The report on the global esports market provides qualitative and quantitative analysis for the period from 2019 to 2027. The report predicts the global esports market to grow with a CAGR of 23.66% over the forecast period from 2021-2027. The study on the esports market covers the analysis of the leading geographies such as North America, Europe, Asia-Pacific, and RoW for the period of 2019 to 2027.
The report on esports market is a comprehensive study and presentation of drivers, restraints, opportunities, demand factors, market size, forecasts, and trends in the global esports market over the period of 2019 to 2027. Moreover, the report is a collective presentation of primary and secondary research findings.
Porter's five forces model in the report provides insights into the competitive rivalry, supplier and buyer positions in the market and opportunities for the new entrants in the global esports market over the period of 2019 to 2027. Further, Growth Matrix gave in the report brings an insight into the investment areas that existing or new market players can consider.
The primary research involves extensive interviews and analysis of the opinions provided by the primary respondents. The primary research starts with identifying and approaching the primary respondents, the primary respondents are approached include
1. Key Opinion Leaders
2. Internal and External subject matter experts
3. Professionals and participants from the industry
2. Product/brand/marketing managers
3. CXO level executives
4. Regional/zonal/country managers
5. Vice President level executives.
Secondary research involves extensive exploring through the secondary sources of information available in both the public domain and paid sources. Each research study is based on over 500 hours of secondary research accompanied by primary research. The information obtained through the secondary sources is validated through the crosscheck on various data sources.
2. Government/institutional publications
3. Trade and associations journals
4. Databases such as WTO, OECD, World Bank, and among others.
5. Websites and publications by research agencies
The companies covered in the report include
2. Complete coverage of all the segments in the esports market to analyze the trends, developments in the global market and forecast of market size up to 2027.
3. Comprehensive analysis of the companies operating in the global esports market. The company profile includes analysis of product portfolio, revenue, SWOT analysis and latest developments of the company.
4. Growth Matrix presents an analysis of the product segments and geographies that market players should focus to invest, consolidate, expand and/or diversify.
The report on esports market is a comprehensive study and presentation of drivers, restraints, opportunities, demand factors, market size, forecasts, and trends in the global esports market over the period of 2019 to 2027. Moreover, the report is a collective presentation of primary and secondary research findings.
Porter's five forces model in the report provides insights into the competitive rivalry, supplier and buyer positions in the market and opportunities for the new entrants in the global esports market over the period of 2019 to 2027. Further, Growth Matrix gave in the report brings an insight into the investment areas that existing or new market players can consider.
Report Findings
1) Drivers
- Increasing audience reach and engagement activities.
- Rising live streaming of games.
- Increasing infrastructure for the league tournaments.
2) Restraints
- Some betting of gambling activities have been seen in the esport industries.
3) Opportunities
- Increasing number of events with large pool prizes.
Research Methodology
A) Primary Research
The primary research involves extensive interviews and analysis of the opinions provided by the primary respondents. The primary research starts with identifying and approaching the primary respondents, the primary respondents are approached include
1. Key Opinion Leaders
2. Internal and External subject matter experts
3. Professionals and participants from the industry
The primary research respondents typically include
1. Executives working with leading companies in the market under review2. Product/brand/marketing managers
3. CXO level executives
4. Regional/zonal/country managers
5. Vice President level executives.
B) Secondary Research
Secondary research involves extensive exploring through the secondary sources of information available in both the public domain and paid sources. Each research study is based on over 500 hours of secondary research accompanied by primary research. The information obtained through the secondary sources is validated through the crosscheck on various data sources.
The secondary sources of the data typically include
1. Company reports and publications2. Government/institutional publications
3. Trade and associations journals
4. Databases such as WTO, OECD, World Bank, and among others.
5. Websites and publications by research agencies
Segment Covered
The global esports market is segmented on the basis of streaming type, revenue stream, and device type.The Global Esports Market by Streaming Type
- On Demand
- Live
The Global Esports Market by Revenue Stream
- Media Rights
- Game Publisher Fee
- Sponsorship
- Digital Advertisement
- Tickets and Merchandise
The Global Esports Market by Device Type
- Smart Phone
- Smart TV
- Desktop -laptop-tablets
- Gaming Console
Company Profiles
The companies covered in the report include
- Activision Blizzard, Inc.
- Valve Corporation
- Tencent Holding Limited
- Electronic Arts Inc.
- Gameloft SE
- Nintendo of America Inc.
- NVIDIA Corporation
What does this Report Deliver?
1. Comprehensive analysis of the global as well as regional markets of the esports market.2. Complete coverage of all the segments in the esports market to analyze the trends, developments in the global market and forecast of market size up to 2027.
3. Comprehensive analysis of the companies operating in the global esports market. The company profile includes analysis of product portfolio, revenue, SWOT analysis and latest developments of the company.
4. Growth Matrix presents an analysis of the product segments and geographies that market players should focus to invest, consolidate, expand and/or diversify.
This product will be delivered within 1-3 business days.
Table of Contents
1. Preface
2. Executive Summary
3. Global Esports Market Overview
5. Global Esports Market by Streaming Type
6. Global Esports Market by Revenue Stream
7. Global Esports Market by Device Type
8. Global Esports Market by Region 2021-2027
9. Company Profiles and Competitive Landscape
Companies Mentioned
- Activision Blizzard, Inc.
- Valve Corporation
- Tencent Holding Limited
- Electronic Arts Inc.
- Gameloft SE
- Nintendo of America Inc.
- NVIDIA Corporation
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 100 |
Published | April 2022 |
Forecast Period | 2021 - 2027 |
Estimated Market Value ( USD | $ 1376.4 Million |
Forecasted Market Value ( USD | $ 4921.3 Million |
Compound Annual Growth Rate | 23.6% |
Regions Covered | Global |
No. of Companies Mentioned | 7 |