Global eSports Market Report By Revenue Source (Sponsorship & Advertising, eSports Betting & Fantasy Site, Prize Pool, Amateur & Micro Tournament, Merchandising And Ticket Sale), Platform (PC And Console), Product (Mice, Controller, Headset, Keyboard And Other Accessories), Game (Multiplayer Online Battle Arena (MOBA), Real Time Strategy, First Person Shooter And Fighting And Sports) And By Regions - Industry Trends, Size, Share, Growth, Estimation And Forecast, 2019-2026

ID:VMR11210853
January 2020
Report Formats:

The global demand for eSports Market is presumed to reach the valuation of nearly USD XX.X Mn by 2026 from USD XX.X in 2019 with a CAGR of X.XX% under the study period of 2020- 2026.
 
The eSports is also termed as electronic sports. It is described as an organized video gaming events or tournaments that happen in the championship at the regional and international level, especially among professionals and amateur players. The platform for eSports includes PC and console. Additionally, sponsorship & advertising, eSports betting & fantasy site, prize pool, amateur & micro tournament, merchandising and ticket sale are some of the revenue sources of eSports.
 
Market Dynamics
 
The increasing popularity of video games globally is driving market growth. Growing awareness about eSports owing to technological advancements in electronic industry is again boosting the market growth. However, negative concepts causing loss such as gambling and betting are expected to hamper the market growth. Whereas, an increasing number of events with large prize pools are expected to create an opportunity over the forecast period.
 
The report covers Porter’s Five Forces Model, Market Attractiveness Analysis and Value Chain analysis. These tools help to get a clear picture of the industry’s structure and evaluate the competition attractiveness at a global level.
 
Additionally, these tools also give inclusive assessment of each application/product segment in the global market of eSports.
 
Market Segmentation
 
The entire eSports market has been sub-categorized into revenue source, platform, product and game. The report provides an analysis of these subsets with respect to the geographical segmentation. This research study will keep marketer informed and helps to identify the target demographics for a product or service.
 
By Revenue Source

  • Sponsorship & Advertising
  • eSports Betting & Fantasy Site
  • Prize Pool
  • Amateur & Micro Tournament
  • Merchandising
  • Ticket Sale
 
By Platform
  • PC
  • Console
 
By Product
  • Mice
  • Controller
  • Headset
  • Keyboard
  • Other Accessories
 
By Game
  • Multiplayer Online Battle Arena (MOBA)
  • Real Time Strategy
  • First Person Shooter
  • Fighting And Sports
 
Regional Analysis
 
This section covers regional segmentation which accentuates on current and future demand for eSports market across North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa. Further, the report focuses on demand for individual application segment across all the prominent regions.
 
Europe eSports Market By Revenue (USD MN)
 

 
The research report also covers the comprehensive profiles of the key players in the market and an in-depth view of the competitive landscape worldwide. The major players in the eSports market include Activision Blizzard Inc., Electronic Arts, Inc., Gamevil Inc., GungHo Online Entertainment Inc., Hi Rez Stuidos, Kabam Inc., King Digital Entertainment PLC, Riot Games Inc., Rovio Entertainment Ltd., Wargaming Public Co Ltd and Zynga Inc. This section includes a holistic view of the competitive landscape that includes various strategic developments such as key mergers & acquisitions, future capacities, partnerships, financial overviews, collaborations, new product developments, new product launches, and other developments.
 
METHODOLOGY:
 
This market research report has been produced by gathering information on the basis of primary and secondary research. Secondary research has been done by using various sources which include (but not limited to) Company Websites, Paid Data Sources,  Technical Journals, Financial Reports, SEC Filings, and other different industry publications.
 
If specific information is required which is not currently within the scope of the report, it can be provided as a part of customization.

1 . PREFACE
       1.1. Report Description
           1.1.1. Objective
           1.1.2. Target Audience
           1.1.3. Unique Selling Proposition (USP) & offerings
       1.2. Research Scope
       1.3. Research Methodology
           1.3.1. Market Research Process
           1.3.2. Market Research Methodology
 
2 . EXECUTIVE SUMMARY
       2.1. Highlights of Esports Market
       2.2. Global Esports Market Snapshot
 
3 . ESPORTS – INDUSTRY ANALYSIS
       3.1. Introduction
       3.2. Market Drivers of Esports Market
       3.3. Market Restraints of Esports Market
       3.4. Opportunities of Esports Market
       3.5. Trends of Esports Market
       3.6. Porter’s Five Force Analysis of Esports Market
       3.7. Esports Market Attractiveness Analysis
           3.7.1 Market Attractive Analysis by Revenue Source
           3.7.2 Market Attractive Analysis by Platform
           3.7.3 Market Attractive Analysis by Product
           3.7.4 Market Attractive Analysis by Game
           3.7.5 Market Attractive Analysis by Region
 
4 . VALUE CHAIN ANALYSIS
       4.1. Esports Value Chain Analysis
       4.2. Esports Raw Material Analysis
           4.2.1. List of Raw Materials
           4.2.2. Esports Raw Material Manufactures List
           4.2.3. Price Trend of Esports Key Raw Materials
       4.3. List of Potential Buyers
       4.4. Marketing Channel
           4.4.1. Direct Marketing
           4.4.2. Indirect Marketing
           4.4.3. Marketing Channel Development Trend
 
5 . GLOBAL ESPORTS MARKET ANALYSIS BY REVENUE SOURCE
       5.1 Overview by Revenue Source
       5.2 Global Esports Market Analysis by Revenue Source
       5.3 Market Analysis of Sponsorship & Advertising by Regions
       5.4 Market Analysis of eSports Betting & Fantasy Site by Regions
       5.5 Market Analysis of Prize Pool by Regions
       5.6 Market Analysis of Amateur & Micro Tournament by Regions
       5.7 Market Analysis of Merchandising by Regions
       5.8 Market Analysis of Ticket Sale by Regions
 
6 . GLOBAL ESPORTS MARKET ANALYSIS BY PLATFORM
       6.1 Overview by Platform
       6.2 Global Esports Market Analysis by Platform
       6.3 Market Analysis of PC by Regions
       6.4 Market Analysis of Console by Regions
 
7 . GLOBAL ESPORTS MARKET ANALYSIS BY PRODUCT
       7.1 Overview by Product
       7.2 Global Esports Market Analysis by Product
       7.3 Market Analysis of Mice by Regions
       7.4 Market Analysis of Controller by Regions
       7.5 Market Analysis of Headset by Regions
       7.6 Market Analysis of Keyboard by Regions
       7.7 Market Analysis of Other Accessories by Regions
 
8 . GLOBAL ESPORTS MARKET ANALYSIS BY GAME
       8.1 Overview by Game
       8.2 Global Esports Market Analysis by Game
       8.3 Market Analysis of Multiplayer Online Battle Arena (MOBA) by Regions
       8.4 Market Analysis of Real Time Strategy by Regions
       8.5 Market Analysis of First Person Shooter by Regions
       8.6 Market Analysis of Fighting And Sports by Regions
 
9 . GLOBAL ESPORTS MARKET ANALYSIS BY GEOGRAPHY
       9.1. Regional Outlook
       9.2. Introduction
       9.3. North America
           9.3.1. Overview
           9.3.2. North America Esports Market Estimate by Country
           9.3.3. United State
           9.3.4. Rest of North America
       9.4. Europe
           9.4.1. Overview
           9.4.2. Europe Esports Market Estimate by Market Segment
           9.4.3. Europe Esports Market Estimate by Country
           9.4.4. United Kingdom
           9.4.5. France
           9.4.6. Germany
           9.4.7 Rest of Europe
       9.5. Asia Pacific
           9.5.1. Overview
           9.5.2. Asia Pacific Esports Market Estimate by Market Segment
           9.5.3. Asia Pacific Esports Market Estimate by Country
           9.5.4. China
           9.5.5. Japan
           9.5.6. India
           9.5.7. Rest of Asia Pacific
       9.6. Latin America
           9.6.1. Overview
           9.6.2. Latin America Esports Market Estimate by Market Segment
           9.6.3. Latin America Esports Market Estimate by Country
           9.6.4. Brazil
           9.6.5. Rest of Latin America
       9.7. Middle East & Africa
           9.7.1. Overview
           9.7.2. Middle East & Africa Esports Market Estimate by Market Segment
           9.7.3. Middle East & Africa Esports Market Estimate by Country
           9.7.4. Middle East
           9.7.5. Africa
 
10 COMPETITIVE LANDSCAPE OF THE ESPORTS COMPANIES
       10.1. Esports Market Competition
       10.2. Partnership/Collaboration/Agreement
       10.3. Merger And Acquisitions
       10.4. New Product Launch
       10.5. Other Developments
 
11 COMPANY PROFILES OF ESPORTS INDUSTRY
       11.1. Company Share Analysis
       11.2. Market Concentration Rate
       11.3. Activision Blizzard Inc.
           11.3.1. Company Overview
           11.3.2. Financials
           11.3.3. Products
           11.3.4. Recent Developments
       11.4. Electronic Arts, Inc.
           11.4.1. Company Overview
           11.4.2. Financials
           11.4.3. Products
           11.4.4. Recent Developments
       11.5. Gamevil Inc.
           11.5.1. Company Overview
           11.5.2. Financials
           11.5.3. Products
           11.5.4. Recent Developments
       11.6. GungHo Online Entertainment Inc.
           11.6.1. Company Overview
           11.6.2. Financials
           11.6.3. Products
           11.6.4. Recent Developments
       11.7. Hi Rez Stuidos
           11.7.1. Company Overview
           11.7.2. Financials
           11.7.3. Products
           11.7.4. Recent Developments
       11.8. Kabam Inc.
           11.8.1. Company Overview
           11.8.2. Financials
           11.8.3. Products
           11.8.4. Recent Developments
       11.9. King Digital Entertainment PLC
           11.9.1. Company Overview
           11.9.2. Financials
           11.9.3. Products
           11.9.4. Recent Developments
       11.10. Riot Games Inc.
           11.10.1. Company Overview
           11.10.2. Financials
           11.10.3. Products
           11.10.4. Recent Developments
       11.11. Rovio Entertainment Ltd.
           11.11.1. Company Overview
           11.11.2. Financials
           11.11.3. Products
           11.11.4. Recent Developments
       11.12. Wargaming Public Co Ltd
           11.12.1. Company Overview
           11.12.2. Financials
           11.12.3. Products
           11.12.4. Recent Developments
       11.13. Zynga Inc.
           11.13.1. Company Overview
           11.13.2. Financials
           11.13.3. Products
           11.13.4. Recent Developments
 
 12.  IMPACT ANALYSIS OF COVID-19 OUTBREAK
       12.1. Impact Analysis of Covid-19 Outbreak on the Market
           12.1.1. Direct Impact on Production
           12.1.2. Supply Chain and Market Disruption
           12.1.3. Financial Impact on Firms and Financial Markets
       12.2. COVID-19 Impact Analysis by Production, Import, Export and Demand
       12.3. Pre V/S Post COVID-19 Market
       12.4. Estimated Impact of the Coronavirus (COVID-19) Epidemic on the Market Size in 2020, by Scenario
       12.5. COVID-19: Micro and Macro Factor Analysis on the Market
    
 *Note - in company profiling, financial details and recent development are subject to availability or might not be covered in case of private companies
 
LIST OF TABLES

  •  Global Market Snapshot
  •  Drivers of the Global Market Impact Analysis
  •  Restraints of the Global Market Impact Analysis
  •  List of Raw Material
  •  List of Raw Material Manufactures
  •  List of Potential Buyers 
  •  COVID-19 Impact Analysis by Production, Import, Export and Demand
  •  Pre V/S Post COVID-19 Market
  •  Estimated Impact Of The Coronavirus (Covid-19) Epidemic On The Market Size In 2020, By Scenario
  •  COVID-19: Micro and Macro Factor Analysis on the Market
  •  Global Esports Market Analysis by Revenue Source (USD MN)
  •  Global Esports Market Analysis in Sponsorship & Advertising by Geography (USD MN)
  •  Global Esports Market Analysis in eSports Betting & Fantasy Site by Geography (USD MN)
  •  Global Esports Market Analysis in Prize Pool by Geography (USD MN)
  •  Global Esports Market Analysis in Amateur & Micro Tournament by Geography (USD MN)
  •  Global Esports Market Analysis in Merchandising by Geography (USD MN)
  •  Global Esports Market Analysis in Ticket Sale by Geography (USD MN)
  •  Global Esports Market Analysis by Platform (USD MN)
  •  Global Esports Market Analysis in PC by Geography (USD MN)
  •  Global Esports Market Analysis in Console by Geography (USD MN)
  •  Global Esports Market Analysis by Product (USD MN)
  •  Global Esports Market Analysis in Mice by Geography (USD MN)
  •  Global Esports Market Analysis in Controller by Geography (USD MN)
  •  Global Esports Market Analysis in Headset by Geography (USD MN)
  •  Global Esports Market Analysis in Keyboard by Geography (USD MN)
  •  Global Esports Market Analysis in Other Accessories by Geography (USD MN)
  •  Global Esports Market Analysis by Game (USD MN)
  •  Global Esports Market Analysis in Multiplayer Online Battle Arena (MOBA) by Geography (USD MN)
  •  Global Esports Market Analysis in Real Time Strategy by Geography (USD MN)
  •  Global Esports Market Analysis in First Person Shooter by Geography (USD MN)
  •  Global Esports Market Analysis in Fighting And Sports by Geography (USD MN)
  •  Global Esports Market by Geography (USD MN)
  •  North America Esports Market Analysis by Revenue Source (USD MN)
  •  North America Esports Market Estimate by Platform (USD MN)
  •  North America Esports Market Estimate by Product (USD MN)
  •  North America Esports Market Estimate by Game (USD MN)
  •  North America Esports Market Estimate by Country (USD MN)
  •  United State Esports Market Analysis by Revenue Source (USD MN)
  •  United State Esports Market Estimate by Platform (USD MN)
  •  United State Esports Market Analysis by Product (USD MN)
  •  United State Esports Market Estimate by Game (USD MN)
  •  Rest of North America Esports Market Analysis by Revenue Source (USD MN)
  •  Rest of North America Esports Market Estimate by Platform (USD MN)
  •  Rest of North America Esports Market Estimate by Product(USD MN)
  •  Rest of North America Esports Market Estimate by Game(USD MN)
  •  Europe Esports Market Analysis by Revenue Source (USD MN)
  •  Europe Esports Market Estimate by Platform (USD MN)
  •  Europe Esports Market Estimate by Product (USD MN)
  •  Europe Esports Market Estimate by Game (USD MN)
  •  Europe Esports Market Estimate by Country (USD MN)
  •  United Kingdom Esports Market Analysis by Revenue Source (USD MN)
  •  United Kingdom Esports Market Estimate by Platform (USD MN)
  •  United Kingdom Esports Market Estimate by Product (USD MN)
  •  United Kingdom Esports Market Estimate by Game (USD MN)
  •  France Esports Market Analysis by Revenue Source (USD MN)
  •  France Esports Market Estimate by Platform (USD MN)
  •  France Esports Market Estimate by Product (USD MN)
  •  France Esports Market Estimate by Game (USD MN)
  •  Germany Esports Market Analysis by Revenue Source (USD MN)
  •  Germany Esports Market Estimate by Platform (USD MN)
  •  Germany Esports Market Estimate by Product (USD MN)
  •  Germany Esports Market Estimate by Game (USD MN)
  •  Rest of Europe Esports Market Analysis by Revenue Source (USD MN)
  •  Rest of Europe Esports Market Estimate by Platform (USD MN)
  •  Rest of Europe Esports Market Estimate by Product (USD MN)
  •  Rest of Europe Esports Market Estimate by Game (USD MN)
  •  Asia Pacific Esports Market Analysis by Revenue Source (USD MN)
  •  Asia Pacific Esports Market Estimate by Platform (USD MN)
  •  Asia Pacific Esports Market Estimate by Product (USD MN)
  •  Asia Pacific Esports Market Estimate by Game (USD MN)
  •  Asia Pacific Esports Market Estimate by Country (USD MN)
  •  China Esports Market Analysis by Revenue Source (USD MN)
  •  China Esports Market Estimate by Platform (USD MN)
  •  China Esports Market Estimate by Product (USD MN)
  •  China Esports Market Estimate by Game (USD MN)
  •  Japan Esports Market Analysis by Revenue Source (USD MN)
  •  Japan Esports Market Estimate by Platform (USD MN)
  •  Japan Esports Market Estimate by Product (USD MN)
  •  Japan Esports Market Estimate by Game(USD MN)
  •  India Esports Market Analysis by Revenue Source (USD MN)
  •  India Esports Market Estimate by Platform (USD MN)
  •  India Esports Market Estimate by Product (USD MN)
  •  India Esports Market Estimate by Game (USD MN)
  •  Rest of Asia Pacific Esports Market Analysis by Revenue Source (USD MN)
  •  Rest of Asia Pacific Esports Market Estimate by Platform (USD MN)
  •  Rest of Asia Pacific Esports Market Estimate by Product (USD MN)
  •  Rest of Asia Pacific Esports Market Estimate by Game (USD MN)
  •  Latin America Esports Market Analysis by Revenue Source (USD MN)
  •  Latin America Esports Market Estimate by Platform (USD MN)
  •  Latin America Esports Market Estimate by Product (USD MN)
  •  Latin America Esports Market Estimate by Game (USD MN)
  •  Latin America Esports Market Estimate by Country (USD MN)
  •  Brazil Esports Market Analysis by Revenue Source (USD MN)
  •  Brazil Esports Market Estimate by Platform (USD MN)
  •  Brazil Esports Market Estimate by Product (USD MN)
  •  Brazil Esports Market Estimate by Game (USD MN)
  •  Rest of Latin America Esports Market Analysis by Revenue Source (USD MN)
  •  Rest of Latin America Esports Market Estimate by Platform (USD MN)
  •  Rest of Latin America Esports Market Estimate by Product (USD MN)
  •  Rest of Latin America Esports Market Estimate by Game (USD MN)
  •  Middle East & Africa Esports Market Analysis by Revenue Source (USD MN)
  •  Middle East & Africa Esports Market Estimate by Platform (USD MN)
  •  Middle East & Africa Esports Market Estimate by Product (USD MN)
  •  Middle East & Africa Esports Market Estimate by Game (USD MN)
  •  Middle East & Africa Esports Market Estimate by Country (USD MN)
  •  Middle East Esports Market Analysis by Revenue Source (USD MN)
  •  Middle East Esports Market Estimate by Platform (USD MN)
  •  Middle East Esports Market Estimate by Product (USD MN)
  •  Middle East Esports Market Estimate by Game (USD MN)
  •  Africa Esports Market Analysis by Revenue Source (USD MN)
  •  Africa Esports Market Estimate by Platform (USD MN)
  •  Africa Esports Market Estimate by Product (USD MN)
  •  Africa Esports Market Estimate by Game (USD MN)
  •  Partnership/Collaboration/Agreement
  •  Mergers And Acquisiton
  •  New Product Launch
  •  Other Developments
  •  Company Market Share Analysis, 2019
 
 
 LIST OF FIGURES
 
  •  Research Scope of Esports Report
  •  Market Research Process
  •  Market Research Methodology
  •  Global Esports Market Size, by Region (USD MN)
  •  Porters Five Forces Analysis
  •  Market Attractiveness Analysis by Revenue Source
  •  Market Attractiveness Analysis by Platform
  •  Market Attractiveness Analysis by Product
  •  Market Attractiveness Analysis by Game
  •  Market Attractiveness Analysis by Region
  •  Value Chain Analysis
  •  Global Esports Market Analysis by Revenue Source (USD MN)
  •  Global Esports Market Analysis in Sponsorship & Advertising by Geography (USD MN)
  •  Global Esports Market Analysis in eSports Betting & Fantasy Site by Geography (USD MN)
  •  Global Esports Market Analysis in Prize Pool by Geography (USD MN)
  •  Global Esports Market Analysis in Amateur & Micro Tournament by Geography (USD MN)
  •  Global Esports Market Analysis in Merchandising by Geography (USD MN)
  •  Global Esports Market Analysis in Ticket Sale by Geography (USD MN)
  •  Global Esports Market Analysis by Platform (USD MN)
  •  Global Esports Market Analysis in PC by Geography (USD MN)
  •  Global Esports Market Analysis in Console by Geography (USD MN)
  •  Global Esports Market Analysis by Product (USD MN)
  •  Global Esports Market Analysis in Mice by Geography (USD MN)
  •  Global Esports Market Analysis in Controller by Geography (USD MN)
  •  Global Esports Market Analysis in Headset by Geography (USD MN)
  •  Global Esports Market Analysis in Keyboard by Geography (USD MN)
  •  Global Esports Market Analysis in Other Accessories by Geography (USD MN)
  •  Global Esports Market Analysis by Game (USD MN)
  •  Global Esports Market Analysis in Multiplayer Online Battle Arena (MOBA) by Geography (USD MN)
  •  Global Esports Market Analysis in Real Time Strategy by Geography (USD MN)
  •  Global Esports Market Analysis in First Person Shooter by Geography (USD MN)
  •  Global Esports Market Analysis in Fighting And Sports by Geography (USD MN)
  •  Latin America Esports Market by Revenue
  •  Middle East & Africa Esports Market by Revenue
  •  Recent Development in Esports Industry
  •  Company Market Share Analysis, 2019
 
* Kindly note that the above listed are the basic tables and figures of the report and are not limited to the TOC.

Objectives of Study

  • Define and measure the global market
  • Volume or revenue forecast of the global market and its various sub-segments with respect to main geographies
  • Analyze and identify major market trends along with the factors driving or inhibiting the market growth
  • Study the company profiles of the major market players with their market share
  • Analyze competitive developments

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