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Esports Market - Global Outlook and Forecast 2020-2025

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    Report

  • 284 Pages
  • April 2020
  • Region: Global
  • Arizton
  • ID: 5014116
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The Esports Market is Expected to Grow at a CAGR of Over 16% During the Period 2019–2025.

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Electronic sports is an emerging vertical of the gaming space; however, it should not be combined with virtual sports or fantasy sports. It is defined as multiplayer video gaming, played by professional gamers at a competitive level. Technological innovations in the gaming industry is a key growth driver. Advances such as facial recognition, sound recognition, gesture control, graphics, virtual reality (VR), and augmented reality (AR) have completely changed video games and have encouraged gamers to play such games.

As technology advances, the thrill of playing games has also increased with a more visual stimulus, creativity, and satisfaction. AR and VR have revolutionized the esports industry. AR provides the audience with a mesmerizing stadium experience of leagues and competitions. With the use of these technologies, participants can enjoy the enhanced experience as they are physically active and involved in the game. VR is expected to be undoubtedly a strong drive for competitive experiences as the technology and software continue to upgrade. Currently, there are a few active competitive leagues that use VR. Therefore, developers are now focusing on AR/VR technology to differentiate games in the market.

The following factors are likely to contribute to the growth of the esports 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

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.

ESPORTS MARKET: SEGMENTATION

This research report includes a detailed segmentation by revenue, games, e-platform, and geography. 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 $1.1 billion, sponsorships contributed $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 platform for brands to create their events and become rights holders.

The revenue from the media right segment is expected to double by 2024. The segment is likely to become the largest source of esports revenue 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.

Multiplayer online battle arena (MOBA) games have become incredibly popular among video gamers in recent years. MOBAs are witnessing continuous growth in emerging markets, especially in Latin America. Latin America is in the perfect position for a major upswing when it comes to esports. The region has 45 million viewers, with profits soaring close to $12 million in 2019. Mexico was the second country that generated more audiences in the region after Brazil. While the MOBA segment in Latin America is expected to grow at a CAGR of over 20% during the forecast period, the PC and console segments are projected to observe grow rates of over 20% each for the same period.

First person shooter (FPS) games are one of the most popular genres. They have been around for decades. These games offer intense action and are simple to understand and pick up compared to RTS and MOBA games. They have been at the forefront of professional gaming, and they continue to play a big role in the esports industry. The popularity of watching videogame played on YouTube, and Twitch has shown that most videogames are appealing for audience experience.

Personal computers are currently the leading platform in esports. 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.

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

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 esports 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 esports market has emerged as the most potential market with the growing number of gamers as well as tournaments. Besides, several developing countries in Asia have emerged as a lucrative esports market, including the Philippines, India, Australia, Taiwan, Hong Kong, and Vietnam.

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

INSIGHTS BY VENDORS

Esports is a booming global 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 gamers 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.

Key Vendors


  • Activision Blizzard
  • 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

KEY MARKET INSIGHTS


  • The analysis of the esports market provides sizing and growth opportunities for the period 2020–2025.
  • Provides comprehensive insights on the latest industry trends, forecast, and growth drivers in the market.
  • Includes a detailed analysis of growth drivers, challenges, and investment opportunities.
  • Delivers a complete overview of segments and the regional outlook of the market.
  • Offers an exhaustive summary of the vendor landscape, competitive analysis, and key strategies to gain a competitive advantage.

Table of Contents


1 Research Methodology2 Research Objectives3 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
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)

Samples

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Companies Mentioned

  • Activision Blizzard
  • Aksys Games
  • Bandai Namco Entertainment
  • Bethesda Softworks
  • Capcom
  • Crytek
  • Deep Silver
  • Electronic Arts
  • Epic Games
  • GAMEVIL
  • Gameforge
  • Hi-Rez Studios
  • Inno Games
  • Kabam
  • Konami Holdings Corporation
  • Microsoft Studios
  • Modern Times Group (MTG)
  • NCSoft
  • Neowiz Games
  • Nintendo
  • Nival
  • Psyonix
  • Rovio Entertainment
  • Sega
  • Super Evil Megacorp
  • Supercell
  • Take-Two Interactive Software
  • Tencent
  • Torque Esports
  • Ubisoft
  • Valve Corporation
  • Wargaming Group Limited
  • Zeni Max
  • Zynga

Methodology


Our research comprises a mix of primary and secondary research. The secondary research sources that are typically referred to include, but are not limited to, company websites, annual reports, financial reports, company pipeline charts, broker reports, investor presentations and SEC filings, journals and conferences, internal proprietary databases, news articles, press releases, and webcasts specific to the companies operating in any given market.

Primary research involves email interactions with the industry participants across major geographies. The participants who typically take part in such a process include, but are not limited to, CEOs, VPs, business development managers, market intelligence managers, and national sales managers. We primarily rely on internal research work and internal databases that we have populated over the years. We cross-verify our secondary research findings with the primary respondents participating in the study.



 

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