Global eSports Market – Industry Trends and Forecast to 2027

  • Semiconductors and Electronics
  • Upcoming Report
  • Nov 2020
  • Global
  • 350 Pages
  • No of Tables: 60
  • No of Figures: 220

Global eSports Market, By Revenue Streams (Media Rights, Tickets and Merchandise, Sponsorships and Direct Advertisements and Publisher Fees), Games (Multiplayer Online Battle Arena (MOBA), Player Vs. Player (PvP), First Person Shooters (FPS), Real Time Strategy (RTS) and Salons & Spas), E-Platform (PC-Based eSports, Consoles-Based eSports and Mobile & Tablets), Country (U.S., Canada, Mexico, Brazil, Argentina, Rest of South America, Germany, Italy, U.K., France, Spain, Netherlands, Belgium, Switzerland, Turkey, Russia, Rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific, Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa) Industry Trends and Forecast to 2027

eSports Market Market Analysis and Insights : Global eSports Market

The eSports market is expected to reach USD 4.28 billion by 2027 witnessing market growth at a rate of 16.0% in the forecast period of 2020 to 2027. Data Bridge Market Research report on eSports market provides analysis and insights regarding the various factors expected to be prevalent throughout the forecasted period while providing their impacts on the market’s growth.

The eSports stands for electronic sports, which can be in the form of video games. These can be played on a PC, console, mobile or tablets. It can be played for leisure or can be competed against other players at a professional level. eSports are rising in popularity as we move towards a digitalised world and advanced gaming technologies are getting cheaper day-by-day.  

Increasing popularity of video games, growing awareness of eSports among children, large scale investments and adoption of advanced gaming technologies with rising number of gamers are the driving factors for global eSports market. Threats from gambling or betting, piracy of video games and lack of standardization are the factors restraining the growth of global eSports market.

Increasing number of events with large prize pools, increasing investments in more franchise style leagues and micro transactions in video games are the opportunities for the growth of global eSports market. Limited tournament infrastructure and less number of organizations are the challenges for global eSports market.

This eSports market report provides details of new recent developments, trade regulations, import export analysis, production analysis, value chain optimization, market share, impact of domestic and localised market players, analyses opportunities in terms of emerging revenue pockets, changes in market regulations, strategic market growth analysis, market size, category market growths, application niches and dominance, product approvals, product launches, geographic expansions, technological innovations in the market. To gain more info on eSports market contact Data Bridge Market Research for an Analyst Brief, our team will help you take an informed market decision to achieve market growth.

eSports Market Scope and Market Size

The eSports market is segmented on the basis of revenue streams, games and e-platform. The growth among segments helps you analyse niche pockets of growth and strategies to approach the market and determine your core application areas and the difference in your target markets.

  • On the basis of revenue streams, the eSports market has been segmented as media rights, tickets and merchandise, sponsorships and direct advertisements and publisher fees. Media rights can be further segmented into subscription and online advertisements.
  • Based on games, the eSports market has been segmented into multiplayer online battle arena (MOBA), player vs. player (PvP), first person shooters (FPS), real time strategy (RTS) and salons & spas.
  • The eSports market has also been segmented on the basis of e-platform into PC-based eSports, consoles-based eSports and mobile & tablets.

Global eSports Market Country Level Analysis

Global eSports market is analysed and market size, volume information is provided by country, revenue streams, games and e-platform as referenced above.

The countries covered in the eSports market report are the U.S., Canada and Mexico in North America, Brazil, Argentina and Rest of South America as part of South America, Germany, Italy, U.K., France, Spain, Netherlands, Belgium, Switzerland, Turkey, Russia, Rest of Europe in Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific (APAC)  in the Asia-Pacific (APAC), Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA).

Asia-Pacific will dominate the eSports market while North America will hold the highest market share. Asia-Pacific will dominate owing to the growing penetration of mobile phones along with internet usage which will accelerate the growth of the industry. Also, due to the increasing number of eSports competition, it has become a lucrative market for heavy investments. Adding to it, China has declared eSports as a national industry which enables them to provide professional jobs in the country. North America will capture the largest market share owing to the growing number of PC and console gamers. As it is a multimillion dollar business, investments will continue to pour in the region.

The country section of the report also provides individual market impacting factors and changes in regulation in the market domestically that impacts the current and future trends of the market. Data points like down-stream and upstream value chain analysis, technical trends and porter's five forces analysis, case studies are some of the pointers used to forecast the market scenario for individual countries. Also, the presence and availability of global brands and their challenges faced due to large or scarce competition from local and domestic brands, impact of domestic tariffs and trade routes are considered while providing forecast analysis of the country data.

Competitive Landscape and eSports Market Share Analysis

The eSports market competitive landscape provides details by competitor. Details included are company overview, company financials, revenue generated, market potential, investment in research and development, new market initiatives, global presence, company strengths and weaknesses, product launch, product width and breadth, application dominance. The above data points provided are only related to the companies’ focus related to eSports market.

The major players covered in the eSports market report are Modern Times Group MTG AB, Activision Blizzard Inc., Gfinity, PLC, Turner Broadcasting System, Valve Corporation, Tencent, Electronic Arts, Inc., Hi-Rez Studios, Nintendo, FACEIT, CJ Corporation, Kabam, Wargaming Public, Rovio Entertainment, GungHo Online Entertainment, Riot Games Inc., Epic Games, Alisports, Total Entertainment Network, King Digital Entertainment PLC, Zynga Inc., Gamevil Inc. , Cloud9, Team SoloMid, Team Liquid, Echo Fox, Fnatic, Gen.G ESports, 100 Thieves, G2 ESports and Immortals among other domestic and global players. Market share data is available for global, North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South America separately. DBMR analysts understand competitive strengths and provide competitive analysis for each competitor separately.

In September 2020, VISA has entered a partnership with EVOS eSports by which it has enabled VISA to become EVOS preferred payment platform for all in-game currency purchases and merchandise.

Customization Available : Global eSports Market

Data Bridge Market Research is a leader in consulting and advanced formative research. We take pride in servicing our existing and new customers with data and analysis that match and suits their goal. The report can be customised to include production cost analysis, trade route analysis, price trend analysis of target brands understanding the market for additional countries (ask for the list of countries), import export and grey area results data, literature review, consumer analysis and product base analysis. Market analysis of target competitors can be analysed from technology-based analysis to market portfolio strategies. We can add as many competitors that you require data about in the format and data style you are looking for. Our team of analysts can also provide you data in crude raw excel files pivot tables (Factbook) or can assist you in creating presentations from the data sets available in the report.


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