Esports Global Market Opportunities And Strategies To 2030: COVID-19 Growth And Change

Esports Global Market Opportunities And Strategies To 2030: COVID-19 Growth And Change

Esports Global Market Opportunities And Strategies To 2030: COVID-19 Growth And Change from The Business Research Company provides the strategists, marketers and senior management with the critical information they need to assess the global esports market as it emerges from the COVID 19 shut down.

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Description:

Where is the largest and fastest growing market for the esports? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The Esports market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography. It places the market within the context of the wider esports market, and compares it with other markets.

The report covers the following chapters

Executive Summary – The executive summary section of the report gives a brief overview and summary of the report.

Report Structure – This section gives the structure of the report and the information covered in the various sections.

Introduction – The introduction section of the report gives brief introduction about segmentation by geography, segmentation by game, segmentation by revenue source, and segmentation by platform.

Market Characteristics – The market characteristics section of the report defines and explains the esports market. This chapter also defines and describes goods and related services covered in the report.

Trends And Strategies – This chapter describes the major trends shaping the global esports market. This section highlights likely future developments in the market and suggests approaches companies can take to exploit these opportunities.

Impact of COVID-19 – This section describes the impact of COVID-19 on the esports market.

Global Market Size And Growth – This section contains the global historic (2015-2020) and forecast (2020-2025), and (2025-2030) market values, and drivers and restraints that support and control the growth of the market in the historic and forecast periods.

Regional Analysis – This section contains the historic (2015-2020) and forecast (2020-2025), and (2025-2030) market values and growth and market share comparison by region.

Market Segmentation – This section contains the market values (2015-2030) and analysis for different segments.

Regional Market Size and Growth – This section contains the region’s market size (2020), historic (2015-2020) and forecast (2020-2025), and (2025-2030) market values, and growth and market share comparison of countries within the region. This report includes information on all the regions Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa and major countries within each region. The market overview sections of the report describe the current size of the market, background information, government initiatives, regulations, regulatory bodies, associations, corporate tax structure, investments, and major companies.

Competitive Landscape – This section covers details on the competitive landscape of the global esports market, estimated market shares and company profiles for the leading players.

Key Mergers And Acquisitions – This chapter gives the information on recent mergers and acquisitions in the market covered in the report. This section gives key financial details of mergers and acquisitions which have shaped the market in recent years.

Market Background – This section describes the sports market of which the esports market is a segment. This chapter includes the sports market 2015-25 values, and regional analyses for the sports market.

Market Opportunities And Strategies– This section includes market opportunities and strategies based on findings of the research. This section also gives information on growth opportunities across countries, segments and strategies to be followed in those markets. It gives an understanding of where there is significant business to be gained by competitors in the next five years.

Conclusions And Recommendations – This section includes conclusions and recommendations based on findings of the research. This section also gives recommendations for esports in terms of services offerings, geographic expansion, marketing strategies and target groups.

Appendix – This section includes details on the NAICS codes covered, abbreviations and currencies codes used in this report.

Scope

Markets Covered: 1) By Game: Multiplayer Online Battle Arena (MOBA); Real time Strategy; First Person Shooter; Fighting and Sports

2) By Platform: PC; Console; Mobile; Others

3) By Revenue Source: Sponsorship; Advertising; Merchandise and Tickets; Publisher Fees; Media Rights

Companies Mentioned: Activision Blizzard Inc.; Modern Times Group MTG AB; Tencent; Valve Corporation; Electronic Arts Inc.

Metrics Covered: Number of Enterprises; Number of Employees

Countries: China; India; Japan; Australia; Indonesia; South Korea; United States; Brazil; UK; Germany; France; Russia

Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa

Time series: Five years historic and ten years forecast.

Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita, esports indicators comparison.

Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.

Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.


1. Esports Executive Summary
2. Table Of Contents
3. List Of Figures
4. List Of Tables
5. Report Structure
6. Introduction
6.1. Segmentation By Geography
6.2. Segmentation By Game
6.3. Segmentation By Platform
6.4. Segmentation By Revenue Source
7. Esports Market Characteristics
7.1. Market Definition
7.2. Market Segmentation By Game
7.2.1. Multiplayer Online Battle Arena (MOBA)
7.2.2. Real Time Strategy
7.2.3. First Person Shooter
7.2.4. Fighting And Sports
7.3. Market Segmentation By Platform
7.3.1. PC
7.3.2. Console
7.3.3. Mobile
7.3.4. Others
7.4. Market Segmentation By Revenue Source
7.4.1. Sponsorship
7.4.2. Advertising
7.4.3. Merchandise & Tickets
7.4.4. Media Rights
8. Esports Market Trends and Strategies
8.1. Increasing Shift Towards Esports Due To COVID-19
8.2. Evolution of Esports With Augmented Reality (AR) And Virtual Reality (VR) Technologies
8.3. Increasing M&A Activities
8.4. Proliferation Of Investments
8.5. New Esports Platforms
9. COVID-19 Impact On The Esports Market
9.1. Effect On Customer Engagement
9.2. Effect On Investments And Revenues
9.3. Effect On Tournaments
9.4. Impact On New Launches
9.5. Future Opportunities
10. Global Esports Market Size And Growth
10.1. Market Size
10.2. Historic Market Growth, 2015 – 2020, Value ($ Million)
10.2.1. Drivers Of The Market 2015 – 2020
10.2.2. Restraints On The Market 2015 – 2020
10.3. Forecast Market Growth, 2020 – 2025, 2030F Value ($ Million)
10.3.1. Drivers Of The Market 2020 – 2025
10.3.2. Restraints On The Market 2020 – 2025
11. Global Esports Market Segmentation
11.1. Global Esports Market, Segmentation By Game, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
11.2. Global Esports Market, Segmentation By Platform, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
11.3. Global Esports Market, Segmentation By Revenue Source, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
12. Esports Market, Regional And Country Analysis
12.1. Global Esports Market, By Region, Historic and Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
12.2. Global Esports Market, By Country, Historic and Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
13. Asia-Pacific Esports Market
13.1. Asia-Pacific Esports Market Overview
13.1.1. Region Information
13.1.2. COVID-19 Impact
13.1.3. Market Information
13.1.4. Background Information
13.1.5. Government Initiatives
13.1.6. Regulations
13.1.7. Regulatory Bodies
13.1.8. Major Associations
13.1.9. Taxes Levied
13.1.10. Corporate Tax Structure
13.1.11. Investments
13.1.12. Major Companies
13.2. Asia-Pacific Esports Market, Historic Market Growth, 2015 – 2020, Value ($ Million)
13.3. Asia-Pacific Esports Market, Forecast Market Growth, 2020 – 2025, 2030F Value ($ Million)
13.4. Asia-Pacific Esports Market, Segmentation By Game, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
13.5. Asia-Pacific Esports Market, Segmentation By Platform, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
13.6. Asia-Pacific Esports Market: Country Analysis
13.7. China Esports Market
13.8. China Esports Market Overview
13.8.1. Country Information
13.8.2. COVID-19 Impact
13.8.3. Market Information
13.8.4. Background Information
13.8.5. Government Initiatives
13.8.6. Regulations
13.8.7. Regulatory Bodies
13.8.8. Major Associations
13.8.9. Tax Levied
13.8.10. Corporate Tax Structure
13.8.11. Investments
13.8.12. Major Companies
13.9. China Esports Market, Historic Market Growth, 2015 – 2020, Value ($ Million)
13.10. China Esports Market, Forecast Market Growth, 2020 – 2025, 2030F Value ($ Million)
13.11. China Esports Market, Segmentation By Game, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
13.12. China Esports Market, Segmentation By Platform, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
13.13. India Esports Market
13.14. India Esports Market, Historic Market Growth, 2015 – 2020, Value ($ Million)
13.15. India Esports Market, Forecast Market Growth, 2020 – 2025, 2030F Value ($ Million)
13.16. India Esports Market, Segmentation By Game, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
13.17. India Esports Market, Segmentation By Platform, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
13.18. Japan Esports Market
13.19. Japan Esports Market, Historic Market Growth, 2015 – 2020, Value ($ Million)
13.20. Japan Esports Market, Forecast Market Growth, 2020 – 2025, 2030F Value ($ Million)
13.21. Japan Esports Market, Segmentation By Game, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
13.22. Japan Esports Market, Segmentation By Platform, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
13.23. Australia Esports Market
13.24. Australia Esports Market, Historic Market Growth, 2015 – 2020, Value ($ Million)
13.25. Australia Esports Market, Forecast Market Growth, 2020 – 2025, 2030F Value ($ Million)
13.26. Australia Esports Market, Segmentation By Game, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
13.27. Australia Esports Market, Segmentation By Platform, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
13.28. Indonesia Esports Market
13.29. Indonesia Esports Market, Historic Market Growth, 2015 – 2020, Value ($ Million)
13.30. Indonesia Esports Market, Forecast Market Growth, 2020 – 2025, 2030F Value ($ Million)
13.31. Indonesia Esports Market, Segmentation By Game, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
13.32. Indonesia Esports Market, Segmentation By Platform, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
13.33. South Korea Esports Market
13.34. South Korea Esports Market, Historic Market Growth, 2015 – 2020, Value ($ Million)
13.35. South Korea Esports Market, Forecast Market Growth, 2020 – 2025, 2030F Value ($ Million)
13.36. South Korea Esports Market, Segmentation By Game, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
13.37. South Korea Esports Market, Segmentation By Platform, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
14. Western Europe Esports Market
14.1. Western Europe Esports Market Overview
14.1.1. Region Information
14.1.2. COVID-19 Impact
14.1.3. Market Information
14.1.4. Background Information
14.1.5. Government Initiatives
14.1.6. Regulations
14.1.7. Regulatory Bodies
14.1.8. Associations
14.1.9. Investments
14.1.10. Taxes Levied
14.1.11. Corporate Tax Structure
14.1.12. Major Companies
14.2. Western Europe Esports Market, Historic Market Growth, 2015 – 2020, Value ($ Million)
14.3. Western Europe Esports Market, Forecast Market Growth, 2020 – 2025, 2030F Value ($ Million)
14.4. Western Europe Esports Market, Segmentation By Game, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
14.5. Western Europe Esports Market, Segmentation By Platform, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
14.6. Western Europe Esports Market: Country Analysis
14.7. UK Esports Market
14.8. UK Esports Market, Historic Market Growth, 2015 – 2020, Value ($ Million)
14.9. UK Esports Market, Forecast Market Growth, 2020 – 2025, 2030F Value ($ Million)
14.10. UK Esports Market, Segmentation By Game, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
14.11. UK Esports Market, Segmentation By Platform, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
14.12. Germany Esports Market
14.13. Germany Esports Market, Historic Market Growth, 2015 – 2020, Value ($ Million)
14.14. Germany Esports Market, Forecast Market Growth, 2020 – 2025, 2030F Value ($ Million)
14.15. Germany Esports Market, Segmentation By Game, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
14.16. Germany Esports Market, Segmentation By Platform, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
14.17. France Esports Market
14.18. France Esports Market, Historic Market Growth, 2015 – 2020, Value ($ Million)
14.19. France Esports Market, Forecast Market Growth, 2020 – 2025, 2030F Value ($ Million)
14.20. France Esports Market, Segmentation By Game, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
14.21. France Esports Market, Segmentation By Platform, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
15. Eastern Europe Esports Market
15.1. Eastern Europe Esports Market Overview
15.1.1. Region Information
15.1.2. COVID-19 Impact
15.1.3. Market Information
15.1.4. Background Information
15.1.5. Government Initiatives
15.1.6. Regulations
15.1.7. Regulatory Bodies
15.1.8. Associations
15.1.9. Investments
15.1.10. Taxes Levied
15.1.11. Corporate Tax Structure
15.1.12. Major Companies
15.2. Eastern Europe Esports Market, Historic Market Growth, 2015 – 2020, Value ($ Million)
15.3. Eastern Europe Esports Market, Forecast Market Growth, 2020 – 2025, 2030F Value ($ Million)
15.4. Eastern Europe Esports Market, Segmentation By Game, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
15.5. Eastern Europe Esports Market, Segmentation By Platform, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
15.6. Eastern Europe Esports Market: Country Analysis
15.7. Russia Esports Market
15.8. Russia Esports Market, Historic Market Growth, 2015 – 2020, Value ($ Million)
15.9. Russia Esports Market, Forecast Market Growth, 2020 – 2025, 2030F Value ($ Million)
15.10. Russia Esports Market, Segmentation By Game, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
15.11. Russia Esports Market, Segmentation By Platform, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
16. North America Esports Market
16.1. North America Esports Market Overview
16.1.1. Region Information
16.1.2. COVID-19 Impact
16.1.3. Market Information
16.1.4. Background Information
16.1.5. Government Initiatives
16.1.6. Regulations
16.1.7. Regulatory Bodies
16.1.8. Major Associations
16.1.9. Taxes Levied
16.1.10. Corporate Tax Structure
16.1.11. Investments
16.1.12. Major Companies
16.2. North America Esports Market, Historic Market Growth, 2015 – 2020, Value ($ Million)
16.3. North America Esports Market, Forecast Market Growth, 2020 – 2025, 2030F Value ($ Million)
16.4. North America Esports Market, Segmentation By Game, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
16.5. North America Esports Market, Segmentation By Platform, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
16.6. North America Esports Market: Country Analysis
16.7. USA Esports Market
16.8. USA Esports Market Overview
16.8.1. Country Information
16.8.2. COVID-19 Impact
16.8.3. Market Information
16.8.4. Background Information
16.8.5. Government Initiatives
16.8.6. Regulations
16.8.7. Regulatory Bodies
16.8.8. Major Associations
16.8.9. Taxes Levied
16.8.10. Corporate Tax Structure
16.8.11. Investments
16.8.12. Major Companies
16.9. USA Esports Market, Historic Market Growth, 2015 – 2020, Value ($ Million)
16.10. USA Esports Market, Forecast Market Growth, 2020 – 2025, 2030F Value ($ Million)
16.11. USA Esports Market, Segmentation By Game, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
16.12. USA Esports Market, Segmentation By Platform, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
17. South America Esports Market
17.1. South America Esports Market Overview
17.1.1. Region Information
17.1.2. COVID-19 Impact
17.1.3. Market Information
17.1.4. Background Information
17.1.5. Government Initiatives
17.1.6. Regulations
17.1.7. Regulatory Bodies
17.1.8. Associations
17.1.9. Taxes Levied
17.1.10. Corporate Tax Structure
17.1.11. Investments
17.1.12. Major Companies
17.2. South America Esports Market, Historic Market Growth, 2015 – 2020, Value ($ Million)
17.3. South America Esports Market, Forecast Market Growth, 2020 – 2025, 2030F Value ($ Million)
17.4. South America Esports Market, Segmentation By Game, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
17.5. South America Esports Market, Segmentation By Platform, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
17.6. South America Esports Market: Country Analysis
17.7. Brazil Esports Market
17.8. Brazil Esports Market, Historic Market Growth, 2015 – 2020, Value ($ Million)
17.9. Brazil Esports Market, Forecast Market Growth, 2020 – 2025, 2030F Value ($ Million)
17.10. Brazil Esports Market, Segmentation By Game, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
17.11. Brazil Esports Market, Segmentation By Platform, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
18. Middle East Esports Market
18.1. Middle East Esports Market Overview
18.1.1. Region Information
18.1.2. COVID-19 Impact
18.1.3. Market Information
18.1.4. Background Information
18.1.5. Government Initiatives
18.1.6. Regulations
18.1.7. Regulatory Bodies
18.1.8. Major Associations
18.1.9. Taxes Levied
18.1.10. Corporate Tax Structure
18.1.11. Investments
18.1.12. Major Companies
18.2. Middle East Esports Market, Historic Market Growth, 2015 – 2020, Value ($ Million)
18.3. Middle East Esports Market, Forecast Market Growth, 2020 – 2025, 2030F Value ($ Million)
18.4. Middle East Esports Market, Segmentation By Game, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
18.5. Middle East Esports Market, Segmentation By Platform, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
19. Africa Esports Market
19.1. Africa Esports Market Overview
19.1.1. Region Information
19.1.2. COVID-19 Impact
19.1.3. Market Information
19.1.4. Background Information
19.1.5. Government Initiatives
19.1.6. Regulatory Bodies
19.1.7. Major Associations
19.1.8. Investments
19.1.9. Major Companies
19.2. Africa Esports Market, Historic Market Growth, 2015 – 2020, Value ($ Million)
19.3. Africa Esports Market, Forecast Market Growth, 2020 – 2025, 2030F Value ($ Million)
19.4. Africa Esports Market, Segmentation By Game, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
19.5. Africa Esports Market, Segmentation By Platform, Historic And Forecast, 2015 – 2020, 2025F, 2030F, Value ($ Million)
20. Global Esports Market Competitive Landscape
20.1. Company Profiles
20.2. Activision Blizzard Inc.
20.2.1. Company Overview
20.2.2. Products And Services.
20.2.3. Business Strategy
20.2.4. Financial Overview
20.3. Modern Times Group MTG AB
20.3.1. Company Overview
20.3.2. Products And Services
20.3.3. Business Strategy
20.3.4. Financial Overview
20.4. Tencent
20.4.1. Company Overview
20.4.2. Products And Services
20.4.3. Business Strategy
20.4.4. Financial Overview
20.5. Valve Corporation
20.5.1. Company Overview
20.5.2. Products And Services
20.5.3. Business Strategy
20.5.4. Financial Overview
20.6. Electronic Arts Inc.
20.6.1. Company Overview
20.6.2. Products And Services
20.6.3. Business Strategy
20.6.4. Financial Performance
21. Key Mergers And Acquisitions In The Esports Market
21.1. Mobile Premier League Acquired GamingMonk
21.2. Esports Entertainment Group Acquires Helix esports and GGCircuit
21.3. TGS Esports Acquired Pepper Esports
21.4. Immortals Gaming Club Acquired Infinite
22. Esports Market Opportunities And Strategies
22.1. Global Esports Market In 2025 – Countries Offering Most New Opportunities
22.2. Global Esports Market In 2025 – Segments Offering Most New Opportunities
22.3. Global Esports Market In 2025 – Growth Strategies
22.3.1. Market Trend Based Strategies
22.3.2. Competitor Strategies
23. Esports Market, Conclusions And Recommendations
23.1. Conclusions
23.2. Recommendations
23.2.1. Product
23.2.2. Place
23.2.3. Price
23.2.4. Promotion
23.2.5. People
24. Appendix
24.1. Market Data Sources
24.2. Research Methodology
24.3. Currencies
24.4. Research Inquiries
24.5. The Business Research Company
24.6. Copyright and Disclaimer

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