1. Executive Summary
1.1. Key Market Insights
2. Introduction
2.1. Study Objectives
2.2. Market Definition
2.2.1. Market Covered
2.2.2. Regional Coverage
2.2.3. Study Years & Currency
2.3. Market Stakeholders
2.4. Key Questions this Study will Answer
2.5. GMI Research’s Approach & Methodology
2.5.1. Research Data
2.5.2. Primary Data
2.5.3. Demand Side and Supply Side Analysis
2.5.4. Market Size Estimation
2.5.5. Research Assumptions
3. Global Esports Market- Overview
3.1. Introduction
3.2. Market Segmentation
3.3. Value Chain Analysis
3.4. Market Drivers
3.5. Market Restraints
3.6. Market Trends
4. Global Esports Market Revenue Forecast till 2032
5. Global Esports Market by Application Revenue Forecast till 2032
5.1. Platform
5.2. Service
6. Global Esports Market by Streaming Type Revenue Forecast till 2032
6.1. On-demand
6.2. Live
7. Global Esports Market by Revenue Stream Revenue Forecast till 2032
7.1. Media rights
7.2. Game publisher fee
7.3. Sponsorship
7.4. Digital advertisement
7.5. Tickets and merchandise
8. Global Esports Market by Region Revenue Forecast till 2032
8.1. North America Esports Market Revenue Forecast till 2032
(Option 1: As a part of the free 25% customization)
8.1.1. North America Esports Market by Application
8.1.1.1. Platform
8.1.1.2. Service
8.1.2. North America Esports Market by Streaming Type
8.1.2.1. On-demand
8.1.2.2. Live
8.1.3. North America Esports Market by Revenue Stream
8.1.3.1. Media rights
8.1.3.2. Game publisher fee
8.1.3.3. Sponsorship
8.1.3.4. Digital advertisement
8.1.3.5. Tickets and merchandise
8.1.4. US Esports Market All-Up
8.1.5. Canada Esports Market All-Up
8.2. Europe Esports Market Revenue Forecast till 2032
(Option 2: As a part of the free 25% customization)
8.2.1. Europe Esports Market by Application
8.2.1.1. Platform
8.2.1.2. Service
8.2.2. Europe Esports Market by Streaming Type
8.2.2.1. On-demand
8.2.2.2. Live
8.2.3. Europe Esports Market by Revenue Stream
8.2.3.1. Media rights
8.2.3.2. Game publisher fee
8.2.3.3. Sponsorship
8.2.3.4. Digital advertisement
8.2.3.5. Tickets and merchandise
8.2.4. UK Esports Market All-Up
8.2.5. Germany Esports Market All-Up
8.2.6. France Esports Market All-Up
8.2.7. Spain Esports Market All-Up
8.2.8. Rest of Europe Esports Market All-Up
8.3. Asia-Pacific Esports Market Revenue Forecast till 2032
(Option 3: As a part of the free 25% customization)
8.3.1. Asia-Pacific Esports Market by Application
8.3.1.1. Platform
8.3.1.2. Service
8.3.2. Asia-Pacific Esports Market by Streaming Type
8.3.2.1. On-demand
8.3.2.2. Live
8.3.3. Asia-Pacific Esports Market by Revenue Stream
8.3.3.1. Media rights
8.3.3.2. Game publisher fee
8.3.3.3. Sponsorship
8.3.3.4. Digital advertisement
8.3.3.5. Tickets and merchandise
8.3.4. China Esports Market All-Up
8.3.5. India Esports Market All-Up
8.3.6. Japan Esports Market All-Up
8.3.7. Rest of APAC Esports Market All-Up
8.4. RoW Esports Market Revenue Forecast till 2032
(Option 4: As a part of the free 25% customization)
8.4.1. RoW Esports Market by Application
8.4.1.1. Platform
8.4.1.2. Service
8.4.2. RoW Esports Market by Streaming Type
8.4.2.1. On-demand
8.4.2.2. Live
8.4.3. RoW Esports Market by Revenue Stream
8.4.3.1. Media rights
8.4.3.2. Game publisher fee
8.4.3.3. Sponsorship
8.4.3.4. Digital advertisement
8.4.3.5. Tickets and merchandise
8.4.4. Brazil Esports Market All-Up
8.4.5. South Africa Esports Market All-Up
8.4.6. Saudi Arabia Esports Market All-Up
8.4.7. UAE Esports Market All-Up
8.4.8. Rest of world (remaining countries of the LAMEA region) Esports Market All-Up
9. Competitive Landscape Analysis
9.1. Porter’s Five Forces Analysis
9.2. Industry – Competitive Landscape
9.3. Market Presence (Intensity Mapping)
9.4. Key Strategic Market Developments
10. Company Profiles (Option 5: Free 25% Customization - Profiles of 5 Additional Companies of your Choice)
10.1. Blizzard Entertainment, Inc.
10.1.1. Company Overview
10.1.2. Key Executives
10.1.3. Footprint & Employee Strength
10.1.4. Product Offerings
10.1.5. Financials
10.1.6. Key Company Developments
10.2. Modern Times Group
10.2.1. Company Overview
10.2.2. Key Executives
10.2.3. Footprint & Employee Strength
10.2.4. Product Offerings
10.2.5. Financials
10.2.6. Key Company Developments
10.3. CJ Corporation
10.3.1. Company Overview
10.3.2. Key Executives
10.3.3. Footprint & Employee Strength
10.3.4. Product Offerings
10.3.5. Financials
10.3.6. Key Company Developments
10.4. Valve Corporation
10.4.1. Company Overview
10.4.2. Key Executives
10.4.3. Footprint & Employee Strength
10.4.4. Product Offerings
10.4.5. Financials
10.4.6. Key Company Developments
10.5. Nintendo
10.5.1. Company Overview
10.5.2. Key Executives
10.5.3. Footprint & Employee Strength
10.5.4. Product Offerings
10.5.5. Financials
10.5.6. Key Company Developments
10.6. Electronic Arts
10.6.1. Company Overview
10.6.2. Key Executives
10.6.3. Footprint & Employee Strength
10.6.4. Product Offerings
10.6.5. Financials
10.6.6. Key Company Developments
10.7. Faceit
10.7.1. Company Overview
10.7.2. Key Executives
10.7.3. Footprint & Employee Strength
10.7.4. Product Offerings
10.7.5. Financials
10.7.6. Key Company Developments
10.8. Gfinity
10.8.1. Company Overview
10.8.2. Key Executives
10.8.3. Footprint & Employee Strength
10.8.4. Product Offerings
10.8.5. Financials
10.8.6. Key Company Developments
10.9. Rovio Entertainment
10.9.1. Company Overview
10.9.2. Key Executives
10.9.3. Footprint & Employee Strength
10.9.4. Product Offerings
10.9.5. Financials
10.9.6. Key Company Developments
10.10. Riot Games, Inc.
10.10.1. Company Overview
10.10.2. Key Executives
10.10.3. Footprint & Employee Strength
10.10.4. Product Offerings
10.10.5. Financials
10.10.6. Key Company Developments
11. About GMI Research
*Details on Financials might not be available in case of unlisted/private companies.
*The list of companies is based on preliminary research in this report, the companies in the final report may change based on research findings.
- Published Date: May-2025
- Report Format: Excel/PPT
- Report Code: UP1684-001001
Licensing Options
Single-User License:
The report is used by the purchaser (One Individual) only
Multi-User License:Report is shared with maximum 5 users (employees) including the purchaser of the purchasing corporation only
Corporate License:
Report is shared with unlimited user (employees) of the purchasing corporation only
The report is used by the purchaser (One Individual) only
Multi-User License:Report is shared with maximum 5 users (employees) including the purchaser of the purchasing corporation only
Corporate License:
Report is shared with unlimited user (employees) of the purchasing corporation only
Esports Market Size, Share, Trends and Growth Report – Global Opportunities & Forecast, 2025-2032
$ 4,499.00 – $ 6,649.00Price range: $ 4,499.00 through $ 6,649.00
Why GMI Research

