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E-Sports - Global Market Outlook (2018-2027)

  • ID: 5017528
  • Report
  • March 2020
  • Region: Global
  • 182 pages
  • Stratistics Market Research Consulting Pvt Ltd
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FEATURED COMPANIES

  • Activision Blizzard
  • CJ Corporation
  • Faceit
  • Hi Rez Studios
  • Modern Times Group
  • Rovio Entertainment
  • MORE
The Global E-Sports market accounted for $823.39 million in 2018 and is expected to reach $4125.84 million by 2027 growing at a CAGR of 19.6% during the forecast period. Some of the key factors propelling the market growth are growing demand popularity of video games and growing knowledge about esports. However, risk from esport gambling/betting in developing and underdeveloped countries is the restraining factor for the growth of the market.

Electronics sports (esports) are forceful tournaments planned for video game players. It imitate the skill of presentation a expert sports event, where audiences watch video gamers compete against each other. Esports events include competitive leagues and tournaments. The esports income is generated all over sponsorships and advertisements, tickets and merchandise, and media rights.

By revenue streams, sponsorship and direct advertisement segment is expected to grow at the significant market share during the forecast period due to its offer various opportunities to the brand owners to directly reach to the game fans in an occurrence. Booths, video displays, posters, freebies, interactive advertising, and many other imaginative methods facilitate this reach to the brands. On ground sponsoring is cheaper than an online advertisement, and tends to be influential, especially, for companies offering products and services directly related to gaming. On the basis of geography, Asia Pacific is predictable to hold considerable market share during the forecast period due to escalating number of esports competitions in the region. Asia has always been a outstanding market for the gaming industry, specially due to the ease of entry, compare to other markets. in addition, a number of esports spectators, sponsors, and brands from the western countries are more and more invest in the market in this region.

Some of the key players in E-Sports Market include Activision Blizzard, Alisports, CJ Corporation, Electronic Arts, Faceit, Gfinity, Gungho Online Entertainment, Hi Rez Studios, Kabum, Modern Times Group, Nintendo, Rovio Entertainment, Turner Broadcasting System Valve Corporation, Wargaming Public.

Devices Covered:
  • Tablets & Laptops
  • Smartphones
  • PCs
  • Gaming Headsets
  • Gaming Consoles
Age Groups Covered:
  • 0-15
  • 16-25
  • 26-35
  • More than 35
Revenue Streams Covered:
  • Media Rights
  • Publisher Fees
  • Sponsorships and Direct Advertisements
  • Tickets and Merchandise
  • eSports betting & fantasy site
  • Prize Pool
  • Amateur & Micro Tournament
Streaming Platforms Covered:
  • YouTube
  • Twitch
  • Hayu
  • DouYu
Products Covered:
  • Mice
  • Controller
  • Keyboard
End Users Covered:
  • Arcade Game
  • Board Game
  • Card Game
  • Casino Game
  • Fighting and Action
  • First Person Shooter
  • Game
  • Multiplayer Online
  • Occasional Viewers
  • Professional Players
  • Real Strateg
Regions Covered:

North America
  • US
  • Canada
  • Mexico
Europe
  • Germany
  • France
  • Italy
  • UK
  • Spain
  • Rest of Europe
Asia Pacific
  • Japan
  • China
  • India
  • Australia
  • New Zealand
  • Rest of Asia Pacific
South America
  • Argentina
  • Brazil
  • Chile
  • Rest of South America
Middle East & Africa
  • Saudi Arabia
  • UAE
  • Qatar
  • South Africa
  • Rest of Middle East & Africa
What the report offers:
  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2017, 2018, 2019, 2023 and 2027
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic analysis: Drivers and Constraints, Product/Technology Analysis, Porter’s five forces analysis, SWOT analysis, etc.
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements
Free Customization Offerings:

Purchasers of this report will be entitled to receive one of the following free customization options:

1. Company Profiling
  • Comprehensive profiling of additional market players (up to 3)
  • SWOT Analysis of key players (up to 3)
2. Regional Segmentation
  • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
3. Competitive - Benchmarking
  • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

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FEATURED COMPANIES

  • Activision Blizzard
  • CJ Corporation
  • Faceit
  • Hi Rez Studios
  • Modern Times Group
  • Rovio Entertainment
  • MORE
1 Executive Summary

2 Preface
2.1 Abstract
2.2 Stake Holders
2.3 Research Scope
2.4 Research Methodology
2.4.1 Data Mining
2.4.2 Data Analysis
2.4.3 Data Validation
2.4.4 Research Approach
2.5 Research Sources
2.5.1 Primary Research Sources
2.5.2 Secondary Research Sources
2.5.3 Assumptions

3 Market Trend Analysis
3.1 Introduction
3.2 Drivers
3.3 Restraints
3.4 Opportunities
3.5 Threats
3.6 Product Analysis
3.7 End User Analysis
3.8 Emerging Markets
3.9 Impact of Covid-19

4 Porters Five Force Analysis
4.1 Bargaining power of suppliers
4.2 Bargaining power of buyers
4.3 Threat of substitutes
4.4 Threat of new entrants
4.5 Competitive rivalry

5 Global E-Sports Market, By Device
5.1 Introduction
5.2 Tablets & Laptops
5.3 Smartphones
5.4 PCs
5.5 Gaming Headsets
5.6 Gaming Consoles

6 Global E-Sports Market, By Age Group
6.1 Introduction
6.2 0-15
6.3 16-25
6.4 26-35
6.5 More than 35

7 Global E-Sports Market, By Revenue Stream
7.1 Introduction
7.2 Media Rights
7.2.1 Online Advertisements
7.2.2 Subscriptions
7.3 Publisher Fees
7.4 Sponsorships and Direct Advertisements
7.5 Tickets and Merchandise
7.6 eSports betting & fantasy site
7.7 Prize Pool
7.8 Amateur & Micro Tournament

8 Global E-Sports Market, By Streaming Platform
8.1 Introduction
8.2 YouTube
8.3 Twitch
8.4 Hayu
8.5 DouYu

9 Global E-Sports Market, By Product
9.1 Introduction
9.2 Mice
9.3 Controller
9.4 Keyboard

10 Global E-Sports Market, By End User
10.1 Introduction
10.2 BFSI
10.3 Manufacturing
10.4 Healthcare
10.5 Retail
10.6 Fighting and Action
10.7 First Person Shooter
10.8 Multiplayer Online
10.9 Occasional Viewers
10.10 Professional Players
10.11 Real Strategy

11 Global E-Sports Market, By Geography
11.1 Introduction
11.2 North America
11.2.1 US
11.2.2 Canada
11.2.3 Mexico
11.3 Europe
11.3.1 Germany
11.3.2 UK
11.3.3 Italy
11.3.4 France
11.3.5 Spain
11.3.6 Rest of Europe
11.4 Asia Pacific
11.4.1 Japan
11.4.2 China
11.4.3 India
11.4.4 Australia
11.4.5 New Zealand
11.4.6 South Korea
11.4.7 Rest of Asia Pacific
11.5 South America
11.5.1 Argentina
11.5.2 Brazil
11.5.3 Chile
11.5.4 Rest of South America
11.6 Middle East & Africa
11.6.1 Saudi Arabia
11.6.2 UAE
11.6.3 Qatar
11.6.4 South Africa
11.6.5 Rest of Middle East & Africa

12 Key Developments
12.1 Agreements, Partnerships, Collaborations and Joint Ventures
12.2 Acquisitions & Mergers
12.3 New Product Launch
12.4 Expansions
12.5 Other Key Strategies

13 Company Profiling
13.1 Activision Blizzard
13.2 Alisports
13.3 CJ Corporation
13.4 Electronic Arts
13.5 Faceit
13.6 Gfinity
13.7 Gungho Online Entertainment
13.8 Hi Rez Studios
13.9 Kabum
13.10 Modern Times Group
13.11 Nintendo
13.12 Rovio Entertainment
13.13 Turner Broadcasting System
13.14 Valve Corporation
13.15 Wargaming Public

List of Tables
Table 1 Global E-Sports Market Outlook, By Region (2017-2027) ($MN)
Table 2 Global E-Sports Market Outlook, By Device (2017-2027) ($MN)
Table 3 Global E-Sports Market Outlook, By Tablets & Laptops (2017-2027) ($MN)
Table 4 Global E-Sports Market Outlook, By Smartphones (2017-2027) ($MN)
Table 5 Global E-Sports Market Outlook, By PCs (2017-2027) ($MN)
Table 6 Global E-Sports Market Outlook, By Gaming Headsets (2017-2027) ($MN)
Table 7 Global E-Sports Market Outlook, By Gaming Consoles (2017-2027) ($MN)
Table 8 Global E-Sports Market Outlook, By Age Group (2017-2027) ($MN)
Table 9 Global E-Sports Market Outlook, By 0-15 (2017-2027) ($MN)
Table 10 Global E-Sports Market Outlook, By 16-25 (2017-2027) ($MN)
Table 11 Global E-Sports Market Outlook, By 26-35 (2017-2027) ($MN)
Table 12 Global E-Sports Market Outlook, By More than 35 (2017-2027) ($MN)
Table 13 Global E-Sports Market Outlook, By Revenue Stream (2017-2027) ($MN)
Table 14 Global E-Sports Market Outlook, By Media Rights (2017-2027) ($MN)
Table 15 Global E-Sports Market Outlook, By Online Advertisements (2017-2027) ($MN)
Table 16 Global E-Sports Market Outlook, By Subscriptions (2017-2027) ($MN)
Table 17 Global E-Sports Market Outlook, By Publisher Fees (2017-2027) ($MN)
Table 18 Global E-Sports Market Outlook, By Sponsorships and Direct Advertisements (2017-2027) ($MN)
Table 19 Global E-Sports Market Outlook, By Tickets and Merchandise (2017-2027) ($MN)
Table 20 Global E-Sports Market Outlook, By eSports betting & fantasy site (2017-2027) ($MN)
Table 21 Global E-Sports Market Outlook, By Prize Pool (2017-2027) ($MN)
Table 22 Global E-Sports Market Outlook, By Amateur & Micro Tournament (2017-2027) ($MN)
Table 23 Global E-Sports Market Outlook, By Streaming Platform (2017-2027) ($MN)
Table 24 Global E-Sports Market Outlook, By YouTube (2017-2027) ($MN)
Table 25 Global E-Sports Market Outlook, By Twitch (2017-2027) ($MN)
Table 26 Global E-Sports Market Outlook, By Hayu (2017-2027) ($MN)
Table 27 Global E-Sports Market Outlook, By DouYu (2017-2027) ($MN)
Table 28 Global E-Sports Market Outlook, By Product (2017-2027) ($MN)
Table 29 Global E-Sports Market Outlook, By Mice (2017-2027) ($MN)
Table 30 Global E-Sports Market Outlook, By Controller (2017-2027) ($MN)
Table 31 Global E-Sports Market Outlook, By Keyboard (2017-2027) ($MN)
Table 32 Global E-Sports Market Outlook, By End User (2017-2027) ($MN)
Table 33 Global E-Sports Market Outlook, By BFSI (2017-2027) ($MN)
Table 34 Global E-Sports Market Outlook, By Manufacturing (2017-2027) ($MN)
Table 35 Global E-Sports Market Outlook, By Healthcare (2017-2027) ($MN)
Table 36 Global E-Sports Market Outlook, By Retail (2017-2027) ($MN)
Table 37 Global E-Sports Market Outlook, By Fighting and Action (2017-2027) ($MN)
Table 38 Global E-Sports Market Outlook, By First Person Shooter (2017-2027) ($MN)
Table 39 Global E-Sports Market Outlook, By Multiplayer Online (2017-2027) ($MN)
Table 40 Global E-Sports Market Outlook, By Occasional Viewers (2017-2027) ($MN)
Table 41 Global E-Sports Market Outlook, By Professional Players (2017-2027) ($MN)
Table 42 Global E-Sports Market Outlook, By Real Strategy (2017-2027) ($MN)

Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.
Note: Product cover images may vary from those shown
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  • Activision Blizzard
  • Alisports
  • CJ Corporation
  • Electronic Arts
  • Faceit
  • Gfinity
  • Gungho Online Entertainment
  • Hi Rez Studios
  • Kabum
  • Modern Times Group
  • Nintendo
  • Rovio Entertainment
  • Turner Broadcasting System
  • Valve Corporation
  • Wargaming Public
Note: Product cover images may vary from those shown
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