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Esports Market Insights: Demand, Share, and Key Players 2030

MarkNtel Advisors Research Analyses that Esports Market size was valued at around USD 1.81 billion in 2024 and is projected to reach USD 5.88 billion by 2030. Along with this, the market is estimated to grow at a CAGR of around 22.21% during the forecast period, i.e., 2025-30.

Which are the top companies operating in the Esports Market?

G2 Esports, Team Liquid, Astralis, OG,100 Thieves, Fnatic, T1, Evil Geniuses, Activision Blizzard, FaZe Clan, Talon Esports, NRG Esports, Major League Gaming (MLG), Cloud9, Tencent, and Others

Competitive Landscape and Esports Market Share Analysis:

The competitive landscape of the Esports market offers detailed insights by company. These insights include company overviews, financial performance, revenue specific to the Esports market, segment market potential, R&D investments, new market strategies, global footprint, production sites and capacities, key strengths and weaknesses, product launches, product range and diversity, as well as dominant applications.

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Research Scope and Market Categories:

By Game Type

– Multiplayer Online Battle Arena (MOBA)- Market Size & Forecast 2020-2030, USD Million

– First-Person Shooter (FPS)- Market Size & Forecast 2020-2030, USD Million

– Real-Time Strategy (RTS)- Market Size & Forecast 2020-2030, USD Million

– Sports- Market Size & Forecast 2020-2030, USD Million

– Fighting- Market Size & Forecast 2020-2030, USD Million

– Battle Royale- Market Size & Forecast 2020-2030, USD Million

– Others- Market Size & Forecast 2020-2030, USD Million   

By Revenue Source

– Sponsorship- Market Size & Forecast 2020-2030, USD Million

– Advertising- Market Size & Forecast 2020-2030, USD Million

– Media Rights- Market Size & Forecast 2020-2030, USD Million

– Ticket & Merchandise Sales- Market Size & Forecast 2020-2030, USD Million

– Publisher Fees- Market Size & Forecast 2020-2030, USD Million

– Streaming- Market Size & Forecast 2020-2030, USD Million

By Device Type

– Mobile- Market Size & Forecast 2020-2030, USD Million

– PC- Market Size & Forecast 2020-2030, USD Million

– Console- Market Size & Forecast 2020-2030, USD Million

By Streaming Type

– Live- Market Size & Forecast 2020-2030, USD Million

– Video-on-demand- Market Size & Forecast 2020-2030, USD Million

Geographically, the report provides an in-depth analysis of consumption, revenue, market share, and growth rate—along with historical data and forecasts for the period 2025–2030 as detailed in the respective chapters.

By Region

– North America

– South America

– Europe

– Middle East and Africa

– Asia-Pacific

Browse More About This Research Report – https://www.marknteladvisors.com/research-library/esports-market.html

Which are the driving factors of the Esports Market?

Proliferation of Smartphones Led to a Rise in Mobile Gaming – Mobile gaming is growing because of free-to-play video games that may be downloaded and played without cost. Mobile gaming gives rise to esports like competitive video game tournaments in which professional players compete with each other in front of a live audience or online. Major tournaments such as the League of Legends International Championship and the international Dota 2 championship draw millions of viewers globally.  While these occasions, first of all, focused on traditional gaming platforms, the shift in the direction of mobile gaming has accelerated the scope of competitive gaming.

Key Report Highlights:

  • Market Dimensions & Projections
  • Pricing Evaluation,
  • Recent Strategic Moves by Companies,
  • Primary Stakeholders,
  • Analysis of Import and Export Trends,
  • Competitive Landscape Assessment,
  • Emerging Opportunities,
  • Market Trends and Indicators

Note – If there are any particular details you need that are not currently included in the report, we will be happy to provide them as part of our customization services.

Comprehensive Table of Contents Esports Market Analysis and Forecast (2025-2030)

  1. Market Segmentation
  2. Introduction
    1. Product Definition
    2. Research Process
    3. Assumptions
  3. Executive Summary
  4. Research Methodology
  1. Overview of Methodological Approaches
  2. Study Objectives
  3. Foundational Methodology
  1. Scope Definition
  2. Key Assumptions and Limitations
  3. Forecasting Approach
  1. Macroeconomic Outlook
  2. Esports Market Porters Five Forces Analysis
  3. Esports Market Supply Chain Analysis
  4. Esports Market Trends & Insights
  5. Esports Market Dynamics
    1. Drivers
    2. Challenges
  6. Esports Market Growth Opportunities & Hotspots
  7. Esports Market Policy & Regulations
  8. Esports Market Pricing Analysis
  9. Esports Market Outlook, 2020-2030F
    1. Market Size & Outlook
      1. Revenues (USD Million)
      2. Units Sold

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