Esports Market Global Trends, Size, Growth and Forecast to 2022 adds "Global Esports Market: Size, Trends & Forecasts (2018-2022) Edition" report to its research store. This research provides Esports market analysis of size, share, trends, value, volume, applications, country coverage, market dynamics, competitive landscape, leading players and forecast period.

The report “Global Esports Market: Size, Trends & Forecasts (2018-2022) Edition”, provides an in-depth analysis of the global esports market, with market sizing and growth.

Complete report on Global Esports Market spread across 69 pages with providing 4 company profiles, 4 tables and 38 figures is now available at

The analysis includes esports market in terms of value, market by audience, market share by region, by platform and by segments. The report also includes market segment analysis with their actual and forecasted value. A brief regional analysis of North America, Europe and Asia-Pacific has been also provided.

Growth of the overall global esports market has also been forecasted for the years 2018-2022, taking into consideration the previous growth patterns, the growth drivers and the current and future trends.

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Valve, Activision Blizzard, Nintendo, and Tencent are some of the key players operating in the global esports market, whose company profiling has been done in the report. In this segment of the report, business overview, financial overview and business strategies of the companies are provided.

Company Coverage: Valve Corporation, Activision Blizzard, Nintendo Co., Ltd. & Tencent Holdings Limited

Regional Coverage: North America, Europe & Asia

Esports is a short form of electronic sports and is a subsection of sports market. In esports people play in tournaments which are played on electronic systems, particularly video games. Esports tournament can be of single combat or multiplayer video game, mainly played between professional players.

The esports games generally falls into four types of genre based games namely; fighting games, first person shooter, real time strategy and multiple online battle arena games. Esports video games are designed on the basis of the platform on which the game is to be played: online, spectator mode or local area network.

Purchase a copy of this “Global Esports Market” research report at USD 800 (Single User License)

Esports is a big platform for players on international level. And as the level of tournament rises, the number of media covers the event increases like television, internet live streaming, news reporting and print media coverage. Esports are of different formats with various sub types. For e.g. match types (best of 1, best of 2, best of 3); Group stages (Round robin, Double round robin, Swiss seeding) and Knockout stages (Single/Double elimination bracket).

Global esports market is expected to increase with steady growth rates during the forecasted period 2018-2022. Global esports market is supported by various growth drivers, such as, large prize events, increasing esports popularity among youngsters, hypnotic gaming experience: VR market etc. Still, the market faces certain hindrances and challenges, such as, weakness in smartphone games, games containing violent contents, net neutrality etc. Few trends of the market are social media providing live video platform, inclusion of esports in Asian games, expanding esports focused games etc.

Few Points from List of Figures Global Esports Market:
Figure 1: Types of Sports
Figure 2: Genre Based Esports
Figure 3: Video Games Design
Figure 4: Media Coverage of Esports
Figure 5: Formats of Esports
Figure 6: Global Sports Market by Value; 2016-2017 (US$ Billion)
Figure 7: Global Sports Market by Value; 2016-2017 (US$ Billion)
Figure 8: Global Esports Market by Penetration; 2017
Figure 9: Global Esports Market by Value; 2014-2017 (US$ Million)
Figure 10: Global Esports Market by Value; 2018-2022E (US$ Million)
Figure 11: Global Esports Market by Region; 2016
Figure 12: Global Esports Market by Platform; 2016
Figure 13: Global Esports Market by Viewers; 2017-2022E (Million)
Figure 14: Global Esports Market by Type of Viewers; 2017
Figure 15: Global Esports Market by Number of Occasional Viewers; 2017-2022E (Million)
Figure 16: Global Esports Market by Number of Esports Enthusiasts; 2017-2022E (Million)
Figure 17: Global Esports Market by Segments; 2017
Figure 18: Global Esports Sponsorship Market by Value; 2016-2017 (US$ Million)
Figure 19: Global Esports Sponsorship Market by Value; 2018-2022E (US$ Million)
Figure 20: Global Esports Advertising Market by Value; 2016-2017 (US$ Million)

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