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Global E-Sports Market 2018-2022

Global E-Sports Market 2018-2022

About E-sports

E-sports, also referred to as electronic sports, is a multiplayer video game tournament held among professional gamers.

Technavio’s analysts forecast the Global E-sports Market to grow at a CAGR of 27.57% during the period 2018-2022.

Covered in this report

The report covers the present scenario and the growth prospects of the global e-sports market. To calculate the market size, the report considers the revenue generated through e-sports betting.

The market is divided into the following segments based on geography:

  • Americas
  • APAC
  • EMEA
Technavio's report, global e-sports market 2018-2022, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
  • Activision Blizzard
  • Epic Games
  • Nintendo
  • Riot Games
  • Valve
  • Wargaming.net
Market driver
  • Development of advanced infrastructure for e-sports
  • For a full, detailed list, view our report
Market challenge
  • Increased underage spending
  • For a full, detailed list, view our report
Market trend
  • Emergence of mobile e-sports and drone racing
  • For a full, detailed list, view our report
Key questions answered in this report
  • What will the market size be in 2022 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?
  • What are the strengths and weaknesses of the key vendors?


PRESS RELEASE

Technavio Announces the Publication of its Research Report – Global E-sports Market 2018-2022

Technavio recognizes the following companies as the key players in the global e-sports market: Activision Blizzard, Epic Games, Nintendo, Riot Games, Valve, and Wargaming.net.

Commenting on the report, an analyst from Technavio’s team said: “One trend affecting this market is the increase in e-sports betting.” With the increase in e-sports betting, the attraction towards e-sports is growing.

According to the report, one driver influencing this market is the growing confidence of sponsors on e-sports. The large viewership numbers are encouraging a number of sponsors to enter the market to bring about more visibility for their brands.

Further, the report states that one challenge affecting this market is the high costs of e-sports peripherals. The peripherals used with e-sports consoles include power pads, wireless headsets, VR, hard drive, camera, controllers and remote, wheels, and joysticks.

Companies Mentioned

Activision Blizzard
Epic Games
Nintendo
Riot Games
Valve
Wargaming.net

  • Executive summary
  • Scope of the report
  • Research methodology
  • Market landscape
    • Market ecosystem
      • Table Parent market
      • Table Global gaming market
    • Market characteristics
      • Table Market characteristics
    • Market segmentation analysis
      • Table Market segments
  • Market sizing
    • Market definition
      • Table Market definition - Inclusions and exclusions checklist
    • Market sizing 2017
      • Table Market size 2017
      • Table Validation techniques employed for market sizing 2017
    • Market size and forecast 2017-2022
      • Table Global e-sports market – Market size and forecast 2017-2022 ($ mn)
      • Table Global – Year-over-year growth 2018-2022 (%)
  • Five forces analysis
    • Table Five forces analysis 2017
    • Table Five forces analysis 2022
    • Bargaining power of buyers
      • Table Bargaining power of buyers
    • Bargaining power of suppliers
      • Table Bargaining power of suppliers
    • Threat of new entrants
      • Table Threat of new entrants
    • Threat of substitutes
      • Table Threat of substitutes
    • Threat of rivalry
      • Table Threat of rivalry
    • Market condition
      • Table Market condition - Five forces 2017
  • Market segmentation by genre based
    • Segmentation by genre
      • Table Genre – Market share 2017-2022 (%)
    • Comparison by genre
      • Table Comparison by genre
    • MOBA – Market size and forecast 2017-2022
      • Table MOBA – Market size and forecast 2017-2022 ($ mn)
      • Table MOBA – Year-over-year growth 2018-2022 (%)
    • FPS – Market size and forecast 2017-2022
      • Table FPS – Market size and forecast 2017-2022 ($ mn)
      • Table FPS – Year-over-year growth 2018-2022 (%)
    • RTS – Market size and forecast 2017-2022
      • Table RTS – Market size and forecast 2017-2022 ($ mn)
      • Table RTS – Year-over-year growth 2018-2022 (%)
    • Others – Market size and forecast 2017-2022
      • Table Others – Market size and forecast 2017-2022 ($ mn)
      • Table Others – Year-over-year growth 2018-2022 (%)
    • Market opportunity by genre
      • Table Market opportunity by genre
  • Market segmentation by revenue
    • Segmentation by revenue
      • Table Global e-sports market by revenue– Market share 2017-2022 (%)
    • Comparison by revenue
      • Table Comparison by revenue
    • E-sports advertising – Market size and forecast 2017-2022
      • Table E-sports advertising – Market size and forecast 2017-2022 ($ mn)
      • Table E-sports advertising – Year-over-year growth 2018-2022 (%)
    • Prize pool – Market size and forecast 2017-2022
      • Table Prize pool – Market size and forecast 2017-2022 ($ mn)
      • Table Prize pool – Year-over-year growth 2018-2022 (%)
    • Ticket sales – Market size and forecast 2017-2022
      • Table Ticket sales – Market size and forecast 2017-2022 ($ mn)
      • Table Ticket sales – Year-over-year growth 2018-2022 (%)
    • Market opportunity by revenue
      • Table Market opportunity by revenue
  • Customer landscape
    • Table Customer landscape
  • Regional landscape
    • Geographical segmentation
      • Table Global – Market share by geography 2017-2022 (%)
    • Regional comparison
      • Table Regional comparison
    • Americas – Market size and forecast 2017-2022
      • Table Americas – Market size and forecast 2017-2022 ($ mn)
      • Table Americas – Year-over-year growth 2018-2022 (%)
      • Table Top 3 countries in Americas
    • EMEA – Market size and forecast 2017-2022
      • Table EMEA – Market size and forecast 2017-2022 ($ mn)
      • Table EMEA – Year-over-year growth 2018-2022 (%)
      • Table Top 3 countries in EMEA
    • APAC – Market size and forecast 2017-2022
      • Table APAC – Market size and forecast 2017-2022 ($ mn)
      • Table APAC – Year-over-year growth 2018-2022 (%)
      • Table Top 3 countries in APAC
    • Key leading countries
      • Table Key leading countries
    • Market opportunity
      • Table Market opportunity by region
  • Decision framework
  • Drivers and challenges
    • Market drivers
    • Market challenges
  • Market trends
    • Increase in e-sports betting
    • Emergence of new related streams of revenue
    • Live streaming of video games and e-sports events
    • Emergence of mobile e-sports and drone racing
  • Vendor landscape
    • Overview
      • Table Vendor landscape
    • Landscape disruption
      • Table Landscape disruption
  • Vendor analysis
    • Vendors covered
      • Table Vendors covered
    • Vendor classification
      • Table Vendor classification
    • Market positioning of vendors
      • Table Market positioning Vendors
    • Activision Blizzard
      • Table Vendor overview
      • Table Activision Blizzard – Business segments
      • Table Activision Blizzard – Organizational developments
      • Table Activision Blizzard – Geographic focus
      • Table Activation Blizzard – Segment focus
      • Table Activision Blizzard – Key offerings
    • Epic Games
      • Table Vendor overview
      • Table Epic Games – Business segments
      • Table Epic Games – Organizational developments
      • Table Epic Games – Key offerings
    • Nintendo
      • Table Vendor overview
      • Table Nintendo – Organizational developments
      • Table Nintendo – Key offerings
    • Riot Games
      • Table Vendor overview
      • Table Riot Games – Business segments
      • Table Riot Games – Organizational developments
      • Table Riot Games – Key offerings
    • Valve
      • Table Valve - Vendor overview
      • Table Valve – Organizational developments
      • Table Valve – Key offerings
    • Wargaming.net
      • Table Vendor overview
      • Table Wargaming.net – Business segments
      • Table Wargaming.net – Organizational developments
      • Table Wargaming.net – Key offerings
  • Appendix
    • List of abbreviations
  • Explore Technavio

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