, Capcom Co. Ltd, Nintendo, E Arts, Kabam, Modern Times Group, GFNITY, Take-Two Interactive, Huya, and Nazara Technologies.

TABLE OF CONTENTS

1 EXECUTIVE SUMMARY

2 MARKET INTRODUCTION

3 RESEARCH METHODOLOGY

4 MARKET DYNAMICS

5 MARKET FACTOR ANALYSIS

6 GLOBAL E-SPORTS MARKET, BY REVENUE STREAM

7 GLOBAL E-SPORTS MARKET, BY GENRES

8 GLOBAL E-SPORTS MARKET, BY REGION

9 NORTH AMERICA E-SPORTS MARKET

10 EUROPE E-SPORTS MARKET

11 ASIA PACIFIC E-SPORTS MARKET

12 REST OF THE WORLD E-SPORTS MARKET

13 COMPETITIVE LANDSCAPE

14 COMPANY PROFILE

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