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Global eSports Market – Focus on Streaming Platforms [(Revenue Stream – Sponsorship & Advertising, Broadcasting & Media Rights, Ticket Sales, Merchandising & Others; By Streaming Platform – Twitch, YouTube Gaming, Facebook Gaming & Mixer; By Region, Market Outlook 2025

  • ID: 5086969
  • Report
  • June 2020
  • Region: Global
  • 135 Pages
  • Rockville Research
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The Global eSports Market is Estimated to be Valued at US$ 3 Billion in the Year 2025

FEATURED COMPANIES

  • Activision Blizzard
  • Electronic Arts Inc.
  • Nintendo Co. Ltd.
  • Tencent Holdings Limited
  • Valve Corporation
  • MORE

Industry Insights

According to a new report, the global eSports market is estimated to be valued at US$ 3 billion in the year 2025, growing at a CAGR of 18% in the period 2020 to 2025. Growth of the market is driven by the popularity of streaming platforms, rising internet penetration and the increasing appeal of video games and eSports.

eSports or electronic sports is an advanced form of organized competitive video gaming, played professionally with a specific goal. It is at the cross-section of social connections formed online and a spurt of the gaming audience. It encompasses competition across a variety of video games over and above traditional games. It has become a booming global industry providing a multitude of monetization opportunities.

Recently the global eSports market has witnessed a meteoric rise in eSports tournament prize pool. The eSports prize pool is expected to grow at a CAGR of around 25% in the forecasted period (2020-25). Adoption of eSports has increased drastically in the past one year by rising consumer base in emerging markets of Southern Asia, South East Asia and Southern America.

Report Scope

This report “Global eSports Market - Focus on Streaming Platforms [(Revenue Stream - Sponsorship & Advertising, Broadcasting & Media Rights, Ticket Sales, Merchandising & Others; By Streaming Platform - Twitch, YouTube Gaming, Facebook Gaming & Mixer; By Region- North America (The US), Europe (The UK & Germany) & Asia Pacific (China & South Korea)] Market Outlook 2025” provides detailed analysis of the global eSports market from qualitative and quantitative outlooks during the forecast period across various market segments. It also provides coverage on market dynamics with potential impact on the market during the forecast period and an in-depth analysis of the leading companies operating in the market.

Parameter Description

  • Base Year: 2012
  • Forecast Period: 2020 - 2025
  • Market Sizing: Revenue in US$ Millions and Numbers in Millions & CAGR for the period 2012 to 2025
  • Country Coverage: The US, The UK, Germany, China & South Korea
  • Vendor Scope: Activision Blizzard, Nintendo Co. Ltd., Electronic Arts Inc., Disney Interactive Studios, Inc., Valve Corporation, Rovio Entertainment Corporation, Tencent Holdings Limited
  • Report Coverage: Revenue forecast, market share analysis, company analysis, competitive landscape, market growth drivers, market restraints, market trends and company profiles

Segments Covered

The report provides revenue forecasts for global, regional and country levels. It also provides comprehensive coverage on major industry drivers, restraints, and their impact on market growth during the forecast period. For the purpose of research, the publisher has segmented global eSports market report on the basis of revenue streams, streaming platforms, viewer type and region:-

Revenue Stream, Revenue (2016 - 2025E, US$ Millions)

  • Sponsorship & Advertising
  • Broadcasting & Media Rights
  • Ticket Sales
  • Merchandising
  • Others

Viewer Type, Numbers (2016 - 2025E, Millions)

  • Occasional Viewers
  • Enthusiasts/ Frequent Viewers

Streaming Platform, Volume (2018 - 2025E, US$ Millions)

  • Twitch
  • YouTube Gaming
  • Facebook Gaming
  • Mixer

Regional Outlook, Revenue (2016 - 2025E, US$ Millions)

  • North America
  • Europe
  • Asia Pacific

Country Outlook, Revenue (2016 - 2025E, US$ Millions)

  • The US
  • The UK
  • Germany
  • China
  • South Korea

Vendors Outlook, Revenue (2013 - 2022E, US$ Billions)

  • Activision Blizzard
  • Nintendo Co. Ltd.
  • Electronic Arts Inc.
  • Disney Interactive Studios, Inc.
  • Valve Corporation
  • Rovio Entertainment Corporation
  • Tencent Holdings Limited

Target Audience

  • Game Publishers
  • Streaming Platforms Owners
  • eSports Fans
  • Research Professionals
  • Consultancies
  • Regulatory Bodies

Key questions answered in the report

  • The historical market size of the eSports market from 2012 to 2019 in US$ Millions and market volume in Millions.
  • Projected market growth in the forecasted period 2020 to 2025 with estimated revenue for each year in US$ Millions.
  • Revenue forecasts of major streaming platforms and revenue streams in the period 2020 to 2025 in US$ Millions.
  • Regional and country analysis of the eSports market is provided for the period 2016 to 2025 in US$ Millions.
  • Market drivers, restraints and industry trends that have an impact on revenue.
  • Profiling of major companies with a detailed analysis of major games streamed.

Customization

The publisher provides customization of the study in order to provide specific information as sought by the client.

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

  • Activision Blizzard
  • Electronic Arts Inc.
  • Nintendo Co. Ltd.
  • Tencent Holdings Limited
  • Valve Corporation
  • MORE

1. Executive Summary

2. Research Methodology

3. eSports
3.1 Overview
3.2 Stakeholders
3.3 Revenue Streams
3.4 Streaming Platforms

4. eSports Market Analysis
4.1 Market Sizing (Actual and Forecasted)
4.1.1 By Volume
4.1.2 By Value
4.2 Market Share Analysis
4.2.1 Market Share by Revenue Stream
4.2.2 Market Share by Region
4.2.3 Market Share by Viewer Type
4.2.4 Market Share by Prize Pool
4.2.5 Market Share by Streaming Platform

5. Market Segmentation
5.1 Revenue Stream
5.1.1 Sponsorship & Advertising
5.1.1.1 Overview
5.1.1.2 Market Sizing (Actual & Forecasted)
5.1.2 Broadcasting & Media Rights
5.1.2.1 Overview
5.1.2.2 Market Sizing (Actual & Forecasted)
5.1.3 Ticket Sales
5.1.3.1 Overview
5.1.3.2 Market Sizing (Actual & Forecasted)
5.1.4 Merchandising
5.1.4.1 Overview
5.1.4.2 Market Sizing (Actual & Forecasted)
5.1.5 Others
5.1.5.1 Overview
5.1.5.2 Market Sizing (Actual & Forecasted)
5.2 Viewer Type
5.2.1 Occasional Viewers
5.2.1.1 Overview
5.2.1.2 Market Sizing (Actual & Forecasted)
5.2.2 Enthusiasts/Frequent Viewers
5.2.2.1 Overview
5.2.2.2 Market Sizing (Actual & Forecasted)
5.3 Streaming Platforms
5.3.1 Twitch
5.3.1.1 Overview
5.3.1.2 Market Size by Volume
5.3.1.3 Market Size by Value
5.3.1.4 Market Share by Content
5.3.1.5 Market Share by Users
5.3.1.6 Market Share by Nations
5.3.2 YouTube Gaming
5.3.2.1 Overview
5.3.2.2 Market Size by Volume
5.3.2.3 Market Share by Users
5.3.3 Facebook Gaming
5.3.3.1 Overview
5.3.3.2 Market Size by Volume
5.3.4 Mixer
5.3.4.1 Overview
5.3.4.2 Market Size by Volume

6. Regional Analysis
6.1 North America
6.1.1 Market Sizing (Actual & Forecasted)
6.1.2 Market Share by Segment
6.1.3 The US
6.1.3.1 Market Sizing (Actual & Forecasted)
6.2 Europe
6.2.1 Market Sizing (Actual & Forecasted)
6.2.2 Germany
6.2.2.1 Market Sizing (Actual & Forecasted)
6.2.3 The UK
6.2.3.1 Market Sizing (Actual & Forecasted)
6.3 Asia Pacific
6.3.1 Market Sizing (Actual & Forecasted)
6.3.2 China
6.3.2.1 Market Sizing (Actual & Forecasted)
6.3.3 South Korea
6.3.3.1 Market Sizing (Actual & Forecasted)

7. Market Dynamics
7.1 Industry Trends & Developments
7.1.1 Mergers & Acquisition Activities
7.1.2 Capital Infusion in the Industry
7.1.3 Escalating Prize Money
7.2 Growth Drivers
7.2.1 Introduction of Streaming Platforms
7.2.2 Rising Internet Penetration
7.2.3 Increasing Adoption of Smartphones
7.2.4 Popularity of eSports in Millennials
7.2.5 Increasing Appeal of eSports
7.3 Challenges
7.3.1 Absence of eSports Governance
7.3.2 Lack of Standardization
7.3.3 Intellectual Property Issues

8. Competitive Landscape
8.1 Financial Analysis
8.2 Titles
8.3 Streaming Platforms

9. Company Profile
9.1 Activision Blizzard
9.2 Nintendo Co. Ltd.
9.3 Electronic Arts Inc.
9.4 Disney Interactive Studios, Inc.
9.5 Valve Corporation
9.6 Rovio Entertainment Corporation
9.7 Tencent Holdings Limited

List of Figures and Tables
Figure 1: Research Methodology
Table 1: Top eSports Tournaments
Figure 2: eSports Market Ecosystem
Figure 3: Global eSports Market Size by Volume (Number of Viewers), 2012-19 (Millions)
Figure 4: Global eSports Market Size by Volume (Number of Viewers) Forecasted, 2020E-25E (Millions)
Figure 5: Global eSports Market Size by Value, 2012-19 (US$ Millions)
Figure 6: Global Average Annual Revenue per eSports Enthusiasts, 2017 vs. 2019 (US$)
Figure 7: Global eSports Market Size by Value Forecasted, 2020E-25E (US$ Millions)
Figure 8: Global eSports Market Share by Revenue Stream (2020E)
Figure 9: Global eSports Market Share by Region (2019)
Figure 10: Global eSports Market Share by Viewer Type (2020)
Figure 11: Global eSports Market Share by Tournament Prize Pool (2019)
Figure 12: Global eSports Market Share by Streaming Platform (2019)
Figure 13: Global eSports Revenue - Sponsorship & Advertising Market Size by Value, 2016-25E (US$ Millions)
Figure 14: Global eSports Revenue - Broadcasting & Media Right Market Size by Value, 2016-25E (US$ Millions)
Figure 15: Global eSports Revenue - Ticket Sales Market Size by Value, 2016-25E (US$ Millions)
Figure 16: Global eSports Revenue - Merchandising Market Size by Value, 2016-25E (US$ Millions)
Figure 17: Global eSports Revenue - ‘Others’ Market Size by Value, 2016-25E (US$ Millions)
Figure 18: Global eSports Market Size by Viewer Type - Occasional Viewers, 2016-25E (Millions)
Figure 19: Global eSports Market Size by Viewer Type - Enthusiasts/Frequent Viewers, 2016-25E (Millions)
Figure 20: Global Twitch Market Size by Volume (Avg. Concurrent Viewers & Channels), 2012-19 (Millions)
Figure 21: Global Twitch Market Size by Value, 2018-25E (US$ Millions)
Figure 22: Global Twitch Market Share by Content (2019)
Figure 23: Global Twitch Market Share by User Demographics (2019Q2)
Figure 24: Global Twitch Viewership by Nations (2019)
Figure 25: Global YouTube Gaming Market Size by Volume (Avg. Concurrent Viewers), 2019 Quarter-wise (Thousands)
Figure 26: Global YouTube Gaming Market Share by User Demographics (2019Q2)
Figure 27: Global Facebook Gaming Market Size by Volume (Hours Watched), 2018-19 Quarter-wise (Millions)
Figure 28: Global Mixer Market Size by Volume (Number of Hours Watched), 2018-19 Quarter-wise (Millions)
Figure 29: North America eSports Market Size by Value, 2016-25E (US$ Millions)
Figure 30: North America eSports Market Share by Segment (2019)
Figure 31: The US eSports Market Size by Value, 2016-25E (US$ Millions)
Figure 32: Europe eSports Market Size by Value, 2016-25E (US$ Millions)
Figure 33: Germany eSports Market Size by Value, 2016-25E (US$ Millions)
Figure 34: The UK eSports Market Size by Value, 2016-25E (US$ Millions)
Figure 35: Asia Pacific eSports Market Size by Value, 2016-25E (US$ Millions)
Figure 36: China eSports Market Size by Value, 2016-25E (US$ Millions)
Figure 37: South Korea eSports Market Size by Value, 2016-25E (US$ Millions)
Table 1: Mergers & Acquisitions in eSports Industry
Figure 38: Global eSports Brand Spending on Sponsorship and Advertising, 2015-20E (US$ Millions)
Table 2: Fund-raising in eSports Industry
Figure 39: eSports Prize Pool, 2013-22E (US$ Millions)
Figure 40: India eSports Prize Money Growth, 2017-19 (US$ Millions)
Figure 41: Global Internet Penetration by Region (2019)
Figure 42: Global Internet Users, 2014- 2019 (Billions)
Figure 44: Global Millennial Population, 2013-19 (Millions)
Figure 45: eSports Market Awareness Worldwide, 2015-19 (Millions)
Figure 46: Popularity of eSports in the US vis-à-vis other Sports (2020)
Table 3: Comparative Analysis of Leading eSports Companies in the World
Table 4: Global Leading eSports Games by Tournaments Prize Money
Figure 47: Global eSports Tournaments by Number of Unique Viewers, 2012-17 (Millions)
Table 5: Global eSports Market Players by Number of Tournaments Played
Figure 48: Number of Players of Selected eSports Games Worldwide
Table 6: Global Top 20 Grossing eSports Games
Table 7: Global eSports Viewership by Titles (2019Q2)
Figure 49: Global eSports Market - Most Viewed Games All-Time (Jan, 2015 - Jan, 2019) Billions
Table 8: Global eSports Market - Top Games by Number of Streamers (Jan 2019)
Table 9: Global eSports Market - Most Watched Games by eSports Hours (Jan 2019)
Table 10: Global Twitch Streamers by Highest Average Concurrent Viewers (March, 2020)
Table 11: Global Twitch Streamers by Most-Followed Active Accounts
Table 12: Global YouTube Gaming Channels Ranking by Number of Subscribers (Millions)
Figure 50: Activision Blizzard Revenue by Operating Segment (FY2019)
Figure 51: Activision Blizzard Net Sales, FY2014-19 (US$ Billions)
Figure 52: Nintendo Co. Ltd. Revenue by Business Segment (FY2019)
Figure 53: Nintendo Co. Ltd. Net Sales, FY2014-19 (US$ Billions)
Figure 54: Electronic Arts Inc. Revenue by Business Segment (FY2019)
Figure 55: Electronic Arts Inc. Net Sales, FY2014-19 (US$ Billions)
Figure 56: Walt Disney Co. Revenue by Business Segment (FY2019)
Figure 57: Disney Interactive Studios, Inc. Net Sales, FY2015-19 (US$ Billions)
Figure 58: Rovio Entertainment Corporation Revenue by Business Segment (FY2019)
Figure 59: Rovio Entertainment Corporation Net Sales, FY2014-19 (US$ Millions)
Figure 60: Tencent Holdings Limited Revenue by Business Segment (FY2019)
Figure 61: Tencent Holdings Limited Net Sales, FY2014-19 (US$ Billions)

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

  • Activision Blizzard
  • Electronic Arts Inc.
  • Nintendo Co. Ltd.
  • Tencent Holdings Limited
  • Valve Corporation
  • MORE

eSports, also known as electronic sports, professional video gaming or pro-gaming is an advanced form of competitive video gaming with competition at a professional level and in an organized format with a specific goal. The majority of the eSports played are team-based games played in leagues or tournaments throughout the year. The industry generates revenue from revenue streams such as Sponsorship & Advertising, Broadcasting & Media Rights, Ticket Sales, Merchandising, and Tournament Winnings. Revenue generated by Sponsorship is the major contributor to the global eSports industry.

eSports has garnered a huge base of enthusiasts over the world. As a result of this, the industry is expected to witness growth spurt in the near term. Growth of the market is further propelled by increasing adoption of smartphones, broadcasting and media rights, a growing number of millennial and increasing market awareness. Widespread availability and accessibility of mobile devices coupled with the rise in a number of eSports audience has bolstered the growth of competitive gaming on cellphones and tablets. However, the market faces several challenges due to the absence of eSport governance, lack of standardization on existing platforms and intellectual property issues.

The report “Global eSports Market - Focus on Streaming Platforms [(Revenue Stream - Sponsorship & Advertising, Broadcasting & Media Rights, Ticket Sales, Merchandising & Others; By Streaming Platform - Twitch, YouTube Gaming, Facebook Gaming & Mixer; By Region- North America (The US), Europe (The UK & Germany) & Asia Pacific (China & South Korea)] Market Outlook 2025” provides an in-depth analysis of the current scenario, detailed market outlook of the global eSports market focusing on major streaming platforms such as Twitch, YouTube Gaming, Facebook Gaming & Mixer. Future forecasts of eSports market overall and across various markets segments and regions have been provided in the report till 2025. Furthermore, major industry players have been prudently analysed in the competitive landscape section of the report in order to provide key comparative insights.

Major industry players operating in the global eSports market include Activision Blizzard, Nintendo Co. Ltd., Electronic Arts Inc., Disney Interactive Studios, Inc., Valve Corporation, Rovio Entertainment Corporation, Tencent Holdings Limited, among others. These players are profiled herein based on attributes such as business overview, product segments and financial analysis. It also compiles the performance comparison of the aforementioned companies and other leading companies in the segment based on various parameters in the competitive landscape section. In totality, the report provides detailed market analysis, with relevant forecasted data supported by key market dynamics. This information will be helpful in evaluating opportunities in the global eSports market.

Note: Product cover images may vary from those shown
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  • Activision Blizzard
  • Disney Interactive Studios, Inc.
  • Electronic Arts Inc.
  • Nintendo Co. Ltd.
  • Rovio Entertainment Corporation
  • Tencent Holdings Limited
  • Valve Corporation
Note: Product cover images may vary from those shown
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