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Global E-sports Market 2020-2030 by Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Region: Trend Forecast and Growth Opportunity

  • GRA3911712
  • 200 Pages
  • June 2020
  • ICT & Media
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Global e-sports market is expected to grow by 18.8% annually in the forecast period and reach $7,302.3 million by 2030 owing to the rising need for remote sports and virtual games amid the COVID-19 pandemic.

Highlighted with 92 tables and 113 figures, this 200-page report “Global E-sports Market 2020-2030 by Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Region: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire global e-sports market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report is based on studies on 2015-2019 and provides forecast from 2020 till 2030 with 2019 as the base year. (Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)

In-depth qualitative analyses include identification and investigation of the following aspects:

• Market Structure

• Growth Drivers

• Restraints and Challenges

• Emerging Product Trends & Market Opportunities

• Porter’s Fiver Forces

The trend and outlook of global market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19. The balanced (most likely) projection is used to quantify global e-sports market in every aspect of the classification from perspectives of Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Region.

Based on Game Type, the global market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.

• Multiplayer Online Battle Arena (MOBA)

• Player vs. Player (PvP)

• First Person Shooters (FPS)

• Real Time Strategy (RTS)

• Massive Multiplayer Online Games (MMOG)

• Other Game Types

Based on Revenue Source, the global market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.

Game Publisher Fee

Merchandize & Tickets

Advertisement

Sponsorships

• IT Industry

• Consumer Electronics

• Drink & Beverage

• Financial Institutes & Banks

• Retail Industry

• Others

Media Rights

• Subscriptions

• Online Advertisements

Other Revenue Sources

Based on Device, the global market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.

• PCs

• Consoles

• Laptops & Tablets

• Smartphones

• Other Devices

Based on Streaming Platform, the global market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.

• YouTube

• Twitch

• Hayu

• DouYu

• Other Streaming Platforms

Based on Audience Type, the global market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section.

• Regular Viewers

• Occasional Viewers

Based on Viewer Gender, the global market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section.

• Male Viewers

• Female Viewers

Based on Age Group, the global market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section.

• <18 Year Old Viewers

• 19-25 Year Old Viewers

• 26-35 Year Old Viewers

• >35 Year Old Viewers

Geographically, the following regions together with the listed national/local markets are fully investigated:

• APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka)

• Europe (Germany, UK, France, Spain, Italy, Russia, Rest of Europe; Rest of Europe is further segmented into Belgium, Denmark, Austria, Norway, Sweden, The Netherlands, Poland, Czech Republic, Slovakia, Hungary, and Romania)

• North America (U.S., Canada, and Mexico)

• South America (Brazil, Chile, Argentina, Rest of South America)

• RoW (Egypt, UAE, South Africa)

For each aforementioned region and country, detailed analysis and data for annual revenue are available for 2019-2030. The breakdown of all regional markets by country and split of key national markets by Game Type, Revenue Source, and Device over the forecast years are also included.

The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.

Specifically, potential risks associated with investing in global e-sports market are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.

Key Players (this may not be a complete list and extra companies can be added upon request):

Activision Blizzard Inc.

Cloud9

Counter Logic Gaming

EA Sports.

Echo Fox Fnatic

Electronic Arts Inc.

Envy Gaming

Epic Games Inc.

G2 Esports

Gfinity Plc

Hi-Rez Studios

Immortals

Intergalactic Gaming Ltd.

Modern Times Group MTG AB

Nintendo Co. Ltd.

Take-Two Interactive Software Inc.

Team Liquid

Team SoloMid

Tencent Holdings Ltd.

Valve Corporation

(Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)

1 Introduction 10

1.1 Industry Definition and Research Scope 10

1.1.1 Industry Definition 10

1.1.2 Research Scope 11

1.2 Research Methodology 14

1.2.1 Overview of Market Research Methodology 14

1.2.2 Market Assumption 15

1.2.3 Secondary Data 15

1.2.4 Primary Data 15

1.2.5 Data Filtration and Model Design 17

1.2.6 Market Size/Share Estimation 18

1.2.7 Research Limitations 19

1.3 Executive Summary 20

2 Market Overview and Dynamics 23

2.1 Market Size and Forecast 23

2.2 Major Growth Drivers 25

2.3 Market Restraints and Challenges 30

2.4 Emerging Opportunities and Market Trends 33

2.5 Porter’s Fiver Forces Analysis 37

3 Segmentation of Global Market by Game Type 41

3.1 Market Overview by Game Type 41

3.2 Multiplayer Online Battle Arena (MOBA) 43

3.3 Player vs. Player (PvP) 44

3.4 First Person Shooters (FPS) 45

3.5 Real Time Strategy (RTS) 46

3.6 Massive Multiplayer Online Games (MMOG) 47

3.7 Other Game Types 48

4 Segmentation of Global Market by Revenue Source 49

4.1 Market Overview by Revenue Source 49

4.2 Game Publisher Fee 51

4.3 Merchandize & Tickets 52

4.4 Advertisement 53

4.5 Sponsorships 54

4.6 Media Rights 56

4.7 Other Revenue Sources 57

5 Segmentation of Global Market by Device 58

5.1 Market Overview by Device 58

5.2 PCs 60

5.3 Consoles 61

5.4 Laptops & Tablets 62

5.5 Smartphones 63

5.6 Other Devices 64

6 Segmentation of Global Market by Streaming Platform 65

6.1 Market Overview by Streaming Platform 65

6.2 YouTube 67

6.3 Twitch 68

6.4 Hayu 69

6.5 DouYu 70

6.6 Other Streaming Platforms 71

7 Segmentation of Global Market by Audience Type 72

7.1 Market Overview by Audience Type 72

7.2 Regular Viewers 75

7.3 Occasional Viewers 77

8 Segmentation of Global Market by Viewer Gender 79

8.1 Market Overview by Viewer Gender 79

8.2 Male Viewers 82

8.3 Female Viewers 84

9 Segmentation of Global Market by Age Group 86

9.1 Market Overview by Age Group 86

9.2 <18 Year Old Viewers 89

9.3 19-25 Year Old Viewers 91

9.4 26-35 Year Old Viewers 93

9.5 >35 Year Old Viewers 95

10 Segmentation of Global Market by Region 97

10.1 Geographic Market Overview 2019-2030 97

10.2 North America Market 2019-2030 by Country 101

10.2.1 Overview of North America Market 101

10.2.2 U.S. 105

10.2.3 Canada 109

10.2.4 Mexico 111

10.3 European Market 2019-2030 by Country 113

10.3.1 Overview of European Market 113

10.3.2 Germany 117

10.3.3 UK 119

10.3.4 France 121

10.3.5 Spain 123

10.3.6 Italy 125

10.3.7 Russia 127

10.3.8 Rest of European Market 129

10.4 Asia-Pacific Market 2019-2030 by Country 131

10.4.1 Overview of Asia-Pacific Market 131

10.4.2 Japan 135

10.4.3 China 138

10.4.4 Australia 140

10.4.5 India 142

10.4.6 South Korea 144

10.4.7 Rest of APAC Region 146

10.5 South America Market 2019-2030 by Country 148

10.5.1 Argentina 151

10.5.2 Brazil 153

10.5.3 Chile 155

10.5.4 Rest of South America Market 157

10.6 Rest of World Market 2019-2030 by Country 158

10.6.1 UAE 161

10.6.2 Egypt 163

10.6.3 South Africa 165

10.6.4 Other National Markets 167

11 Competitive Landscape 168

11.1 Overview of Key Vendors 168

11.2 New Product Launch, Partnership, Investment, and M&A 172

11.3 Company Profiles 173

Activision Blizzard Inc. 173

Cloud9 175

Counter Logic Gaming 176

EA Sports. 177

Echo Fox Fnatic 178

Electronic Arts Inc. 179

Envy Gaming 180

Epic Games Inc. 181

G2 Esports 182

Gfinity Plc 183

Hi-Rez Studios 184

Immortals 185

Intergalactic Gaming Ltd. 186

Modern Times Group MTG AB 187

Nintendo Co. Ltd. 188

Take-Two Interactive Software Inc. 189

Team Liquid 190

Team SoloMid 191

Tencent Holdings Ltd. 192

Valve Corporation 193

12 Investing in Global Market: Risk Assessment and Management 194

12.1 Risk Evaluation of Global Market 194

12.2 Critical Success Factors (CSFs) 197

Related Reports and Products 200

Table 1. Snapshot of Global E-sports Market, 2019-2030 21

Table 2. Main Product Trends and Market Opportunities in Global E-sports Market 33

Table 3. Global E-sports Market by Game Type, 2019-2030, $ mn 41

Table 4. Global E-sports Market: Player vs. Player (PvP) by Type, 2019-2030, $ mn 44

Table 5. Global E-sports Market by Revenue Source, 2019-2030, $ mn 49

Table 6. Global E-sports Market: Sponsorships by Contributor, 2019-2030, $ mn 55

Table 7. Global E-sports Market: Media Rights by Type, 2019-2030, $ mn 56

Table 8. Global E-sports Market by Device, 2019-2030, $ mn 58

Table 9. Global E-sports Market by Streaming Platform, 2019-2030, $ mn 65

Table 10. Global E-sports Market by Audience Type, 2019-2030, $ mn 72

Table 11. Global E-sports Viewership by Audience Type, 2019-2030, million 73

Table 12. Global E-sports Market by Viewer Gender, 2019-2030, $ mn 79

Table 13. Global E-sports Viewership by Viewer Gender, 2019-2030, million 80

Table 14. Global E-sports Market by Age Group, 2019-2030, $ mn 86

Table 15. Global E-sports Viewership by Age Group, 2019-2030, million 87

Table 16. Global E-sports Market by Region, 2019-2030, $ mn 98

Table 17. Leading National E-sports Market, 2019 and 2030, $ mn 100

Table 18. North America E-sports Market by Country, 2019-2030, $ mn 103

Table 19. U.S. E-sports Market by Game Type, 2019-2030, $ mn 107

Table 20. U.S. E-sports Market by Revenue Source, 2019-2030, $ mn 107

Table 21. U.S. E-sports Market by Device, 2019-2030, $ mn 107

Table 22. Canada E-sports Market by Game Type, 2019-2030, $ mn 110

Table 23. Canada E-sports Market by Revenue Source, 2019-2030, $ mn 110

Table 24. Canada E-sports Market by Device, 2019-2030, $ mn 110

Table 25. Mexico E-sports Market by Game Type, 2019-2030, $ mn 112

Table 26. Mexico E-sports Market by Revenue Source, 2019-2030, $ mn 112

Table 27. Mexico E-sports Market by Device, 2019-2030, $ mn 112

Table 28. Europe E-sports Market by Country, 2019-2030, $ mn 116

Table 29. Germany E-sports Market by Game Type, 2019-2030, $ mn 118

Table 30. Germany E-sports Market by Revenue Source, 2019-2030, $ mn 118

Table 31. Germany E-sports Market by Device, 2019-2030, $ mn 118

Table 32. UK E-sports Market by Game Type, 2019-2030, $ mn 120

Table 33. UK E-sports Market by Revenue Source, 2019-2030, $ mn 120

Table 34. UK E-sports Market by Device, 2019-2030, $ mn 120

Table 35. France E-sports Market by Game Type, 2019-2030, $ mn 122

Table 36. France E-sports Market by Revenue Source, 2019-2030, $ mn 122

Table 37. France E-sports Market by Device, 2019-2030, $ mn 122

Table 38. Spain E-sports Market by Game Type, 2019-2030, $ mn 124

Table 39. Spain E-sports Market by Revenue Source, 2019-2030, $ mn 124

Table 40. Spain E-sports Market by Device, 2019-2030, $ mn 124

Table 41. Italy E-sports Market by Game Type, 2019-2030, $ mn 126

Table 42. Italy E-sports Market by Revenue Source, 2019-2030, $ mn 126

Table 43. Italy E-sports Market by Device, 2019-2030, $ mn 126

Table 44. Russia E-sports Market by Game Type, 2019-2030, $ mn 128

Table 45. Russia E-sports Market by Revenue Source, 2019-2030, $ mn 128

Table 46. Russia E-sports Market by Device, 2019-2030, $ mn 128

Table 47. E-sports Market in Rest of Europe by Country, 2019-2030, $ mn 130

Table 48. APAC E-sports Market by Country, 2019-2030, $ mn 133

Table 49. Japan E-sports Market by Game Type, 2019-2030, $ mn 137

Table 50. Japan E-sports Market by Revenue Source, 2019-2030, $ mn 137

Table 51. Japan E-sports Market by Device, 2019-2030, $ mn 137

Table 52. China E-sports Market by Game Type, 2019-2030, $ mn 139

Table 53. China E-sports Market by Revenue Source, 2019-2030, $ mn 139

Table 54. China E-sports Market by Device, 2019-2030, $ mn 139

Table 55. Australia E-sports Market by Game Type, 2019-2030, $ mn 141

Table 56. Australia E-sports Market by Revenue Source, 2019-2030, $ mn 141

Table 57. Australia E-sports Market by Device, 2019-2030, $ mn 141

Table 58. India E-sports Market by Game Type, 2019-2030, $ mn 143

Table 59. India E-sports Market by Revenue Source, 2019-2030, $ mn 143

Table 60. India E-sports Market by Device, 2019-2030, $ mn 143

Table 61. South Korea E-sports Market by Game Type, 2019-2030, $ mn 145

Table 62. South Korea E-sports Market by Revenue Source, 2019-2030, $ mn 145

Table 63. South Korea E-sports Market by Device, 2019-2030, $ mn 145

Table 64. E-sports Market in Rest of APAC by Country, 2019-2030, $ mn 147

Table 65. South America E-sports Market by Country, 2019-2030, $ mn 150

Table 66. Argentina E-sports Market by Game Type, 2019-2030, $ mn 152

Table 67. Argentina E-sports Market by Revenue Source, 2019-2030, $ mn 152

Table 68. Argentina E-sports Market by Device, 2019-2030, $ mn 152

Table 69. Brazil E-sports Market by Game Type, 2019-2030, $ mn 154

Table 70. Brazil E-sports Market by Revenue Source, 2019-2030, $ mn 154

Table 71. Brazil E-sports Market by Device, 2019-2030, $ mn 154

Table 72. Chile E-sports Market by Game Type, 2019-2030, $ mn 156

Table 73. Chile E-sports Market by Revenue Source, 2019-2030, $ mn 156

Table 74. Chile E-sports Market by Device, 2019-2030, $ mn 156

Table 75. RoW E-sports Market by Country, 2019-2030, $ mn 160

Table 76. UAE E-sports Market by Game Type, 2019-2030, $ mn 162

Table 77. UAE E-sports Market by Revenue Source, 2019-2030, $ mn 162

Table 78. UAE E-sports Market by Device, 2019-2030, $ mn 162

Table 79. Egypt E-sports Market by Game Type, 2019-2030, $ mn 164

Table 80. Egypt E-sports Market by Revenue Source, 2019-2030, $ mn 164

Table 81. Egypt E-sports Market by Device, 2019-2030, $ mn 164

Table 82. South Africa E-sports Market by Game Type, 2019-2030, $ mn 166

Table 83. South Africa E-sports Market by Revenue Source, 2019-2030, $ mn 166

Table 84. South Africa E-sports Market by Device, 2019-2030, $ mn 166

Table 85. Breakdown of Global Market by Key Vendor, 2019, % 170

Table 86. Activision Blizzard Inc.: Company Snapshot 173

Table 87. Activision Blizzard Inc.: Business Segmentation 173

Table 88. Activision Blizzard Inc.: Product Portfolio 174

Table 89. Activision Blizzard Inc.: Revenue, 2016-2018, $ mn 174

Table 90. Activision Blizzard Inc.: Recent Developments 174

Table 91. Risk Evaluation for Investing in Global Market, 2019-2030 195

Table 92. Critical Success Factors and Key Takeaways 198

 
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