The report is titled ‘Esports Market: Opportunity Analysis and Future Assessment 2020-2028’. An overview of conceptual frameworks, analytical approaches of the Esports market is the main objective of the report, which further consists of the market opportunity and insights of the data involved in the making of the respective market. The Esports market is expected to grow at a significant rate in the near future.
The global Esports market is estimated to reach at a value of US$ 1,070.3 Mn by the end of 2020 and expected to reach at a value of US$ 3,538.6 Mn by 2028 with a significant CAGR of 16.2%
The gaming and Esports industry has turned into the mainstream in the past few years, switching over from a vivid niche to a primary form of entertainment all around the globe, and ticket sales are transforming from the field to the internet. Despite the fact that esports might have once stood for a subspace of sports culture, it has evolved into a complete industry of its own accord.
Although the subject of computer games on the whole is slightly becoming acknowledged and approved in the world of academics, the academic research of competitive computer gaming, more commonly known as Esports, is still in its early stages. Strangely enough, there is at present no customarily approved definition of the term ‘Esports’ at all.
Although, the basic definition of Esports can be, “a format of sports where the fundamental prospects of the sport are simplified by electronic systems; the data input of teams and players as well as the output of the Esports system are arbitrated by human-computer interfaces.” To put it in more practical terms, Esports basically pertain to competitive (amateur and pro) video gaming that is usually harmonized by various ladders, leagues, and tournaments, and where players generally belong to teams or other “sporting” organizations which are promoted by different business organizations.
Over the past few years, Esports (electronic sports) have evolved into one of the most swiftly flourishing forms of new media majorly driven by the rising emergence of (online) games as well as on stream broadcasting technologies.
The expeditiously rising popularity and trend of video games among the population, especially the youth, all around the world is one of the primary factors that has driven the growth of the global Esports market. Whilst video games and the whole gaming industry has become a rapidly booming entertainment business, it is also favorably reshaping and modifying the way people interact and communicate with the virtual world.
In the present-day world, the video game industry encourages and triggers innovation by invariably stretching the boundaries of the probable possibilities, ultimately boosting market giants like Microsoft and Google to generate new technology in order to serve the millions of gamers around the globe. Owing to which, the global Esports market is projected to witness significant growth in the years to come.
The growing popularity of video games among children and youth across the world has also stimulated heavy investments by market giants and leading companies, which is also acting as a positive factor for the future growth of the global Esports market.
Moreover, the briskly emerging trend of live streaming of online games as well as the widespread reach of audiences all around the world is another major factor owing to which Esports market is expected to climb higher in the forthcoming years.
In addition to the rapidly surging population of video games, there has been soaring infrastructure for the league tournaments as well, which is further propelling the growth of the global Esports market in the near future.
By the same token, the increasing trend of mobile gaming, as well as shifting entertainment preferences of consumers and increased income levels of consumers has also given a huge breakthrough to the growth of the global Esports market.
Furthermore, the global pandemic of COVID-19 has compelled millions of billions of people around the globe to stay at home and spend more leisure time at home, where the entertainment business has jumped into action to capture the attention of billions of masses, with live-streaming of opera performances, concerts, museum tours and many more.
Attributing to such conditions, the influence on the video-game industry has been even bigger, as many took up the pastime or increased the amount of time they play. According to Verizon, an American multinational telecommunications conglomerate, the overall video-game internet traffic has escalated 75% subsequent to restrictions and regulations were imposed in America.
Remarkably, the market for Esports has developed by around 18% worldwide in the past 5 years. In a similar manner, the global Esports market is estimated to grow significantly in the coming years as well.
The global Esports market is segmented on the basis of revenue streams and region. On the basis of the revenue streams, the Esports market is segmented into Media Rights (Subscriptions, Online Advertisements), Tickets and Merchandise, Sponsorships and Direct Advertisements, Publisher Fees.
The research report classifies the global Esports market based on revenue streams and region.
Media Rights
Subscriptions
Online Advertisements
Tickets and Merchandise
Sponsorships and Direct Advertisements
Publisher Fees
North America
Latin America
Africa
Europe
Asia Pacific
Middle East
The global Esports market is dominated by Modern Times Group, Activision Blizzard, FACEIT, Nintendo, Gfinity, Turner Broadcasting System, CJ Corporation, Valve Corporation, Tencent, and Electronic Arts (EA), among others.
The non-identical approach of Reports and Insights stands with conceptual methods backed up with the data analysis. The novel market understanding approach makes up the standard of the assessment results that give a better opportunity for the customers to put their effort.
A research report on the Esports market by Reports and Insights is an in-depth and extensive study of the market based on the necessary data crunching and statistical analysis. It provides a brief view of the dynamics flowing through the market, which includes the factors that support the market and the factors that are acting as impedance for the growth of the market.
Furthermore, the report includes the various trends and opportunities in the respective market in different regions for a better understanding of readers that helps to analyze the potential of the market.
Various factors that are benchmarked while estimating the market growth include (but not restricted to):
New product designs and launches
Current product compliance
Reimbursement
Concerns for use of Esports
Advantages of Esports
Actions taken by the manufacturer and respective regulatory authorities also impact the market growth of the segment. These factors are understood at regional level and in major countries globally for providing regional insights of the product segment in the report. This helps our clients to make informed decisions.
A mix of top-down and bottom-up approach is followed to arrive and validate our market value estimations. For a product segment like wherein one/two manufacturer(s) dominates the market, it’s products sales, previous growth rates and market expansion plans are considered to generate market share in the global market.
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1. Global Esports Market Report Overview
1.1. Introduction
1.2. Report Description
1.3. Methodology
2. Global Esports Market Overview
2.1. Introduction
2.1.1. Introduction
2.1.2. Market Taxonomy
2.2. Executive Summary
2.3. Global Esports Market Snapshot
2.4. Global Esports Market Size And Forecast, 2020–2028
2.4.1. Introduction
2.4.2. Market Value Forecast And Annual Growth Rate (AGR) Comparison (2020–2028)
2.5. Global Esports Market Dynamics
2.5.1. Drivers
2.5.2. Restraints
2.5.3. Opportunity
2.5.4. Trends
2.6. Key Regulations
2.7. Porter’s Five Forces Model
3. Esports Assessment and Analysis
3.1. Actions to encourage use of Esports
3.2. Esports Promotional Strategy Recommendation
3.3. Road Map Analysis
3.4. GAP Analysis
3.5. Potential Analysis
4. Covid-19 Impact on Esports Market in 2020
5. Global Esports Market, By Revenue Stream
5.1. Introduction
5.1.1. Annual Growth Rate Comparison, By Revenue Stream
5.1.2. BPS Analysis, By Revenue Stream
5.2. Market Revenue (US$Mn) Forecast, By Revenue Stream
5.2.1. Media Rights
5.2.1.1. Subscriptions
5.2.1.2. Online Advertisements
5.2.2. Tickets and Merchandise
5.2.3. Sponsorships and Direct Advertisements
5.2.4. Publisher Fees
5.3. Global Esports Market Attractiveness Index, By Revenue Stream
6. Global Esports Market, By Region
6.1. Introduction
6.1.1. Annual Growth Rate Comparison, By Region
6.1.2. BPS Analysis, By Region
6.2. Market Revenue (US$Mn) Forecast, By Region
6.2.1. North America
6.2.2. Latin America
6.2.3. Europe
6.2.4. Asia Pacific
6.2.5. Middle East
6.2.6. Africa
6.3. Global Esports Market Attractiveness Index, By Region
7. North America Esports Market Analysis and Forecast, 2020–2028
7.1. Introduction
7.1.1. Annual Growth Rate Comparison, By Country
7.1.2. BPS Analysis, By Country
7.2. Market Revenue (US$Mn) Forecast, By Country
7.2.1. U.S. Esports Market
7.2.2. Canada Esports Market
7.3. North America Esports Market, By Revenue Stream
7.3.1. Media Rights
7.3.1.1. Subscriptions
7.3.1.2. Online Advertisements
7.3.2. Tickets and Merchandise
7.3.3. Sponsorships and Direct Advertisements
7.3.4. Publisher Fees
7.4. North America Esports Market Attractiveness Index
7.4.1. By Country
7.4.2. By Revenue Stream
8. Latin America Esports Market Analysis and Forecast, 2020–2028
8.1. Introduction
8.1.1. Annual Growth Rate Comparison, By Country
8.1.2. BPS Analysis, By Country
8.2. Market (US$Mn) Forecast, By Country
8.2.1. Brazil Esports Market
8.2.2. Mexico Esports Market
8.2.3. Argentina Esports Market
8.2.4. Rest Of Latin America Esports Market
8.3. Latin America Esports Market, By Revenue Stream
8.3.1. Media Rights
8.3.1.1. Subscriptions
8.3.1.2. Online Advertisements
8.3.2. Tickets and Merchandise
8.3.3. Sponsorships and Direct Advertisements
8.3.4. Publisher Fees
8.4. Latin America Esports Market Attractiveness Index
8.4.1. By Country
8.4.2. By Revenue Stream
9. Europe Esports Market Analysis and Forecast, 2020–2028
9.1. Introduction
9.1.1. Annual Growth Rate Comparison, By Country
9.1.2. BPS Analysis, By Country
9.2. Market (US$Mn) Forecast, By Country
9.2.1. U.K. Esports Market
9.2.2. Germany Esports Market
9.2.3. Italy Esports Market
9.2.4. France Esports Market
9.2.5. Spain Esports Market
9.2.6. Russia Esports Market
9.2.7. Poland Esports Market
9.2.8. BENELUX Esports Market
9.2.9. NORDIC Esports Market
9.2.10. Rest Of Europe Esports Market
9.3. Europe Esports Market, By Revenue Stream
9.3.1. Media Rights
9.3.1.1. Subscriptions
9.3.1.2. Online Advertisements
9.3.2. Tickets and Merchandise
9.3.3. Sponsorships and Direct Advertisements
9.3.4. Publisher Fees
9.4. Europe Esports Market Attractiveness Index
9.4.1. By Country
9.4.2. By Revenue Stream
10. Asia Pacific Esports Market Analysis and Forecast, 2020–2028
10.1. Introduction
10.1.1. Annual Growth Rate Comparison, By Country
10.1.2. BPS Analysis, By Country
10.2. Market (US$Mn) Forecast, By Country
10.2.1. China Esports Market
10.2.2. India Esports Market
10.2.3. Japan Esports Market
10.2.4. Australia and New Zealand Esports Market
10.2.5. South Korea Esports Market
10.2.6. ASEAN Esports Market
10.2.7. Rest of Asia Pacific Esports Market
10.3. Asia Pacific Esports Market, By Revenue Stream
10.3.1. Media Rights
10.3.1.1. Subscriptions
10.3.1.2. Online Advertisements
10.3.2. Tickets and Merchandise
10.3.3. Sponsorships and Direct Advertisements
10.3.4. Publisher Fees
10.4. Asia Pacific Esports Market Attractiveness Index
10.4.1. By Country
10.4.2. By Revenue Stream
11. Middle East Esports Market, By Region
11.1. Introduction
11.1.1. Annual Growth Rate Comparison, By Country
11.1.2. BPS Analysis, By Country
11.2. Market (US$Mn) Forecast, By Country
11.2.1. GCC Countries Esports Market
11.2.2. Israel Esports Market
11.2.3. Rest Of Middle East Esports Market
11.3. Middle East Esports Market, By Revenue Stream
11.3.1. Media Rights
11.3.1.1. Subscriptions
11.3.1.2. Online Advertisements
11.3.2. Tickets and Merchandise
11.3.3. Sponsorships and Direct Advertisements
11.3.4. Publisher Fees
11.4. Middle East Esports Market Attractiveness Index
11.4.1. By Country
11.4.2. By Revenue Stream
12. Africa Esports Market, By Region
12.1. Introduction
12.1.1. Annual Growth Rate Comparison, By Country
12.1.2. BPS Analysis, By Country
12.2. Market (US$Mn) Forecast, By Country
12.2.1. South Africa Esports Market
12.2.2. Egypt Esports Market
12.2.3. North Africa Esports Market
12.2.4. Rest Of Africa Esports Market
12.3. Africa Esports Market, By Revenue Stream
12.3.1. Media Rights
12.3.1.1. Subscriptions
12.3.1.2. Online Advertisements
12.3.2. Tickets and Merchandise
12.3.3. Sponsorships and Direct Advertisements
12.3.4. Publisher Fees
12.4. Africa Esports Market Attractiveness Index
12.4.1. By Country
12.4.2. By Revenue Stream
13. Recommendation
13.1. Market Strategy
14. Competitive Landscape
14.1. Competition Dashboard
14.2. List and Company Overview of Global Key Players
14.3. Company Profiles
14.3.1. Modern Times Group
14.3.1.1. Company Overview
14.3.1.2. Financial Overview
14.3.1.3. Product Portfolio
14.3.1.4. SWOT Analysis
14.3.1.5. Key Developments
14.3.1.6. Business Strategies
14.3.2. Activision Blizzard
14.3.3. FACEIT
14.3.4. Nintendo
14.3.5. Gfinity
14.3.6. Turner Broadcasting System
14.3.7. CJ Corporation
14.3.8. Valve Corporation
14.3.9. Tencent
14.3.10. Electronic Arts (EA)
15. Acronyms
The global Esports market is estimated to reach at a value of US$ 1,070.3 Mn by the end of 2020 and expected to reach at a value of US$ 3,538.6 Mn by 2028 with a significant CAGR of 16.2%
The base year for the report is 2021 in esports market.
The research report classifies the global Esports market based on revenue streams and region.
The key participating players in the market are Modern Times Group, Activision Blizzard, FACEIT, Nintendo, Gfinity, Turner Broadcasting System, CJ Corporation, Valve Corporation, Tencent, and Electronic Arts (EA), among others.