Esports Market - Global Outlook and Forecast 2020-2025

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GLOBAL ESPORTS MARKET SIZE TO REACH USD 2.7 BILLION BY 2025, GROWING AT A CAGR OF 16% DURING THE FORECAST PERIOD

Esports Market Size, Share, & Trends Analysis Report by Revenue (Game Publisher Fee, Merchandize & Tickets, Advertisement, Sponsorships, and Media Rights), Games (Multiplayer Online Battle Arena, Player vs. Player, First Person Shooters, and Real-Time Strategy), E-platform (PC-based Esports, Consoles-based Esports, and Mobile & Tablets), and Geography (North America, APAC, Europe, Latin America, and Middle East & Africa), Industry Analysis Report, Regional Outlook, Growth Potential, Price Trends, Competitive Market Share & Forecast, 2020-2025
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ESPORTS MARKET REPORT SCOPE

REPORT ATTRIBUTEDETAILS
Market Size (Revenue)USD 2.7 BILLION(2025)
CAGR16% (2020-2025)
Base Year2019
Forecast Year2020-2025
Market SegmentsRevenue (Game Publisher Fee, Merchandize & Tickets, Advertisement, Sponsorships, and Media Rights), Games (Multiplayer Online Battle Arena, Player vs. Player, First Person Shooters, and Real-Time Strategy) E-platform (PC-based Esports, Consoles-based Esports, and Mobile & Tablets)
Geographic AnalysisNorth America, APAC, Europe, Latin America, and Middle East & Africa
Countries CoveredGermany, UK, France, Poland, Sweden, US, Canada, South Korea, China, Japan, Australia, India, Malaysia, Brazil, Mexico, Argentina, Chile, UAE, Egypt, Morocco, and South Africa
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INDUSTRY INSIGHTS

The global esports market size to reach USD 2.7 billion by 2025, growing at a CAGR of over 16% over the forecast period. The global industry growth is projected to increase with increasing viewership, centralization of teams, and the continuous adoption of traditional franchise-style leagues.

The creation of franchise-based leagues is one of the most crucial developments in esports industry. There are numerous benefits to the franchise model. One of its biggest advantages is that it gives potential sponsors and advertisers a specific area to invest in, instead of choosing among the hundreds of tournaments that take place across the US.  The success of franchise-based esports leagues is critical for the future of the sport. For universities, these leagues will create a stable entity for graduates who would like to pursue a career in esports. College programs for professional esports have become increasingly popular over the last five years. Many small private institutions view gaming as a way to differentiate themselves from larger institutions and attract more students during enrollment struggles. For instance, the University of Akron is investing in three esports facilities and dedicating 5,200 square feet to competitive gaming with 90 gaming PCs and 30 next-generation consoles.

The global esports market has attracted investments of every size by way of developing revenue-generating opportunities from existing structures. Familiar investment methods, such as venture capital and private equity, have helped propel the esports industry and propel the rapid growth of investment in primary categories in the gaming industry.

SNIPPETS

  • The sponsorship segment will emerge as the leading contributor to the esports market, observing an incremental growth of over USD 890 million by 2025
  • The increase in audience and participants is a significant factor for esports market growth rate with viewership expected to grow to 644 million, which include 347 million occasional viewers and 297 million esports enthusiasts by 2022
  • North America will witness an incremental growth of over USD 630 million due to increased investments from game publishers, venture capitalists, and traditional media

ESPORTS MARKET SEGMENTATION 

This industry analysis report includes a detailed segmentation by

  • Revenue
  • Games
  • E-platform
  • Geography

INSIGHTS BY REVENUE

The esports market has shown tremendous growth in terms of revenue and viewership in the last few years. In 2019, out of the total esports revenue of USD 1.1 billion, sponsorships contributed USD 667 million in revenue, which was the highest. With player wages rising, the introduction of new sponsors and sponsorship sectors is critical for the future commercial success of electronic sports. Although it’s still in its infancy stage and has an irregular events season structure, sponsorship provides a streaming platform for brands to create their events and become rights holders.

The esports revenue from the media right segment will double by 2024. The segment is likely to become the largest source of esports revenue streams as massive audiences, and associated advertisement revenue from established online video platforms such as Twitch, YouTube, Douyu, and Huya will support the growth of media rights fees paid to top publishers.

INSIGHTS BY GAMES

Multiplayer online battle arena (MOBA) games segment will constitute the largest esports market share in 2025. MOBAs are witnessing continuous growth in emerging regions, especially in Latin America. Latin America is in the perfect position for a major upswing when it comes to the market. The region has 45 million viewers, with profits soaring close to USD 12 million in 2019. Players are more likely to spend money if they can engage in player vs player mode. Therefore, the growth of Player versus Player (PvP) games is expected to rise in future years.

INSIGHTS BY E-PLATFORM

Personal computers are currently the leading platform in the esports market. PC gaming is fast becoming a favorite choice among gaming enthusiasts, and this shift can be attributed to factors such as the young population, quality of gameplay, affordability, availability of top-end hardware and software, and improved internet bandwidth. With more than 60% of the people below 35 years of age, India has the largest potential market for the gaming segment.  The increasing popularity and the acceptance of competitive gaming have attracted hardcore PC users, with many wanting to build their systems.

The global esports market is growing with the involvement of advanced mobile app technologies. The trend of the growth is helping to develop new industries with new possibilities from these prospects. Businesses are trying their hands at esports with attractive features in a mobile app.

INSIGHTS BY GEOGRAPHY

 

Countries such as the US, China, and South Korea have been showing impressive growth in the development of esports games, the number of players, audience, and infrastructure. In recent years many arenas have been built across the globe, with well-designed sitting arrangements, and the arenas are well equipped with gaming equipment, lighting, screens, and supporting equipment. China's esports industry has the world's largest number of gamers. Over 600 million people play games on phones, computers, or game consoles. However, the US remains the most important market with large average spending per customer, high gaming penetration, and young and responsive demographics. The growth in the US is still strong, with respect to the increasing viewership and audience figures.  In recent years, the APAC has emerged as the most potential market with the growing number of gamers as well as esports tournaments.

Europe has been one of the most important regions in the development of the electronic sports market. Some of the first organizations that made esports popular, especially in the West, originate from Europe. Electronics Sports League is one of the world’s largest esports organizations, which has its origins in Germany. The company has helped build and shape esports from small community events to record-breaking events, including the Intel Extreme Masters in Katowice and ESL One in Cologne. Europe accounts for almost one-third of all global esports revenues and hosts more than 70 million viewers. 

INSIGHTS BY VENDORS

Electronic sports is a booming industry, where skilled video gamers play competitively. As baseball, basketball, and football are competitive, esports encompasses competition across a variety of video games. This industry includes traditional sports-related games such as NBA2K and FIFA and notably games such as League of Legends, Counter-Strike, and Dota. Valve, Activision, Riot Games, and EA have, for many years, brought to audiences some of the most detailed, deep, and competitive multiplayer games. These publishers set the standard and create experiences that are brimming with competitiveness. Blizzard is well experienced in the world of professional gaming. The games such as Starcraft, Warcraft, and now Overwatch makes for some of the entertainment, popular, and lucrative pro-gaming scenes.

The global esports market research report includes revenue and forecast insights for the following segments:

Segmentation by Revenue

  • Game Publisher Fee
  • Merchandize & Tickets
  • Advertisement
  • Sponsorships
  • Media Rights

By Games

  • Multiplayer Online Battle Arena (MOBA)
  • Player vs. Player (PvP)
  • First Person Shooters (FPS)
  • Real Time Strategy (RTS)
  • Salons & Spas

By E-Platform 

  • PC-based
  • Consoles-based
  • Mobile & Tablets

By Geography

  • Europe
    • Germany
    • UK
    • France
    • Poland
    • Sweden
  • North America
    • US
    • Canada
  • APAC
    • South Korea
    • China
    • Japan
    • Australia
    • India
    • Malaysia
  • Latin America
    • Brazil
    • Mexico
    • Argentina
    • Chile
  • Middle East & Africa
    • UAE
    • Egypt
    • Morocco
    • South Africa

Frequently Asked Questions

What is the esports market size and growth forecast?

The global esports market size is expected to reach revenues of $2.7 billion by 2025, growing at a CAGR of over 16% during 2019-2025.

What are the factors impacting the growth of the esports market?

Technological innovations in the gaming industry is a key growth driver in the global esports market.

Who are the key players in the esports market?

The leading players in the esports market are Activision Blizzard, Electronic Arts, Modern Times Group (MTG), Take-Two Interactive Software, Tencent, and Valve Corporation.

Which segment is emerging as a key revenue generators in the esports market?

In 2019, out of the total esports revenue of $1.1 billion, sponsorships contributed $667 million in revenue, which was the highest.

Which is the largest revenue-generating region for the esports market?

The US remains the most important market with large average spending per customer, high gaming penetration, and young and responsive demographics.

The esports market is expected to grow at a CAGR of over 16% during the period 2019–2025.

 The following factors are likely to contribute to the growth of the market during the forecast period:

  • Technological Innovations in the Gaming Industry
  • Increase in Internet Penetration
  • Role of Association and Government Involvement
  • Increased Awareness of Esports

Base Year:         2019

Forecast Year:   2020–2025

The study considers the present scenario of the esports market and its market dynamics for the period 2019−2025. It covers a detailed overview of several market growth enablers, restraints, and trends. The study offers both the demand and supply aspects of the market. It profiles and examines leading companies and other prominent companies operating in the market.

Key Vendors

  • Activision Blizzard
    • Business Overview
    • Major Product Offerings
    • Key Strengths
    • Key Strategies
    • Key Opportunities
  • Electronic Arts
  • Modern Times Group (MTG)
  • Take-Two Interactive Software
  • Tencent
  • Valve Corporation

Other Prominent Vendors

  • Supercell
  • Nintendo
  • Hi-Rez Studios
  • Epic Games
  • Torque Esports
  • Bandai Namco Entertainment
  • Nival
  • Zeni Max
  • Psyonix
  • Super Evil Megacorp
  • GAMEVIL
  • Capcom
  • Crytek
  • Inno Games
  • Deep Silver
  • Gameforge
  • Konami Holdings Corporation
  • Zynga
  • Kabam
  • Rovio Entertainment
  • Wargaming Group Limited
  • Ubisoft
  • Sega
  • Neowiz Games
  • NCSoft
  • Microsoft Studios
  • Bethesda Softworks
  • Aksys Games

Market Segmentation by Revenue   

  • Game Publisher Fee
  • Merchandize & Tickets
  • Advertisement
  • Sponsorships
  • Media Rights

Market Segmentation by Games

  • Multiplayer Online Battle Arena (MOBA)
  • Player vs. Player (PvP)
  • First Person Shooters (FPS)
  • Real Time Strategy (RTS)
  • Salons & Spas

Market Segmentation by E-platform  

  • PC-based Esports
  • Consoles-based Esports
  • Mobile & Tablets

Market Segmentation by Geography

  • Europe
    • Germany
    • UK
    • France
    • Poland
    • Sweden
  • North America
    • US
    • Canada
  • APAC
    • South Korea
    • China
    • Japan
    • Australia
    • India
    • Malaysia
  • Latin America
    • Brazil
    • Mexico
    • Argentina
    • Chile
  • MEA
    • UAE
    • Egypt
    • Morocco
    • South Africa

List of Exhibits 

Exhibit 1               Segmentation of Global Esports Market

Exhibit 2               Market Size Calculation Approach 2019

Exhibit 3               Evolution of Esports through History

Exhibit 4               Esports Ecosystem

Exhibit 5               Esports Channels and Sponsors

Exhibit 6               Impact of Technological Innovations in Gaming Industry

Exhibit 7               Impact of Growth in Gaming Audience

Exhibit 8               Global Esports Audience Growth (millions)

Exhibit 9               Impact of Increasing Internet Penetration

Exhibit 10             Global Internet User’s Distribution in 2019

Exhibit 11             Impact of Role of Associations & Government Involvement

Exhibit 12             Impact of Growth in Sponsorships & Franchise

Exhibit 13             Impact of Growing Awareness of Esports

Exhibit 14             Global Awareness of Esports Among Audience 2016−2019 (million)

Exhibit 15             Impact of Implementation of Stringent Regulation

Exhibit 16             Impact of Health Hazards of Gaming

Exhibit 17             Impact of Gaming Frauds & Ethical Concerns

Exhibit 18             Video Gaming Market: Value Chain Analysis

Exhibit 19             Various Stakeholders in Esports Value Chain

Exhibit 20             Value Chain Analysis for Esports Market

Exhibit 21             Online Business Model for Esports

Exhibit 22             Offline Business Model for Esports

Exhibit 23             Global Esports Market 2019–2025 ($ million)

Exhibit 24             Five Forces Analysis 2019

Exhibit 25             Incremental Growth by Revenue Source 2019 & 2025

Exhibit 26             Esports Market Share by Revenue Sources 2019 & 2025

Exhibit 27             Major Esports Sponsorship Revenue Contribution by Sectors 2019

Exhibit 28             Global Esports Sponsorship Market 2019–2025 ($ million)

Exhibit 29             Global Esports Media Rights Market 2019–2025 ($ million)

Exhibit 30             Global Esports Advertisement Market 2019–2025 ($ million)

Exhibit 31             Global Esports Game Publisher Fees Market 2019–2025 ($ million)

Exhibit 32             Global Esports Merchandise & Tickets Market 2019–2025 ($ million)

Exhibit 33             Incremental Growth by Game Type 2019 & 2025

Exhibit 34             Market Share of Esports Games 2019 & 2025

Exhibit 35             Global Esports MOBA Market 2019–2025 ($ million)

Exhibit 36             Global Esports PvP Market 2019–2025 ($ million)

Exhibit 37             Global Esports FPS Market 2019–2025 ($ million)

Exhibit 38             Global Esports RTS Market 2019–2025 ($ million)

Exhibit 39             Global Esports MMOG Market 2019–2025 ($ million)

Exhibit 40             Incremental Growth by Platform 2019 & 2025

Exhibit 41             Market Share of Platforms for Esports Market 2019 & 2025

Exhibit 42             Global PC-based Esports Market 2019–2025 ($ million)

Exhibit 43             Console Esports Viewership 2019 (million)

Exhibit 44             Global Console-based Esports Market 2019–2025 ($ million)

Exhibit 45             Mobile Esports by Geography 2019

Exhibit 46             Global Mobile Esports Market 2019–2025 ($ million)

Exhibit 47             Incremental Growth by Geography 2019 & 2025

Exhibit 48             Market Share of Esports Market by Geography: 2019 & 2025

Exhibit 49             Esports Market in North America 2019–2025 ($ million)

Exhibit 50             Incremental Growth in North America 2019 & 2025

Exhibit 51             Esports Viewers in US in Comparison to Professional Sports Leagues (Million)

Exhibit 52             Esports Market in US 2019–2025 ($ million)

Exhibit 53             Esports Market in Canada 2019–2025 ($ million)

Exhibit 54             Emerging Esports Countries in APAC in 2019

Exhibit 55             Esports Market in APAC 2019–2025 ($ million)

Exhibit 56             Incremental Growth in APAC 2019 & 2025

Exhibit 57             Esports Market in China 2019–2025 ($ million)

Exhibit 58             Australian Esports Audience by Age for 2019

Exhibit 59             Esports Market in Australia 2019–2025 ($ million)

Exhibit 60             Types of Gamers in India

Exhibit 61             Esports Market in India 2019–2025 ($ million)

Exhibit 62             Penetration of Esports Online Viewership Age-Wise in 2019

Exhibit 63             Esports Market in South Korea 2019–2025 ($ million)

Exhibit 64             Esports Market in Malaysia 2019–2025 ($ million)

Exhibit 65             Esports Market in Japan 2019–2025 ($ million)

Exhibit 66             Esports Market in Europe 2019–2025 ($ million)

Exhibit 67             Esports Platform Market in Europe 2019−2025 ($ million)

Exhibit 68             Incremental Growth in Europe 2019 & 2025

Exhibit 69             Esports Market in UK 2019–2025 ($ million)

Exhibit 70             Esports Market in Germany 2019–2025 ($ million)

Exhibit 71             Esports Market in France 2019–2025 ($ million)

Exhibit 72             Esports Market in Sweden 2019–2025 ($ million)

Exhibit 73             Esports Market in Poland 2019–2025 ($ million)

Exhibit 74             Esports Market in MEA 2019–2025 ($ million)

Exhibit 75             Incremental Growth in MEA 2019 & 2025

Exhibit 76             Esports Market in UAE 2019–2025 ($ million)

Exhibit 77             Esports Market in South Africa 2019–2025 ($ million)

Exhibit 78             Esports Market in Egypt 2019–2025 ($ million)

Exhibit 79             Esports Market in Morocco 2019–2025 ($ million)

Exhibit 80             Esports Market in Latin America 2019–2025 ($ million)

Exhibit 81             Incremental Growth in Latin America 2019 & 2025

Exhibit 82             Esports Market in Brazil 2019–2025 ($ million)

Exhibit 83             Esports Market in Mexico 2019–2025 ($ million)

Exhibit 84             Esports Market in Argentina 2019–2025 ($ million)

Exhibit 85             Esports Market in Chile 2019–2025 ($ million)

Exhibit 86             Components of Esports Ecosystem

                            

List of Tables    

Table 1                  Key Caveats

Table 2                  Currency Conversion 2013−2019

Table 3                  Major Global Esports Arenas

Table 4                  Highlighted Deals in Esports Industry (2015−2019)

Table 5                  Differentiation between Open-league Systems and Closed-league Systems

Table 6                  Recent Engagement of Renowned Brands with Esport Events

Table 7                  Esports Sponsorships Revenue by Geography 2019−2025 ($ million)

Table 8                  Esports Media Rights Revenue by Geography 2019−2025 ($ million)

Table 9                  Esports Advertisement Revenue by Geography 2019−2025 ($ million)

Table 10               Game Publisher Fees Market by Geography 2019−2025 ($ million)

Table 11               Esports Merchandise & Ticket Revenue by Geography 2019−2025 ($ million)

Table 12               Global Esports MOBA Market by Geography 2019−2025 ($ million)

Table 13               Category of PvP Esports Games

Table 14               Global Esports PvP Market by Geography 2019−2025 ($ million)

Table 15               Global Esports Market FPS: by Geography 2019−2025 ($ million)

Table 16               Global Esports RTS Market by Geography 2019−2025 ($ million)

Table 17               Global Esports MMOG Market by Geography 2019−2025 ($ million)

Table 18               Global PC-based Esports Market by Geography 2019−2025 ($ million)

Table 19               Global Console-based Esports Market by Geography 2019−2025 ($ million)

Table 20               Global Mobile Esports Market by Geography 2019−2025 ($ million)

Table 21               Revenue Source in North America 2019−2025 ($ million)

Table 22               Esports Games in North America 2019−2025 ($ million)

Table 23               Esports Platforms in North America 2019−2025 ($ million)

Table 24               Esports Revenue Source Market in APAC 2019−2025 ($ million)

Table 25               Esports Game Market in APAC 2019−2025 ($ million)

Table 26               Esports Platform Market in APAC 2019−2025 ($ million)

Table 27               Esports Revenue Source Market in Europe 2019−2025 ($ million)

Table 28               Esports Game Market in Europe 2019−2025 ($ million)

Table 29               Esports Revenue Source Market in MEA 2019−2025 ($ million)

Table 30               Esports Game Market in MEA 2019−2025 ($ million)

Table 31               Esports Platform Market in MEA 2019−2025 ($ million)

Table 32               Esports Revenue Source Market in Latin America 2019−2025 ($ million)

Table 33               Esports Game Market in Latin America 2019−2025 ($ million)

Table 34               Esports Platform Market in Latin America 2019−2025 ($ million)

Table 35               Activision Blizzard: Major Product Offerings

Table 36               Electronic Arts Inc.: Major Product Offerings

Table 37               Modern Times Group: Major Product Offerings

Table 38               Take-Two Interactive Software: Major Product Offerings

Table 39               Tencent: Major Product Offerings

Table 40               Valve Corporation: Major Product Offerings

Table 41               Supercell: Major Product Offerings

Table 42               Nintendo: Major Product Offerings

Table 43               Hi-Rez Studios: Major Product Offerings

Table 44               Epic Games: Major Product Offerings

Table 45               Torque Esports: Major Product Offerings

Table 46               Bandai Namco Entertainment: Major Product Offerings

Table 47               Nival: Major Product Offerings

Table 48               Zeni Max: Major Product Offerings

Table 49               Psyonix: Major Product Offerings

Table 50               Super Evil Megacorp: Major Product Offerings

Table 51               GAMEVIL: Major Product Offerings

Table 52               Capcom: Major Product Offerings

Table 53               Crytek: Major Product Offerings

Table 54               Inno Games: Major Product Offerings

Table 55               Deep silver: Major Product Offerings

Table 56               Gameforge: Major Product Offerings

Table 57               Konami Holdings Corporation: Major Product Offerings

Table 58               Zynga.: Major Product Offerings

Table 59               Kabam: Major Product Offerings

Table 60               Rovio Entertainment: Major Product Offerings

Table 61               Wargaming Group Limited: Major Product Offerings

Table 62               Ubisoft: Major Product Offerings

Table 63               Sega: Major Product Offerings

Table 64               Neowiz Games: Major Product Offerings

Table 65               NCSoft: Major Product Offerings

Table 66               Microsoft Studios: Major Product Offerings

Table 67               Bethesda Softworks: Major Product Offerings

Table 68               Aksys Games: Major Product Offerings

Table 69               Global Esports Market by Geography 2019−2025 ($ million)

Table 70               Esports Market in North America by Revenue Source 2019−2025 ($ million)

Table 71               Esports Market in North America by Game 2019−2025 ($ million)

Table 72               Esports Market in North America by Platform 2019−2025 ($ million)

Table 73               Esports Market in APAC by Revenue Source 2019−2025 ($ million)

Table 74               Esports Market in APAC by Game 2019−2025 ($ million)

Table 75               Esports Market in APAC by Platform 2019−2025 ($ million)

Table 76               Esports Market in Europe by Revenue Source 2019−2025 ($ million)

Table 77               Esports Market in Europe by Game 2019−2025 ($ million)

Table 78               Esports Market in Europe by Platform 2019−2025 ($ million)

Table 79               Esports Market in Latin America by Revenue Source 2019−2025 ($ million)

Table 80               Esports Market in Latin America by Game 2019−2025 ($ million)

Table 81               Esports Market in Latin America by Platform 2019−2025 ($ million)

Table 82               Esports Market in MEA by Revenue Source 2019−2025 ($ million)

Table 83               Esports Market in MEA by Game 2019−2025 ($ million)

Table 84               Esports Market in MEA by Platform 2019−2025 ($ million)

Table 85               Global Esports Market by Revenue Source 2019−2025 ($ million)

Table 86               Global Esports Sponsorships Market by Geography 2019−2025 ($ million)

Table 87               Global Esports Media Rights Market by Geography 2019−2025 ($ million)

Table 88               Global Esports Advertisement Market by Geography 2019−2025 ($ million)

Table 89               Global Esports Game Publisher Fees Market by Geography 2019−2025 ($ million)

Table 90               Global Esports Merchandise & Tickets Market by Geography 2019−2025 ($ million)

Table 91               Global Esports Games Market 2019−2025 ($ million)

Table 92               Global Esports MOBA Market by Geography 2019−2025 ($ million)

Table 93               Global Esports PvP Market by Geography 2019−2025 ($ million)

Table 94               Global Esports FPS Games Market by Geography 2019−2025 ($ million)

Table 95               Global Esports MMOG Market by Geography 2019−2025 ($ million)

Table 96               Global Esports RTS Market by Geography 2019−2025 ($ million)

Table 97               Global Esports Market by Platform 2019−2025 ($ million)

Table 98               Global Esports PC Market by Geography 2019−2025 ($ million)

Table 99               Global Esports Console Market by Geography 2019−2025 ($ million)

Table 100             Global Esports Mobile/Tablet Market by Geography 2019−2025 ($ million)

1              Research Methodology

2              Research Objectives

3              Research Process

 

4              Scope & Coverage

4.1          Market Definition

4.1.1      Inclusions

4.1.2      Exclusions

4.2          Base Year

4.3          Scope of The Study

4.3.1      Market Segmentation by Revenue Source

4.3.2      Market Segmentation by Game

4.3.3      Market Segmentation by Platform

4.3.5      Market Segmentation by Geography

 

5              Report Assumptions & Caveats

5.1          Key Caveats

5.2          Currency Conversion

5.3          Market Derivation

 

6              Market at a Glance

7              Introduction

7.1          Overview

7.2          Esports Evolution

7.3          Esports Ecosystem

7.3.1      Overview

 

8              Market Opportunities & Trends

8.1          Technological Innovations In Gaming Industry

8.2          Growth In Gaming Audience

8.3          Increasing Internet Penetration

 

9              Market Growth Enablers

9.1          Role Of Associations & Government Involvement

9.2          Growth In Sponsorships & Franchise

9.3          GROWING AWARENESS OF ESPORTS

 

10           Market Restraints

10.1        Implementation Of Stringent Regulations

10.2        Health Hazards Of Gaming

10.3        Gaming Frauds & Ethical Concerns

 

11           Value Chain Analysis

11.1        Overview

11.2        Value Chain Analysis

11.2.1    Teams

11.2.2    Professional Esports Competitions

11.2.3    Event Organizers

11.2.4    Games

11.2.5    Platforms

11.2.6    Streamers

11.3        Business Model: Online Versus Offline

 

12           Market Landscape

12.1        Market Overview

12.2        Market Size & Forecast

12.3        Five Forces Analysis

12.3.1    Threat of New Entrants

12.3.2    Bargaining Power of Suppliers

12.3.3    Bargaining Power of Buyers

12.3.4    Threat of Substitutes

12.3.5    Competitive Rivalry

 

13           Revenue Source

13.1        Market Snapshot & Growth Engine

13.2        Market Overview

13.3        Sponsorships

13.3.1    Market Overview

13.3.2    Market Size & Forecast

13.3.3    Market by Geography

13.4        Media Rights

13.4.1    Market Overview

13.4.2    Market Size & Forecast

13.4.3    Market by Geography

13.5        Advertisements

13.5.1    Market Overview

13.5.2    Market Size & Forecast

13.5.3    Market by Geography

13.6        Game Publisher Fees

13.6.1    Market Overview

13.6.2    Market Size & Forecast

13.6.3    Market by Geography

13.7        Merchandise & Tickets

13.7.1    Market Overview

13.7.2    Market Size & Forecast

13.7.3    Market by Geography

 

14           Game Type

14.1        Market Snapshot & Growth Engine

14.2        Market Overview

14.3        Multiplayer Online Battle Arena (MOBA)

14.3.1    Market Overview

14.3.2    Market Size & Forecast

14.3.3    Market by Geography

14.4        PVP (PLAYER VS PLAYER)

14.4.1    Market Overview

14.4.2    Market Size & Forecast

14.4.3    Market by Geography

14.5        First Person Shooter (FPS)

14.5.1    Market Overview

14.5.2    Market Size & Forecast

14.5.3    Market by Geography

14.6        Real-Time Strategy (RTS)

14.6.1    Market Overview

14.6.2    Market Size & Forecast

14.6.3    Market by Geography

14.7        Massive Multiplayer Online Games (MMOG)

14.7.1    Market Overview

14.7.2    Market Size & Forecast

14.7.3    Market by Geography

 

15           Platform

15.1        Market Snapshot & Growth Engine

15.2        Market Overview

15.3        Pc-Based Esports

15.3.1    Market Overview

15.3.2    Market Size & Forecast

15.3.3    Market by Geography

15.4        Console-Based Esports

15.4.1    Market Overview

15.4.2    Market Size & Forecast

15.4.3    Market by Geography

15.5        Mobile/Tablet

15.5.1    Market Overview

15.5.2    Market Size & Forecast

15.5.3    Market by Geography

 

16           Geography

16.1        Market Snapshot & Growth Engine

16.2        Geographic Overview


17           North America

17.1        Market Overview

17.2        Market Size & Forecast

17.3        Revenue

17.3.1    Market Size & Forecast

17.4        Games

17.4.1    Market Size & Forecast

17.5        Platforms

17.5.1    Market Size & Forecast

17.6        Key Countries

17.6.1    Market Snapshot & Growth Engine

17.7        US

17.7.1    Market Size & Forecast

17.8        Canada

17.8.1    Market Size & Forecast

 

18           APAC

18.1        Market Overview

18.2        Market Size & Forecast

18.3        Revenue

18.3.1    Market Size & Forecast

18.4        Game

18.4.1    Market Size & Forecast

18.5        Platform

18.5.1    Market Size & Forecast

18.6        Key Countries

18.6.1    Market Snapshot & Growth Engine

18.7        China

18.7.1    Market Size & Forecast

18.8        Australia

18.8.1    Market Size & Forecast

18.9        India

18.9.1    Market Size & Forecast

18.10     South Korea

18.10.1  Market Size & Forecast

18.11     Malaysia

18.11.1  Market Size & Forecast

18.12     Japan

18.12.1  Market Size & Forecast

 

19           Europe

19.1        Market Overview

19.2        Market Size & Forecast

19.3        Revenue

19.3.1    Market Size & Forecast

19.4        Game

19.4.1    Market Size & Forecast

19.5        Platform

19.5.1    Market Size & Forecast

19.6        Key Countries

19.6.1    Market Snapshot & Growth Engine

19.7        UK

19.7.1    Market Size & Forecast

19.8        Germany

19.8.1    Market Size & Forecast

19.9        France

19.9.1    Market Size & Forecast

19.10     Sweden

19.10.1  Market Size & Forecast

19.11     Poland

19.11.1  Market Size & Forecast

 

20           Middle East and Africa

20.1        Market Overview

20.2        Market Size & Forecast

20.3        Revenue

20.3.1    Market Size & Forecast

20.4        Game

20.4.1    Market Size & Forecast

20.5        Platform

20.5.1    Market Size & Forecast

20.6        Key Countries

20.6.1    Market Snapshot & Growth Engine

20.7        UAE

20.7.1    Market Size & Forecast

20.8        South Africa

20.8.1    Market Size & Forecast

20.9        Egypt

20.9.1    Market Size & Forecast

20.10     Morocco

20.10.1  Market Size & Forecast

 

21           Latin America

21.1        Market Overview

21.2        Market Size & Forecast

21.3        Revenue

21.3.1    Market Size & Forecast

21.4        Game

21.4.1    Market Size & Forecast

21.5        Platform

21.5.1    Market Size & Forecast

21.6        Key Countries

21.6.1    Market Snapshot & Growth Engine

21.7        Brazil

21.7.1    Market Size & Forecast

21.8        Mexico

21.8.1    Market Size& Forecast

21.9        Argentina

21.9.1    Market Size & Forecast

21.1        Chile

21.10.1  Market Size & Forecast

 

22           Competitive Landscape

22.1        Competition Overview

 

23           Key Company Profiles

23.1        Activision Blizzard

23.1.1    Business Overview

23.1.2    Activision Blizzard in Esports Market

23.1.3    Product Offerings

23.1.4    Key Strengths

23.1.5    Key Strategies

23.1.6    Key Opportunities

23.2        Electronic Arts

23.2.1    Business Overview

23.2.2    Electronic Arts in Esports Market

23.2.3    Product Offerings

23.2.4    Key Strengths

23.2.5    Key Strategies

23.2.6    Key Opportunities

23.3        Modern Times Group

23.3.1    Business Overview

23.3.2    Modern Times Group in Esports Market

23.3.3    Product Offerings

23.3.4    Key Strengths

23.3.5    Key Strategies

23.3.6    Key Opportunities

23.4        Take-Two Interactive Software

23.4.1    Business Overview

23.4.2    Take-Two Interactive Software in Esports Market

23.4.3    Product Offerings

23.4.4    Key Strengths

23.4.5    Key Strategies

23.4.6    Key Opportunities

23.5        Tencent

23.5.1    Business Overview

23.5.2    Tencent in Esports Market

23.5.3    Product Offerings

23.5.4    Key Strengths

23.5.5    Key Strategies

23.5.6    Key Opportunities

23.6        Valve Corporation

23.6.1    Business Overview

23.6.2    Valve Corporation in Esports Market

23.6.3    Product Offerings

23.6.4    Key Strengths

23.6.5    Key Strategies

23.6.6    Key Opportunities

 

24           Other Prominent Vendors

24.1        Supercell

24.1.1    Business Overview

24.1.2    Product Offerings

24.1.3    Key Strengths

24.1.4    Key Strategies

24.2        Nintendo

24.2.1    Business Overview

24.2.2    Product Offerings

24.2.3    Key Strengths

24.2.4    Key Strategies

24.3        HI-Rez Studios

24.3.1    Business Overview

24.3.2    Product Offerings

24.3.3    Key Strategies

24.3.4    Key Strengths

24.4        Epic Games

24.4.1    Business Overview

24.4.2    Product Offerings

24.4.3    Key Strengths

24.4.4    Key Strategies

24.5        Torque Esports

24.5.1    Business Overview

24.5.2    Product Offerings

24.5.3    Key Strengths

24.5.4    Key Strategies

24.6        Bandai Namco Entertainment

24.6.1    Business Overview

24.6.2    Product Offerings

24.6.3    Key Strengths

24.6.4    Key Strategies

24.7        Nival

24.7.1    Business Overview

24.7.2    Product Offerings

24.7.3    Key Strengths

24.7.4    Key Strategies

24.8        Zeni Max

24.8.1    Business Overview

24.8.2    Product Offerings

24.8.3    Key Strengths

24.8.4    Key Strategies

24.9        Psyonix

24.9.1    Business Overview

24.9.2    Product Offerings

24.9.3    Key Strengths

24.9.4    Key Strategies

24.10     Super Evil Megacorp

24.10.1  Business Overview

24.10.2  Product Offerings

24.10.3  Key Strengths

24.10.4  Key Strategies

24.11     Gamevil

24.11.1  Business Overview

24.11.2  Product Offerings

24.11.3  Key Strengths

24.11.4  Key Strategies

24.12     Capcom

24.12.1  Business Overview

24.12.2  Product Offerings

24.12.3  Key Strengths

24.12.4  Key Strategies

24.13     Crytek

24.13.1  Business Overview

24.13.2  Product Offerings

24.13.3  Key Strengths

24.13.4  Key Strategies

24.14     Inno Games

24.14.1  Business Overview

24.14.2  Product Offerings

24.14.3  Key Strengths

24.14.4  Key Strategies

24.15     Deep Silver

24.15.1  Business Overview

24.15.2  Product Offerings

24.15.3  Key Strengths

24.15.4  Key Strategies

24.16     Gameforge

24.16.1  Business Overview

24.16.2  Product Offerings

24.16.3  Key Strengths

24.16.4  Key Strategies

24.17     Konami Holdings Corporation

24.17.1  Business Overview

24.17.2  Product Offerings

24.17.3  Key Strengths

24.17.4  Key Strategies

24.18     Zynga

24.18.1  Business Overview

24.18.2  Product Offerings

24.18.3  Key Strengths

24.18.4  Key Strategies

24.19     Kabam

24.19.1  Business Overview

24.19.2  Product Offerings

24.19.3  Key Strengths

24.19.4  Key Strategies

24.20     Rovio Entertainment

24.20.1  Business Overview

24.20.2  Product Offerings

24.20.3  Key Strengths

24.20.4  Key Strategies

24.21     Wargaming Group Limited

24.21.1  Business Overview

24.21.2  Product Offerings

24.21.3  Key Strengths

24.21.4  Key Strategies

24.22     Ubioft

24.22.1  Business Overview

24.22.2  Product Offerings

24.22.3  Key Strengths

24.22.4  Key Strategies

24.23     SEGA

24.23.1  Business Overview

24.23.2  Product Offerings

24.23.3  Key Strengths

24.23.4  Key Strategies

24.24     Neowiz Games

24.24.1  Business Overview

24.24.2  Product Offerings

24.24.3  Key Strengths

24.24.4  Key Strategies

24.25     NCSOFT

24.25.1  Business Overview

24.25.2  Product Offerings

24.25.3  Key Strengths

24.25.4  Key Strategies

24.26     Microsoft Studios

24.26.1  Business Overview

24.26.2  Product Offerings

24.26.3  Key Strengths

24.26.4  Key Strategies

24.27     Bethesda Softworks

24.27.1  Business Overview

24.27.2  Product Offerings

24.27.3  Key Strengths

24.27.4  Key Strategies

24.28     Aksys Games

24.28.1  Business Overview

24.28.2  Product Offerings

24.28.3  Key Strengths

24.28.4  Key Strategies

 

25           Report Summary

25.1        Key Takeaways

25.2        Strategic Recommendations

 

26           Quantitative Summary

26.1        Geography

26.1.1    Global Market Size & Forecast

26.2        North America

26.2.1    Revenue Source: Market Size & Forecast

26.2.2    Game: Market Size & Forecast

26.2.3    Platform: Market Size & Forecast

26.3        APAC

26.3.1    Revenue Source: Market Size & Forecast

26.3.2    Game: Market Size & Forecast

26.3.3    Platform: Market Size & Forecast

26.4        Europe

26.4.1    Revenue Source: Market Size & Forecast

26.4.2    Game: Market Size & Forecast

26.4.3    Platform: Market Size & Forecast

26.5        Latin America

26.5.1    Market Size & Forecast

26.5.2    Game: Market Size & Forecast

26.5.3    Platform: Market Size & Forecast

26.6        Middle East & Africa

26.6.1    Revenue Source: Market Size & Forecast

26.6.2    Game: Market Size & Forecast

26.6.3    Platform: Market Size & Forecast

26.7        Revenue Source

26.7.1    Global Market Size & Forecast

26.8        Sponsorships

26.8.1    Market Size & Forecast by Geography

26.9        Media Rights

26.9.1    Market Size & Forecast by Geography

26.1        Advertisement

26.10.1  Market Size & Forecast by Geography

26.11     Game Publisher Fees

26.11.1  Market Size & Forecast by Geography

26.12     Merchandise & Tickets

26.12.1  Market Size & Forecast by Geography

26.13     Games

26.13.1  Global Market Size & Forecast

26.14     MOBA

26.14.1  Market Size & Forecast by Geography

26.15     PVP

26.15.1  Market Size & Forecast by Geography

26.16     FPS

26.16.1  Market Size & Forecast by Geography

26.17     MMOG

26.17.1  Market Size & Forecast by Geography

26.18     RTS

26.18.1  Market Size & Forecast by Geography

26.19     Platform

26.19.1  Global Market Size & Forecast

26.2        PC-Based Esports

26.20.1  Market Size & Forecast by Geography

26.21     Console-Based Esports

26.21.1  Market Size & Forecast by Geography

26.22     Mobile/Tablet

26.22.1  Market Size & Forecast by Geography

 

27           Appendix

27.1        Abbreviations

               

               

 

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Frequently Asked Questions

What is the esports market size and growth forecast?

The global esports market size is expected to reach revenues of $2.7 billion by 2025, growing at a CAGR of over 16% during 2019-2025.

What are the factors impacting the growth of the esports market?

Technological innovations in the gaming industry is a key growth driver in the global esports market.

Who are the key players in the esports market?

The leading players in the esports market are Activision Blizzard, Electronic Arts, Modern Times Group (MTG), Take-Two Interactive Software, Tencent, and Valve Corporation.

Which segment is emerging as a key revenue generators in the esports market?

In 2019, out of the total esports revenue of $1.1 billion, sponsorships contributed $667 million in revenue, which was the highest.

Which is the largest revenue-generating region for the esports market?

The US remains the most important market with large average spending per customer, high gaming penetration, and young and responsive demographics.