
Esports - Thematic Intelligence
Description
Esports - Thematic Intelligence
Summary
Esports has enjoyed spectacular growth over the last decade, with thousands of fans filling stadiums to watch live events and millions following them on streaming platforms. It received an enormous boost in popularity and awareness during the COVID-19 pandemic as traditional sports were put on hold.
Esports monetization models are expanding. Esports teams and players are exploring physical merchandise, loyalty programs, and digital items such as non-fungible tokens (NFTs) to create secondary revenue streams. Esports companies are listing on stock exchanges to develop revenue streams beyond sponsorship. Similarly, reselling broadcasting rights is an emerging trend, reflecting esports’ growing maturity.
Esports companies are investing in technologies like artificial intelligence (AI), 5G, cloud, and blockchain. These technologies allow them to analyze consumer behavior, offer tailored services, create new revenue streams, and take on more users. They also enable users to make money from the games they follow or play. While companies focus on revenue and user growth, their huge volumes of user data will invite scrutiny from data privacy regulators worldwide. Over the next three years, the industry must establish a global governing body to ensure uniform standards for specific esports titles, effective audience measurement systems, and best practices.
Scope
Summary
Esports has enjoyed spectacular growth over the last decade, with thousands of fans filling stadiums to watch live events and millions following them on streaming platforms. It received an enormous boost in popularity and awareness during the COVID-19 pandemic as traditional sports were put on hold.
Esports monetization models are expanding. Esports teams and players are exploring physical merchandise, loyalty programs, and digital items such as non-fungible tokens (NFTs) to create secondary revenue streams. Esports companies are listing on stock exchanges to develop revenue streams beyond sponsorship. Similarly, reselling broadcasting rights is an emerging trend, reflecting esports’ growing maturity.
Esports companies are investing in technologies like artificial intelligence (AI), 5G, cloud, and blockchain. These technologies allow them to analyze consumer behavior, offer tailored services, create new revenue streams, and take on more users. They also enable users to make money from the games they follow or play. While companies focus on revenue and user growth, their huge volumes of user data will invite scrutiny from data privacy regulators worldwide. Over the next three years, the industry must establish a global governing body to ensure uniform standards for specific esports titles, effective audience measurement systems, and best practices.
Scope
- This report provides an overview of the global esports market.
- It identifies the key trends impacting growth of the theme over the next 12 to 24 months.
- It includes a comprehensive industry analysis, including market size and growth forecasts, a breakdown of esports' revenue streams, nd analysis of M&A data.
- The detailed value chain provides a comprehensive analysis of the key segments of the esports industry, as well as identifying leading and challenging companies in each segment.
- Esports is an increasingly important theme in the gaming sector. This report is essential reading for anyone with an interest in video games or a desire to learn more about the world of organized multiplayer video game competitions.
Table of Contents
55 Pages
- Executive Summary
- Players
- Thematic Briefing
- What is esports?
- How does esports work?
- Who is the audience?
- What is the future of esports?
- Will esports be included in the Olympics?
- Trends
- Technology trends
- Macroeconomic trends
- -Regulatory trends
- Industry Analysis
- Market size and growth forecasts
- Timeline
- Signals
- M&A trends
- Capital raising trends
- Company filing trends
- Social media trends
- Value Chain
- Games
- Game developers and publishers
- Events
- Organizers
- Event management software providers
- Internet service providers
- Event analytics tool providers
- Teams and players
- Teams
- Players
- Talent agencies
- Training analytics tool providers
- Channels
- Streaming platforms
- TV networks
- News services
- Social networks
- Sponsorship and investment
- Brands
- Investors
- Marketing agencies
- End-users
- Companies
- Sector Scorecard
- Gaming sector scorecard
- Who’s who
- Thematic screen
- Valuation screen
- Risk screen
- Glossary
- Further Reading
- GlobalData reports
- Our thematic research methodology
- About GlobalData
- Contact Us
- List of Tables
- Table 1: Technology trends
- Table 2: Macroeconomic trends
- Table 3: Regulatory trends
- Table 4: M&A trends
- Table 5: Companies
- Table 6: Glossary
- Table 7: GlobalData reports
- List of Figures
- Figure 1:A select list of leaders and challengers in the esports theme and where they sit in the value chain
- Figure 2:Esports events fill stadiums
- Figure 3:Esports can be watched in a stadium or online
- Figure 4:Global esports revenue will reach $1.9 billion by 2025
- Figure 5:There are six esports revenue streams
- Figure 6:The esports audience is growing
- Figure 7:The esports story
- Figure 8:Esports-related capital raising is growing in value but declining by the number of deals
- Figure 9:Companies are increasingly mentioning esports in their filings
- Figure 10:Esports-related social media mentions are growing at a rapid pace
- Figure 11:The esports value chain
- Figure 12:The esports value chain - Games: game developers and publishers
- Figure 13:The esports value chain - Events: organizers
- Figure 14:The esports value chain - Events: event management software providers
- Figure 15:The esports value chain - Events: internet service providers
- Figure 16:The esports value chain - Events: event analytics tool providers
- Figure 17:The esports value chain - Team and players: teams
- Figure 18:The esports value chain - Team and players: players
- Figure 19:The esports value chain - Team and players: talent agencies
- Figure 20:The esports value chain - Team and players: training analytics tool providers
- Figure 21:The esports value chain - Channels: streaming platforms
- Figure 22:The esports value chain - Channels: TV networks
- Figure 23:The esports value chain - Channels: News services
- Figure 24:The esports value chain - Channels: Social networks
- Figure 25:The esports value chain - Sponsorship and investment: brands
- Figure 26:The esports value chain - Sponsorship and investment: investors
- Figure 27:The esports value chain - Sponsorship and investment: marketing agencies
- Figure 28:Who does what in the gaming space?
- Figure 29:Thematic screen
- Figure 30:Valuation screen
- Figure 31:Risk screen
- Figure 32: Our five-step approach for generating a sector scorecard
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