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Esports Market by Revenue Streams (Media Rights (Subscription & Online Advertisement), Tickets and Merchandise, Sponsorship & Direct Advertisement, and Publisher Fees), and Geography (North America, Europe, APAC, and RoW) - Global Forecast to 2023

Esports Market by Revenue Streams (Media Rights (Subscription & Online Advertisement), Tickets and Merchandise, Sponsorship & Direct Advertisement, and Publisher Fees), and Geography (North America, Europe, APAC, and RoW) - Global Forecast to 2023

Esports market to grow at 18.61% CAGR during forecast period
According to the new market research report, the esports market is expected to reach USD 2,174.8 million by 2023 from USD 926.3 million by 2018, at a CAGR of 18.61% between 2018 and 2023. The growth of this market is attributed to the increasing popularity of video games and growing awareness about esports. However, the threat from esports gambling/betting is restraining the growth of the market.

Revenue contribution from media rights to grow at highest CAGR during 2018-2023
This report covers the following revenue streams: media rights (subscription and online advertisement), tickets and merchandise, sponsorship and direct advertisement, and publisher fees. Currently, media rights are significantly contributing to the global esports industry. In recent years, the sale of broadcasting and media rights has been the largest source of revenue for most of the esports organizers. The revenue generated from the trade of media rights is used to finance major sporting events, renovate stadiums, and contribute to the development of esports at the grassroots level.

Esports market in APAC to grow at highest CAGR between 2018 and 2023
This report covers the esports market segmented on the basis of following regions: North America, Europe, APAC, and RoW. The market in APAC is expected to grow at the highest CAGR between 2018 and 2023. In 2017, Rest of APAC accounted for a substantial share of the esports market in APAC. The growth of this industry can be attributed to the increasing number of esports competitions in the region. Further, the increasing investment from sponsors and advertisers is fueling the demand for esports in the region.

Breakdown of profiles of primary participants
By Company Type: Tier 1—55%, Tier 2—25%, and Tier 3—20%
By Designation: C-Level Executives—50%, Directors—20%, and Others—30%
By Region: North America—40%, APAC—15%, Europe—35%, and RoW—10%

The major companies profiled in the report are Modern Times Group (Sweden), Activision Blizzard (US), FACEIT (UK), Nintendo (Japan), Gfinity (UK), Turner Broadcasting System (US), CJ Corporation (South Korea), Valve Corporation (US), Tencent (China), and Electronic Arts (EA) (US). This report also covers the following prominent players: Hi-Rez Studios (US), KaBuM (Canada), Wargaming Public (Cyprus), Rovio Entertainment (Finland), GungHo Online Entertainment (Japan), and Alisports (China). The roles of online streaming companies such as YouTube (US), Twitch (US), Facebook (US), and Beyond the Summit (BTS) (US) have also been included in this report.

Research coverage
Esports mainly generates revenue through streams such as media rights (subscription and online advertisement), tickets and merchandise, sponsorships and direct advertisements, and publisher fees. The market has been segmented, on the basis of region, into North America, Europe, APAC, and RoW.

Reasons to buy the report
The market statistics pertaining to revenue streams of esports and region have been provided in the report.
The value chain analysis has been provided with an in-depth insight into the esports market.
Major drivers, restraints, challenges, and opportunities pertaining to the esports market have been detailed in this report.
Illustrative segmentation, analysis, and forecast for the esports market based on revenue streams and geography have been carried out to provide an overall view of the esports market.
A detailed competitive landscape has been provided for the top 5 companies, including their revenues.


  • INTRODUCTION
    • OBJECTIVES OF STUDY
    • DEFINITION
    • SCOPE OF STUDY
      • MARKETS COVERED
      • GEOGRAPHIC SCOPE
      • YEARS CONSIDERED FOR STUDY
    • CURRENCY
    • MARKET STAKEHOLDERS
  • RESEARCH METHODOLOGY
    • RESEARCH DATA
      • SECONDARY DATA
      • PRIMARY DATA
      • SECONDARY AND PRIMARY RESEARCH
    • MARKET SIZE ESTIMATION
      • BOTTOM-UP APPROACH
      • TOP-DOWN APPROACH
    • MARKET BREAKDOWN AND DATA TRIANGULATION
    • RESEARCH ASSUMPTIONS
  • EXECUTIVE SUMMARY
  • PREMIUM INSIGHTS
    • ATTRACTIVE OPPORTUNITIES IN ESPORTS MARKET (2018-2023)
    • MEDIA RIGHTS: ESPORTS MARKET, BY REGION
    • ESPORTS MARKET IN NORTH AMERICA, BY REVENUE STREAM
    • ESPORTS MARKET IN EUROPE, BY COUNTRY
    • ESPORTS MARKET IN ROW, BY REVENUE STREAM
  • MARKET OVERVIEW
    • INTRODUCTION
    • MARKET DYNAMICS
      • DRIVERS
      • RESTRAINT
      • OPPORTUNITIES
        • Table TOP 10 LARGEST PRIZE POOLS IN ESPORTS (2014-2017)
      • CHALLENGE
    • VALUE CHAIN ANALYSIS
  • ESPORTS MARKET, BY REVENUE STREAM
    • INTRODUCTION
      • Table ESPORTS MARKET, BY REVENUE STREAM, 2016-2023 (USD MILLION)
    • MEDIA RIGHTS
      • Table MEDIA RIGHTS: ESPORTS MARKET, BY REGION, 2016-2023 (USD MILLION)
      • Table NORTH AMERICA: REVENUE GENERATION THROUGH MEDIA RIGHTS IN ESPORTS MARKET, BY COUNTRY, 2016-2023 (USD MILLION)
      • Table EUROPE: REVENUE GENERATION THROUGH MEDIA RIGHTS IN ESPORTS MARKET, BY COUNTRY, 2016-2023 (USD MILLION)
      • Table APAC: REVENUE GENERATION THROUGH MEDIA RIGHTS IN ESPORTS MARKET, BY COUNTRY, 2016-2023 (USD MILLION)
      • Table ROW: REVENUE GENERATION THROUGH MEDIA RIGHTS IN ESPORTS MARKET, BY REGION, 2016-2023 (USD MILLION)
      • SUBSCRIPTIONS
      • ONLINE ADVERTISEMENTS
    • TICKETS AND MERCHANDISE
      • Table TICKETS AND MERCHANDISE: ESPORTS MARKET, BY REGION, 2016-2023 (USD MILLION)
      • Table NORTH AMERICA: REVENUE GENERATION THROUGH TICKETS AND MERCHANDISE IN ESPORTS MARKET, BY COUNTRY, 2016-2023 (USD MILLION)
      • Table EUROPE: REVENUE GENERATION THROUGH TICKETS AND MERCHANDISE IN ESPORTS MARKET, BY COUNTRY, 2016-2023 (USD MILLION)
      • Table APAC: REVENUE GENERATION THROUGH TICKETS AND MERCHANDISE IN ESPORTS MARKET, BY COUNTRY, 2016-2023 (USD MILLION)
      • Table ROW: REVENUE GENERATION THROUGH TICKETS AND MERCHANDISE IN ESPORTS MARKET, BY REGION, 2016-2023 (USD MILLION)
    • SPONSORSHIPS AND DIRECT ADVERTISEMENTS
      • Table SPONSORSHIPS AND ADVERTISEMENTS: ESPORTS MARKET, BY REGION, 2016-2023 (USD MILLION)
      • Table NORTH AMERICA: REVENUE GENERATED THROUGH SPONSORSHIPS AND ADVERTISEMENTS IN ESPORTS MARKET, BY COUNTRY, 2016-2023 (USD MILLION)
      • Table EUROPE: REVENUE GENERATED THROUGH SPONSORSHIPS AND ADVERTISEMENTS IN ESPORTS MARKET, BY COUNTRY, 2016-2023 (USD MILLION)
      • Table APAC: REVENUE GENERATED THROUGH SPONSORSHIPS AND ADVERTISEMENTS IN ESPORTS MARKET, BY COUNTRY, 2016-2023 (USD MILLION)
      • Table ROW: REVENUE GENERATED THROUGH SPONSORSHIPS AND ADVERTISEMENTS IN ESPORTS MARKET, BY REGION, 2016-2023 (USD MILLION)
    • PUBLISHER FEES
      • Table PUBLISHER FEES: ESPORTS MARKET, BY REGION, 2016-2023 (USD MILLION)
      • Table NORTH AMERICA: REVENUE GENERATED THROUGH PUBLISHER FEES IN ESPORTS MARKET, BY COUNTRY, 2016-2023 (USD MILLION)
      • Table EUROPE: REVENUE GENERATED THROUGH PUBLISHER FEES IN ESPORTS MARKET, BY COUNTRY, 2016-2023 (USD MILLION)
      • Table APAC: REVENUE GENERATED THROUGH PUBLISHER FEES IN ESPORTS MARKET, BY COUNTRY, 2016-2023 (USD MILLION)
      • Table ROW: REVENUE GENERATED THROUGH PUBLISHER FEES IN ESPORTS MARKET, BY REGION, 2016-2023 (USD MILLION)
  • GEOGRAPHIC ANALYSIS
    • INTRODUCTION
      • Table ESPORTS MARKET, BY REGION, 2016-2023 (USD MILLION)
      • Table ESPORTS VIEWERS, BY REGION, 2016-2023 (MILLION)
    • ASIA PACIFIC
      • Table ESPORTS MARKET IN APAC, BY COUNTRY, 2016-2023 (USD MILLION)
      • Table ESPORTS MARKET IN APAC, BY REVENUE STREAM, 2016-2023 (USD MILLION)
      • CHINA
        • Table ESPORTS MARKET IN CHINA, BY REVENUE STREAM, 2016-2023 (USD MILLION)
      • JAPAN
        • Table ESPORTS MARKET IN JAPAN, BY REVENUE STREAM, 2016-2023 (USD MILLION)
      • SOUTH KOREA
        • Table ESPORTS MARKET IN SOUTH KOREA, BY REVENUE STREAM, 2016-2023 (USD MILLION)
      • AUSTRALIA
        • Table ESPORTS MARKET IN AUSTRALIA, BY REVENUE STREAM, 2016-2023 (USD MILLION)
      • MALAYSIA
        • Table ESPORTS MARKET IN MALAYSIA, BY REVENUE STREAM, 2016-2023 (USD MILLION)
      • TAIWAN
        • Table ESPORTS MARKET IN TAIWAN, BY REVENUE STREAM, 2016-2023 (USD MILLION)
      • PHILIPPINES
        • Table ESPORTS MARKET IN PHILIPPINES, BY REVENUE STREAM, 2016-2023 (USD MILLION)
      • REST OF APAC
        • Table ESPORTS MARKET IN REST OF APAC, BY REVENUE STREAM, 2016-2023 (USD MILLION)
    • NORTH AMERICA
      • Table ESPORTS MARKET IN NORTH AMERICA, BY COUNTRY, 2016-2023 (USD MILLION)
      • Table ESPORTS MARKET IN NORTH AMERICA, BY REVENUE STREAM, 2016-2023 (USD MILLION)
      • US
        • Table ESPORTS MARKET IN US, BY REVENUE STREAM, 2016-2023 (USD MILLION)
      • CANADA
        • Table ESPORTS MARKET IN CANADA, BY REVENUE STREAM, 2016-2023 (USD MILLION)
      • MEXICO
        • Table ESPORTS MARKET IN MEXICO, BY REVENUE STREAM, 2016-2023 (USD MILLION)
    • EUROPE
      • Table ESPORTS MARKET IN EUROPE, BY COUNTRY, 2016-2023 (USD MILLION)
      • Table ESPORTS MARKET IN EUROPE, BY REVENUE STREAM, 2016-2023 (USD MILLION)
      • UK
        • Table ESPORTS MARKET IN UK, BY REVENUE STREAM, 2016-2023 (USD MILLION)
      • GERMANY
        • Table GERMANY ESPORTS MARKET, BY REVENUE STREAM, 2016-2023 (USD MILLION)
      • FRANCE
        • Table FRANCE ESPORTS MARKET, BY REVENUE STREAM, 2016-2023 (USD MILLION)
      • SWEDEN
        • Table SWEDEN ESPORTS MARKET, BY REVENUE STREAM, 2016-2023 (USD MILLION)
      • SPAIN
        • Table ESPORTS MARKET IN SPAIN, BY REVENUE STREAM, 2016-2023 (USD MILLION)
      • ITALY
        • Table ESPORTS MARKET ITALY, BY REVENUE STREAM, 2016-2023 (USD MILLION)
      • POLAND
        • Table ESPORTS MARKET IN POLAND, BY REVENUE STREAM, 2016-2023 (USD MILLION)
      • DENMARK
        • Table ESPORTS MARKET IN DENMARK, BY REVENUE STREAM, 2016-2023 (USD MILLION)
      • REST OF EUROPE
        • Table ESPORTS MARKET IN REST OF EUROPE, BY REVENUE STREAM, 2016-2023 (USD MILLION)
    • REST OF THE WORLD (ROW)
      • Table ESPORTS MARKET IN ROW, BY REGION, 2016-2023 (USD MILLION)
      • Table ESPORTS MARKET IN ROW, BY REVENUE STREAM, 2016-2023 (USD MILLION)
      • SOUTH AMERICA
        • Table ESPORTS MARKET IN SOUTH AMERICA, BY REVENUE STREAM, 2016-2023 (USD MILLION)
      • MIDDLE EAST AND AFRICA
        • Table ESPORTS MARKET IN MIDDLE EAST AND AFRICA, BY REVENUE STREAM, 2016-2023 (USD MILLION)
  • COMPETITIVE LANDSCAPE
    • INTRODUCTION
    • RANKING ANALYSIS
      • Table RANKING OF TOP 5 PLAYERS IN ESPORTS MARKET (2017)
      • Table HIGHEST PRIZE POOL EVENTS (2010-2018)
    • COMPETITIVE SCENARIO
      • EVENTS AND GAME LAUNCH
        • Table EVENTS AND GAME LAUNCHES (2015-2018)
      • EXPANSIONS AND SPONSORSHIPS
        • Table EXPANSIONS AND SPONSORSHIP (2015-2017)
      • PARTNERSHIP, INVESTMENT, ACQUISITION, AND CONTRACT
        • Table PARTNERSHIP, INVESTMENT, ACQUISITION, AND CONTRACT (2016-2018)
      • OTHERS (FRANCHISES)
        • Table OTHERS (2017)
  • COMPANY PROFILES
    • KEY PLAYERS
      • MODERN TIMES GROUP
      • ACTIVISION BLIZZARD
      • VALVE CORPORATION
      • TENCENT
      • CJ CORPORATION
      • ELECTRONIC ARTS
      • NINTENDO
      • TURNER BROADCASTING SYSTEM
      • FACEIT
      • GFINITY
    • OTHER KEY COMPANIES
      • HI REZ STUDIOS
      • KABUM
      • WARGAMING PUBLIC
      • ROVIO ENTERTAINMENT
      • GUNGHO ONLINE ENTERTAINMENT
      • ALISPORTS
    • ONLINE STREAMING COMPANIES
      • YOUTUBE
      • TWITCH.TV
      • FACEBOOK
      • BEYOND THE SUMMIT (BTS)
  • APPENDIX
    • INSIGHTS FROM INDUSTRY EXPERTS
    • DISCUSSION GUIDE
    • KNOWLEDGE STORE: MARKETSANDMARKETS' SUBSCRIPTION PORTAL
    • INTRODUCING RT: REAL-TIME MARKET INTELLIGENCE
    • AVAILABLE CUSTOMIZATIONS
    • RELATED REPORTS
    • AUTHOR DETAILS

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