Europe Esports Market Size & Share, Industry Trends 2021-2027

Europe Esports Market By Revenue Source (Sponsorship, Media Rights, Advertising, Publisher Fees, and Merchandise & Tickets), By Country, Opportunity Analysis and Industry Forecast, 2021 - 2027

Published Date: December-2021 | Number of Pages: 125 | Format: PDF | Report ID: KBV-16042

Special Offering: Industry Insights | Market Trends | Highest number of Tables | 24/7 Analyst Support


Get in-depth analysis of the COVID-19 impact on the Europe Esports Market

Market Report Description

The Europe Esports Market would witness market growth of 20.5% CAGR during the forecast period (2021-2027).

Companies operating in this market are witnessing a surge in their revenue share due to the successful free-to-play gaming model with substantial in-game microtransactions, which would further augment the growth of the esports market. The games operating in this model do not include upfront costs, but it has charges for additional or featured content that increase the level of interest in the game.

The thriving culture of playing online video games among the younger population is estimated to propel the growth of the esports market in this region. In addition, the monetization of the esports industry is motivating gamers to become full-time professionals just like any other traditional sportsperson. Additionally, the increase in the number of esports tournaments would create more opportunities for the gamers to monetize their skills, which would accelerate the regional market growth.

The Sponsorship market dominated the UK Esports Market by Revenue Source 2020, and would continue to be a dominant market till 2027; thereby, achieving a market value of $86.4 million by 2027. The Media Rights market exhibiting a CAGR of 20.2% during (2021 - 2027). Additionally, The Advertising market would witness highest CAGR of 20.3% during (2021 - 2027).

Based on Revenue Source, the market is segmented into Sponsorship, Media Rights, Advertising, Publisher Fees, and Merchandise & Tickets. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

Free Valuable Insights: The Global Esports Market Size will Hit $3,574.9 million by 2027, at a CAGR of 21.3%

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Intel Corporation, NVIDIA Corporation, Nintendo Co., Ltd., Activision Blizzard, Inc., Valve Corporation, Modern Times Group MTG AB, Electronic Arts, Inc., Tencent Holdings Ltd., Gameloft SE (Vivendi), and AT&T, Inc.

Scope of the Study

Market Segments Covered in the Report:

By Revenue Source

  • Sponsorship
  • Media Rights
  • Advertising
  • Publisher Fees
  • Merchandise & Tickets

By Country

  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe

Key Market Players

List of Companies Profiled in the Report:

  • Intel Corporation
  • NVIDIA Corporation
  • Nintendo Co., Ltd.
  • Activision Blizzard, Inc.
  • Valve Corporation
  • Modern Times Group MTG AB
  • Electronic Arts, Inc.
  • Tencent Holdings Ltd.
  • Gameloft SE (Vivendi)
  • AT&T, Inc.

Unique Offerings from KBV Research

  • Exhaustive coverage
  • The highest number of market tables and figures
  • Subscription-based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Related Reports:

Global Esports Market Report 2021-2027

North America Esports Market Report 2021-2027

Asia Pacific Esports Market Report 2021-2027

LAMEA Esports Market Report 2021-2027

Purchase Report


Special Pricing & Discounts

  • Buy Sections of This Report
  • Buy Country Level Reports
  • Request for Historical Data
  • Discounts Available for Start-Ups & Universities