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Global Esports Market Forecast up to 2025

  • Published Date: 18 Jun 2019
  • Number of Pages: 75
  • Category: Advertising and Media
  • Country: Global
Global Esports Market Drivers, Restraints, Opportunities, Trends, and Forecast up to 2025
Global Esports market set to triple by 2025
Esports is a potential market for the global gaming industry and it is experiencing a steady growth that is mainly driven by cloud gaming and mobile gaming. With the proliferation of smartphones with more and more processing power coupled with 5G network gaining popularity, Esports is expected to grow with a CAGR of ~20% in the years between 20192025. In the same period, the gaming industry is expected to be more interactive and streaming based. The countries that generate a major portion of the revenue in gaming industry include China, Japan, US, Germany, South Korea, France, Canada, and UK.
Global Esports market is expected to cross $3 billion by the end of 2025 due to growing popularity of Esports worldwide and the growing support of game publishers for Esports.
Esports is a form of videogame competition event which is organized online or offline. Esports is gaining huge attention with many gaming events being telecasted on social media and streaming sites including YouTube and Twitch. Esports market is expected to cross $3 billion by the end of 2025 with major competitions occurring in games like Dota 2, Fortnite, and League of Legend. Real Time Strategy (RTS), Massive Online Battle Arena (MOBA), and First-Person Shooter (FPS) are the most common type of game genres witnessed in most of the Esports events.
The popularity of Esports have increased since 2010 with a greater number of revenue streams arriving in the form of merchandising and corporate sponsorships apart from traditional revenue streams like broadcasting rights of the event and tickets to the event. As of 2019, game streaming platform -Twitch is one of the major broadcasting mediums for Esports. Esports events including E LEAGUE Major, Genesis, Evo Japan, and WESG which generates more viewers for video game streaming platforms. Also, Esports events are providing more prize money for winners due to growing revenue streams.
Based on the geography, the Esports market is split into North America, Europe, APAC, and RoW. RoW includes Middle East, South America, and Africa. North America is the leading revenue generator in the global Esports market with a major share of the market contributed by the US. North American market for Esports is mainly driven by growing number of audiences for Esports and APAC is one of the fastest growing market in the global Esports market with major growth being witnessed in China, Australia, South Korea, Taiwan, and Japan.
Based on revenue model, the global Esports market is segmented into advertisement, sponsorship, media rights, and others. Others include game publisher fees and revenue generated from the sales of ticket and merchandise. Advertisement and sponsorship accounted for the major part of the revenue generated by the Esports market in 2018.
Based on audience, the global Esports market is segmented into regular viewers and occasional viewers. Regular viewers include fans and hardcore game enthusiasts who watch Esports regularly. As of 2019, regular viewers accounted for a major share in the market.
Based on gender, the global Esports market is segmented into male viewers and female viewers. As of 2019, male viewers especially those within the age group of 2035 accounted for a major part of the market share.
Esports market is primarily dominated by major companies which organize Esports events and game publishers. Some of the major vendors in the market are Cloud9, Team SoloMid, Team Liquid, Epic Games, Valve Corporation, Activision Blizzard, and Echo Fox. Other prominent vendors in the market include Fnatic, Gen.G Esports (formerly KSV Esports), 100 Thieves, G2 Esports, Immortals, Envy Gaming, Counter Logic Gaming, Nintendo, Tencent, Hi-Rez Studios, and EA Sports. The market is expected to witness an increase in the number of audience and tournaments in the forecast period which may lead to a greater number of vendors (including game publishers and gaming organizations) entering in the market.
According to Infoholic Research, global Esports market will grow at a CAGR of nearly 20% during the forecast period 20192025. The aim of this report is to define, analyze, and forecast the Esports market based on segments, which includes revenue model, gender, audience, and region. In addition, live game streaming market report helps venture capitalists in understanding the companies better and make well-informed decisions and is primarily designed to provide the companys executives with strategically substantial competitor information, data analysis, and insights about the market, development, and implementation of an effective marketing plan.
The report comprises an analysis of vendor profile, which includes financial status, business units, key business priorities, SWOT, business strategies, and views.
The report covers the competitive landscape, which includes M&A, joint ventures & collaborations, and competitor comparison analysis.
In the vendor profile section, for companies that are privately held, the financial information and revenue of segments will be limited.
Publisher Name : Infoholic Research

1Executive Summary
2Industry Outlook
2.1Industry Snapshot
2.1.1Industry Trends
3Market Snapshot
3.1Total Addressable Market
3.2Segmented Addressable Market
3.2.1PEST Analysis
3.2.2Porters Five Force Analysis
3.3Related Markets
4Market Characteristics
4.1Market Ecosystem
4.2Market Segmentation
4.3Market Dynamics
4.3.1Drivers
4.3.1.1Growth in the number of revenue streams for Esports vendors
4.3.1.2XXXX
4.3.2Restraints
4.3.2.1XXXX
4.3.2.2Underage Esports gambling leading to stringent government regulations
4.3.3Opportunities
4.3.3.1Growth of 5G network and increasing investment in live game streaming services
4.3.3.2XXXX
4.3.4DRO Impact Analysis
5Global Esports Market, By Revenue Model
5.1Overview
5.2Advertisement
5.3Sponsorship
5.4Media Rights
5.5Others
6Global Esports Market, By Audience
6.1Overview
6.2Regular Viewers
6.3Occasional Viewers
7Global Esports Viewers, By Gender
7.1Overview
7.2Male
7.3Female


8Global Esports Market, By Region
8.1Overview
8.2APAC
8.2.1China
8.2.2Japan
8.2.3South Korea
8.2.4Rest of APAC
8.3North America
8.3.1USA
8.3.2Canada
8.3.3Mexico
8.4Europe
8.4.1Germany
8.4.2UK
8.4.3France
8.4.4Rest of Europe
8.5RoW
8.4.1South America
8.4.2Middle East and Africa
9Competitive Landscape
9.1Competitor Analysis
9.2Product/Offerings
9.3Market Developments
9.3.1Mergers & Acquisitions (M&A)
9.3.2Expansions
9.3.3Business Restructuring
10Vendor Profiles
10.1Cloud9
10.1.1Analyst Opinion
10.1.2Business Analysis
10.2Team SoloMid
10.2.1Analyst Opinion
10.2.2Business Analysis
10.3Team Liquid
10.3.1Analyst Opinion
10.3.2Business Analysis
10.4Epic Games
10.4.1Analyst Opinion
10.4.2Business Analysis
10.5Valve Corporation
10.5.1Analyst Opinion
10.5.2Business Analysis
10.6Activision Blizzard
10.6.1Analyst Opinion
10.6.2Business Analysis
10.7Echo Fox
10.7.1Analyst Opinion
10.7.2Business Analysis
10.8Tencent
10.8.1Analyst Opinion
10.8.2Business Analysis
10.9Fnatic
10.9.1Analyst Opinion
10.9.2Business Analysis
10.10Gen.G Esports
10.10.1Analyst Opinion
10.10.2Business Analysis
10.11100 Thieves
10.12G2 Esports
10.13Immortals
10.14Envy Gaming
10.15Counter Logic Gaming
10.16Nintendo
10.17Hi-Rez Studios
10.18EA Sports
11Annexure
11.1Report Scope
11.2Market Definition
11.3Research Methodology
11.3.1Data Collation & In-house Estimation
11.3.2Market Triangulation
11.3.3Forecasting
11.4Study Declarations
11.5Report Assumptions
11.6Stakeholders
11.7Abbreviations

List Of Tables



TABLE 1KEY FACTS ABOUT GAMING INDUSTRY 2018
TABLE 2GLOBAL ESPORTS MARKET 20182025 ($MILLION)
TABLE 3GLOBAL ESPORTS MARKET, BY REVENUE MODEL, 20182025 ($MILLION)
TABLE 4GLOBAL ESPORTS MARKET, BY AUDIENCE, 20182025
TABLE 5GLOBAL ESPORTS MARKET, BY GENDER, 20182025
TABLE 6GLOBAL ESPORTS MARKET, BY GEOGRAPHY 20182025 ($MILLION)
TABLE 7MAJOR COMPANIES AND THEIR OPERATIONS
TABLE 8PRODUCT/OFFERINGS: GLOBAL ESPORTS MARKET
TABLE 9MERGER & ACQUISITION, 20162019
TABLE 10EXPANSIONS, 20162019
TABLE 11BUSINESS RESTRUCTURING, 20162019
TABLE 12CLOUD9: OVERVIEW
TABLE 13CLOUD9: STRATEGIC SNAPSHOT
TABLE 14CLOUD9: PRODUCT/SERVICE PORTFOLIO
TABLE XXXX: XXX
TABLE XXXX: XXX
TABLE XXXX: XXX
TABLE XXRESEARCH METHODOLOGY OF GLOBAL ESPORTS MARKET: DATA COLLATION
TABLE XXRESEARCH METHODOLOGY OF GLOBAL ESPORTS MARKET: TRIANGULATION
TABLE XXRESEARCH METHODOLOGY OF GLOBAL ESPORTS MARKET: FORECASTING
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List Of Figures



CHART 1 GLOBAL ESPORTS MARKET
CHART 2GLOBAL ESPORTS MARKET REVENUE, 20182025 ($MILLION)
CHART 5PEST ANALYSIS: GLOBAL ESPORTS MARKET
CHART 6PORTERS 5 FORCE ANALYSIS: GLOBAL ESPORTS MARKET
CHART 7ESPORTS MARKET ECOSYSTEM
CHART 8SEGMENTATION: GLOBAL ESPORTS MARKET
CHART 9MARKET DYNAMICS DRIVERS, RESTRAINTS & OPPORTUNITIES
CHART 10DRO IMPACT ANALYSIS: GLOBAL ESPORTS MARKET
CHART 11GLOBAL ESPORTS MARKET, BY REVENUE MODEL, 2018
CHART 18GLOBAL ESPORTS MARKET, BY GEOGRAPHY, 2018
CHART 19ESPORTS MARKET IN APAC, MARKET VALUE, 20182025 ($MILLION)
CHART 20ESPORTS MARKET IN NORTH AMERICA, MARKET VALUE, 20182025 ($MILLION)
CHART 21ESPORTS MARKET IN EUROPE, MARKET VALUE, 20182025 ($MILLION)
CHART 22ESPORTS MARKET IN ROW, MARKET VALUE, 20182025 ($MILLION)
CHART 23MAJOR STAKEHOLDERS IN THE MARKET
CHART XX XXXXXXXXXXXXXXXXX
CHART XX XXXXXXXXXXXXXXXXX
CHART XX XXXXXXXXXXXXXXXXX
CHART XX XXXXXXXXXXXXXXXXX

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