
eSports Market, By (Sponsorship, Advertising, Merchandise & Tickets, Publisher Fees, Media Rights, and Others) and by Region (North America, Latin America, Europe, Asia Pacific, Middle East and Africa) - Size, Share, Outlook, and Opportunity Analysis, 202
Description
eSports Market, By (Sponsorship, Advertising, Merchandise & Tickets, Publisher Fees, Media Rights, and Others) and by Region (North America, Latin America, Europe, Asia Pacific, Middle East and Africa) - Size, Share, Outlook, and Opportunity Analysis, 2022 - 2028
Esports is a form of competition using video games. Generally, esports takes in the form of multiplayer video game competitions, especially among professional players, or teams. Competitors from different teams participate in the same game. The most common video games associated esports are PlayerUnknown Battleground (PUBG), Counter-Strike, League Legends, Dota, Super Smash Bros, etc. The esports revenue is generated through sponsorships and advertisements, tickets and merchandise, and media rights. Esports has become significantly popular over the years with the advent of novel gaming consoles, advanced features in PC, and supportive equipment such as headsets.
Market Dynamics
The popularity of the esports has grown significantly in recent years. Previously, esports was considered as a casual hobby among teenagers. However, it has grown to become a professional career option for many. In 2020, one of the popular online game CS:GO has recorded around 20 million concurrent gamers. With the increasing inclination of gamers towards live streaming of online games especially in emerging economies such as India, Brazil, Indonesia has propelled the demand for e-sports. Moreover, the esports tournament organizers are streaming their tournament online for their live audience. For instance, in 2016, League of Legends world championship finals were watched by 43 million online viewers. Sponsorships and advertisements, tickets and merchandise, and media rights are major revenue sources for esports organisers. With the increasing number of companies are investing in the esports the market the esports market is also expected to witness the significant growth in near future.
Key features of the study:
This report provides in-depth analysis of the global esports market size (US$ Million) and compound annual growth rate (CAGR %) for the forecast period (2022-2028), considering 2021 as the base year
It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market
This study also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, regional outlook, and competitive strategies adopted by the leading market players
It profiles leading players in the global esports market based on the following parameters – company overview, financial performance, product portfolio, geographical presence, market capital, key developments, strategies, and future plans
Companies covered as part of this study include Activision Blizzard, Inc., NVIDIA Corporation, Valve Corporation, Nintendo of America Inc., Riot Games, Inc., Epic Games, Inc., Tencent Holding Limited, Gameloft SE, Turner Broadcasting System, CJ Corporation and Electronic Arts Inc.
Insights from this report would allow marketers and management authorities of companies to make informed decisions regarding future product launches, product upgrades, market expansion, and marketing tactics
The global esports market report caters to various stakeholders in this industry including investors, suppliers, managed service providers, third-party service providers, distributors, new entrants, and value-added resellers
Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global esports market
Detailed Segmentation
Global eSports Market, By Revenue Stream:
Sponsorship
Advertising
Merchandise & Tickets
Publisher Fees
Media Rights
Others
Global eSports Market, By Region:
North America
By Revenue Stream:
Sponsorship
Advertising
Merchandise & Tickets
Publisher Fees
Media Rights
Others
By Country:
U.S.
Canada
Europe
By Revenue Stream:
Sponsorship
Advertising
Merchandise & Tickets
Publisher Fees
Media Rights
Others
By Country:
Germany
U.K.
France
Italy
Spain
Russia
Rest of Europe
Asia Pacific
By Revenue Stream:
Sponsorship
Advertising
Merchandise & Tickets
Publisher Fees
Media Rights
Others
By Country:
China
India
Japan
Australia
South Korea
ASEAN
Rest of Asia Pacific
Latin America
By Revenue Stream:
Sponsorship
Advertising
Merchandise & Tickets
Publisher Fees
Media Rights
Others
By Country:
Brazil
Mexico
Rest of Latin America
Middle East and Africa
By Revenue Stream:
Sponsorship
Advertising
Merchandise & Tickets
Publisher Fees
Media Rights
Others
By Country/Region:
GCC Countries
South Africa
Rest of Middle East and Africa
Company Profiles
Activision Blizzard, Inc.*
Company Overview
Product Portfolio
Financial Performance
Key Strategies
Recent Developments/ Updates
CJ Corporation
Electronic Arts Inc.
Epic Games, Inc.
Gameloft SE
Nintendo of America Inc.
NVIDIA Corporation
Riot Games, Inc.
Tencent Holding Limited
Turner Broadcasting System
Valve Corporation
“*” marked represents similar segmentation in other categories in the respective section.
Esports is a form of competition using video games. Generally, esports takes in the form of multiplayer video game competitions, especially among professional players, or teams. Competitors from different teams participate in the same game. The most common video games associated esports are PlayerUnknown Battleground (PUBG), Counter-Strike, League Legends, Dota, Super Smash Bros, etc. The esports revenue is generated through sponsorships and advertisements, tickets and merchandise, and media rights. Esports has become significantly popular over the years with the advent of novel gaming consoles, advanced features in PC, and supportive equipment such as headsets.
Market Dynamics
The popularity of the esports has grown significantly in recent years. Previously, esports was considered as a casual hobby among teenagers. However, it has grown to become a professional career option for many. In 2020, one of the popular online game CS:GO has recorded around 20 million concurrent gamers. With the increasing inclination of gamers towards live streaming of online games especially in emerging economies such as India, Brazil, Indonesia has propelled the demand for e-sports. Moreover, the esports tournament organizers are streaming their tournament online for their live audience. For instance, in 2016, League of Legends world championship finals were watched by 43 million online viewers. Sponsorships and advertisements, tickets and merchandise, and media rights are major revenue sources for esports organisers. With the increasing number of companies are investing in the esports the market the esports market is also expected to witness the significant growth in near future.
Key features of the study:
This report provides in-depth analysis of the global esports market size (US$ Million) and compound annual growth rate (CAGR %) for the forecast period (2022-2028), considering 2021 as the base year
It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market
This study also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, regional outlook, and competitive strategies adopted by the leading market players
It profiles leading players in the global esports market based on the following parameters – company overview, financial performance, product portfolio, geographical presence, market capital, key developments, strategies, and future plans
Companies covered as part of this study include Activision Blizzard, Inc., NVIDIA Corporation, Valve Corporation, Nintendo of America Inc., Riot Games, Inc., Epic Games, Inc., Tencent Holding Limited, Gameloft SE, Turner Broadcasting System, CJ Corporation and Electronic Arts Inc.
Insights from this report would allow marketers and management authorities of companies to make informed decisions regarding future product launches, product upgrades, market expansion, and marketing tactics
The global esports market report caters to various stakeholders in this industry including investors, suppliers, managed service providers, third-party service providers, distributors, new entrants, and value-added resellers
Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global esports market
Detailed Segmentation
Global eSports Market, By Revenue Stream:
Sponsorship
Advertising
Merchandise & Tickets
Publisher Fees
Media Rights
Others
Global eSports Market, By Region:
North America
By Revenue Stream:
Sponsorship
Advertising
Merchandise & Tickets
Publisher Fees
Media Rights
Others
By Country:
U.S.
Canada
Europe
By Revenue Stream:
Sponsorship
Advertising
Merchandise & Tickets
Publisher Fees
Media Rights
Others
By Country:
Germany
U.K.
France
Italy
Spain
Russia
Rest of Europe
Asia Pacific
By Revenue Stream:
Sponsorship
Advertising
Merchandise & Tickets
Publisher Fees
Media Rights
Others
By Country:
China
India
Japan
Australia
South Korea
ASEAN
Rest of Asia Pacific
Latin America
By Revenue Stream:
Sponsorship
Advertising
Merchandise & Tickets
Publisher Fees
Media Rights
Others
By Country:
Brazil
Mexico
Rest of Latin America
Middle East and Africa
By Revenue Stream:
Sponsorship
Advertising
Merchandise & Tickets
Publisher Fees
Media Rights
Others
By Country/Region:
GCC Countries
South Africa
Rest of Middle East and Africa
Company Profiles
Activision Blizzard, Inc.*
Company Overview
Product Portfolio
Financial Performance
Key Strategies
Recent Developments/ Updates
CJ Corporation
Electronic Arts Inc.
Epic Games, Inc.
Gameloft SE
Nintendo of America Inc.
NVIDIA Corporation
Riot Games, Inc.
Tencent Holding Limited
Turner Broadcasting System
Valve Corporation
“*” marked represents similar segmentation in other categories in the respective section.
Table of Contents
130 Pages
- 1. Research Objectives and Assumptions
- Research Objectives
- Assumptions
- Abbreviations
- 2. Market Purview
- Report Description
- Market Definition and Scope
- Executive Summary
- Market Snippet, By Revenue Sources
- Market Snippet, By Region
- Coherent Opportunity Map (COM)
- 3. Market Dynamics, Regulations, and Trends Analysis
- Market Dynamics
- Drivers
- Restraints
- Market Opportunities
- Regulatory Scenario
- Component Trend
- Merger and Acquisitions
- New system Launch/Approvals
- 4. Analyst View on Impact of COVID-19 on Market
- Short Term
- Long term
- 5. Consumer Behaviour Analysis
- Esports Demographics
- Age
- Gender
- Media Consumption Habits
- Streming Platform Analysis
- Esports Audience Opportunity Analysis
- 6. Global eSports Market, By Revenue Stream, 2017 - 2028 (US$ Million)
- Introduction
- Market Share Analysis, 2022 and 2028 (%)
- Segment trends
- Sponsorship
- Introduction
- Market Size and Forecast, 2017 - 2028, (US$ Million)
- Advertising
- Introduction
- Market Size and Forecast, 2017 - 2028, (US$ Million)
- Merchandise & Tickets
- Introduction
- Market Size and Forecast, 2017 - 2028, (US$ Million)
- Publisher Fees
- Introduction
- Market Size and Forecast, 2017 - 2028, (US$ Million)
- Media Rights
- Introduction
- Market Size and Forecast, 2017 - 2028, (US$ Million)
- Others
- Introduction
- Market Size and Forecast, 2017 - 2028, (US$ Million)
- 7. Global eSports Market, By Region, 2017 - 2028 (US$ Million)
- Introduction
- Market Share Analysis, By Region, 2022 and 2028 (%)
- North America
- Regional Trends
- Market Size and Forecast, By Revenue Stream, 2017 - 2028(US$ Million)
- Market Share Analysis, By Country, 2022 and 2028 (%)
- U.S.
- Canada
- Europe
- Regional Trends
- Market Size and Forecast, By Revenue Stream, 2017 - 2028(US$ Million)
- Market Share Analysis, By Country, 2022 and 2028 (%)
- U.K.
- Germany
- Italy
- France
- Russia
- Rest of Europe
- Asia Pacific
- Regional Trends
- Market Size and Forecast, By Revenue Stream, 2017 - 2028(US$ Million)
- Market Share Analysis, By Country, 2022 and 2028 (%)
- China
- India
- Japan
- ASEAN
- Australia
- South Korea
- Rest of Asia Pacific
- Latin America
- Regional Trends
- Market Size and Forecast, By Revenue Stream, 2017 - 2028(US$ Million)
- Market Share Analysis, By Country, 2022 and 2028 (%)
- Brazil
- Mexico
- Rest of Latin America
- Middle East and Africa
- Regional Trends
- Market Size and Forecast, By Revenue Stream, 2017 - 2028(US$ Million)
- Market Share Analysis, By Country, 2022 and 2028 (%)
- GCC Countries
- South Africa
- Rest of Middle East and Africa
- 8. Competitive Landscape
- Company Profiles
- Activision Blizzard, Inc.
- Company Overview
- Product Portfolio
- Financial Performance
- Key Strategies
- Recent Developments/Updates
- CJ Corporation
- Company Overview
- Product Portfolio
- Financial Performance
- Key Strategies
- Recent Developments/Updates
- Electronic Arts Inc.
- Company Overview
- Product Portfolio
- Financial Performance
- Key Strategies
- Recent Developments/Updates
- Epic Games, Inc.
- Company Overview
- Product Portfolio
- Financial Performance
- Key Strategies
- Recent Developments/Updates
- Gameloft SE
- Company Overview
- Product Portfolio
- Financial Performance
- Key Strategies
- Recent Developments/Updates
- Nintendo of America Inc.
- Company Overview
- Product Portfolio
- Financial Performance
- Key Strategies
- Recent Developments/Updates
- NVIDIA Corporation
- Company Overview
- Product Portfolio
- Financial Performance
- Key Strategies
- Recent Developments/Updates
- Riot Games, Inc.
- Company Overview
- Product Portfolio
- Financial Performance
- Key Strategies
- Recent Developments/Updates
- Tencent Holding Limited
- Company Overview
- Product Portfolio
- Financial Performance
- Key Strategies
- Recent Developments/Updates
- Turner Broadcasting System
- Company Overview
- Product Portfolio
- Financial Performance
- Key Strategies
- Recent Developments/Updates
- Valve Corporation
- Company Overview
- Product Portfolio
- Financial Performance
- Key Strategies
- Recent Developments/Updates
- 9. Section
- References
- Research Methodology
- About us and Sales Contact
- *Browse market data tables and figures on “Global eSports Market -forecast to 2028”.
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