Global Esports Market – Size, Outlook, Trends and Forecast (2024 – 2032)

Published : 30 Aug 2024
Report Type : Global

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Home > Reports > Entertainment Systems & Equipment > Media & Entertainment > Global Esports Market – Size, Outlook, Trends and Forecast (2024 – 2032)
CHAPTER 1 INTRODUCTION

    1.1. Market Definition

    1.2. Executive Summary

    1.3. The Scope of the Study

CHAPTER 2 RESEARCH METHODOLOGY

    2.1. Secondary Research

    2.2. Primary Research

    2.3. Analytic Tools and Model

    2.4. Economic Indicator

            2.4.1 Base Year, Base Currency, Forecasting Period

    2.5. Expert Validation

    2.6. Study Timeline

CHAPTER 3 MARKET ANALYSIS

    3.1. Industry Value Chain Analysis

    3.2. Porter's Five Force Analysis

            3.2.1. Bargaining Power of Buyers

            3.2.2. Bargaining Power of Suppliers

            3.2.3. Threats of Substitutes

            3.2.4. Threats of New Entrants

            3.2.5. Degree of Competition

    3.3. PESTLE Analysis

            3.3.1. Political

            3.3.2. Economical

            3.3.3. Social

            3.3.4. Technological

            3.3.5. Legal

            3.3.6. Environmental

    3.4. SWOT Analysis

            3.4.1. Strengths

            3.4.2. Weakness

            3.4.3. Opportunities

            3.4.4. Threats

    3.5. Y-O-Y Analysis

CHAPTER 4 MARKET DYNAMICS

    4.1. Market Drivers

            4.1.1. Integration of social media

            4.1.2. Innovations in gaming technology & popularity in video games

            4.1.3. Increasing awareness on eSports

            4.1.4. Expanding the range of broadcasters and investors

    4.2. Market Restraints & Challenges

            4.2.1. Lack of control by the operator over the leagues

            4.2.2. Increasing threat from eSports betting

            4.2.3. Lack of standardisation capacity

    4.3. Market Opportunities

            4.3.1. Increasing number of events with large prizes

            4.3.2. Attributing new brands and advertisers

CHAPTER 5 GLOBAL ESPORTS MARKET – BY REVENUE STREAM

    5.1. Media Rights

            5.1.1. Subscriptions

            5.1.2. Online Advertisements

    5.2. Ticketing and Merchandise

    5.3. Sponsorship and Direct Advertisements

    5.4. Publisher Fees

CHAPTER 6 GLOBAL ESPORTS MARKET – BY PLATFORM

    6.1. PC

    6.2. Console

CHAPTER 7 GLOBAL ESPORTS MARKET – BY PRODUCT

    7.1. Mice

    7.2. Controller

    7.3. Headset

    7.4. Keyboard

    7.5. Others

CHAPTER 8 GLOBAL ESPORTS MARKET – BY GAMES

    8.1. Multiplayer Online Battle Arena (MOBA)

    8.2. Real Time Strategy

    8.3. First Person Shooter

    8.4. Fighting and Sports

CHAPTER 9 GLOBAL ESPORTS MARKET - BY GEOGRAPHY

    9.1. Introduction

    9.2. North America

            9.2.1. U.S.

            9.2.2. Canada

            9.2.3. Mexico

            9.2.4. Costa Rica

    9.3. South America

            9.3.1. Brazil

            9.3.2. Argentina

            9.3.3. Chile

            9.3.4. Columbia

            9.3.5. Others

    9.4. Europe

            9.4.1. U.K.

            9.4.2. Germany

            9.4.3. France

            9.4.4. Italy

            9.4.5. Spain

            9.4.6. Russia

            9.4.7. Netherlands

            9.4.8. Switzerland

            9.4.9. Poland

            9.4.10. Others

    9.5. APAC

            9.5.1. China

            9.5.2. Japan

            9.5.3. India

            9.5.4. South Korea

            9.5.5. Australia & New Zealand

            9.5.6. Malaysia

            9.5.7. Singapore

            9.5.8. Others

    9.6. Middle East & Africa

            9.6.1. UAE

            9.6.2. Saudi Arabia

            9.6.3. Iran

            9.6.4. Iraq

            9.6.5. Qatar

            9.6.6. South Africa

            9.6.7. Algeria

            9.6.8. Morocco

            9.6.9. Nigeria

            9.6.10. Egypt

            9.6.11. Others

CHAPTER 10 GLOBAL ESPORTS MARKET - COMPANY PROFILES

    10.1. Modern Times Group MTG

    10.2. Valve Corporation

    10.3. CJ Corporation

    10.4. Activision Blizzard, Inc.

    10.5. Electronic Arts, Inc.

    10.6. Nintendo Co. Ltd.

    10.7. Turner Broadcasting System, Inc.

    10.8. FACEIT Ltd.

    10.9. Gfinity, Plc.

    10.10. GungHo Online Entertainment, Inc.

    10.11. Alisports.com

    10.12. Rovio Entertainment Corporation

    10.13. Wargaming.net.

    10.14. KaBuM COMÉRCIO ELETRÔNICO S / A

    10.15. Hi-Rez Studios, Inc.

CHAPTER 11 GLOBAL ESPORTS MARKET - COMPETITIVE LANDSCAPE

    11.1. Market Share Analysis

    11.2. Strategies adopted by top companies

    11.3. Mergers, Acquisitions, Collaborations & Agreements

CHAPTER 12 MARKET INSIGHTS

    12.1. Industry Experts Insights

    12.2. Analysts Opinions

    12.3. Investment Opportunities

CHAPTER 13 APPENDIX

    13.1. List of Tables

    13.2. List of Figures

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