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Global Esports Market: Size, Trends & Forecasts (2019-2023) Edition

Global Esports Market: Size, Trends & Forecasts (2019-2023) Edition

Scope of the Report

The report entitled “Global Esports Market: Size, Trends & Forecasts (2019-2023) 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/viewers, market share by region, and by segments. The report also includes market segment analysis with their actual and forecasted value. A Brief regional analysis of Europe, China, Japan, and Korea has also provided in the report.

Growth of the overall global esports market has forecasted for the years 2019-2023, 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 respective companies have provided.

Company Coverage

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

Europe
China
Japan
Korea

Executive Summary

Esports is a short form of electronic sports and is a subsection of the sports market. In esports, people play in tournaments, which 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 fall 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 have designed based on a platform on which the game is to be played: online, spectator mode or local area network.

Esports is a big platform for players on an international level. And as the level of tournament rises, the number of media covering the event increases like television, internet live streaming, news reporting, and print media coverage. Esports are of different formats with various subtypes. 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).

The global esports market is anticipated to grow at a significant growth rate over the forecasted period i.e. 2019-2023. Growth in the market is primarily driven by increasing esports popularity among youngsters, hypnotic gaming experience: VR market, growing eSports viewership, increasing eSports awareness, etc. Still, the market faces certain hindrances and challenges, such as limited entry of competitive gaming, refusal of intermediaries in the payment of winnings, weakness in smartphone games, etc. Few trends of the market are the rise of platforms offering live eSports coverage, increasing time spending on watching eSports, and rising contribution of brands in revenue growth.


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. Global Market Analysis
3.1 Global Sports Market Analysis
3.1.1 Global Sports Market by Value
Table 6: Global Sports Market by Value; 2016-2018 (US$ Billion)
Table 7: Global Sports Market by Value; 2019-2023E (US$ Billion)
3.2 Global Esports Market Analysis
3.2.1 Global Esports Market by Penetration
Table 8: Global Esports Market by Penetration; 2018
3.2.2 Global Esports Market by Value
Table 9: Global Esports Market by Value; 2014-2018 (US$ Million)
Table 10: Global Esports Market by Value; 2019-2023E (US$ Million)
3.2.3 Global Esports Market by Region
Table 11: Global Esports Market by Region; 2018
3.3 Global Esports Market: Viewers Analysis
3.3.1 Global Esports Market by Viewers
Table 12: Global Esports Market by Viewers; 2016-2018 (Million)
Table 13: Global Esports Market by Viewers; 2019-2023E (Million)
3.3.2 Global Esports Market by Type of Viewers
Table 14: Global Esports Market by Type of Viewers; 2018
3.3.3 Global Esports Market by Number of Occasional Viewers
Table 15: Global Esports Market by Number of Occasional Viewers; 2016-2018 (Million)
Table 16: Global Esports Market by Number of Occasional Viewers; 2019-2023E (Million)
3.3.4 Global Esports Market by Number of Esports Enthusiasts
Table 17: Global Esports Market by Number of Esports Enthusiasts; 2016-2018 (Million)
Table 18: Global Esports Market by Number of Esports Enthusiasts; 2019-2023E (Million)
3.4 Global Esports Market: Segment Analysis
3.4.1 Global Esports Market by Segments
Table 19: Global Esports Market by Segments; 2018
3.4.2 Global Esports Sponsorship Market by Value
Table 20: Global Esports Sponsorship Market by Value; 2016-2018 (US$ Million)
Table 21: Global Esports Sponsorship Market by Value; 2019-2023E (US$ Million)
3.4.3 Global Esports Advertising Market by Value
Table 22: Global Esports Advertising Market by Value; 2016-2018 (US$ Million)
Table 23: Global Esports Advertising Market by Value; 2019-2023E (US$ Million)
3.4.4 Global Esports Media Rights Market by Value
Table 24: Global Esports Media Rights Market by Value; 2016-2018 (US$ Million)
Table 25: Global Esports Media Rights Market by Value; 2019-2023E (US$ Million)
3.4.5 Global Esports Game Publisher Fees Market by Value
Table 26: Global Esports Game Publisher Fees Market by Value; 2016-2018
(US$ Million)
Table 27: Global Esports Game Publisher Fees Market by Value; 2019-2023E
(US$ Million)
3.4.6 Global Esports Merchandise & Tickets Market by Value
Table 28: Global Esports Merchandise & Tickets Market by Value; 2016-2018
(US$ Million)
Table 29: Global Esports Merchandise & Tickets Market by Value; 2019-2023E (US$ Million)
4. Regional Analysis
4.1 Europe Esports Market Analysis
4.1.1 Europe Esports Market by Value
Table 30: Europe Esports Market by Value; 2015-2018 (US$ Million)
Table 31: Europe Esports Market by Value; 2019-2023E (US$ Million)
4.1.2 Europe Esports Market by Viewers
Table 32: Europe Esports Market by Viewers; 2015-2018 (Million)
Table 33: Europe Esports Market by Viewers; 2019-2023E (Million)
4.1.3 Europe Esports Market by Types of Viewers
Table 34: Europe Esports Market by Types of Viewers; 2018
4.1.4 Europe Esports Market by Number of Occasional Viewers
Table 35: Europe Esports Market by Number of Occasional Viewers; 2015-2018 (Million)
Table 36: Europe Esports Market by Number of Occasional Viewers; 2019-2023E (Million)
4.1.5 Europe Esports Market by Number of Esports Enthusiasts
Table 37: Europe Esports Market by Number of Esports Enthusiasts; 2015-2018 (Million)
Table 38: Europe Esports Market by Number of Esports Enthusiasts; 2019-2023E (Million)
4.2 China Esports Market Analysis
4.2.1 China Esports Market by Value
Table 39: China Esports Market by Value; 2017-2018 (US$ Million)
Table 40: China Esports Market by Value; 2019-2023E (US$ Million)
4.3 Japan Esports Market Analysis
4.3.1 Japan Esports Market by Value
Table 41: Japan Esports Market by Value; 2017-2018 (US$ Million)
Table 42: Japan Esports Market by Value; 2019-2023E (US$ Million)
4.4 Korea Esports Market Analysis
4.4.1 Korea Esports Market by Value
Table 43: Korea Esports Market by Value; 2017-2018 (US$ Million)
Table 44: Korea Esports Market by Value; 2019-2023E (US$ Million)
5. Market Dynamics
5.1 Growth Drivers
5.1.1 Growing eSports Viewership
5.1.2 Increasing Esports Popularity among Youngsters
5.1.3 Increasing eSports Awareness
Table 45: Number of People Aware of eSports Worldwide; 2015-2019 (Millions)
5.1.4 Hypnotic Gaming Experience: VR Market
5.2 Challenges
5.2.1 Weakness in Smartphone Games
5.2.2 Limited Entry of Competitive Gaming
5.2.3 Refusal of Intermediaries in the Payment of Winnings
5.2.4 Underage Spending
5.3 Market Trends
5.3.1 Rise of Platforms Offering Live eSports Coverage
Table 46: Twitch Performance Indicators; 2013-2019
5.3.2 Increasing Time spending on watching eSports
5.3.3 Rising Contribution of Brands in Revenue Growth
6. Competitive Landscape
6.1 Global Esports Market Players by Product Comparison
Table 47: Top 10 Watched (Esports Hours); 2019
6.2 Global Esports Market Players by Tournament Prize Money
Table 48: Global Esports Market Players by Cumulative Tournament Prize Money; 2018 (US$ Million)
6.3 Global Esports Market by Top 5 Games
Table 49: Global Esports Market by Top 5 Games; 2019
7. Company Profiles
7.1 Valve Corporation
7.1.1 Business Overview
7.1.2 Business Strategy
7.2 Activision Blizzard, Inc.
7.2.1 Business Overview
7.2.2 Financial Overview
Table 50: Activision Blizzard Revenue; 2014-2018 (US$ Billion)
Table 51: Activision Blizzard Revenue by Segments; 2018
Table 52: Activision Blizzard Revenue by Distribution Channels; 2018
Table 53: Activision Blizzard Revenue by Geography; 2018
7.2.3 Business Strategy
7.3 Nintendo Co., Ltd.
7.3.1 Business Overview
7.3.2 Financial Overview
Table 54: Nintendo Net Sales; 2014-2018 (US$ Billion)
Table 55: Nintendo Net Sales by Region; 2017
7.3.3 Business Strategy
7.4 Tencent Holdings Limited
7.4.1 Business Overview
7.4.2 Financial Overview
Table 56: Tencent Holdings Limited Revenue; 2014-2018 (US$ Billion)
Table 57: Tencent Holdings Limited Revenue by Segments; 2018
7.4.3 Business Strategy

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