E-Sports - Global Market Outlook (2018-2027)

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E-Sports - Global Market Outlook (2018-2027)

Global E-Sports market is accounted for $823.39 million in 2018 and is expected to reach $4125.84 million by 2027 growing at a CAGR of 19.6% during the forecast period. Some of the key factors propelling the market growth are growing demand popularity of video games and growing knowledge about esports. However, risk from esport gambling/betting in developing and underdeveloped countries is the restraining factor for the growth of the market.

Electronics sports (esports) are forceful tournaments planned for video game players. It imitate the skill of presentation a expert sports event, where audiences watch video gamers compete against each other. Esports events include competitive leagues and tournaments. The esports income is generated all over sponsorships and advertisements, tickets and merchandise, and media rights.

By revenue streams, sponsorship and direct advertisement segment is expected to grow at the significant market share during the forecast period due to its offer various opportunities to the brand owners to directly reach to the game fans in an occurrence. Booths, video displays, posters, freebies, interactive advertising, and many other imaginative methods facilitate this reach to the brands. On ground sponsoring is cheaper than an online advertisement, and tends to be influential, especially, for companies offering products and services directly related to gaming. On the basis of geography, Asia Pacific is predictable to hold considerable market share during the forecast period due to escalating number of esports competitions in the region. Asia has always been a outstanding market for the gaming industry, specially due to the ease of entry, compare to other markets. in addition, a number of esports spectators, sponsors, and brands from the western countries are more and more invest in the market in this region.

Some of the key players in E-Sports Market include Activision Blizzard, Alisports, CJ Corporation, Electronic Arts, Faceit, Gfinity, Gungho Online Entertainment, Hi Rez Studios, Kabum, Modern Times Group, Nintendo, Rovio Entertainment, Turner Broadcasting System, Valve Corporation, Wargaming Public.

Devices Covered:
• Tablets & Laptops
• Smartphones
• PCs
• Gaming Headsets
• Gaming Consoles

Age Groups Covered:
• 0-15
• 16-25
• 26-35
• More than 35

Revenue Streams Covered:
• Media Rights
• Publisher Fees
• Sponsorships and Direct Advertisements
• Tickets and Merchandise
• eSports Betting & Fantasy Site
• Prize Pool
• Amateur & Micro Tournament

Streaming Platforms Covered:
• YouTube
• Twitch
• Hayu
• DouYu

Products Covered:
• Mice
• Controller
• Keyboard

End Users Covered:
• BFSI
• Manufacturing
• Healthcare
• Retail
• Fighting and Action
• First Person Shooter
• Multiplayer Online
• Occasional Viewers
• Professional Players
• Real Strategy

Regions Covered:
• North America
o US
o Canada
o Mexico
• Europe
o Germany
o France
o Italy
o UK 
o Spain
o Rest of Europe      
• Asia Pacific
o Japan       
o China       
o India       
o Australia       
o New Zealand      
o Rest of Asia Pacific
• South America
o Argentina
o Brazil
o Chile
o Rest of South America
• Middle East & Africa
o Saudi Arabia
o UAE
o Qatar
o South Africa
o Rest of Middle East & Africa

What our report offers:
- Market share assessments for the regional and country-level segments
- Strategic recommendations for the new entrants
- Covers Market data for the years 2017, 2018, 2019, 2023 and 2027
- Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
- Strategic analysis: Drivers and Constraints, Product/Technology Analysis, Porter’s five forces analysis, SWOT analysis, etc.
- Strategic recommendations in key business segments based on the market estimations
- Competitive landscaping mapping the key common trends
- Company profiling with detailed strategies, financials, and recent developments
- Supply chain trends mapping the latest technological advancements

Free Customization Offerings:
All the customers of this report will be entitled to receive one of the following free customization options:
• Company Profiling
o Comprehensive profiling of additional market players (up to 3)
o SWOT Analysis of key players (up to 3)
• Regional Segmentation
o Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
• Competitive Benchmarking
Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

1 Executive Summary   
     
2 Preface    
 2.1 Abstract   
 2.2 Stake Holders  
 2.3 Research Scope  
 2.4 Research Methodology 
  2.4.1 Data Mining 
  2.4.2 Data Analysis 
  2.4.3 Data Validation 
  2.4.4 Research Approach  
 2.5 Research Sources  
  2.5.1 Primary Research Sources
  2.5.2 Secondary Research Sources
  2.5.3 Assumptions 
     
3 Market Trend Analysis  
 3.1 Introduction  
 3.2 Drivers   
 3.3 Restraints  
 3.4 Opportunities  
 3.5 Threats   
 3.6 Product Analysis  
 3.7 End User Analysis  
 3.8 Emerging Markets  
 3.9 Futuristic Market Scenario 
     
4 Porters Five Force Analysis  
 4.1 Bargaining power of suppliers 
 4.2 Bargaining power of buyers 
 4.3 Threat of substitutes 
 4.4 Threat of new entrants 
 4.5 Competitive rivalry  
     
5 Global E-Sports Market, By Device 
 5.1 Introduction  
 5.2 Tablets & Laptops  
 5.3 Smartphones  
 5.4 PCs   
 5.5 Gaming Headsets  
 5.6 Gaming Consoles  
     
6 Global E-Sports Market, By Age Group 
 6.1 Introduction  
 6.2 0-15   
 6.3 16-25   
 6.4 26-35   
 6.5 More than 35  
     
7 Global E-Sports Market, By Revenue Stream
 7.1 Introduction  
 7.2 Media Rights  
  7.2.1 Online Advertisements
  7.2.2 Subscriptions 
 7.3 Publisher Fees  
 7.4 Sponsorships and Direct Advertisements
 7.5 Tickets and Merchandise 
 7.6 eSports betting & fantasy site 
 7.7 Prize Pool  
 7.8 Amateur & Micro Tournament 
     
8 Global E-Sports Market, By Streaming Platform
 8.1 Introduction  
 8.2 YouTube   
 8.3 Twitch   
 8.4 Hayu   
 8.5 DouYu    
     
9 Global E-Sports Market, By Product 
 9.1 Introduction  
 9.2 Mice   
 9.3 Controller  
 9.4 Keyboard   
     
10 Global E-Sports Market, By End User 
 10.1 Introduction  
 10.2 BFSI   
 10.3 Manufacturing  
 10.4 Healthcare  
 10.5 Retail   
 10.6 Fighting and Action  
 10.7 First Person Shooter 
 10.8 Multiplayer Online  
 10.9 Occasional Viewers  
 10.10 Professional Players 
 10.11 Real Strategy  
     
11 Global E-Sports Market, By Geography 
 11.1 Introduction  
 11.2 North America  
  11.2.1 US  
  11.2.2 Canada  
  11.2.3 Mexico  
 11.3 Europe   
  11.3.1 Germany  
  11.3.2 UK  
  11.3.3 Italy  
  11.3.4 France  
  11.3.5 Spain  
  11.3.6 Rest of Europe 
 11.4 Asia Pacific  
  11.4.1 Japan  
  11.4.2 China  
  11.4.3 India  
  11.4.4 Australia  
  11.4.5 New Zealand 
  11.4.6 South Korea 
  11.4.7 Rest of Asia Pacific 
 11.5 South America  
  11.5.1 Argentina 
  11.5.2 Brazil  
  11.5.3 Chile  
  11.5.4 Rest of South America
 11.6 Middle East & Africa 
  11.6.1 Saudi Arabia 
  11.6.2 UAE  
  11.6.3 Qatar  
  11.6.4 South Africa 
  11.6.5 Rest of Middle East & Africa
     
12 Key Developments   
 12.1 Agreements, Partnerships, Collaborations and Joint Ventures
 12.2 Acquisitions & Mergers 
 12.3 New Product Launch 
 12.4 Expansions  
 12.5 Other Key Strategies 
     
13 Company Profiling   
 13.1 Activision Blizzard  
 13.2 Alisports   
 13.3 CJ Corporation  
 13.4 Electronic Arts  
 13.5 Faceit   
 13.6 Gfinity   
 13.7 Gungho Online Entertainment 
 13.8 Hi Rez Studios  
 13.9 Kabum   
 13.10 Modern Times Group 
 13.11 Nintendo   
 13.12 Rovio Entertainment 
 13.13 Turner Broadcasting System 
 13.14 Valve Corporation  
 13.15 Wargaming Public 

 

E-Sports - Global Market Outlook (2018-2027)

List of Tables    
1 Global E-Sports Market Outlook, By Region (2017-2027) ($MN)
2 Global E-Sports Market Outlook, By Device (2017-2027) ($MN)
3 Global E-Sports Market Outlook, By Tablets & Laptops (2017-2027) ($MN)
4 Global E-Sports Market Outlook, By Smartphones (2017-2027) ($MN)
5 Global E-Sports Market Outlook, By PCs (2017-2027) ($MN)
6 Global E-Sports Market Outlook, By Gaming Headsets (2017-2027) ($MN)
7 Global E-Sports Market Outlook, By Gaming Consoles (2017-2027) ($MN)
8 Global E-Sports Market Outlook, By Age Group (2017-2027) ($MN)
9 Global E-Sports Market Outlook, By 0-15 (2017-2027) ($MN)
10 Global E-Sports Market Outlook, By 16-25 (2017-2027) ($MN)
11 Global E-Sports Market Outlook, By 26-35 (2017-2027) ($MN)
12 Global E-Sports Market Outlook, By More than 35 (2017-2027) ($MN)
13 Global E-Sports Market Outlook, By Revenue Stream (2017-2027) ($MN)
14 Global E-Sports Market Outlook, By Media Rights (2017-2027) ($MN)
15 Global E-Sports Market Outlook, By Online Advertisements (2017-2027) ($MN)
16 Global E-Sports Market Outlook, By Subscriptions (2017-2027) ($MN)
17 Global E-Sports Market Outlook, By Publisher Fees (2017-2027) ($MN)
18 Global E-Sports Market Outlook, By Sponsorships and Direct Advertisements (2017-2027) ($MN)
19 Global E-Sports Market Outlook, By Tickets and Merchandise (2017-2027) ($MN)
20 Global E-Sports Market Outlook, By eSports betting & fantasy site (2017-2027) ($MN)
21 Global E-Sports Market Outlook, By Prize Pool (2017-2027) ($MN)
22 Global E-Sports Market Outlook, By Amateur & Micro Tournament (2017-2027) ($MN)
23 Global E-Sports Market Outlook, By Streaming Platform (2017-2027) ($MN)
24 Global E-Sports Market Outlook, By YouTube (2017-2027) ($MN)
25 Global E-Sports Market Outlook, By Twitch (2017-2027) ($MN)
26 Global E-Sports Market Outlook, By Hayu (2017-2027) ($MN)
27 Global E-Sports Market Outlook, By DouYu  (2017-2027) ($MN)
28 Global E-Sports Market Outlook, By Product (2017-2027) ($MN)
29 Global E-Sports Market Outlook, By Mice (2017-2027) ($MN)
30 Global E-Sports Market Outlook, By Controller (2017-2027) ($MN)
31 Global E-Sports Market Outlook, By Keyboard (2017-2027) ($MN)
32 Global E-Sports Market Outlook, By End User (2017-2027) ($MN)
33 Global E-Sports Market Outlook, By BFSI (2017-2027) ($MN)
34 Global E-Sports Market Outlook, By Manufacturing (2017-2027) ($MN)
35 Global E-Sports Market Outlook, By Healthcare (2017-2027) ($MN)
36 Global E-Sports Market Outlook, By Retail (2017-2027) ($MN)
37 Global E-Sports Market Outlook, By Fighting and Action (2017-2027) ($MN)
38 Global E-Sports Market Outlook, By First Person Shooter (2017-2027) ($MN)
39 Global E-Sports Market Outlook, By Multiplayer Online (2017-2027) ($MN)
40 Global E-Sports Market Outlook, By Occasional Viewers (2017-2027) ($MN)
41 Global E-Sports Market Outlook, By Professional Players (2017-2027) ($MN)
42 Global E-Sports Market Outlook, By Real Strategy (2017-2027) ($MN)

 

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