Thursday, December 1 2022

Global Esports Market Report 2022 – Global Market Size, Trends and Forecast 2022-2026

Business Research Company Global Esports Market Report 2022: Market Size, Trends and Forecast to 2026

LONDON, GREATER LONDON, UK, January 27, 2022 / — According to ‘E-Sports Global Market Report 2022 – Market Size, Trends, And Global Forecast 2022-2026’ published by The Business Research Company, the Esports Market Size is expected to grow from $1.20 billion in 2021 to $1.41 billion in 2022 at a compound annual growth rate (CAGR) of 17.2%. The market growth is mainly driven by businesses resuming operations and adapting to the new normal while recovering from the impact of COVID-19, which previously led to restrictive lockdown measures involving social distancing , remote working and closing business activities. which resulted in operational difficulties. The esports market is expected to reach $2.56 billion in 2026 with a CAGR of 16.1%. Rising demand for video games and growing awareness of esports are contributing to the growth of the esports market.

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The esports market includes sales of esports and related services. Electronic sports or electronic sports are team sports played online and are supported by electronic systems in which all functions are performed through a human-computer interface. Electronic sports are played by professional gamers sponsored by commercial organizations or sports organizations.

Global Esports Market Trends
Esports companies are investing in a new, innovative esports platform to increase their revenue and expand their consumer base, as well as gain a competitive edge over their rivals.

Segments of the Global Esports Market
The global esports market is segmented:
Per game: multiplayer online battle arena (MOBA), real-time strategy, first-person shooter, fighting and sports
By platform: PC, console, mobile, other
By Revenue Source: Sponsorship, Advertising, Merchandise and Tickets, Publisher Fees, Media Rights
By Geography: The global esports market is segmented into North America, South America, Asia-Pacific, Eastern Europe, Western Europe, Middle East and Africa. Of these regions, North America accounts for the largest share.

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The Global Esports Market Report 2022 is part of a series of new reports from The Business Research Company that provide Esports Market overviews, analysis and forecasts of market size and growth for the Global Esports Market, Global Esports Market Share, Global Esports Market Segments and Geographies, Global Esports Market Players, Global Esports Market Key Competitors Revenues, Profiles and Market Shares . The Esports Market report identifies key countries and segments for opportunities and strategies based on market trends and key competitor approaches.

TBRC’s 2022 Global Esports Market Report includes information on the following:

Data segmentation: market size, global, by region and country, historical and forecast, and growth rate for 60 geographies

Major Market Players: Modern Times Group MTG AB, Activision Blizzard Inc., Gfinity, PLC, Turner Broadcasting System, Valve Corporation, Tencent, Electronic Arts, Inc., Hi-Rez Studios, Nintendo, FACEIT, CJ Corporation, Kabam, Wargaming Public, Rovio Entertainment, GungHo Online Entertainment, Riot Games Inc., Epic Games, Alisports, Total Entertainment Network, King Digital Entertainment PLC, Zynga Inc., Gamevil Inc., Cloud9, Team SoloMid, Team Liquid, Echo Fox, Fnatic, Gen . G Esports, 100 Thieves, G2 Esports and Immortals.

Regions: Asia-Pacific, China, Western Europe, Eastern Europe, North America, United States, South America, Middle East and Africa.

Country: Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA.
And more.

Looking for something else? Here is a list of similar reports by The Business Research Company:

Global Participatory Sports Market Report 2022

Global Leisure Market Report 2022

Global Esports Market Report 2022

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The Business Research Company has published over 1,000 industry reports covering over 2,500 market segments and 60 geographies. The reports are based on 150,000 datasets, extensive secondary research and proprietary insights from interviews with industry leaders. Reports are updated with detailed analysis of the impact of COVID-19 on various markets.

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Olivier Guirdham
The Business Research Society
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