Global E-Sports Market: Size, Trends & Forecasts (2017-2021)

  • ID: 4234637
  • Report
  • Region: Global
  • 64 Pages
  • Daedal Research
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FEATURED COMPANIES

  • Activision Blizzard
  • Nintendo
  • Riot Games
  • Valve
  • MORE

Scope of the Report

The report entitled “Global E-Sports Market: Size, Trends & Forecasts (2017-2021)” provides analysis of the global esports market, with detailed analysis of market size by value, by viewers, by segments, by region, etc. The report also includes the esports market analysis of the following regions: North America, Asia and Europe.

Furthermore, the report also assesses the key opportunities in the market and outlines the factors that are and will be driving the growth of the industry. Growth of the overall global esports market has also been forecasted for the years 2017-2021, taking into consideration the previous growth patterns, the growth drivers and the current and future trends.

Valve, Activision Blizzard, Nintendo and Riot Games are some of the key players operating in the global esports market, whose company profiling has been done in the report. In this segment of the report, business overview, financial overview and business strategies of the companies are provided.

Country Coverage

  • North America
  • Asia
  • Europe

Company Coverage

  • Activision Blizzard
  • Valve
  • Nintendo
  • Riot Games

Executive Summary

E-Sports is a short form of electronic sports and is a subsection of sports market. In esports people play in tournaments which are played on electronic systems, particularly video games. E-Sports tournament can be of single combat or multiplayer video game, mainly played between professional players.

The esports games generally falls into four types of genre based games namely; fighting games, first person shooter, real time strategy and multiple online battle arena games. E-Sports video games are designed on the basis of the platform on which the game is to be played : online, spectator mode or local area network.

E-Sports is a big platform for players on international level. And as the level of tournament rises, the number of media covering the event increases like television, internet live streaming, news reporting and print media coverage. E-Sports are of different formats with various sub types. For e.g. match types (best of 1, best of 2, best of 3); Group stages (Round robin, Double round robin, Swiss seeding) and Knockout stages (Single/Double elimination bracket).

Global esports market is expected to increase with steady growth rates during the forecasted period 2017-2021. Global esports market is supported by various growth drivers, such as, large prize events, increasing esports popularity among youngsters, hypnotic gaming experience: VR market etc. Still, the market faces certain hindrances and challenges, such as, weakness in smartphone games, games containing violent contents, net neutrality etc. Few trends of the market are social media providing live video platform, inclusion of esports in Asian games, expanding esports focused games etc.

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Note: Product cover images may vary from those shown
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FEATURED COMPANIES

  • Activision Blizzard
  • Nintendo
  • Riot Games
  • Valve
  • MORE

1. Executive Summary

2. Introduction
2.1 Sports: An Overview
2.1.1 Sports
2.1.2 Types of Sports
2.2 E-Sports: An Overview
2.2.1 E-Sports
2.2.2 Genre Based E-Sports
2.2.3 E-Sports Video Game Design
2.2.4 E-Sports Coverage by Media
2.2.5 Different Formats of E-Sports Tournament

3. Market Analysis
3.1 Global E-Sports Market: An Analysis
3.1.1 Global E-Sports Market by Penetration
3.1.2 Global E-Sports Market by Value
3.1.3 Global E-Sports Market by Region
3.1.4 Global E-Sports Market by Viewers
3.2 Global E-Sports Market: Segment Analysis
3.2.1 Global E-Sports Market by Segments
3.2.2 Global E-Sports Sponsorship Market by Value
3.2.3 Global E-Sports Advertising Market by Value
3.2.4 Global E-Sports Publisher Fees Market by Value
3.2.5 Global E-Sports Media Rights Market by Value
3.2.6 Global E-Sports Merchandise and Tickets Market by Value

4. Regional Analysis
4.1 North America E-Sports Market: An Analysis
4.1.1 North America E-Sports Market by Segments
4.2 Europe E-Sports Market: An Analysis
4.2.1 Europe E-Sports Market by Segments
4.3 Asia E-Sports Market: An Analysis
4.3.1 Asia E-Sports Market by Segments

5. Market Dynamics
5.1 Growth Drivers
5.1.1 Large Prize Events
5.1.2 Increasing E-Sports Popularity Among Youngsters
5.1.3 Increasing Population of the Millennial
5.1.4 Hypnotic Gaming Experience: VR Market
5.1.5 Corporate Sponsorships
5.1.6 Fan Comparison: Traditional Sports Vs. E-Sports
5.2 Challenges
5.2.1 Weakness in Smartphone Games
5.2.2 Games Containing Violent Contents
5.2.3 Gambling by Minors
5.2.4 Net Neutrality
5.2.5 Player Representation
5.3 Market Trends
5.3.1 Social Media Providing Live Video Platform
5.3.2 Traditional Sports Matching New League
5.3.3 Traditional Sports Clubs’ Increasing Interest
5.3.4 Inclusion of E-Sports in Asian Games
5.3.5 Franchises Within E-Sports
5.3.6 Expanding E-Sports Focused Games

6. Competitive Landscape
6.1 Global E-Sports Market Competitive Landscape

7. Company Profiling
7.1 Valve Corporation
7.1.1 Business Overview
7.1.2 Business Strategy
7.2 Activision Blizzard
7.2.1 Business Overview
7.2.2 Financial Overview
7.2.3 Business Strategy
7.3 Nintendo
7.3.1 Business Overview
7.3.2 Financial Overview
7.3.3 Business Strategy
7.4 Riot Games
7.4.1 Business Overview
7.4.2 Business Strategy

List of Figures and Table

Figure 1: Types of Sports
Figure 2: Genre Based E-Sports
Figure 3: Video Games Design
Figure 4: Media Coverage of E-Sports
Figure 5: Formats of E-Sports
Figure 6: Global E-Sports Market by Penetration; 2016 (Percentage,%)
Figure 7: Global E-Sports Market by Value; 2016-2021 (US$ Million)
Figure 8: Global E-Sports Market by Region; 2016 (Percentage, %)
Figure 9: Global E-Sports Market by Viewers; 2015-2021 (Million)
Figure 10: Global E-Sports Market by Segments ; 2016 (Percentage, %)
Figure 11: Global E-Sports Sponsorship Market by Value; 2016-2021 (US$ Million)
Figure 12: Global E-Sports Advertising Market by Value; 2016-2021 (US$ Million)
Figure 13: Global E-Sports Publisher Fees Market by Value; 2016-2021 (US$ Million)
Figure 14: Global E-Sports Media Rights Market by Value; 2016-2021 (US$ Million)
Figure 15: Global E-Sports Merchandise and Tickets Market by Value; 2016-2021 (US$ Million)
Figure 16: North America E-Sports Market by Segments; 2016 (US$ Million)
Figure 17: Europe E-Sports Market by Segments; 2016 (US$ Million)
Figure 18: Asia E-Sports Market by Segments; 2016 (US$ Million)
Figure 19: Activision Blizzard Net Revenue; 2011-2016 (US$ Billion)
Figure 20: Activision Blizzard Net Revenue by Segment; 2016 (Percentage,%)
Figure 21: Activision Blizzard Net Revenue by Region; 2016 (Percentage,%)
Figure 22: Nintendo Net Sales; 2012-2016 (US$ Billion)
Figure 23: Nintendo Net Sales by Region; 2016 (Percentage, %)
Table 1: Global E-Sports Market Competitive Landscape

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  • Activision Blizzard
  • Nintendo
  • Riot Games
  • Valve
Note: Product cover images may vary from those shown
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Note: Product cover images may vary from those shown
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