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The regional analysis of global esports market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America and Rest of the World. North America is the leading/significant region across the world in terms of market share owing to involvement of TV networks, franchises, players, developers and streaming platforms mainly in in the United States. Whereas, Asia-Pacific is also anticipated to exhibit highest growth rate / CAGR over the forecast period 2020-2027. Factors such as growing penetration of mobile gaming and frequently growing internet usagewould create lucrative growth prospects for the Esports market across Asia-Pacific region.
Major market player included in this report are:
Activision Blizzard, Inc.
Valve Corporation
Tencent Holding Limited
Electronic Arts Inc.
Gameloft SE
Nintendo of America Inc.
NVIDIA Corporation
Modern Times Group (MTG)
Intel Corporation
HTC Corporation
The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:
By Revenue Source:
Sponsorship
Advertising
Merchandise & Tickets
Publisher Fees
Media Rights
By Region:
North America
U.S.
Canada
Europe
UK
Germany
France
Spain
Italy
ROE
Asia Pacific
China
India
Japan
Australia
South Korea
RoAPAC
Latin America
Brazil
Mexico
Rest of the World
Furthermore, years considered for the study are as follows:
Historical year – 2017, 2018
Base year – 2019
Forecast period – 2020 to 2027
Target Audience of the Global Esports Market in Market Study:
Key Consulting Companies & Advisors
Large, medium-sized, and small enterprises
Venture capitalists
Value-Added Resellers (VARs)
Third-party knowledge providers
Investment bankers
Investors
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2018-2027 (USD Billion)
1.2.1. Esports Market, by Region, 2018-2027 (USD Billion)
1.2.2. Esports Market, by Revenue Source, 2018-2027 (USD Billion)
1.3. Key Trends
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. Global Esports Market Definition and Scope
2.1. Objective of the Study
2.2. Market Definition & Scope
2.2.1. Scope of the Study
2.2.2. Industry Evolution
2.3. Years Considered for the Study
2.4. Currency Conversion Rates
Chapter 3. Global Esports Market Dynamics
3.1. Esports Market Impact Analysis (2018-2027)
3.1.1. Market Drivers
3.1.2. Market Challenges
3.1.3. Market Opportunities
Chapter 4. Global Esports Market: Industry Analysis
4.1. Porter’s 5 Force Model
4.1.1. Bargaining Power of Suppliers
4.1.2. Bargaining Power of Buyers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.1.6. Futuristic Approach to Porter’s 5 Force Model (2017-2027)
4.2. PEST Analysis
4.2.1. Political
4.2.2. Economic
4.2.3. Social
4.2.4. Technological
4.3. Investment Adoption Model
4.4. Analyst Recommendation & Conclusion
Chapter 5. Global Esports Market, by Revenue Source
5.1. Market Snapshot
5.2. Global Esports Market by Revenue Source, Performance - Potential Analysis
5.3. Global Esports Market Estimates & Forecasts by Revenue Source 2017-2027 (USD Billion)
5.4. Esports Market, Sub Segment Analysis
5.4.1. Sponsorship
5.4.2. Advertising
5.4.3. Merchandise & Tickets
5.4.4. Publisher Fees
5.4.5. Media Rights
Chapter 6. Global Esports Market, Regional Analysis
6.1. Esports Market, Regional Market Snapshot
6.2. North America Esports Market
6.2.1. U.S. Esports Market
6.2.1.1. Revenue Source breakdown estimates & forecasts, 2017-2027
6.2.1.2. Trait breakdown estimates & forecasts, 2017-2027
6.2.2. Canada Esports Market
6.3. Europe Esports Market Snapshot
6.3.1. U.K. Esports Market
6.3.2. Germany Esports Market
6.3.3. France Esports Market
6.3.4. Spain Esports Market
6.3.5. Italy Esports Market
6.3.6. Rest of Europe Esports Market
6.4. Asia-Pacific Esports Market Snapshot
6.4.1. China Esports Market
6.4.2. India Esports Market
6.4.3. Japan Esports Market
6.4.4. Australia Esports Market
6.4.5. South Korea Esports Market
6.4.6. Rest of Asia Pacific Esports Market
6.5. Latin America Esports Market Snapshot
6.5.1. Brazil Esports Market
6.5.2. Mexico Esports Market
6.6. Rest of The World Esports Market
Chapter 7. Competitive Intelligence
7.1. Top Market Strategies
7.2. Company Profiles
7.2.1. Activision Blizzard, Inc.
7.2.1.1. Key Information
7.2.1.2. Overview
7.2.1.3. Financial (Subject to Data Availability)
7.2.1.4. Product Summary
7.2.1.5. Recent Developments
7.2.2. Valve Corporation
7.2.3. Tencent Holding Limited
7.2.4. Electronic Arts Inc.
7.2.5. Gameloft SE
7.2.6. Nintendo of America Inc.
7.2.7. NVIDIA Corporation
7.2.8. Modern Times Group (MTG)
7.2.9. Intel Corporation
7.2.10. HTC Corporation
Chapter 8. Research Process
8.1. Research Process
8.1.1. Data Mining
8.1.2. Analysis
8.1.3. Market Estimation
8.1.4. Validation
8.1.5. Publishing
8.2. Research Attributes
8.3. Research Assumption
TABLE 1. Global Esports market, report scope
TABLE 2. Global Esports market estimates & forecasts by Region 2017-2027 (USD Billion)
TABLE 3. Global Esports market estimates & forecasts by Revenue Source 2017-2027 (USD Billion)
TABLE 4. Global Esports market estimates & forecasts by Trait 2017-2027 (USD Billion)
TABLE 5. Global Esports market estimates & forecasts by Form 2017-2027 (USD Billion)
TABLE 6. Global Esports market estimates & forecasts by Farm Revenue Source 2017-2027 (USD Billion)
TABLE 7. Global Esports market by segment, estimates & forecasts, 2017-2027 (USD Billion)
TABLE 8. Global Esports market by region, estimates & forecasts, 2017-2027 (USD Billion)
TABLE 9. Global Esports market by segment, estimates & forecasts, 2017-2027 (USD Billion)
TABLE 10. Global Esports market by region, estimates & forecasts, 2017-2027 (USD Billion)
TABLE 11. Global Esports market by segment, estimates & forecasts, 2017-2027 (USD Billion)
TABLE 12. Global Esports market by region, estimates & forecasts, 2017-2027 (USD Billion)
TABLE 13. Global Esports market by segment, estimates & forecasts, 2017-2027 (USD Billion)
TABLE 14. Global Esports market by region, estimates & forecasts, 2017-2027 (USD Billion)
TABLE 15. Global Esports market by segment, estimates & forecasts, 2017-2027 (USD Billion)
TABLE 16. Global Esports market by region, estimates & forecasts, 2017-2027 (USD Billion)
TABLE 17. U.S. Esports market estimates & forecasts, 2017-2027 (USD Billion)
TABLE 18. U.S. Esports market estimates & forecasts by segment 2017-2027 (USD Billion)
TABLE 19. U.S. Esports market estimates & forecasts by segment 2017-2027 (USD Billion)
TABLE 20. Canada Esports market estimates & forecasts, 2017-2027 (USD Billion)
TABLE 21. Canada Esports market estimates & forecasts by segment 2017-2027 (USD Billion)
TABLE 22. Canada Esports market estimates & forecasts by segment 2017-2027 (USD Billion)
TABLE 23. UK Esports market estimates & forecasts, 2017-2027 (USD Billion)
TABLE 24. UK Esports market estimates & forecasts by segment 2017-2027 (USD Billion)
TABLE 25. UK Esports market estimates & forecasts by segment 2017-2027 (USD Billion)
TABLE 26. Germany Esports market estimates & forecasts, 2017-2027 (USD Billion)
TABLE 27. Germany Esports market estimates & forecasts by segment 2017-2027 (USD Billion)
TABLE 28. Germany Esports market estimates & forecasts by segment 2017-2027 (USD Billion)
TABLE 29. RoE Esports market estimates & forecasts, 2017-2027 (USD Billion)
TABLE 30. RoE Esports market estimates & forecasts by segment 2017-2027 (USD Billion)
TABLE 31. RoE Esports market estimates & forecasts by segment 2017-2027 (USD Billion)
TABLE 32. China Esports market estimates & forecasts, 2017-2027 (USD Billion)
TABLE 33. China Esports market estimates & forecasts by segment 2017-2027 (USD Billion)
TABLE 34. China Esports market estimates & forecasts by segment 2017-2027 (USD Billion)
TABLE 35. India Esports market estimates & forecasts, 2017-2027 (USD Billion)
TABLE 36. India Esports market estimates & forecasts by segment 2017-2027 (USD Billion)
TABLE 37. India Esports market estimates & forecasts by segment 2017-2027 (USD Billion)
TABLE 38. Japan Esports market estimates & forecasts, 2017-2027 (USD Billion)
TABLE 39. Japan Esports market estimates & forecasts by segment 2017-2027 (USD Billion)
TABLE 40. Japan Esports market estimates & forecasts by segment 2017-2027 (USD Billion)
TABLE 41. RoAPAC Esports market estimates & forecasts, 2017-2027 (USD Billion)
TABLE 42. RoAPAC Esports market estimates & forecasts by segment 2017-2027 (USD Billion)
TABLE 43. RoAPAC Esports market estimates & forecasts by segment 2017-2027 (USD Billion)
TABLE 44. Brazil Esports market estimates & forecasts, 2017-2027 (USD Billion)
TABLE 45. Brazil Esports market estimates & forecasts by segment 2017-2027 (USD Billion)
TABLE 46. Brazil Esports market estimates & forecasts by segment 2017-2027 (USD Billion)
TABLE 47. Mexico Esports market estimates & forecasts, 2017-2027 (USD Billion)
TABLE 48. Mexico Esports market estimates & forecasts by segment 2017-2027 (USD Billion)
TABLE 49. Mexico Esports market estimates & forecasts by segment 2017-2027 (USD Billion)
TABLE 50. RoLA Esports market estimates & forecasts, 2017-2027 (USD Billion)
TABLE 51. RoLA Esports market estimates & forecasts by segment 2017-2027 (USD Billion)
TABLE 52. RoLA Esports market estimates & forecasts by segment 2017-2027 (USD Billion)
TABLE 53. Row Esports market estimates & forecasts, 2017-2027 (USD Billion)
TABLE 54. Row Esports market estimates & forecasts by segment 2017-2027 (USD Billion)
TABLE 55. Row Esports market estimates & forecasts by segment 2017-2027 (USD Billion)
TABLE 56. List of secondary sources, used in the study of global Esports market
TABLE 57. List of primary sources, used in the study of global Esports market
TABLE 58. Years considered for the study
TABLE 59. Exchange rates considered
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