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Global E-Sports Market 2021-2025- Product Image
Global E-Sports Market 2021-2025- Product Image

Global E-Sports Market 2021-2025

  • ID: 5027168
  • Report
  • July 2021
  • Region: Global
  • 120 pages
  • TechNavio

FEATURED COMPANIES

  • Activision Blizzard Inc.
  • Electronic Arts Inc.
  • Epic Games Inc.
  • Gfinity plc
  • Intergalactic Gaming Ltd.
  • Modern Times Group MTG AB
1h Free Analyst Time

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The publisher has been monitoring the e-sports market and it is poised to grow by $ 2.05 bn during 2021-2025, decelerating at a CAGR of over 18% during the forecast period. The report on the e-sports market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current global market scenario, latest trends and drivers, and the overall market environment. The market is driven by branding through e-sports and rising number of e-sports events.

The e-sports market analysis includes game genre and revenue stream segments and geographic landscape.

The e-sports market is segmented as below:


By Game Genre

  • MOBA
  • FPS
  • RTS
  • Others

By Revenue Stream

  • Sponsorships
  • Media rights
  • Advertising
  • Publisher fees
  • Merchandise and ticket sales

By Geographical Landscape

  • APAC
  • Europe
  • North America
  • South America
  • MEA
This study identifies the new platform launches as one of the prime reasons driving the e-sports market growth during the next few years.

The report on e-sports market covers the following areas:

  • E-sports market sizing
  • E-sports market forecast
  • E-sports market industry analysis
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 e-sports market vendors that include Activision Blizzard Inc., Electronic Arts Inc., Epic Games Inc., Gfinity plc, Intergalactic Gaming Ltd., Modern Times Group MTG AB, Nintendo Co. Ltd., Take-Two Interactive Software Inc., Tencent Holdings Ltd., and Valve Corp. Also, the e-sports market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

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 an analysis of the key vendors.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research - both primary and secondary. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast the accurate market growth.
Note: Product cover images may vary from those shown

FEATURED COMPANIES

  • Activision Blizzard Inc.
  • Electronic Arts Inc.
  • Epic Games Inc.
  • Gfinity plc
  • Intergalactic Gaming Ltd.
  • Modern Times Group MTG AB

Executive Summary

  • Market overview

Market Landscape

  • Market ecosystem
  • Value chain analysis

Market Sizing

  • Market definition
  • Market segment analysis
  • Market size 2020
  • Market outlook: Forecast for 2020 - 2025

Five Forces Analysis

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

Market Segmentation by Game genre

  • Market segments
  • Comparison by Game genre
  • MOBA - Market size and forecast 2020-2025
  • FPS - Market size and forecast 2020-2025
  • RTS - Market size and forecast 2020-2025
  • Others - Market size and forecast 2020-2025
  • Market opportunity by Game genre

Market Segmentation by Revenue stream

  • Market segments
  • Comparison by Revenue stream
  • Sponsorships - Market size and forecast 2020-2025
  • Media rights - Market size and forecast 2020-2025
  • Advertising - Market size and forecast 2020-2025
  • Publisher fees - Market size and forecast 2020-2025
  • Merchandise and ticket sales - Market size and forecast 2020-2025
  • Market opportunity by Revenue stream

Customer landscape


Geographic Landscape

  • Geographic segmentation
  • Geographic comparison
  • APAC - Market size and forecast 2020-2025
  • Europe - Market size and forecast 2020-2025
  • North America - Market size and forecast 2020-2025
  • South America - Market size and forecast 2020-2025
  • MEA - Market size and forecast 2020-2025
  • Key leading countries
  • Market opportunity By Geographical Landscape
  • Market drivers
  • Market challenges
  • Market trends

Vendor Landscape

  • Overview
  • Landscape disruption

Vendor Analysis

  • Vendors covered
  • Market positioning of vendors
  • Activision Blizzard Inc.
  • Electronic Arts Inc.
  • Epic Games Inc.
  • Gfinity plc
  • Intergalactic Gaming Ltd.
  • Modern Times Group MTG AB
  • Nintendo Co. Ltd.
  • Take-Two Interactive Software Inc.
  • Tencent Holdings Ltd.
  • Valve Corp.

Appendix

  • Scope of the report
  • Currency conversion rates for US$
  • Research methodology
  • List of abbreviations

List of Exhibits

  • Key Finding 1
  • Key Finding 2
  • Key Finding 3
  • Key Finding 5
  • Key Finding 6
  • Key Finding 7
  • Key Finding 8
  • Key Finding 9
  • Parent market
  • Market characteristics
  • Offerings of vendors included in the market definition
  • Market segments
  • Global - Market size and forecast 2020 - 2025 ($ million)
  • Global market: Year-over-year growth 2020 - 2025 (%)
  • Five forces analysis 2020 & 2025
  • Bargaining power of buyers
  • Bargaining power of suppliers
  • Threat of new entrants
  • Threat of substitutes
  • Threat of rivalry
  • Market condition - Five forces 2020
  • Game genre - Market share 2020-2025 (%)
  • Comparison by Game genre
  • MOBA - Market size and forecast 2020-2025 ($ million)
  • MOBA - Year-over-year growth 2020-2025 (%)
  • FPS - Market size and forecast 2020-2025 ($ million)
  • FPS - Year-over-year growth 2020-2025 (%)
  • RTS - Market size and forecast 2020-2025 ($ million)
  • RTS - Year-over-year growth 2020-2025 (%)
  • Others - Market size and forecast 2020-2025 ($ million)
  • Others - Year-over-year growth 2020-2025 (%)
  • Market opportunity by Game genre
  • Revenue stream - Market share 2020-2025 (%)
  • Comparison by Revenue stream
  • Sponsorships - Market size and forecast 2020-2025 ($ million)
  • Sponsorships - Year-over-year growth 2020-2025 (%)
  • Media rights - Market size and forecast 2020-2025 ($ million)
  • Media rights - Year-over-year growth 2020-2025 (%)
  • Advertising - Market size and forecast 2020-2025 ($ million)
  • Advertising - Year-over-year growth 2020-2025 (%)
  • Publisher fees - Market size and forecast 2020-2025 ($ million)
  • Publisher fees - Year-over-year growth 2020-2025 (%)
  • Merchandise and ticket sales - Market size and forecast 2020-2025 ($ million)
  • Merchandise and ticket sales - Year-over-year growth 2020-2025 (%)
  • Market opportunity by Revenue stream
  • Customer landscape
  • Market share By Geographical Landscape 2020-2025 (%)
  • Geographic comparison
  • APAC - Market size and forecast 2020-2025 ($ million)
  • APAC - Year-over-year growth 2020-2025 (%)
  • Europe - Market size and forecast 2020-2025 ($ million)
  • Europe - Year-over-year growth 2020-2025 (%)
  • North America - Market size and forecast 2020-2025 ($ million)
  • North America - Year-over-year growth 2020-2025 (%)
  • South America - Market size and forecast 2020-2025 ($ million)
  • South America - Year-over-year growth 2020-2025 (%)
  • MEA - Market size and forecast 2020-2025 ($ million)
  • MEA - Year-over-year growth 2020-2025 (%)
  • Key leading countries
  • Market opportunity By Geographical Landscape ($ million)
  • Impact of drivers and challenges
  • Vendor landscape
  • Landscape disruption
  • Industry risks
  • Vendors covered
  • Market positioning of vendors
  • Activision Blizzard Inc. - Overview
  • Activision Blizzard Inc. - Business segments
  • Activision Blizzard Inc. - Key offerings
  • Activision Blizzard Inc. - Key customers
  • Activision Blizzard Inc. - Segment focus
  • Electronic Arts Inc. - Overview
  • Electronic Arts Inc. - Business segments
  • Electronic Arts Inc. - Key offerings
  • Electronic Arts Inc. - Key customers
  • Electronic Arts Inc. - Segment focus
  • Epic Games Inc. - Overview
  • Epic Games Inc. - Product and service
  • Epic Games Inc. - Key offerings
  • Epic Games Inc. - Key customers
  • Epic Games Inc. - Segment focus
  • Gfinity plc - Overview
  • Gfinity plc - Business segments
  • Gfinity plc - Key offerings
  • Gfinity plc - Key customers
  • Gfinity plc - Segment focus
  • Intergalactic Gaming Ltd. - Overview
  • Intergalactic Gaming Ltd. - Product and service
  • Intergalactic Gaming Ltd. - Key offerings
  • Intergalactic Gaming Ltd. - Key customers
  • Intergalactic Gaming Ltd. - Segment focus
  • Modern Times Group MTG AB - Overview
  • Modern Times Group MTG AB - Business segments
  • Modern Times Group MTG AB - Key offerings
  • Modern Times Group MTG AB - Key customers
  • Modern Times Group MTG AB - Segment focus
  • Nintendo Co. Ltd. - Overview
  • Nintendo Co. Ltd. - Business segments
  • Nintendo Co. Ltd. - Key offerings
  • Nintendo Co. Ltd. - Key customers
  • Nintendo Co. Ltd. - Segment focus
  • Take-Two Interactive Software Inc. - Overview
  • Take-Two Interactive Software Inc. - Business segments
  • Take-Two Interactive Software Inc. - Key offerings
  • Take-Two Interactive Software Inc. - Key customers
  • Take-Two Interactive Software Inc. - Segment focus
  • Tencent Holdings Ltd. - Overview
  • Tencent Holdings Ltd. - Business segments
  • Tencent Holdings Ltd. - Key offerings
  • Tencent Holdings Ltd. - Key customers
  • Tencent Holdings Ltd. - Segment focus
  • Valve Corp. - Overview
  • Valve Corp. - Product and service
  • Valve Corp. - Key offerings
  • Valve Corp. - Key customers
  • Valve Corp. - Segment focus
  • Currency conversion rates for US$
  • Research Methodology
  • Validation techniques employed for market sizing
  • Information sources
  • List of abbreviations
Note: Product cover images may vary from those shown

FEATURED COMPANIES

  • Activision Blizzard Inc.
  • Electronic Arts Inc.
  • Epic Games Inc.
  • Gfinity plc
  • Intergalactic Gaming Ltd.
  • Modern Times Group MTG AB
The publisher recognizes the following companies as the key players in the global esports market: Activision Blizzard Inc., Electronic Arts Inc., Epic Games Inc., Gfinity plc, Intergalactic Gaming Ltd., Modern Times Group MTG AB, Nintendo Co. Ltd., Take-Two Interactive Software Inc., 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 new platform launches.`

According to the report, one of the major drivers for this market is branding through e-sports.

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

A selection of companies mentioned in this report includes:

  • Activision Blizzard Inc.
  • Electronic Arts Inc.
  • Epic Games Inc.
  • Gfinity plc
  • Intergalactic Gaming Ltd.
  • Modern Times Group MTG AB
  • Nintendo Co. Ltd.
  • Take-Two Interactive Software Inc.
  • Tencent Holdings Ltd.
  • Valve Corp.
Note: Product cover images may vary from those shown

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