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Esports Market

Published : Dec 2021

Report ID: ARC2840

Pages : 250

Format : Esports Market

CHAPTER 1. Industry Overview of Esports

1.1. Definition and Scope 

1.1.1. Definition of Esports

1.1.2. Market Segmentation

1.1.3. Years Considered for the Study

1.1.4. Assumptions and Acronyms Used

1.1.4.1. Market Assumptions and Market Forecast

1.1.4.2. Acronyms Used in Global Esports market

1.2. Summary

1.2.1. Executive Summary 

1.2.2. Esports By Revenue

1.2.3. Esports by Regions


CHAPTER 2. Research Approach

2.1. Methodology 

2.1.1. Research Programs

2.1.2. Market Size Estimation

2.1.3. Market Breakdown and Data Triangulation

2.2. Data Revenue

2.2.1. Secondary Sources

2.2.2. Primary Sources


CHAPTER 3. Market Dynamics And Competition Analysis

3.1. Market Drivers

3.1.1. Driver 1

3.1.2. Driver 2

3.2. Restraints and Challenges

3.2.1. Restrain 1

3.2.2. Restrain 2

3.3. Growth Opportunities

3.3.1. Opportunity 1

3.3.2. Opportunity 2 

3.4. Porter’s Five Forces Analysis

3.4.1. Bargaining Power of Suppliers

3.4.2. Bargaining Power of Buyers

3.4.3. Threat of Substitute

3.4.4. Threat of New Entrants

3.4.5. Degree of Competition

3.5. Market Concentration Ratio and Market Maturity Analysis of Esports Market

3.5.1. Go To Market Strategy

3.5.1.1. Introduction

3.5.1.2. Growth

3.5.1.3. Maturity

3.5.1.4. Saturation

3.5.1.5. Possible Development

3.6. Technological Roadmap for Esports Market

3.7. Value Chain Analysis

3.7.1. List of Key Manufacturers 

3.7.2. List of Customers

3.7.3. Level of Integration

3.8. Regulatory Compliance

3.9. Competitive Landscape, 2019

3.9.1. Player Positioning Analysis

3.9.2. Key Strategies Adopted By Leading Players


CHAPTER 4. Esports By Revenue

4.1. Introduction

4.2. Esports Revenue By Revenue

4.2.1. Esports Revenue (US$ Mn) and Forecast, By Revenue, 2017-2028

4.2.2. Sponsorship

4.2.2.1. Sponsorship Market Revenue (US$ Mn) and Growth Rate (%), 2017-2028

4.2.3. Merchandise & Tickets

4.2.3.1. Merchandise & Tickets Market Revenue (US$ Mn) and Growth Rate (%), 2017-2028

4.2.4. Advertising

4.2.4.1. Advertising  Market Revenue (US$ Mn) and Growth Rate (%), 2017-2028

4.2.5. Publisher Fees

4.2.5.1. Publisher Fees Market Revenue (US$ Mn) and Growth Rate (%), 2017-2028

4.2.6. Media Rights

4.2.6.1. Media Rights Market Revenue (US$ Mn) and Growth Rate (%), 2017-2028


CHAPTER 5. North America Esports Market By Country 

5.1. North America Esports Overview

5.2. U.S.

5.2.1. U.S. Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

5.3. Canada

5.3.1. Canada Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

5.4. North America PEST Analysis


CHAPTER 6. Europe Esports Market By Country

6.1. Europe Esports Overview

6.2. U.K.

6.2.1. U.K. Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

6.3. Germany

6.3.1. Germany Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

6.4. France 

6.4.1. France Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

6.5. Spain

6.5.1. Spain Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

6.6. Rest of Europe

6.6.1. Rest of Europe Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

6.7. Europe PEST Analysis


CHAPTER 7. Asia Pacific Esports Market By Country

7.1. Asia Pacific Esports Overview

7.2. China

7.2.1. China Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

7.3. Japan

7.3.1. Japan Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

7.4. India

7.4.1. India Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

7.5. Australia

7.5.1. Australia Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

7.6. South Korea

7.6.1. South Korea Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

7.7. Rest of Asia-Pacific

7.7.1. Rest of Asia-Pacific Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

7.8. Asia Pacific PEST Analysis


CHAPTER 8. Latin America Esports Market By Country

8.1. Latin America Esports Overview

8.2. Brazil

8.2.1. Brazil Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

8.3. Mexico

8.3.1. Mexico Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

8.4. Rest of Latin America

8.4.1. Rest of Latin America Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

8.5. Latin America PEST Analysis


CHAPTER 9. Middle East & Africa Esports Market By Country 

9.1. Middle East & Africa Esports Overview

9.2. GCC

9.2.1. GCC Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

9.3. South Africa

9.3.1. South Africa Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

9.4. Rest of Middle East & Africa

9.4.1. Rest of Middle East & Africa Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

9.5. Middle East & Africa PEST Analysis


CHAPTER 10. Player Analysis Of Esports

10.1. Esports Company Share Analysis

10.2. Competition Matrix

10.2.1. Competitive Benchmarking of key players by price, presence, market share, and R&D investment

10.2.2. New Product Launches and Product Enhancements

10.2.3. Mergers And Acquisition In Global Esports market

10.2.4. Partnership, Joint Ventures and Strategic Alliances/ Sales Agreements


CHAPTER 11. COMPANY PROFILE

11.1. Blizzard, Inc.

11.1.1. Company Snapshot

11.1.2. Business Overview

11.1.3. Financial Overview

11.1.3.1. Revenue (US$ Mn), 2020

11.1.3.2. Blizzard, Inc. 2020 Esports Business Regional Distribution

11.1.4. Product/ Service and Specification

11.1.5. Recent Developments & Business Strategy

11.1.6. Manufacturing Plant Footprint Analysis

11.2. Valve Corporation

11.3. Tencent Holding Limited

11.4. Modern Times Group

11.5. Faceit

11.6. Electronic Arts Inc.

11.7. Gameloft SE

11.8. Nintendo of America Inc.

11.9. NVIDIA Corporation

11.10. Wargaming Public

11.11. Others

Frequently Asked Questions

How much was the estimated value of the global Esports market in 2020?

The estimated value of global Esports market in 2020 was accounted to be US$ 1,215.6 Mn.

What will be the projected value of the global Esports market by 2028?

The projected value of the global Esports market by 2028 is US$ 7,131.8 Mn

What will be the projected CAGR for global Esports market during forecast period of 2021 to 2028?

The projected CAGR of Esports during the analysis period of 2021 to 2028 is 25.1%.

Which are the prominent competitors operating in the market?

The prominent players of the global Esports market involve Blizzard, Inc., Valve Corporation, Tencent Holding Limited, Modern Times Group, Faceit, Electronic Arts Inc., Gameloft SE, Nintendo of America Inc., NVIDIA Corporation, Wargaming Public, and others

Which region held the dominating position in the global Esports market?

North America held the dominating share for Esports during the analysis period of 2021 to 2028

Which region exhibited the fastest growing CAGR for the forecast period of 2021 to 2028?

Asia pacific region exhibited fastest growing CAGR for Esports during the analysis period of 2021 to 2028

What are the current trends and dynamics in the global Esports market?

Growing trend of youth towards online gaming, increasing live streams of games, and huge investments in the online gaming industry are the prominent factors that fuel the growth of global Esports market

By Revenue segment, which sub-segment held the maximum share?

Based on revenue, sponsorship segment held the maximum share for Esports market in 2020

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