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2021
Esports Market

Esports Market by Application (Platform, and Service), Streaming Type (Live, and On-demand), Device Type (Smart Phone, Smart TV, Desktop-Laptop-Tablets, and Gaming Console), Revenue Stream (Media Rights, Game Publisher Fee, Sponsorship, Digital Advertisement, Tickets, and Merchandise): Global Opportunity Analysis and Industry Forecast, 2020-2030

A14210
Pages: 265
Oct 2021 | 467 Views
   
Author(s) : Rachita Rake & Shreyas Wadodkar
Tables: 112
Charts: 72
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COVID-19

Pandemic disrupted the entire world and affected many industries.

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Esports Market Statistics: 2030

The Esports market size was valued at $ 942.34 million in 2020, and is projected to reach $4,758.99 million by 2030, growing at a CAGR of 17.5% from 2021 to 2030. Esport is one of a kind of online sport in which two or more competitors compete using online video games in a multiplayer environment. Functionally, it is same as traditional sports. Esport is competitive video gaming where skill and professionalism of players is the most important factor. The pro gamers which played at this level know the games very well and they are pro players of this game, much like a professional footballer or athlete would in their respective fields. Esport players can either play one-on-one against one another or in teams.

Despite the widespread economic slowdown caused by the coronavirus, the global E-sports industry is thriving. With the practice of social distancing reducing consumer and business activity to a minimum, gaming provides an engaging distraction for people at home seeking for social interaction. Increasing number of COVID-19 positive cases led to a global lockdown, which forced public to stay at home for a long time, which also increased the use of online gaming for recreation and enjoyment. This has significantly increased the adoption of E-sports solutions. Thus driving the demand of these solutions among the end users. However, the COVID-19 pandemic has led to increased adoption of cloud technology to help consumers across every industry to combat the pandemic situation. Furthermore, many countries are providing free and open source platform of E-sports for limited period of time to help public tackle COVID-19 situation.

By device type, the gaming console segment dominated the Esports market share in 2020, and is expected to continue this trend during the forecast period. The growth of the segment is attributed to numerous benefits provided by this device type such as high quality of gamming, which results in much better gaming experience, high security, and others. However, the smartphone segment is expected to witness highest growth in the upcoming years. Furthermore, the adoption of smartphone for playing Esport is considerably increasing in end users due to its wireless portable and cost-effective operation, which notably contributes toward the growth of the global market.

E-sports-Market

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On the basis of revenue stream, the game publisher fee segment dominated the overall Esports market in 2020, and is expected to continue this trend during the forecast period. This is attributed to increase in adoption of Esport in the gaming industry to gain strategic as well as competitive advantage over their competitors. In addition, it provides full gaming solution and platform for tournament of the e-sport, which drives the growth of the market. However, the digital advertisement segment is expected to witness the highest growth, as digital advertisement allows the tournament or event organizer to generate revenue from advertisement of the various brand during the gaming event which will create opportunity in the E- sport market globally.

As per global Esports market trends North America is further anticipated to dominate the Esports market in the upcoming years, as the demand for online gaming and online betting is high in the region due to its technological advancement and major shift toward digital transformation. In the current market scenario, substantial growth has been experienced in the usage of E-sport service across Asia-Pacific. This is attributed to the fact that large population in this region has created an extensive pool of mobile subscribers for E-sport companies. Moreover, the region is the largest contributor of internet subscriber which is important for online gaming in the globe. Also the  features of E-sport such as online live streaming of gamming which gives the equivalent feeling of real time gamming boosts the Esports market growth in the upcoming years. Asia-Pacific is further anticipated to witness heavy growth in deployments of Esport service in the upcoming years, due to major shift toward digital transformation and the initiative of partnership in Esport service taken by key players in the countries, including China, India, and Japan. For Instance, in May 2021, Chinese smartphone manufacturer company partnered with leading E-sport company that is TJ sports to provide digital advertisement for Chinese league of Wild Rift pro league; this partnership will continue till 2023.  

The report focuses on the market growth prospects, Esports market forecast, restraints, and market analysis. The study provides Porter’s five forces analysis of the Esports industry to understand the impact of various factors such as bargaining power of suppliers, competitive intensity of competitors, threat of new entrants, threat of substitutes, and bargaining power of buyers on the E-Sport market trends.

Esports Market
By Streaming Type

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Live streaming type is projected as one of the most lucrative segments.

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Segment review

The Esports industry is segmented on the basis of application, streaming type, device type, revenue stream, and region. By application, it is bifurcated into platform and service. By streaming type, it is divided into live and on demand. By device type, it is categorized into smart phone, smart TV, desktop-laptop-tablets, gaming console. By revenue stream, it is classified into media rights, game publisher fee, sponsorship, digital advertisement, tickets and merchandise. By region, the Esports industry is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

Impact of COVID-19 on Esport Service Market:

Esport event, end users can make online tournament of various games available for the online gaming lovers. The people which are quarantined in their home and not able to move outside for playing on playground has increasingly shifted their focus toward the E-sport event which fuels the demand for Esport globally. Moreover, digital transformation in the online gaming, have become increased the demand of Esport solutions. However, during lockdown, the implementation of Esport is slightly affected due to limited supply of the auxiliary equipment such as joy pad, gaming setup and console sensors and screens. Furthermore, in the post-lockdown scenario, the growth of Esport is expected to increase with the rise in demand for interactive virtual and online gaming. This is expected to drive the growth of the Esports market globally.

Esports Market
By Device type

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Smartphone device type is projected as one of the most lucrative segments.

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Top impacting factors    

Numerous factors such as increase in awareness of video games and rise in popularity of Esport drive the growth of the e-sport market. However, lack of standardization and threats such as betting and gambling limit the market growth. Furthermore, long term investment initiative taken by key players and increase in number of tournaments & events with huge prize create lucrative opportunities in the market during the forecast period.

Increase in popularity about online video games

The use of smartphones across developing economies is on a continuous increase due to numerous factors such as rise in per capita income, cost affordability, availability of multiple low price options with significant features, and others. This increases the demand for online smartphone gaming and video gaming. Video games have been around for decades, providing entertainment for children. The video game sector is immensely large. In fact, it is larger than movie & music industry and it is also growing rapidly. Online gaming is most popular in all the age group audiences which includes children as well as adults. There are over two billion gamers across the world. This is 26% of the world's population and it will goes increasing. As the demand for online video game event is increases it will create lucrative opportunity for the E-sport market globally. 

Esports Market
By Country

2030
North America 
Europe
Asia-pacific
Lamea

Asia-Pacific is projected as one of the most significant region.

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Key Benefits For Stakeholders

  • The study provides an in-depth analysis of the Esports market along with the current trends and future estimations to elucidate the imminent investment pockets.
  • Information about key drivers, restraints, and opportunities and their impact analysis on the Esports market size is provided.
  • Porter’s five forces analysis illustrates the potency of buyers and suppliers operating in the Esports market.
  • The quantitative analysis of the Esports market from 2020 to 2030 is provided to determine the Esports market potential.

Key Market Segments

By Application

  • Platform
  • Service

By Streaming type:

  • On demand
  • Live 

By Device Type:

  • Smart  phone
  • Smart  TV
  • Desktop -laptop-tablets
  • Gaming console 

By Revenue Stream

  • Media rights
  • Game publisher fee
  • Sponsorship 
  • Digital advertisement
  • Tickets and merchandise

By Region

  • North America
    • U.S.
    • Canada
  • Europe 
    • UK
    • Germany 
    • France
    • Rest of Europe
  • Asia-Pacific 
    • China
    • India
    • Japan
    • Rest of Asia-Pacific
  • LAMEA
    • Latin America 
    • Middle East
    • Africa

Key Market Players Profiled In The E-sport Market:

  • Activision Blizzard, Inc.
  • CJ Corporation
  • Electronic Arts
  • FACEIT 
  • Gameloft SE
  • Gfinity 
  • Kabam
  • Modern Times Group
  • Nintendo
  • NVIDIA Corporation
 

CHAPTER 1:INTRODUCTION

1.1.REPORT DESCRIPTION
1.2.KEY BENEFITS FOR STAKEHOLDERS
1.3.KEY MARKET SEGMENTS
1.4.RESEARCH METHODOLOGY

1.4.1.Secondary research
1.4.2.Primary research
1.4.3.Analyst tools & models

CHAPTER 2:EXECUTIVE SUMMARY

2.1.KEY FINDINGS

2.1.1.Top impacting factors
2.1.2.Top investment pockets

2.2.CXO PERSPECTIVE

CHAPTER 3:MARKET OVERVIEW

3.1.MARKET DEFINITION AND SCOPE
3.2.PORTER’S FIVE FORCES ANALYSIS
3.3.CASE STUDIES

3.3.1.Case study 02

3.4.MARKET DYNAMICS

3.4.1.Drivers

3.4.1.1.Increasing popularity of video games
3.4.1.2.Growing awareness about E-sports

3.4.2.Restraints

3.4.2.1.Threat from E-sport gambling/ betting
3.4.2.2.Lack of standardization

3.4.3.Opportunities

3.4.3.1.Increasing number of events with large prize pools
3.4.3.2.Long- term investment opportunity

3.5.MARKET EVOLUTION/INDUSTRY ROADMAP
3.6.IMPACT OF GOVERNMENT REGULATIONS ON THE GLOBAL E-SPORTS MARKET
3.7.COVID-19 IMPACT ANALYSIS ON THE GLOBAL E-SPORTS MARKET

3.7.1.Impact on market size
3.7.2.Consumer trends, preferences, and budget impact
3.7.3.Economic impact
3.7.4.Strategies to tackle negative impact
3.7.5.Opportunity window

CHAPTER 4:GLOBAL E-SPORTS MARKET, BY APPLICATION

4.1.OVERVIEW
4.2.PLATFORM

4.2.1.Key market trends, growth factors, and opportunities
4.2.2.Market size and forecast, by region
4.2.3.Market analysis, by country

4.3.SERVICE

4.3.1.Key market trends, growth factors, and opportunities
4.3.2.Market size and forecast, by region
4.3.3.Market analysis, by country

CHAPTER 5:E-SPORT  MARKET, BY  STREAMING TYPE

5.1.OVERVIEW
5.2.LIVE STREAMING

5.2.1.Key market trends, growth factors, and opportunities
5.2.2.Market size and forecast, by region
5.2.3.Market analysis, by country
5.2.4.Market analysis, by Country

5.3.ON DEMAND STREAMING

5.3.1.Key market trends, growth factors, and opportunities
5.3.2.Market size and forecast, by region
5.3.3.Market analysis, by country
5.3.4.Market analysis, by country

CHAPTER 6:E-SPORT  MARKET, BY DEVICE TYPE

6.1.OVERVIEW
6.2.SMARTPHONES

6.2.1.Key market trends, growth factors, and opportunities
6.2.2.Market size and forecast, by region
6.2.3.Market size and forecast, by country
6.2.4.Market analysis, by Country

6.3.SMART TVS

6.3.1.Key market trends, growth factors, and opportunities
6.3.2.Market size and forecast, by region
6.3.3.. Market size and forecast, by country
6.3.4.Market analysis, by Country

6.4.LAPTOPS, DESKTOPS, AND TABLETS

6.4.1.Key market trends, growth factors, and opportunities
6.4.2.Market size and forecast, by region
6.4.3.Market size and forecast, by country
6.4.4.Market analysis, by country

6.5.GAMING CONSOLES

6.5.1.Key market trends, growth factors, and opportunities
6.5.2.Market size and forecast, by region
6.5.3.Market size and forecast, by country
6.5.4.Market analysis, by region

CHAPTER 7:E-SPORT  MARKET, BY REVENUE STREAM

7.1.OVERVIEW
7.2.MEDIA RIGHTS

7.2.1.Key market trends, growth factors, and opportunities
7.2.2.Market size and forecast, by region
7.2.3.Market size and forecast, by country
7.2.4.Market analysis, by Country

7.3.GAME PUBLISHER FEES

7.3.1.Key market trends, growth factors, and opportunities
7.3.2.Market size and forecast, by region
7.3.3.. Market size and forecast, by country
7.3.4.Market analysis, by Country

7.4.SPONSORSHIPS

7.4.1.Key market trends, growth factors, and opportunities
7.4.2.Market size and forecast, by region
7.4.3.Market size and forecast, by country
7.4.4.Market analysis, by country

7.5.DIGITAL ADVERTISEMENTS

7.5.1.Key market trends, growth factors, and opportunities
7.5.2.Market size and forecast, by region
7.5.3.Market size and forecast, by country
7.5.4.Market analysis, by region

7.6.TICKETS AND MERCHANDISE

7.6.1.Key market trends, growth factors, and opportunities
7.6.2.Market size and forecast, by region
7.6.3.Market size and forecast, by country
7.6.4.Market analysis, by Country

CHAPTER 8:E-SPORT  MARKET, BY REGION

8.1.OVERVIEW
8.2.NORTH AMERICA

8.2.1.Key market trends, growth factors and opportunities
8.2.2.Market size and forecast, by Application
8.2.3.Market size and forecast, by type
8.2.4.Market size and forecast, by application
8.2.5.Market analysis, by country

8.2.5.1.U.S.

8.2.5.1.1.Market size and forecast, by Application
8.2.5.1.2.Market size and forecast, by type
8.2.5.1.3.Market size and forecast, by application

8.2.5.2.Canada

8.2.5.2.1.Market size and forecast, by Application
8.2.5.2.2.Market size and forecast, by type
8.2.5.2.3.Market size and forecast, by application

8.3.EUROPE

8.3.1.Key market trends, growth factors and opportunities
8.3.2.Market size and forecast, by Application
8.3.3.Market size and forecast, by type
8.3.4.Market size and forecast, by application
8.3.5.Market analysis, by country

8.3.5.1.UK

8.3.5.1.1.. Market size and forecast, by Application
8.3.5.1.2.Market size and forecast, by type
8.3.5.1.3.Market size and forecast, by application

8.3.5.2.Germany

8.3.5.2.1.Market size and forecast, by Application
8.3.5.2.2.Market size and forecast, by type
8.3.5.2.3.Market size and forecast, by application

8.3.5.3.France

8.3.5.3.1.. Market size and forecast, by Application
8.3.5.3.2.Market size and forecast, by type
8.3.5.3.3.Market size and forecast, by application

8.3.5.4.Italy

8.3.5.4.1.Market size and forecast, by Application
8.3.5.4.2.Market size and forecast, by type
8.3.5.4.3.Market size and forecast, by application

8.3.5.5.Spain

8.3.5.5.1.Market size and forecast, by Application
8.3.5.5.2.Market size and forecast, by type
8.3.5.5.3.Market size and forecast, by application

8.3.5.6.Rest of Europe

8.3.5.6.1.Market size and forecast, by Application
8.3.5.6.2.Market size and forecast, by type
8.3.5.6.3.Market size and forecast, by application

8.4.ASIA-PACIFIC

8.4.1.Key market trends, growth factors and opportunities
8.4.2.Market size and forecast, by Application
8.4.3.Market size and forecast, by type
8.4.4.Market size and forecast, by application
8.4.5.Market analysis, by country

8.4.5.2.China

8.4.5.2.1.Market size and forecast, by Application
8.4.5.2.2.Market size and forecast, by type
8.4.5.2.3.Market size and forecast, by application

8.4.5.3.India

8.4.5.3.1.Market size and forecast, by Application
8.4.5.3.2.Market size and forecast, by type
8.4.5.3.3.Market size and forecast, by application

8.4.5.4.Japan

8.4.5.4.1.Market size and forecast, by Application
8.4.5.4.2.Market size and forecast, by type
8.4.5.4.3.Market size and forecast, by application

8.4.5.5.Australia

8.4.5.5.1.. Market size and forecast, by Application
8.4.5.5.2.Market size and forecast, by type
8.4.5.5.3.Market size and forecast, by application

8.4.5.6.Rest of Asia-Pacific

8.4.5.6.1.. Market size and forecast, by Application
8.4.5.6.2.Market size and forecast, by type
8.4.5.6.3.Market size and forecast, by application

8.5.LAMEA

8.5.1.Key market trends, growth factors and opportunities
8.5.2.. Market size and forecast, by Application
8.5.3.Market size and forecast, by type
8.5.4.Market size and forecast, by application
8.5.5.Market analysis, by country

8.5.5.1.Latin America

8.5.5.1.1. Market size and forecast, by Application
8.5.5.1.2.Market size and forecast, by type
8.5.5.1.3.Market size and forecast, by application

8.5.5.2.Middle East

8.5.5.2.1.Market size and forecast, by Application
8.5.5.2.2.Market size and forecast, by type
8.5.5.2.3.Market size and forecast, by application

8.5.5.3.Africa

8.5.5.3.1.Market size and forecast, by Application
8.5.5.3.2.Market size and forecast, by type
8.5.5.3.3.Market size and forecast, by application

CHAPTER 9:COMPETITIVE LANDSCAPE

9.1.KEY PLAYER POSITIONING ANALYSIS, 2020
9.2.TOP WINNING STRATEGIES
9.3.COMPETITIVE DASHBOARD
9.4.KEY DEVELOPMENTS

9.4.1.Collaboration
9.4.2.Product launch
9.4.3.Acquisition

CHAPTER 10:COMPANY PROFILE

10.1.ACTIVISION BLIZZARD, INC.

10.1.1.Company overview
10.1.2.Key executives
10.1.3.Company snapshot
10.1.4.Product portfolio
10.1.5.R&D expenditure
10.1.6.Business performance
10.1.7.Key strategic moves and developments

10.2.CJ CORPORATION

10.2.1.Company overview
10.2.2.Key executives
10.2.3.Company snapshot
10.2.4.Product portfolio
10.2.5.R&D expenditure
10.2.6.Business performance
10.2.7.Key strategic moves and developments

10.3.ELECTRONIC ARTS

10.3.1.Company overview
10.3.2.Key executive
10.3.3.Company snapshot
10.3.4.Product portfolio
10.3.5.R&D expenditure
10.3.6.Business performance
10.3.7.Key strategic moves and developments

10.4.FACEIT

10.4.1.Company overview
10.4.2.Key executive
10.4.3.Company snapshot
10.4.4.Product portfolio
10.4.5.Key strategic moves and developments

10.5.GAMELOFT SE

10.5.1.Company overview
10.5.2.Key executive
10.5.3.Company snapshot
10.5.4.Product portfolio
10.5.5.Business performance
10.5.6.Key strategic moves and developments

10.6.GFINITY

10.6.1.Company overview
10.6.2.Key executive
10.6.3.Company snapshot
10.6.4.Product portfolio
10.6.5.Business performance

10.6.6.Key strategic moves and developments

10.7.KABAM

10.7.1.Company overview
10.7.2.Key executives
10.7.3.Company snapshot
10.7.4.Product portfolio
10.7.5.Key strategic moves and developments

10.8.MODERN TIMES GROUP

10.8.1.Company overview
10.8.2.Key executives
10.8.3.Company snapshot
10.8.4.Product portfolio
10.8.5.Business performance
10.8.6.Key strategic moves and developments

10.9.NINTENDO

10.9.1.Company overview
10.9.2.Key executives
10.9.3.Company snapshot
10.9.4.Product portfolio
10.9.5.R&D expenditure
10.9.6.Business performance
10.9.7.Key strategic moves and developments

10.10.NVIDIA CORPORATION

10.10.1.Company overview
10.10.2.Key executives
10.10.3.Company snapshot
10.10.4.Product portfolio
10.10.5.R&D expenditure
10.10.6.Business performance
10.10.7.Key strategic moves and developments

LIST OF TABLES

TABLE 01.GLOBAL E-SPORTS MARKET, BY APPLICATION , 2020–2030  ($MILLION)
TABLE 02.GLOBAL E-SPORT  MARKET FOR PLATFORM , BY REGION, 2020–2030  ($MILLION)
TABLE 03.GLOBAL E-SPORTS MARKET FOR CLOUD , BY REGION, 2020–2030  ($MILLION)
TABLE 04.E-SPORT  MARKET REVENUE, BY TYPE, 2020–2030  ($MILLION)
TABLE 05.E-SPORT  MARKET REVENUE FOR INVASIVE BRAIN COMPUTER INTERFACE, BY REGION, 2020–2030  ($MILLION)
TABLE 06.E-SPORT  MARKET REVENUE FOR NON-INVASIVE BRAIN COMPUTER INTERFACE, BY REGION, 2020–2030  ($MILLION)
TABLE 07.E-SPORT  MARKET REVENUE, BY INDUSTRY VERTICAL, 2020–2030  ($MILLION)
TABLE 08.E-SPORT  MARKET REVENUE FOR HEALTHCARE, BY REGION, 2020–2030  ($MILLION)
TABLE 09.E-SPORT  MARKET REVENUE FOR COMMUNICATION & CONTROL, BY REGION, 2020–2030  ($MILLION)
TABLE 10.E-SPORT  MARKET REVENUE FOR GAMING & ENTERTAINMENT, BY REGION, 2020–2030  ($MILLION)
TABLE 11.E-SPORT  MARKET REVENUE FOR SMART HOME CONTROL, BY REGION, 2020–2030  ($MILLION)
TABLE 12.E-SPORT  MARKET REVENUE, BY INDUSTRY VERTICAL, 2020–2030  ($MILLION)
TABLE 13.E-SPORT  MARKET REVENUE FOR HEALTHCARE, BY REGION, 2020–2030  ($MILLION)
TABLE 14.E-SPORT  MARKET REVENUE FOR COMMUNICATION & CONTROL, BY REGION, 2020–2030  ($MILLION)
TABLE 15.E-SPORT  MARKET REVENUE FOR GAMING & ENTERTAINMENT, BY REGION, 2020–2030  ($MILLION)
TABLE 16.E-SPORT  MARKET REVENUE FOR SMART HOME CONTROL, BY REGION, 2020–2030  ($MILLION)
TABLE 17.E-SPORT  MARKET REVENUE FOR OTHERS, BY REGION, 2020–2030  ($MILLION)
TABLE 18.E-SPORT  MARKET REVENUE, BY REGION, 2020–2030  ($MILLION)
TABLE 19.NORTH AMERICA E-SPORT  MARKET REVENUE, BY COMPOMENT, 2020-2030 ($MILLION)
TABLE 20.NORTH AMERICA E-SPORT  MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 21.NORTH AMERICA E-SPORT  MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 22.NORTH AMERICA E-SPORT  MARKET REVENUE, BY COUNTRY, 2020-2030 ($MILLION)
TABLE 23.U.S. E-SPORT , BY APPLICATION , 2020–2030 ($MILLION)
TABLE 24.U.S. E-SPORT  MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 25.U.S. E-SPORT  MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 26.CANADA E-SPORT  MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 27.CANADA E-SPORT  MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 28.CANADA E-SPORT  MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 29.EUROPE E-SPORT  MARKET REVENUE, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 30.EUROPE E-SPORT  MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 31.EUROPE E-SPORT  MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 32.EUROPE E-SPORT  MARKET REVENUE, BY COUNTRY, 2020-2030 ($MILLION)
TABLE 33.UK E-SPORT  MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 34.UK E-SPORT  MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 35.UK E-SPORT  MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 36.GERMANY E-SPORT  MARKET REVENUE, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 37.GERMANY E-SPORT  MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 38.GERMANY E-SPORT  MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 39.FRANCE E-SPORT  MARKET REVENUE, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 40.FRANCE E-SPORT  MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 41.FRANCE E-SPORT  MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 42.ITALY E-SPORT  MARKET REVENUE, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 43.ITALY E-SPORT  MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 44.ITALY E-SPORT  MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 45.SPAIN E-SPORT  MARKET REVENUE, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 46.SPAIN E-SPORT  MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 47.ITALY E-SPORT  MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 48.REST OF EUROPE E-SPORT  MARKET REVENUE, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 49.REST OF EUROPE E-SPORT  MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 50.REST OF EUROPE E-SPORT  MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 51.ASIA-PACIFIC E-SPORT  MARKET REVENUE, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 52.ASIA-PACIFIC E-SPORT  MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 53.ASIA-PACIFIC E-SPORT  MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 54.ASIA-PACIFIC E-SPORT  MARKET REVENUE, BY COUNTRY, 2020-2030 ($MILLION)
TABLE 55.CHINA E-SPORT  MARKET REVENUE, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 56.CHINA E-SPORT  MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 57.CHINA E-SPORT  MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 58.INDIA E-SPORT  MARKET REVENUE, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 59.INDIA E-SPORT  MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 60.INDIA E-SPORT  MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 61.JAPAN E-SPORT  MARKET REVENUE, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 62.JAPAN E-SPORT  MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 63.JAPAN E-SPORT  MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 64.AUSTRALIA E-SPORT  MARKET REVENUE, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 65.AUSTRALIA E-SPORT  MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 66.AUSTRALIA E-SPORT  MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 67.REST OF ASIA-PACIFIC E-SPORT  MARKET REVENUE, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 68.REST OF ASIA-PACIFIC E-SPORT  MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 69.REST OF ASIA-PACIFIC E-SPORT  MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 70.LAMEA E-SPORT  MARKET REVENUE, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 71.LAMEA E-SPORT  MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 72.LAMEA E-SPORT  MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 73.LAMEA E-SPORT  MARKET REVENUE, BY COUNTRY, 2017-2025 ($MILLION)
TABLE 74.LATIN AMERICA E-SPORT  MARKET REVENUE, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 75.LATIN AMERICA E-SPORT  MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 76.LATIN AMERICA E-SPORT  MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 77.MIDDLE EAST E-SPORT  MARKET REVENUE, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 78.MIDDLE EAST E-SPORT  MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 79.MIDDLE EAST E-SPORT  MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 80.AFRICA E-SPORT  MARKET REVENUE, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 81.AFRICA E-SPORT  MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 82.AFRICA E-SPORT  MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 86.ACTIVISION BLIZZARD, INC.: KEY EXECUTIVES
TABLE 87.ACTIVISION BLIZZARD, INC.: COMPANY SNAPSHOT
TABLE 88.ACTIVISION BLIZZARD, INC.: PRODUCT PORTFOLIO
TABLE 89.CJ CORPORATION: KEY EXECUTIVES
TABLE 90.CJ CORPORATION: COMPANY SNAPSHOT
TABLE 91.CISCO SYSTEMS, INC.: PRODUCT PORTFOLIO
TABLE 92.ELECTRONIC ARTS INC.: KEY EXECUTIVE
TABLE 93.ELECTRONIC ARTS INC.: COMPANY SNAPSHOT
TABLE 94.ELECTRONIC ARTS INC.: PRODUCT PORTFOLIO
TABLE 95.FACEIT: KEY EXECUTIVE
TABLE 96.FACEIT.: COMPANY SNAPSHOT
TABLE 97.FACEIT: PRODUCT PORTFOLIO
TABLE 98.VIVENDI: KEY EXECUTIVE
TABLE 99.VIVENDI: COMPANY SNAPSHOT
TABLE 100.VIVENDI: PRODUCT PORTFOLIO
TABLE 101.GFINITY: KEY EXECUTIVE
TABLE 102.GFINITY: COMPANY SNAPSHOT
TABLE 103.GFINITY.: PRODUCT PORTFOLIO
TABLE 104.KABAM: KEY EXECUTIVES
TABLE 105.KABAM: COMPANY SNAPSHOT
TABLE 106.KABAM.: PRODUCT PORTFOLIO
TABLE 107.INTERNATIONAL BUSINESS MACHINES CORPORATION: KEY EXECUTIVES
TABLE 108.MODERN TIMES GROUP: COMPANY SNAPSHOT
TABLE 109.MODERN TIMES GROUP: PRODUCT PORTFOLIO
TABLE 110.NINTENDO: KEY EXECUTIVES
TABLE 111.NINTENDO: COMPANY SNAPSHOT
TABLE 112.NINTENDO.: PRODUCT PORTFOLIO
TABLE 113.NVIDIA CORPORATION: KEY EXECUTIVES
TABLE 114.NVIDIA CORPORATION: COMPANY SNAPSHOT
TABLE 115.NVIDIA CORPORATION: PRODUCT PORTFOLIO

LIST OF FIGURES

FIGURE 01.KEY MARKET SEGMENTS
FIGURE 02.E-SPORT  MARKET, 2020–2030
FIGURE 03.E-SPORT  MARKET, BY REGION, 2020–2030
FIGURE 04.TOP IMPACTING FACTORS
FIGURE 05.TOP INVESTMENT POCKETS
FIGURE 06.MODERATE BARGAINING POWER OF SUPPLIERS
FIGURE 07.LOW-TO-MODERATE BARGAINING POWER OF BUYERS
FIGURE 08.LOW-TO-MODERATE THREAT OF SUBSTITUTES
FIGURE 09.MODERATE THREAT OF NEW ENTRANTS
FIGURE 10.MODERATE-TO-HIGH COMPETITIVE RIVALRY
FIGURE 11.MARKET EVOLUTION/INDUSTRY ROADMAP
FIGURE 12.GLOBAL E-SPORTS MARKET, BY APPLICATION , 2020–2030 ($MILLION)
FIGURE 13.COMPARATIVE SHARE ANALYSIS OF GLOBAL E-SPORTS MARKET FOR PLATFORM, BY COUNTRY, 2020 & 2030 (%)
FIGURE 14.COMPARATIVE SHARE ANALYSIS OF GLOBAL E-SPORTS MARKET FOR SOFTWARE, BY COUNTRY, 2020 & 2030 (%)
FIGURE 15.E-SPORT  MARKET REVENUE, BY TYPE, 2020–2030 ($MILLION)
FIGURE 16.COMPARATIVE SHARE ANALYSIS OF E-SPORT  MARKET FOR INVASIVE BRAIN COMPUTER INTERFACE, BY COUNTRY,  2020 & 2030 (%)
FIGURE 17.COMPARATIVE SHARE ANALYSIS OF E-SPORT  MARKET FOR NON-INVASIVE BRAIN COMPUTER INTERFACE, BY COUNTRY, 2020 & 2030 (%)
FIGURE 18.E-SPORT  MARKET REVENUE, BY APPLICATION, 2020–2030 ($MILLION)
FIGURE 19.COMPARATIVE SHARE ANALYSIS OF E-SPORT  MARKET FOR HEALTHCARE, BY COUNTRY, 2020 & 2030 (%)
FIGURE 20.COMPARATIVE SHARE ANALYSIS OF E-SPORT  MARKET FOR COMMUNICATION & CONTROL, BY COUNTRY,  2020 & 2030 (%)
FIGURE 21.COMPARATIVE SHARE ANALYSIS OF E-SPORT  MARKET FOR GAMING & ENTERTAINMENT, BY REGION, 2020 & 2030 (%)
FIGURE 22.COMPARATIVE SHARE ANALYSIS OF E-SPORT  MARKET FOR SMART HOME CONTROL, BY COUNTRY, 2020 & 2030 (%)
FIGURE 23.E-SPORT  MARKET REVENUE, BY APPLICATION, 2020–2030 ($MILLION)
FIGURE 24.COMPARATIVE SHARE ANALYSIS OF E-SPORT  MARKET FOR HEALTHCARE, BY COUNTRY, 2020 & 2030 (%)
FIGURE 25.COMPARATIVE SHARE ANALYSIS OF E-SPORT  MARKET FOR COMMUNICATION & CONTROL, BY COUNTRY,  2020 & 2030 (%)
FIGURE 26.COMPARATIVE SHARE ANALYSIS OF E-SPORT  MARKET FOR GAMING & ENTERTAINMENT, BY REGION, 2020 & 2030 (%)
FIGURE 27.COMPARATIVE SHARE ANALYSIS OF E-SPORT  MARKET FOR SMART HOME CONTROL, BY COUNTRY, 2020 & 2030 (%)
FIGURE 28.COMPARATIVE SHARE ANALYSIS OF E-SPORT  MARKET FOR OTHERS, BY COUNTRY, 2020 & 2030 (%)
FIGURE 29.U.S. E-SPORT  MARKET REVENUE, 2020-2030 ($MILLION)
FIGURE 30.CANADA E-SPORT  MARKET REVENUE, 2020-2030 ($MILLION)
FIGURE 31.UK E-SPORT  MARKET REVENUE, 2020-2030 ($MILLION)
FIGURE 32.GERMANY E-SPORT  MARKET REVENUE, 2020-2030 ($MILLION)
FIGURE 33.FRANCE E-SPORT  MARKET REVENUE, 2020-2030 ($MILLION)
FIGURE 34.ITALY E-SPORT  MARKET REVENUE, 2020-2030 ($MILLION)
FIGURE 35.SPAIN E-SPORT  MARKET REVENUE, 2020-2030 ($MILLION)
FIGURE 36.REST OF EUROPE E-SPORT  MARKET REVENUE, 2020-2030 ($MILLION)
FIGURE 37.CHINA E-SPORT  MARKET REVENUE, 2020-2030 ($MILLION)
FIGURE 38.INDIA E-SPORT  MARKET REVENUE, 2020-2030 ($MILLION)
FIGURE 39.JAPAN E-SPORT  MARKET REVENUE, 2020-2030 ($MILLION)
FIGURE 40.AUSTRALIA E-SPORT  MARKET REVENUE, 2020-2030 ($MILLION)
FIGURE 41.REST OF ASIA-PACIFIC E-SPORT  MARKET REVENUE, 2020-2030 ($MILLION)
FIGURE 42.LATIN AMERICA E-SPORT  MARKET REVENUE, 2020-2030 ($MILLION)
FIGURE 43.MIDDLE EAST E-SPORT  MARKET REVENUE, 2020-2030 ($MILLION)
FIGURE 44.AFRICA E-SPORT  MARKET REVENUE, 2020-2030 ($MILLION)
FIGURE 45.KEY PLAYER POSITIONING ANALYSIS: GLOBAL E-SPORTS MARKET
FIGURE 46.TOP WINNING STRATEGIES, BY YEAR, 2017-2021
FIGURE 47.TOP WINNING STRATEGIES, BY DEVELOPMENT, 2017-2021
FIGURE 48.TOP WINNING STRATEGIES, BY COMPANY, 2017-2021
FIGURE 49.COMPETITIVE DASHBOARD
FIGURE 50.COMPETITIVE DASHBOARD
FIGURE 51.COMPETITIVE HEATMAP OF KEY PLAYERS
FIGURE 52.R&D EXPENDITURE, 2018-2020 ($MILLION)
FIGURE 53.ACTIVISION BLIZZARD, INC.: REVENUE, 2018–2020 ($MILLION)
FIGURE 54.ACTIVISION BLIZZARD, INC.: REVENUE SHARE BY REGION, 2020 (%)
FIGURE 55.R&D EXPENDITURE, 2016–2018 ($MILLION)
FIGURE 56.CJ CORPORATION: REVENUE, 2016–2018 ($MILLION)
FIGURE 57.CJ CORPORATION: REVENUE SHARE BY REGION, 2018 (%)
FIGURE 58.R&D EXPENDITURE, 2018-2020 ($MILLION)
FIGURE 59.ELECTRONIC ARTS INC.: REVENUE, 2018-2020 ($MILLION)
FIGURE 60.ELECTRONIC ARTS INC.: REVENUE SHARE BY REGION, 2020 (%)
FIGURE 61.VIVENDI: REVENUE, 2018-2020 ($MILLION)
FIGURE 62.VIVENDI: REVENUE SHARE, BY REGION, 2020 (%)
FIGURE 63.GFINITY: REVENUE, 2018-2020 ($MILLION)
FIGURE 64.GFINITY: REVENUE SHARE, BY REGION, 2020 (%)
FIGURE 65.MODERN TIMES GROUP: REVENUE, 2018–2020 ($MILLION)
FIGURE 66.MODERN TIMES GROUP: REVENUE SHARE BY REGION, 2020 (%)
FIGURE 67.R&D EXPENDITURE, 2018-2020 ($MILLION)
FIGURE 68.NINTENDO: REVENUE, 2018–2020 ($MILLION)
FIGURE 69.NINTENDO: REVENUE SHARE, BY REGION, 2020 (%)
FIGURE 70.R&D EXPENDITURE, 2018-2020 ($MILLION)
FIGURE 71.NVIDIA CORPORATION: REVENUE, 2018-2020 ($MILLION)
FIGURE 72.NVIDIA CORPORATION: REVENUE SHARE BY REGION, 2020 (%)

 
 

According to the several interviews conducted with top level chief executive officers of E-sports service provider company, shows that the adoption of E-sports has increased over time to deliver reliable and consistent gamming and online service for their subscribers. As the new generation of people which grew up with playing games on gamming console, PC and smartphones increases the demand for e-sports. Most of key players are investing heavily in E-sports and drone racing, which combines technology, physical action, and interesting options for digital gamming. Drone racing is one of several emerging E-Sports that combine technology, competition, and new methods for content distribution and audience participation. Professional video gaming is the other emerging E-sport, whereby competitors can now earn a seven-figure salary playing popular video games in high-profile tournaments.

The CXOs further added that the market is expected to witness significant growth in the future, due to increase in use of E-sports among the end users due to emerging adoption of high speed internet. The global E-sports market is highly concentrated, and companies are focusing on leveraging new technologies for offering online gaming solutions to meet the emerging requirements of the user. Moreover, increase in investments in online gaming & online betting in developed as well as emerging countries boosts the adoption of E-sports in the market globally.

North America is further anticipated to dominate the E-sports market in the upcoming years, as the demand for online gaming and online betting is high in the region due to its technological advancement and major shift toward digital transformation. In the current market scenario, substantial growth has been experienced in the usage of E-Sport service across Asia-Pacific. This is attributed to the fact that large population in this region has created an extensive pool of mobile subscribers for E-sports companies. Moreover, the region is the largest contributor of internet subscriber which is important for online gaming in the globe, also features such as online live streaming of gamming which gives the feeling of real time gamming which boosts in the e_ sports in the upcoming years. Asia-Pacific is further anticipated to witness heavy growth in deployments of E-sports service in the upcoming years, due to major shift toward digital transformation and the initiative of partnership in E-sports service taken by key players in the countries, including China, India, and Japan. For instance, in May 2021, Global E-sports which is leading E-sports service providing company in India announced its partnership with Shure, a leading Audio brand based in the U.S. Shure India has become the official Audio partner at Global E-sports India with this partnership.

The presence of a large number of providers in the global E-sports market increases the competition between key players. Therefore, E-sports service providers are differentiating themselves from competitors and driving revenue growth by incorporating new digital business technologies such as artificial intelligence, machine learning, and virtual reality into their offerings to gain a competitive lead and retain their market position. The market is considerably concentrated with major players consuming significant market share. The degree of concentration will remain the same during the forecast period. The vendors operating in the market are taking several initiatives such as new product launches, and partnership to stay competitive in the market and to strengthen their foothold in the market.

 

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