Esports Market

Category : Information & Communication Technology Reports | Delivery Format : PDF,PPT | Publisher: Reports and Insights | Pages : 272

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Esports Market Overview

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%

Esports Introduction

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.

Esports Market Dynamics

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.

Esports Market Segmentation

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.

By Revenue Streams

Media Rights

Subscriptions

Online Advertisements

Tickets and Merchandise

Sponsorships and Direct Advertisements

Publisher Fees

By Region

North America

Latin America

Africa

Europe

Asia Pacific

Middle East

Esports Market Key Players

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.

MMC Overview on Esports Market Report

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.

Factors that are benchmarked while estimating 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

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Frequently Asked Questions

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 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.

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.