Global eSports to Reach $9.1B in 2032
Meticulous Research®—a
leading global market research company, published a research report titled, ‘eSports
Market - Global Opportunity Analysis and Industry Forecast (2025-2032)’.
According to this latest publication from Meticulous Research®, the
eSports market is expected to reach $9.1
billion by 2032, at a CAGR of 21.8% from 2025 to 2032.
The growing interest in tournaments and events, combined
with reduced entry hurdles for new players, is propelling the eSports market
forward. However, low eSports awareness among potential consumers limits the
market's growth.
Furthermore, sponsorship and collaboration opportunities for eSports
organizations, as well as initiatives targeted at professionalizing the
industry, are projected to drive market expansion. However, the absence of
professional prospects for eSports teams in emerging nations poses a
substantial impediment to the market's expansion.
Furthermore, the growing interest in mobile gaming and the increase in eSports
professionals streaming their material on platforms such as Twitch and YouTube
are significant trends in the eSports industry.
Key Players:
The eSports market is characterized by
a moderately competitive scenario due to the presence of many large- and
small-sized global, regional, and local players. The major players operating in
the eSports market include TaKeTV GmbH (Germany), Activision Blizzard, Inc.
(U.S.), Nintendo of America Inc. (U.S.), Sony Interactive Entertainment Inc.
(U.S.), Take-Two Interactive Software, Inc. (U.S.), Gfinity PLC (U.K), Tencent
Holdings Limited (China), Electronic Arts Inc. (U.S.), ESL Gaming GmbH
(Germany), NODWIN Gaming Pvt Ltd. (India), Garena Online Private Limited
(Singapore), Kafu Games (Saudi Arabia), HUYA Inc. (China), Gameloft SE
(France), and Red Bull GmbH (Germany).
The global eSports market is divided into income models,
streaming types, genres, and platforms. The paper also assesses industry
competitors and examines the eSports market at the regional and national level.
Among the income methods examined in this report, the sponsorship category is expected to lead the worldwide eSports
industry by 2025, accounting for 35.0%. Sponsorship is vital in eSports,
providing support for teams, events, and individual players. The rise of
digital marketing methods aimed at younger audiences, as well as the growing
popularity of live-streaming platforms that increase fan involvement, all
contribute to the segment's huge market share.
Among the streaming types studied
in this report, In 2025, the live streaming
segment is expected to account for 64.0% of the worldwide eSports industry. The
expanding availability of the Internet, the quick deployment of 5G networks,
and the proliferation of dedicated esports streaming platforms all contribute
to the segment's huge market share.
Among the genres studied in this
report, In 2025, the multiplayer online combat arena category is expected to
lead the worldwide eSports market, accounting for 31.0%. The growing number of
multiplayer online battle arena (MOBA) events, the rise in eSports prize pools,
and the widespread appeal of MOBA games all contribute to the segment's huge
market share.
Among the platforms studied in this
report, In 2025, the PCs category is expected to lead the worldwide eSports
market, accounting for 47.0%. The profusion of new PC games, developments in
gaming technology and high-performance graphics cards, and rising demand for
gameplay streaming all contribute to the segment's sizable market share.
Geographic Review:
This research report analyzes major
geographies and provides a comprehensive analysis of the eSports market in
Europe (Germany, U.K., France, Italy, Spain, Netherlands, Denmark, Rest of
Europe), Asia-Pacific (China, Japan, South Korea, India, Philippines, Thailand,
Taiwan, Singapore, Vietnam, Malaysia, Rest of Asia-Pacific), North America
(U.S., Canada), Latin America (Brazil, Mexico, Rest of Latin America), and the
Middle East & Africa (Israel, UAE, Rest of Middle East & Africa).
Among the regions studied in this reportBy 2025, Asia-Pacific is expected to
dominate the worldwide eSports market, accounting for 42.0%. Asia-Pacific's
dominant market position can be ascribed to the growing number of eSports
tournaments and events, continuous digitization throughout the region, more
foreign investment in the eSports sector, and the growing popularity of mobile
gaming in Southeast Asia.
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Key Questions Answered in the
Report-
·
Which are
the high-growth market segments based on revenue model, streaming, genre, and
platform?
·
What was
the historical market for eSports?
·
What are
the market forecasts and estimates for the period 2025–2032?
·
What are
the major drivers, restraints, opportunities, and challenges in the eSports
market?
·
Who are
the major players in the eSports market, and what are their market shares?
·
What is
the competitive landscape like?
·
What are
the recent developments in the eSports market?
·
What are
the different strategies adopted by the major players in the eSports market?
·
What are
the key geographic trends, and which are the high-growth countries?
·
Who are
the emerging players in the global eSports market, and how do they compete with
the other players?
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