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Global Esports Market 2019-2023 - Product Image

Global Esports Market 2019-2023

  • ID: 4808270
  • Report
  • Region: Global
  • 140 pages
  • TechNavio
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FEATURED COMPANIES

  • Activision Blizzard Inc.
  • Electronic Arts Inc.
  • Modern Times Group MTG AB
  • Tencent Holdings Ltd.
  • Valve Corp.
  • MORE
Global Esports Market: About this market

The esports market analysis considers sales from sponsorship, media rights, advertising, publisher fees, and merchandise and ticket sales. Our analysis also considers the sales of esports in APAC, Europe, North America, South America, and MEA. In 2018, the sponsorship segment had a significant market share, and this trend is expected to continue over the forecast period. Companies are finding esports sponsorship as a highly profitable investment owing to the increasing viewership of esports events. Such factors will play a significant role in the sponsorship segment to maintain its market position. Also, our global esports market report also looks at factors such as branding through esports, rising number of esports events, and new platform launches. However, the growing cost of fame development, limited target audience and unclear media rights, adverse effects of video gaming on health may hamper the growth of the esports industry over the forecast period.

Global Esports Market: Overview

New platform launches

New platform launches by regional and international players contribute to the growth of the global esports market. Successful new platform launches are expected to accelerate the growth of the vendors operating in the global esports market by increasing their revenue flow and expanding their consumer base. Furthermore, new product launches increase the market shares of players and offer them a competitive edge over their rivals. Thus, new product launches will lead to the expansion of the global esports market at a CAGR of almost 18% during the forecast period.

Evolution of high-tech gaming consoles

Personal and community gaming has evolved from board games into a technology-driven industry. The introduction and popularity of gaming consoles, such as Xbox and PlayStation, have led to the development of the modern esports industry. For instance, PlayStation 4 Pro and the Xbox One X can display 4K resolutions with high-dynamic-range (HDR) color technology. Therefore, evolving technology in the esports industry has made the gaming experience better, attracting a large number of players and driving the global esports market. This development is expected to have a positive impact on the overall market growth.

Competitive Landscape

With the presence of several major players, the global esports market is fragmented. The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading esports manufacturers, that include Activision Blizzard Inc., Electronic Arts Inc., Modern Times Group MTG AB, Tencent Holdings Ltd., and Valve Corp.

Also, the esports market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage on all forthcoming growth opportunities.
Note: Product cover images may vary from those shown
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FEATURED COMPANIES

  • Activision Blizzard Inc.
  • Electronic Arts Inc.
  • Modern Times Group MTG AB
  • Tencent Holdings Ltd.
  • Valve Corp.
  • MORE

PART 01: EXECUTIVE SUMMARY

PART 02: SCOPE OF THE REPORT

  • Preface
  • Currency conversion rates for US$

PART 03: MARKET LANDSCAPE

  • Market ecosystem
  • Market characteristics
  • Market segmentation analysis

PART 04: MARKET SIZING

  • Market definition
  • Market sizing 2018
  • Market size and forecast 2018-2023

PART 05: FIVE FORCES ANALYSIS

  • Bargaining power of buyers
  • Bargaining power of suppliers
  • Threat of new entrants
  • Threat of substitutes
  • Threat of rivalry
  • Market condition

PART 06: CUSTOMER LANDSCAPE

PART 07: GEOGRAPHIC LANDSCAPE

  • Geographic segmentation
  • Geographic comparison
  • North America - Market size and forecast 2018-2023
  • APAC - Market size and forecast 2018-2023
  • Europe - Market size and forecast 2018-2023
  • South America - Market size and forecast 2018-2023
  • MEA - Market size and forecast 2018-2023
  • Key leading countries
  • Market opportunity

PART 08: MARKET SEGMENTATION BY REVENUE STREAM

  • Market segmentation by revenue stream
  • Comparison by revenue stream
  • Sponsorships - Market size and forecast 2018-2023
  • Media rights - Market size and forecast 2018-2023
  • Advertising - Market size and forecast 2018-2023
  • Publisher fees - Market size and forecast 2018-2023
  • Merchandise and ticket sales - Market size and forecast 2018-2023
  • Market opportunity by revenue stream

PART 09: MARKET SEGMENTATION BY GAME GENRE

  • Market segmentation by game genre
  • Comparison by game genre
  • MOBA - Market size and forecast 2018-2023
  • FPS - Market size and forecast 2018-2023
  • RTS - Market size and forecast 2018-2023
  • Others - Market size and forecast 2018-2023
  • Market opportunity by game genre

PART 10: DECISION FRAMEWORK

PART 11: DRIVERS AND CHALLENGES

  • Market drivers
  • Market challenges

PART 12: MARKET TRENDS

  • Increase in esports betting
  • Evolution of high-tech gaming consoles
  • New partnerships
  • Rapidly increasing Internet penetration and esports adoption on smartphones

PART 13: VENDOR LANDSCAPE

  • Overview
  • Landscape disruption
  • Competitive scenario

PART 14: VENDOR ANALYSIS

  • Vendors covered
  • Vendor classification
  • Market positioning of vendors
  • Activision Blizzard Inc.
  • Electronic Arts, Inc.
  • Modern Times Group MTG AB
  • Tencent Holdings Ltd.
  • Valve Corp.

PART 15: APPENDIX

  • Research methodology
  • List of abbreviations
  • Definition of market positioning of vendors

List of Exhibits:
Exhibit 01: Key offerings
Exhibit 02: Global gaming market
Exhibit 03: Segments of global gaming market
Exhibit 04: Market characteristics
Exhibit 05: Market segments
Exhibit 06: Market definition - Inclusions and exclusions checklist
Exhibit 07: Market size 2018
Exhibit 08: Global market: Size and forecast 2018-2023 ($ millions)
Exhibit 09: Global market: Year-over-year growth 2019-2023 (%)
Exhibit 10: Five forces analysis 2018
Exhibit 11: Five forces analysis 2023
Exhibit 12: Bargaining power of buyers
Exhibit 13: Bargaining power of suppliers
Exhibit 14: Threat of new entrants
Exhibit 15: Threat of substitutes
Exhibit 16: Threat of rivalry
Exhibit 17: Market condition - Five forces 2018
Exhibit 18: Customer landscape
Exhibit 19: Market share by geography 2018-2023 (%)
Exhibit 20: Geographic comparison
Exhibit 21: North America - Market size and forecast 2018-2023 ($ millions)
Exhibit 22: North America - Year-over-year growth 2019-2023 (%)
Exhibit 23: APAC - Market size and forecast 2018-2023 ($ millions)
Exhibit 24: APAC - Year-over-year growth 2019-2023 (%)
Exhibit 25: Europe - Market size and forecast 2018-2023 ($ millions)
Exhibit 26: Europe - Year-over-year growth 2019-2023 (%)
Exhibit 27: South America - Market size and forecast 2018-2023 ($ millions)
Exhibit 28: South America - Year-over-year growth 2019-2023 (%)
Exhibit 29: MEA - Market size and forecast 2018-2023 ($ millions)
Exhibit 30: MEA - Year-over-year growth 2019-2023 (%)
Exhibit 31: Key leading countries
Exhibit 32: Market opportunity
Exhibit 33: Revenue stream - Market share 2018-2023 (%)
Exhibit 34: Comparison by revenue stream
Exhibit 35: Sponsorships - Market size and forecast 2018-2023 ($ millions)
Exhibit 36: Sponsorships - Year-over-year growth 2019-2023 (%)
Exhibit 37: Media rights - Market size and forecast 2018-2023 ($ millions)
Exhibit 38: Media rights - Year-over-year growth 2019-2023 (%)
Exhibit 39: Advertising - Market size and forecast 2018-2023 ($ millions)
Exhibit 40: Advertising - Year-over-year growth 2019-2023 (%)
Exhibit 41: Publisher fees - Market size and forecast 2018-2023 ($ millions)
Exhibit 42: Publisher fees - Year-over-year growth 2019-2023 (%)
Exhibit 43: Merchandise and ticket sales - Market size and forecast 2018-2023 ($ millions)
Exhibit 44: Merchandise and ticket sales - Year-over-year growth 2019-2023 (%)
Exhibit 45: Market opportunity by revenue stream
Exhibit 46: Game genre - Market share 2018-2023 (%)
Exhibit 47: Comparison by game genre
Exhibit 48: MOBA - Market size and forecast 2018-2023 ($ millions)
Exhibit 49: MOBA - Year-over-year growth 2019-2023 (%)
Exhibit 50: FPS - Market size and forecast 2018-2023 ($ millions)
Exhibit 51: FPS - Year-over-year growth 2019-2023 (%)
Exhibit 52: RTS - Market size and forecast 2018-2023 ($ millions)
Exhibit 53: RTS - Year-over-year growth 2019-2023 (%)
Exhibit 54: Others - Market size and forecast 2018-2023 ($ millions)
Exhibit 55: Others - Year-over-year growth 2019-2023 (%)
Exhibit 56: Market opportunity by game genre
Exhibit 57: Impact of drivers and challenges
Exhibit 58: Global Internet users (% of the population)
Exhibit 59: Vendor landscape
Exhibit 60: Landscape disruption
Exhibit 61: Vendors covered
Exhibit 62: Vendor classification
Exhibit 63: Market positioning of vendors
Exhibit 64: Activision Blizzard Inc. - Vendor overview
Exhibit 65: Activision Blizzard Inc. - Business segments
Exhibit 66: Activision Blizzard Inc. - Organizational developments
Exhibit 67: Activision Blizzard Inc. - Geographic focus
Exhibit 68: Activision Blizzard Inc. - Segment focus
Exhibit 69: Activision Blizzard Inc. - Key offerings
Exhibit 70: Electronic Arts Inc. - Vendor overview
Exhibit 71: Electronic Arts Inc. - Business segments
Exhibit 72: Electronic Arts Inc. - Organizational developments
Exhibit 73: Electronic Arts Inc. - Geographic focus
Exhibit 74: Electronic Arts Inc. - Segment focus
Exhibit 75: Electronic Arts Inc. - Key offerings
Exhibit 76: Modern Times Group MTG AB - Vendor overview
Exhibit 77: Modern Times Group MTG AB - Business segments
Exhibit 78: Modern Times Group MTG AB - Organizational developments
Exhibit 79: Modern Times Group MTG AB - Geographic focus
Exhibit 80: Modern Times Group MTG AB - Segment focus
Exhibit 81: Modern Times Group MTG AB - Key offerings
Exhibit 82: Tencent Holdings Ltd. - Vendor overview
Exhibit 83: Tencent Holdings Ltd. - Business segments
Exhibit 84: Tencent Holdings Ltd. - Organizational developments
Exhibit 85: Tencent Holdings Ltd. - Geographic focus
Exhibit 86: Tencent Holdings Ltd. - Segment focus
Exhibit 87: Tencent Holdings Ltd. - Key offerings
Exhibit 88: Valve Corp. - Vendor overview
Exhibit 89: Valve Corp. - Organizational developments
Exhibit 90: Valve Corp. - Key offerings
Exhibit 91: Validation techniques employed for market sizing
Exhibit 92: Definition of market positioning of vendors

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

  • Activision Blizzard Inc.
  • Electronic Arts Inc.
  • Modern Times Group MTG AB
  • Tencent Holdings Ltd.
  • Valve Corp.
  • MORE
The following companies are recognised as the key players in the global esports market: Activision Blizzard Inc., Electronic Arts Inc., Modern Times Group MTG AB, Tencent Holdings Ltd., and Valve Corp.

Commenting on the report, an analyst from the research team said: “The latest trend gaining momentum in the market is the evolution of high-tech gaming consoles.”

According to the report, one of the major drivers for this market is the new platform launches.

Further, the report states that one of the major factors hindering the growth of this market is the adverse effects of video gaming on health.

The study was conducted using an objective combination of primary and secondary information, including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.
Note: Product cover images may vary from those shown
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  • Activision Blizzard Inc.
  • Electronic Arts Inc.
  • Modern Times Group MTG AB
  • Tencent Holdings Ltd.
  • Valve Corp.
Note: Product cover images may vary from those shown
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