
North America eSports Market
Description
North America eSports Market
The North America eSports market is expected to reach USD 1,525,721.36 thousand by 2031 from USD 393,286.94 thousand in 2023, growing at a CAGR of 18.7% during the forecast period of 2024 to 2031.
Market Segmentation:
North America ESports Market, By Revenue Streams (Sponsorships and Direct Advertisements, Media Rights, Publisher Fees, Tickets and Merchandise, Digital, and Streaming), Games (First/Third Person Shooters (FPS/TPS), Multiplayer Online Battle Arena (MOBA), Real Time Strategy (RTS), Fighting Games, Sports Simulations, Player Vs. Player (PvP), and Others), E-Platform (Mobile and Tablets, Consoles-Based eSports, PC-based eSports), Countries (U.S., Canada, Mexico)- Industry Trends and Forecast to 2031
Overview of North America eSports Market Dynamics:
Drivers
• Rising popularity of video games
• Technological advancements in gaming hardware and software
Restraints
• Health and addiction concerns in eSports
• Lack of standardization in the eSports industry
Opportunities
• Rise of platforms offering live eSports coverage
• Increasing number of events with large prize pool
Challenges
• Intellectual property rights issues
• Sustainability, data privacy and integrity concerns
Market Players:
The key market players operating in the North America eSports market are listed below:
• FaZe Holdings Inc.
• X1 Entertainment Group
• ESL FACEIT GROUP
• CLOUD9
• Activision Blizzard
• Gfinity
• NODWINGAMING
• G ESports Holding GmbH.
• Team Liquid
• Challonge LLC
• Battlefy, Inc.
• Play Versus, Inc.
• OPTIC GAMING
• ESports Battle
• ESports Tower LLC.
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Table of Contents
95 Pages
- 1 Introduction
- 1.1 Objectives Of The Study
- 1.2 Market Definition
- 1.3 Overview
- 1.4 Limitations
- 1.5 Markets Covered
- 2 Market Segmentation
- 2.1 Markets Covered
- 2.2 Geographical Scope
- 2.3 Years Considered For The Study
- 2.4 Currency And Pricing
- 2.5 DBMR Tripod Data Validation Model
- 2.6 Multivariate Modeling
- 2.7 Primary Interviews With Key Opinion Leaders
- 2.8 DBMR Market Position Grid
- 2.9 DBMR Vendor Share Analysis
- 2.10 Secondary Sources
- 2.11 Assumptions
- 3 Executive Summary
- 4 Premium Insights
- 5 Market Overview
- 5.1 Drivers
- 5.1.1 Rising Popularity Of Video Games
- 5.1.2 Technological Advancements In Gaming Hardware And Software
- 5.1.3 Emergence Of Popular Streaming Platforms
- 5.1.4 Increase In Advertisements Through Gaming Platforms
- 5.2 Restraints
- 5.2.1 Health And Addiction Concerns In Esports
- 5.2.2 Lack Of Standardization In The Esports Industry
- 5.3 Opportunities
- 5.3.1 Rise Of Platforms Offering Live Esports Coverage
- 5.3.2 Increasing Number Of Events With Large Prize Pool
- 5.4 Challenges
- 5.4.1 Intellectual Property Rights Issues
- 5.4.2 Sustainability, Data Privacy And Integrity Concerns
- 6 North America Esports Market, By Revenue Streams
- 6.1 Overview
- 6.2 Sponsorships And Direct Advertisements Esports
- 6.3 Media Rights
- 6.4 Publisher Fees
- 6.5 Tickets And Merchandise
- 6.6 Digital
- 6.7 Streaming
- 7 North America Esports Market, By Games
- 7.1 Overview
- 7.2 First/Third Person Shooters (Fps/Tps)
- 7.3 Multiplayer Online Battle Arena (Moba)
- 7.4 Real Time Strategy (Rts)
- 7.5 Fighting Games
- 7.6 Sports Simulations
- 7.7 Player Vs. Player (Pvp)
- 7.8 Others
- 8 North America Esports Market, By E-platform
- 8.1 Overview
- 8.2 Mobile And Tablets
- 8.3 Consoles-based Esports
- 8.4 Pc-based Esports
- 9 North America Esports Market, By Region
- 9.1 North America
- 9.1.1 U.S.
- 9.1.2 Canada
- 9.1.3 Mexico
- 10 North America Esports Market: Company Landscape
- 10.1 Company Share Analysis: North America
- 11 Swot Analysis
- 12 Company Profiles
- 12.1 Activision Blizzard
- 12.1.1 Company Snapshot
- 12.1.2 Revenue Analysis
- 12.1.3 Company Share Analysis
- 12.1.4 Product Portfolio
- 12.1.5 Recent Updates
- 12.2 Esl Faceit Group
- 12.2.1 Company Snapshot
- 12.2.2 Company Share Analysis
- 12.2.3 Brand Portfolio
- 12.2.4 Recent Developments
- 12.3 Team Liquid
- 12.3.1 Company Snapshot
- 12.3.2 Company Share Analysis
- 12.3.3 Brand Portfolio
- 12.3.4 Recent Developments
- 12.4 Play Versus, Inc.
- 12.4.1 Company Snapshot
- 12.4.2 Company Share Analysis
- 12.4.3 Product Portfolio
- 12.4.4 Recent Development
- 12.5 Faze Holdings Inc.
- 12.5.1 Company Snapshot
- 12.5.2 Revenue Analysis
- 12.5.3 Company Share Analysis
- 12.5.4 Service Portfolio
- 12.5.5 Recent Developments
- 12.6 Battlefly, Inc.
- 12.6.1 Company Snapshot
- 12.6.2 Brand Portfolio
- 12.6.3 Recent Developments
- 12.7 Challonge, Llc
- 12.7.1 Company Snapshot
- 12.7.2 Brand Portfolio
- 12.7.3 Recent Developments
- 12.8 Cloud9
- 12.8.1 Company Snapshot
- 12.8.2 Brand Portfolio
- 12.8.3 Recent Developments
- 12.9 Esports Battle
- 12.9.1 Company Snapshot
- 12.9.2 Product Portfolio
- 12.9.3 Recent Development
- 12.10 Esports Tower Llc.
- 12.10.1 Company Snapshot
- 12.10.2 Product Portfolio
- 12.10.3 Recent Development
- 12.11 G Esports Holding Gmbh.
- 12.11.1 Company Snapshot
- 12.11.2 Product Portfolio
- 12.11.3 Recent Development
- 12.12 Gfinity Plc.
- 12.12.1 Company Snapshot
- 12.12.2 Revenue Analysis
- 12.12.3 Product Portfolio
- 12.12.4 Recent Updates
- 12.13 Nodwingaming
- 12.13.1 Company Snapshot
- 12.13.2 Product Portfolio
- 12.13.3 Recent Updates
- 12.14 Optic Gaming
- 12.14.1 Company Snapshot
- 12.14.2 Brand Portfolio
- 12.14.3 Recent Developments
- 12.15 X1 Entertainment Group
- 12.15.1 Company Snapshot
- 12.15.2 Revenue Analysis
- 12.15.3 Brand Portfolio
- 12.15.4 Recent Developments
- 13 Questionnaire
- 14 Related Reports
- Table 1 North America Esports Market, By Revenue Streams, 2022-2031 (Usd Thousand)
- Table 2 North America Sponsorships And Direct Advertisements In Esports Market, By Region, 2022-2031 (Usd Thousand)
- Table 3 North America Media Rights In Esports Market, By Region, 2022-2031 (Usd Thousand)
- Table 4 North America Publisher Fees In Esports Market, By Region, 2022-2031 (Usd Thousand)
- Table 5 North America Tickets And Merchandise In Esports Market, By Region, 2022-2031 (Usd Thousand)
- Table 6 North America Digital In Esports Market, By Region, 2022-2031 (Usd Thousand)
- Table 7 North America Streaming In Esports Market, By Region, 2022-2031 (Usd Thousand)
- Table 8 North America Esports Market, By Games, 2022-2031 (Usd Thousand)
- Table 9 North America First/Third Person Shooters (Fps/Tps) In Esports Market, By Region, 2022-2031 (Usd Thousand)
- Table 10 North America Multiplayer Online Battle Arena (Moba) In Esports Market, By Region, 2022-2031 (Usd Thousand)
- Table 11 North America Real Time Strategy (Rts) In Esports Market, By Region, 2022-2031 (Usd Thousand)
- Table 12 North America Fighting Games In Esports Market, By Region, 2022-2031 (Usd Thousand)
- Table 13 North America Sports Stimulation In Esports Market, By Region, 2022-2031 (Usd Thousand)
- Table 14 North America Player Vs. Player (Pvp) In Esports Market, By Region, 2022-2031 (Usd Thousand)
- Table 15 North America Others In Esports Market, By Region, 2022-2031 (Usd Thousand)
- Table 16 North America Esports Market, By E-platform, 2022-2031 (Usd Thousand)
- Table 17 North America Mobile And Tablets In Esports Market, By Region, 2022-2031 (Usd Thousand)
- Table 18 North America Consoles-based Esports In Esports Market, By Region, 2022-2031 (Usd Thousand)
- Table 19 North America Pc-based Esports In Esports Market, By Region, 2022-2031 (Usd Thousand)
- Table 20 North America Esports Market, By Country, 2022-2031 (Usd Thousand)
- Table 21 North America Esports Market, By Revenue Streams, 2022-2031 (Usd Thousand)
- Table 22 North America Esports Market, By Games, 2022-2031 (Usd Thousand)
- Table 23 North America Esports Market, By E-platform, 2022-2031 (Usd Thousand)
- Table 24 U.S. Esports Market, By Revenue Streams, 2022-2031 (Usd Thousand)
- Table 25 U.S. Esports Market, By Games, 2022-2031 (Usd Thousand)
- Table 26 U.S. Esports Market, By E-platform, 2022-2031 (Usd Thousand)
- Table 27 Canada Esports Market, By Revenue Streams, 2022-2031 (Usd Thousand)
- Table 28 Canada Esports Market, By Games, 2022-2031 (Usd Thousand)
- Table 29 Canada Esports Market, By E-platform, 2022-2031 (Usd Thousand)
- Table 30 Mexico Esports Market, By Revenue Streams, 2022-2031 (Usd Thousand)
- Table 31 Mexico Esports Market, By Games, 2022-2031 (Usd Thousand)
- Table 32 Mexico Esports Market, By E-platform, 2022-2031 (Usd Thousand)
- Figure 1 North America Esports Market
- Figure 2 North America Esports Market: Data Triangulation
- Figure 3 North America Esports Market: Droc Analysis
- Figure 4 North America Esports Market: North America Vs Regional Market Analysis
- Figure 5 North America Esports Market: Company Research Analysis
- Figure 6 North America Esports Market: Multivariate Modelling
- Figure 7 North America Esports Market: Interview Demographics
- Figure 8 North America Esports Market: DBMR Market Position Grid
- Figure 9 North America Esports Market: Vendor Share Analysis
- Figure 10 North America Esports Market: Segmentation
- Figure 11 Rising Popularity Of Video Game Is Expected To Drive The North America Esports Market In The Forecast Period
- Figure 12 The Sponsorships And Direct Advertisemments Is Expected To Account For The Largest Share Of The North America Esports Market In 2024 And 2031
- Figure 13 Drivers, Restraints, Opportunities And Challenges Of The Market
- Figure 14 North America Esports Market: By Revenue Streams, 2023
- Figure 15 North America Esports Market: By Games, 2023
- Figure 16 North America Esports Market: By E-platform, 2023
- Figure 17 North America Esports Market: Snapshot (2023)
- Figure 18 North America Esports Market: Company Share 2023 (%)
Pricing
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