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

  • GRA3911713
  • 137 Pages
  • June 2020
  • ICT & Media
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North America e-sports market is expected to grow by 16.9% annually in the forecast period and reach $2,441.9 million by 2030 owing to the rising need for remote sports and virtual games amid the COVID-19 pandemic.

Highlighted with 33 tables and 77 figures, this 137-page report “North America E-sports Market 2020-2030 by Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Country: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire North America 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 North America 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 North America 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 Country.

Based on Game Type, the North America 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 North America 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 North America 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 North America 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 North America 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 North America 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 North America 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 national/local markets are fully investigated:

• U.S.

• Canada

• Mexico

For each aforementioned country, detailed analysis and data for annual revenue are available for 2019-2030. The breakdown 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 North America 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 7

1.1 Industry Definition and Research Scope 7

1.1.1 Industry Definition 7

1.1.2 Research Scope 8

1.2 Research Methodology 11

1.2.1 Overview of Market Research Methodology 11

1.2.2 Market Assumption 12

1.2.3 Secondary Data 12

1.2.4 Primary Data 12

1.2.5 Data Filtration and Model Design 14

1.2.6 Market Size/Share Estimation 15

1.2.7 Research Limitations 16

1.3 Executive Summary 17

2 Market Overview and Dynamics 20

2.1 Market Size and Forecast 20

2.2 Major Growth Drivers 22

2.3 Market Restraints and Challenges 27

2.4 Emerging Opportunities and Market Trends 30

2.5 Porter’s Fiver Forces Analysis 34

3 Segmentation of North America Market by Game Type 38

3.1 Market Overview by Game Type 38

3.2 Multiplayer Online Battle Arena (MOBA) 40

3.3 Player vs. Player (PvP) 41

3.4 First Person Shooters (FPS) 42

3.5 Real Time Strategy (RTS) 43

3.6 Massive Multiplayer Online Games (MMOG) 44

3.7 Other Game Types 45

4 Segmentation of North America Market by Revenue Source 46

4.1 Market Overview by Revenue Source 46

4.2 Game Publisher Fee 48

4.3 Merchandize & Tickets 49

4.4 Advertisement 50

4.5 Sponsorships 51

4.6 Media Rights 53

4.7 Other Revenue Sources 54

5 Segmentation of North America Market by Device 55

5.1 Market Overview by Device 55

5.2 PCs 57

5.3 Consoles 58

5.4 Laptops & Tablets 59

5.5 Smartphones 60

5.6 Other Devices 61

6 Segmentation of North America Market by Streaming Platform 62

6.1 Market Overview by Streaming Platform 62

6.2 YouTube 64

6.3 Twitch 65

6.4 Hayu 66

6.5 DouYu 67

6.6 Other Streaming Platforms 68

7 Segmentation of North America Market by Audience Type 69

7.1 Market Overview by Audience Type 69

7.2 Regular Viewers 72

7.3 Occasional Viewers 74

8 Segmentation of North America Market by Viewer Gender 76

8.1 Market Overview by Viewer Gender 76

8.2 Male Viewers 79

8.3 Female Viewers 81

9 Segmentation of North America Market by Age Group 83

9.1 Market Overview by Age Group 83

9.2 <18 Year Old Viewers 86

9.3 19-25 Year Old Viewers 88

9.4 26-35 Year Old Viewers 90

9.5 >35 Year Old Viewers 92

10 North America Market 2019-2030 by Country 94

10.1 Overview of North America Market 94

10.2 U.S. 97

10.3 Canada 101

10.4 Mexico 103

11 Competitive Landscape 105

11.1 Overview of Key Vendors 105

11.2 New Product Launch, Partnership, Investment, and M&A 109

11.3 Company Profiles 110

Activision Blizzard Inc. 110

Cloud9 112

Counter Logic Gaming 113

EA Sports. 114

Echo Fox Fnatic 115

Electronic Arts Inc. 116

Envy Gaming 117

Epic Games Inc. 118

G2 Esports 119

Gfinity Plc 120

Hi-Rez Studios 121

Immortals 122

Intergalactic Gaming Ltd. 123

Modern Times Group MTG AB 124

Nintendo Co. Ltd. 125

Take-Two Interactive Software Inc. 126

Team Liquid 127

Team SoloMid 128

Tencent Holdings Ltd. 129

Valve Corporation 130

12 Investing in North America Market: Risk Assessment and Management 131

12.1 Risk Evaluation of North America Market 131

12.2 Critical Success Factors (CSFs) 134

Related Reports and Products 137

Table 1. Snapshot of North America E-sports Market, 2019-2030 18

Table 2. Main Product Trends and Market Opportunities in North America E-sports Market 30

Table 3. North America E-sports Market by Game Type, 2019-2030, $ mn 38

Table 4. North America E-sports Market: Player vs. Player (PvP) by Type, 2019-2030, $ mn 41

Table 5. North America E-sports Market by Revenue Source, 2019-2030, $ mn 46

Table 6. North America E-sports Market: Sponsorships by Contributor, 2019-2030, $ mn 52

Table 7. North America E-sports Market: Media Rights by Type, 2019-2030, $ mn 53

Table 8. North America E-sports Market by Device, 2019-2030, $ mn 55

Table 9. North America E-sports Market by Streaming Platform, 2019-2030, $ mn 62

Table 10. North America E-sports Market by Audience Type, 2019-2030, $ mn 69

Table 11. North America E-sports Viewership by Audience Type, 2019-2030, million 70

Table 12. North America E-sports Market by Viewer Gender, 2019-2030, $ mn 76

Table 13. North America E-sports Viewership by Viewer Gender, 2019-2030, million 77

Table 14. North America E-sports Market by Age Group, 2019-2030, $ mn 83

Table 15. North America E-sports Viewership by Age Group, 2019-2030, million 84

Table 16. North America E-sports Market by Country, 2019-2030, $ mn 95

Table 17. U.S. E-sports Market by Game Type, 2019-2030, $ mn 99

Table 18. U.S. E-sports Market by Revenue Source, 2019-2030, $ mn 99

Table 19. U.S. E-sports Market by Device, 2019-2030, $ mn 99

Table 20. Canada E-sports Market by Game Type, 2019-2030, $ mn 102

Table 21. Canada E-sports Market by Revenue Source, 2019-2030, $ mn 102

Table 22. Canada E-sports Market by Device, 2019-2030, $ mn 102

Table 23. Mexico E-sports Market by Game Type, 2019-2030, $ mn 104

Table 24. Mexico E-sports Market by Revenue Source, 2019-2030, $ mn 104

Table 25. Mexico E-sports Market by Device, 2019-2030, $ mn 104

Table 26. Breakdown of North America Market by Key Vendor, 2019, % 107

Table 27. Activision Blizzard Inc.: Company Snapshot 110

Table 28. Activision Blizzard Inc.: Business Segmentation 110

Table 29. Activision Blizzard Inc.: Product Portfolio 111

Table 30. Activision Blizzard Inc.: Revenue, 2016-2018, $ mn 111

Table 31. Activision Blizzard Inc.: Recent Developments 111

Table 32. Risk Evaluation for Investing in North America Market, 2019-2030 132

Table 33. Critical Success Factors and Key Takeaways 135

 
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