E-Sports is a type of electronic system sport available to stream on different platforms including social media and internet interface devices. Global e-sports market size was valued at $0.70 billion in 2017 and is estimated to reach $2.75 billion by 2025 with the CAGR of 18.74% during 2019-2025. The market is mainly driven by the integration of social media, innovations in gaming technology, increasing awareness of eSports, increasing the popularity of video games and expanding the range of broadcasters & investors. On the other hand, the growth of the market is restraining from some factors such as lack of control by the operator over the leagues, increasing threat from e-sports betting and lack of standardisation capacity. The market has various opportunities such as investment in long-term, increasing the number of events with the large prize and attributing new brands, advertisers.
Research Study Objectives:
- Define, estimate, and forecast the eSports Market statistics by revenue stream, platform, product, games and regions concerning the individual growth drivers, market trends and their contribution toward the eSports market growth
- Provides comprehensive information regarding the key factors influencing the market growth (Drivers, Restraints & Challenges, and Opportunities)
- Estimate & forecast the market size of all the segments concerning geographies including North America, Europe, Asia Pacific (APAC), South America and the Middle East and Africa (MEA).
- Recent competitive developments including M&A (mergers and acquisitions), partnerships, and product innovations are provided in the eSports market analysis report.
- Analysis and conclusions on the future eSports market outlook.
Top-down and bottom-up approaches are used to validate the eSports market size and are used to estimate the size of other dependent submarkets. Key players in the market are identified
through various secondary sources; databases including Bloomberg Businessweek, Hoovers, Factiva, journals and associations and the market revenues are estimated and are thoroughly validated through primary and secondary research. Secondary research involves the study of annual and financial reports of top players in the market, whereas primary research includes extensive interviews with the KoL’s such as CEOs, directors, board members, VP’s, sales managers, engineers, marketing executives, technicians, account managers, investors, strategic decision makers and others. The eSports market shares and breakdowns are determined using secondary sources and are verified by the primary sources. All possible parameters/factors that are affecting the eSports market demand are covered in the research study are verified through primary research, analysed and interpreted to get the final qualitative and quantitative data. This data is collected and added with detailed analysis from Envision Inteligence and presented in this report.
The scope of the Report
The eSports market segmentation is as follows:
By Revenue Stream
- Media Rights
- Subscriptions
- Online Advertisements
- Tickets and Merchandise
- Sponsorship and Direct Advertisements
- Publisher Fees
By Platform
By Product
- Mice
- Controller
- Headset
- Keyboard
- Others
By Games
- Multiplayer Online Battle Arena (MOBA)
- Real Time Strategy
- First Person Shooter
- Fighting and Sports
Geographical Analysis:
ESports Market is segmented by geography into North America, South America, Europe, APAC and Middle East & Africa. U.S., Canada, Mexico and Costa Rica are analysed under North American region which is usually turning as the hotspot in the market. The South American region is further segregated into Brazil, Argentina, Chile, Columbia and some other emerging economies. In Europe, the market is extensively examined by covering U.K., Germany, France, Italy, Spain, Netherlands, Poland, Switzerland and some other promising economies. APAC is further categorised by countries into China, India, Japan, South Korea, Australia & New Zealand, Malaysia,
Singapore and many other emerging nations. In the Middle East & African region, Saudi Arabia, UAE, Iran, Iraq, Qatar, South Africa, Algeria, Morocco, Nigeria and so on countries are evaluated to understand the market growth lucidly.
Customisation Options:
With the given research report, Envision Inteligence offers customisations as per the client’s specific requirements. The following customisation options offered for the eSports market include:
- Scope Revision
- Geographic Analysis
- Company Profiles
- Historical Data & Forecasting
- Key Contact Persons in companies
Global eSports Market Research Report Includes:
- An executive summary condensing the whole report such that essential authority can rapidly twist up doubtlessly acquainted with brief overview and conclusion.
- To have a complete market analysis through industry value chain analysis, Porter’s Five Force Model, PESTLE, SWOT analysis, and Y-o-Y analysis.
- Regional and global diversity is analysed with the major countries and the unions. Scrutinising the revenue generation on Year-On-Year
- Identifying DROC in the current market and their impact on altering market dynamics.
- Competitive landscape analysis to identify the merger and acquisition which will have a comparative financial study with significant competitors.
- Expertise investment opportunities by an analyst to the individual and organisation to have a better foothold in the market.
- Identify the latest developments, market shares and strategies that are employed by the significant eSports market, such as
- Valve Corporation
- CJ Corporation
- Electronic Arts Inc.
- com
- Nintendo Co. Ltd.
Along with these companies, many other companies are considered in the report while analysing the global eSports market competitive strategies and environment. These companies held substantial share-owning to the nature of the industry whereas, the rest of the market shares are marginal chunks to regional and local level manufacturers. Other players also have considerable presence owing to its robust brand image, geographical reach and stable customer base.