The global demand for eSports Market is presumed to reach the valuation of nearly USD XX Mn by 2026 from USD XX in 2019 with a CAGR of 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
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.
Global eSports Market Share by Region (Representative Graph)
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 Market
2.2. Global Market Snapshot
3 . ESPORTS – INDUSTRY ANALYSIS
3.1. Introduction - Market Dynamics
3.2. Market Drivers
3.3. Market Restraints
3.4. Opportunities
3.5. Industry Trends
3.6. Porter’s Five Force Analysis
3.7. Market Attractiveness Analysis
3.7.1 Market Attractiveness Analysis By Revenue Source
3.7.2 Market Attractiveness Analysis By Platform
3.7.3 Market Attractiveness Analysis By Product
3.7.4 Market Attractiveness Analysis By Game
3.7.5 Market Attractiveness Analysis By Region
4 . VALUE CHAIN ANALYSIS
4.1. Value Chain Analysis
4.2. Raw Material Analysis
4.2.1. List of Raw Materials
4.2.2. Raw Material Manufactures List
4.2.3. Price Trend of 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 . IMPACT ANALYSIS OF COVID-19 OUTBREAK
5.1. Impact Analysis of Covid-19 Outbreak
5.1.1. Direct Impact on Production
5.1.2. Supply Chain and Market Disruption
5.1.3. Financial Impact on Firms and Financial Markets
5.2. COVID-19 Impact Analysis by Production, Import, Export and Demand
5.3. Market: Pre V/S Post COVID-19
5.4. Estimated Impact of the Coronavirus (COVID-19) Epidemic
5.5. COVID-19: Micro and Macro Factor Analysis
6 . GLOBAL ESPORTS MARKET ANALYSIS BY REVENUE SOURCE
6.1 Overview by Revenue Source
6.2 Historical and Forecast Data
6.3 Analysis by Revenue Source
6.4 Sponsorship & Advertising Historic and Forecast Sales by Regions
6.5 eSports Betting & Fantasy Site Historic and Forecast Sales by Regions
6.6 Prize Pool Historic and Forecast Sales by Regions
6.7 Amateur & Micro Tournament Historic and Forecast Sales by Regions
6.8 Merchandising Historic and Forecast Sales by Regions
6.9 Ticket Sale Historic and Forecast Sales by Regions
7 . GLOBAL ESPORTS MARKET ANALYSIS BY PLATFORM
7.1 Overview by Platform
7.2 Historical and Forecast Data
7.3 Analysis by Platform
7.4 PC Historic and Forecast Sales by Regions
7.5 Console Historic and Forecast Sales by Regions
7.9 Others Historic and Forecast Sales by Regions
8 . GLOBAL ESPORTS MARKET ANALYSIS BY PRODUCT
8.1 Overview by Product
8.2 Historical and Forecast Data
8.3 Analysis by Product
8.4 Mice Historic and Forecast Sales by Regions
8.5 Controller Historic and Forecast Sales by Regions
8.6 Headset Historic and Forecast Sales by Regions
8.7 Keyboard Historic and Forecast Sales by Regions
8.8 Other Accessories Historic and Forecast Sales by Regions
9 . GLOBAL ESPORTS MARKET ANALYSIS BY GAME
9.1 Overview by Game
9.2 Historical and Forecast Data
9.3 Analysis by Game
9.4 Multiplayer Online Battle Arena (MOBA) Historic and Forecast Sales by Regions
9.5 Real Time Strategy Historic and Forecast Sales by Regions
9.6 First Person Shooter Historic and Forecast Sales by Regions
9.7 Fighting And Sports Historic and Forecast Sales by Regions
10 . GLOBAL ESPORTS MARKET ANALYSIS BY GEOGRAPHY
10.1. Regional Outlook
10.2. Introduction
10.3. North America Sales Analysis
10.3.1. Overview, Historic and Forecast Sales Analysis
10.3.2. North America By Segment Sales Analysis
10.3.3. North America By Country Sales Analysis
10.3.4. United State Sales Analysis
10.3.5. Canada Sales Analysis
10.3.6. Mexico Sales Analysis
10.4. Europe Sales Analysis
10.4.1. Overview, Historic and Forecast Sales Analysis
10.4.2. Europe by Segment Sales Analysis
10.4.3. Europe by Country Sales Analysis
10.4.4. United Kingdom Sales Analysis
10.4.5. France Sales Analysis
10.4.6. Germany Sales Analysis
10.4.7. Italy Sales Analysis
10.4.8. Russia Sales Analysis
10.4.9. Rest Of Europe Sales Analysis
10.5. Asia Pacific Sales Analysis
10.5.1. Overview, Historic and Forecast Sales Analysis
10.5.2. Asia Pacific by Segment Sales Analysis
10.5.3. Asia Pacific by Country Sales Analysis
10.5.4. China Sales Analysis
10.5.5. India Sales Analysis
10.5.6. Japan Sales Analysis
10.5.7. South Korea Sales Analysis
10.5.8. Australia Sales Analysis
10.5.9. Rest Of Asia Pacific Sales Analysis
10.6. Latin America Sales Analysis
10.6.1. Overview, Historic and Forecast Sales Analysis
10.6.2. Latin America by Segment Sales Analysis
10.6.3. Latin America by Country Sales Analysis
10.6.4. Brazil Sales Analysis
10.6.5. Argentina Sales Analysis
10.6.6. Peru Sales Analysis
10.6.7. Chile Sales Analysis
10.6.8. Rest of Latin America Sales Analysis
10.7. Middle East & Africa Sales Analysis
10.7.1. Overview, Historic and Forecast Sales Analysis
10.7.2. Middle East & Africa by Segment Sales Analysis
10.7.3. Middle East & Africa by Country Sales Analysis
10.7.4. Saudi Arabia Sales Analysis
10.7.5. UAE Sales Analysis
10.7.6. Israel Sales Analysis
10.7.7. South Africa Sales Analysis
10.7.8. Rest Of Middle East And Africa Sales Analysis
11 . COMPETITIVE LANDSCAPE OF THE ESPORTS COMPANIES
11.1. Esports Market Competition
11.2. Partnership/Collaboration/Agreement
11.3. Merger And Acquisitions
11.4. New Product Launch
11.5. Other Developments
12 . COMPANY PROFILES OF ESPORTS INDUSTRY
12.1. Top 10 Company Share Analysis
12.2. Market Concentration Rate
12.3. Activision Blizzard Inc.
12.3.1. Company Overview
12.3.2. Company Revenue
12.3.3. Products
12.3.4. Recent Developments
12.4. Electronic Arts Inc.
12.4.1. Company Overview
12.4.2. Company Revenue
12.4.3. Products
12.4.4. Recent Developments
12.5. Gamevil Inc.
12.5.1. Company Overview
12.5.2. Company Revenue
12.5.3. Products
12.5.4. Recent Developments
12.6. GungHo Online Entertainment Inc.
12.6.1. Company Overview
12.6.2. Company Revenue
12.6.3. Products
12.6.4. Recent Developments
12.7. Hi Rez Stuidos
12.7.1. Company Overview
12.7.2. Company Revenue
12.7.3. Products
12.7.4. Recent Developments
12.8. Kabam Inc.
12.8.1. Company Overview
12.8.2. Company Revenue
12.8.3. Products
12.8.4. Recent Developments
12.9. King Digital Entertainment PLC
12.9.1. Company Overview
12.9.2. Company Revenue
12.9.3. Products
12.9.4. Recent Developments
12.10. Riot Games Inc.
12.10.1. Company Overview
12.10.2. Company Revenue
12.10.3. Products
12.10.4. Recent Developments
12.11. Rovio Entertainment Ltd.
12.11.1. Company Overview
12.11.2. Company Revenue
12.11.3. Products
12.11.4. Recent Developments
12.12. Wargaming Public Co Ltd
12.12.1. Company Overview
12.12.2. Company Revenue
12.12.3. Products
12.12.4. Recent Developments
12.13. Zynga Inc.
12.13.1. Company Overview
12.13.2. Company Revenue
12.13.3. Products
12.13.4. Recent Developments
*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
- Market Snapshot
- Drivers : Impact Analysis
- Restraints : 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
- Estimated Impact Of The Coronavirus (Covid-19) Epidemic
- COVID-19: Micro and Macro Factor Analysis
- Analysis by Revenue Source (USD MN)
- Sponsorship & Advertising Market Sales by Geography (USD MN)
- eSports Betting & Fantasy Site Market Sales by Geography (USD MN)
- Prize Pool Market Sales by Geography (USD MN)
- Amateur & Micro Tournament Market Sales by Geography (USD MN)
- Merchandising Market Sales by Geography (USD MN)
- Ticket Sale Market Sales by Geography (USD MN)
- Analysis Market by Platform (USD MN)
- PC Market Sales by Geography (USD MN)
- Console Market Sales by Geography (USD MN)
- Others Market Sales by Geography (USD MN)
- Analysis by Product (USD MN)
- Mice Market Sales by Geography (USD MN)
- Controller Market Sales by Geography (USD MN)
- Headset Market Sales by Geography (USD MN)
- Keyboard Market Sales by Geography (USD MN)
- Other Accessories Market Sales by Geography (USD MN)
- Analysis by Game (USD MN)
- Multiplayer Online Battle Arena (MOBA) Market Sales by Geography (USD MN)
- Real Time Strategy Market Sales by Geography (USD MN)
- First Person Shooter Market Sales by Geography (USD MN)
- Fighting And Sports Market Sales by Geography (USD MN)
- Global Esports Market Sales by Geography (USD MN)
- North America Market Analysis (USD MN)
- United State Market Analysis (USD MN)
- Canada Market Analysis (USD MN)
- Mexico Market Analysis (USD MN)
- Europe Market Analysis (USD MN)
- Europe Market Estimate by Country (USD MN)
- United Kingdom Market Analysis (USD MN)
- France Market Analysis (USD MN)
- Germany Market Analysis (USD MN)
- Italy Market Analysis (USD MN)
- Russia Market Analysis (USD MN)
- Spain Market Analysis (USD MN)
- Rest of Europe Market Analysis (USD MN)
- Asia Pacific Market Analysis (USD MN)
- China Market Analysis (USD MN)
- Japan Market Analysis (USD MN)
- India Market Analysis (USD MN)
- South Korea Market Analysis (USD MN)
- Australia Market Analysis (USD MN)
- Rest of Asia Pacific Market Analysis (USD MN)
- Latin America Market Analysis (USD MN)
- Brazil Market Analysis (USD MN)
- Argentina Market Analysis (USD MN)
- Peru Market Analysis (USD MN)
- Chile Market Analysis (USD MN)
- Rest of Latin America Market Analysis (USD MN)
- Middle East & Africa Market Analysis (USD MN)
- Saudi Arabia Market Analysis (USD MN)
- UAE Market Analysis (USD MN)
- Israel Market Analysis (USD MN)
- South Africa Market Analysis (USD MN)
- Rest of Middle East and Africa Market Analysis (USD MN)
- Partnership/Collaboration/Agreement
- Mergers And Acquisiton
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 Market Analysis by Revenue Source (USD MN)
- Sponsorship & Advertising Market Sales by Geography (USD MN)
- eSports Betting & Fantasy Site Market Sales by Geography (USD MN)
- Prize Pool Market Sales by Geography (USD MN)
- Amateur & Micro Tournament Market Sales by Geography (USD MN)
- Merchandising Market Sales by Geography (USD MN)
- Ticket Sale Market Sales by Geography (USD MN)
- Global Market Analysis by Platform (USD MN)
- PC Market Sales by Geography (USD MN)
- Console Market Sales by Geography (USD MN)
- Others Market Sales by Geography (USD MN)
- Global Market Analysis by Product (USD MN)
- Mice Market Sales by Geography (USD MN)
- Controller Market Sales by Geography (USD MN)
- Headset Market Sales by Geography (USD MN)
- Keyboard Market Sales by Geography (USD MN)
- Other Accessories Market Sales by Geography (USD MN)
- Global Market Analysis by Game (USD MN)
- Multiplayer Online Battle Arena (MOBA) Market Sales by Geography (USD MN)
- Real Time Strategy Market Sales by Geography (USD MN)
- First Person Shooter Market Sales by Geography (USD MN)
- Fighting And Sports Market Sales by Geography (USD MN)
- Global Market by Revenue
- North America Market by Revenue
- Europe Market by Revenue
- Asia Pacific Market by Revenue
- Latin America Market by Revenue
- Middle East & Africa Market by Revenue
- Recent Development in Industry
- Top 10 Company Share Analysis
* Kindly note that the above listed are the basic tables and figures of the report and are not limited to the TOC.