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Global Esports Market Size study, by Revenue Source (Sponsorship, Advertising, Merchandise & Tickets, Publisher Fees, Media Rights), and Regional Forecasts 2020-2027

  • BIZ4259096
  • 200 Pages
  • March 2021
  • Consumer Goods
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Global Esports Market is valued approximately at USD 1.1 billion in 2019 and is anticipated to grow with a healthy growth rate of more than 24.4% over the forecast period 2020-2027. Esports refers to organized video gaming in which professionals from across the world participates (it can be from their homes or at any particular physical platform) to compete in gaming leagues, which is followed and watched by millions of spectators in live events or on television or internet. Increasing investment from international brands in esport tournamentsn past couple of years, increasing audience reach, consideration of esports by millennials as a professional career, increasing live streaming of games and opportunities created for game developers, event organizers, gamers and influencers has driven the market growth. For instance, in 2018, Twitch signed a USD 90 million deal with the Overwatch League for two years, for the exclusive digital broadcasting rights in French, Korean and English. However, less number of organizations and limited infrastructure for esports tournament impedes the growth of the market over the forecast period of 2020-2027. Also, to develop skilled professionals, schools, colleges and universities are introducing dedicated curriculum for esports, which is likely to increase the market growth during the forecast period.

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

Chapter 1. Executive Summary

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

List of Tables

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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