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Global Esports Market: Size, Trends & Forecasts (2018-2022) Edition

Global Esports Market: Size, Trends & Forecasts (2018-2022) Edition

Scope of the Report

The report entitled “Global Esports Market: Size, Trends & Forecasts (2018-2022) Edition”, provides an in-depth analysis of the global esports market, with market sizing and growth. The analysis includes esports market in terms of value, market by audience, market share by region, by platform and by segments. The report also includes market segment analysis with their actual and forecasted value. A brief regional analysis of North America, Europe and Asia-Pacific has been also provided.

Growth of the overall global esports market has also been forecasted for the years 2018-2022, taking into consideration the previous growth patterns, the growth drivers and the current and future trends.

Valve, Activision Blizzard, Nintendo, and Tencent are some of the key players operating in the global esports market, whose company profiling has been done in the report. In this segment of the report, business overview, financial overview and business strategies of the companies are provided.

Company Coverage

Valve Corporation
Activision Blizzard
Nintendo Co., Ltd.
Tencent Holdings Limited

Regional Coverage

North America
Europe
Asia

Executive Summary

Esports is a short form of electronic sports and is a subsection of sports market. In esports people play in tournaments which are played on electronic systems, particularly video games. Esports tournament can be of single combat or multiplayer video game, mainly played between professional players.

The esports games generally falls into four types of genre based games namely; fighting games, first person shooter, real time strategy and multiple online battle arena games. Esports video games are designed on the basis of the platform on which the game is to be played: online, spectator mode or local area network.

Esports is a big platform for players on international level. And as the level of tournament rises, the number of media covers the event increases like television, internet live streaming, news reporting and print media coverage. Esports are of different formats with various sub types. For e.g. match types (best of 1, best of 2, best of 3); Group stages (Round robin, Double round robin, Swiss seeding) and Knockout stages (Single/Double elimination bracket).

Global esports market is expected to increase with steady growth rates during the forecasted period 2018-2022. Global esports market is supported by various growth drivers, such as, large prize events, increasing esports popularity among youngsters, hypnotic gaming experience: VR market etc. Still, the market faces certain hindrances and challenges, such as, weakness in smartphone games, games containing violent contents, net neutrality etc. Few trends of the market are social media providing live video platform, inclusion of esports in Asian games, expanding esports focused games etc.


1. Executive Summary
2. Introduction
2.1 Sports: An Overview
2.1.1 Sports
2.1.2 Types of Sports
Table 1: Types of Sports
2.2 Esports: An Overview
2.2.1 Esports
2.2.2 Genre Based Esports
Table 2: Genre Based Esports
2.2.3 Esports Video Game Design
Table 3: Video Games Design
2.2.4 Esports Coverage by Media
Table 4: Media Coverage of Esports
2.2.5 Different Formats of Esports Tournament
Table 5: Formats of Esports
2.2.6 Amateur and Micro Tournament
3. Market Analysis
3.1 Global Sports Market Analysis
3.1.1 Global Sports Market by Value
Table 6: Global Sports Market by Value; 2016-2017 (US$ Billion)
Table 7: Global Sports Market by Value; 2016-2017 (US$ Billion)
3.2 Global Esports Market Analysis
3.2.1 Global Esports Market by Penetration
Table 8: Global Esports Market by Penetration; 2017
3.2.2 Global Esports Market by Value
Table 9: Global Esports Market by Value; 2014-2017 (US$ Million)
Table 10: Global Esports Market by Value; 2018-2022E (US$ Million)
3.2.3 Global Esports Market by Region (North America, Europe, Asia Pacific, ROW)
Table 11: Global Esports Market by Region; 2016
3.2.4 Global Esports Market by Platform (Online, Offline)
Table 12: Global Esports Market by Platform; 2016
3.3 Global Esports Market: Viewers Analysis
3.3.1 Global Esports Market by Viewers
Table 13: Global Esports Market by Viewers; 2017-2022E (Million)
3.3.2 Global Esports Market by Type of Viewers (Occasional Viewers, Esports Enthusiasts)
Table 14: Global Esports Market by Type of Viewers; 2017
3.3.3 Global Esports Market by Number of Occasional Viewers
Table 15: Global Esports Market by Number of Occasional Viewers; 2017-2022E (Million)
3.3.4 Global Esports Market by Number of Esports Enthusiasts
Table 16: Global Esports Market by Number of Esports Enthusiasts; 2017-2022E (Million)
3.4 Global Esports Market: Segment Analysis
3.4.1 Global Esports Market by Segments (Sponsorship, Advertising, Game Publisher Fees, Media Rights, Merchandise & Tickets)
Table 17: Global Esports Market by Segments; 2017
3.4.2 Global Esports Sponsorship Market by Value
Table 18: Global Esports Sponsorship Market by Value; 2016-2017 (US$ Million)
Table 19: Global Esports Sponsorship Market by Value; 2018-2022E (US$ Million)
3.4.3 Global Esports Advertising Market by Value
Table 20: Global Esports Advertising Market by Value; 2016-2017 (US$ Million)
Table 21: Global Esports Advertising Market by Value; 2018-2022E (US$ Million)
3.4.4 Global Esports Media Right Market by Value
Table 22: Global Esports Media Right Market by Value; 2016-2017 (US$ Million)
Table 23: Global Esports Media Right Market by Value; 2018-2022E (US$ Million)
3.4.5 Global Esports Game Publisher Fees Market by Value
Table 24: Global Esports Game Publisher Fees Market by Value; 2016-2017
(US$ Million)
Table 25: Global Esports Game Publisher Fees Market by Value; 2018-2022E
(US$ Million)
3.4.6 Global Esports Merchandise & Tickets Market by Value
Table 26: Global Esports Merchandise & Tickets Market by Value; 2016-2017
(US$ Million)
Table 27: Global Esports Merchandise & Tickets Market by Value; 2018-2022E (US$ Million)
4. Regional Analysis
4.1 North America Esports Market Analysis
4.1.1 North America Esports Market by Segments
Table 28: North America Esports Market by Segments; 2016 (US$ Million)
4.2 Europe Esports Market Analysis
4.2.1 Europe Esports Market by Segments
Table 29: Europe Esports Market by Segments; 2016 (US$ Million)
4.3 Asia Esports Market Analysis
4.3.1 Asia Esports Market by Segments
Table 30: Asia Esports Market by Segments; 2016 (US$ Million)
5. Competitive Landscape
5.1 Global Esports Market Players by Product Comparison
Table 31: Top 10 Watched (Esports Hours); 2017
5.2 Global Esports Market Players by Tournament Prize Money
Table 32: Global Esports Market Players by Tournament Prize Money
5.3 Global Esports Market Players by Number of Tournaments
Table 33: Global Esports Market Players by Number of Tournaments
5.4 Global Top 10 Grossing Esports Games
Table 34: Global Top 10 Grossing Esports Games (Based on Tournament Prize Pool); 2017
6. Company Profiles
6.1 Valve Corporation
6.1.1 Business Overview
6.1.2 Business Strategy
6.2 Activision Blizzard
6.2.1 Business Overview
6.2.2 Financial Overview
Table 35: Activision Blizzard Revenue; 2012-2017 (US$ Billion)
Table 36: Activision Blizzard Revenue by Segments; 2017
Table 37: Activision Blizzard Revenue by Distribution Channel; 2017
Table 38: Activision Blizzard Revenue by Region; 2017
6.2.3 Business Strategy
6.3 Nintendo Co., Ltd.
6.3.1 Business Overview
6.3.2 Financial Overview
Table 39: Nintendo Net Sales; 2013-2017 (US$ Billion)
Table 40: Nintendo Net Sales by Region; 2017
6.3.3 Business Strategy
6.4 Tencent Holdings Limited
6.4.1 Business Overview
6.4.2 Financial Overview
Table 41: Tencent Holdings Limited Revenue; 2013-2017 (US$ Billion)
Table 42: Tencent Holdings Limited Revenue by Segments; 2017
6.4.3 Business Strategy

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