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Global Esports Market: Insights & Forecast with Potential Impact of COVID-19 (2020-2024)

  • ID: 5138204
  • Report
  • August 2020
  • Region: Global
  • 113 Pages
  • Koncept Analytics

FEATURED COMPANIES

  • Activision Blizzard
  • Electronic Arts
  • Gfinity
  • Modern Times Group
  • Nintendo
  • Tencent
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The global esports market is anticipated to reach US$2.40 billion in 2024, growing at a CAGR of 18.19% for the period spanning 2020-2024. The growth in the esports market was driven by rising internet users & penetration, growing GDP per capita, increasing digitalization and rising smartphone users. The market is expected to face certain challenges like growing addiction of esports and physical & psychological effects. The market is witnessing certain trends such as increasing adoption of virtual reality (VR) and augmented reality (AR) in the gaming industry.

The global esports market by revenue source can be segmented into the following: sponsorship, media rights, advertising, publisher fees and merchandise & tickets. In 2019, the dominant share of the market was held by sponsorship, followed by media rights, advertising, publisher fees and merchandise & tickets. The global esports audience is predicted to reach 888 million in 2024, experiencing growth at a CAGR of 18.19% during the period spanning 2020-2024. The global esports audience by type can be segmented as follows: occasional viewer and enthusiast. The higher share of the market was held by the occasional viewer in 2019.

The global esports market by region can be segmented into the following: North America, Asia Pacific and Europe. In 2019, the dominant share of the market was held by North America, followed by the Asia Pacific and Europe. The various factors responsible for the dominant market share held by North America are rising audience of esports, increasing disposable income and surging adoption of smartphones. North America would continue to hold a dominant market share during the forecasted years.

Scope of the report:

  • The report provides a comprehensive analysis of the global esports market with the potential impact of COVID-19.
  • The major regional markets North America, Asia Pacific and Europe along with the US have been analyzed.
  • The market dynamics such as growth drivers, market trends and challenges are analyzed in-depth.
  • The competitive landscape of the market, along with the company profiles of leading players (Activision Blizzard, Modern Times Group, Gfinity, Nintendo, Tencent and Electronic Arts) are also presented in detail.

Key Target Audience:

  • Esports Providers
  • End Users (Businesses/Consumers)
  • Investment Banks
  • Government Bodies & Regulating Authorities
Note: Product cover images may vary from those shown

FEATURED COMPANIES

  • Activision Blizzard
  • Electronic Arts
  • Gfinity
  • Modern Times Group
  • Nintendo
  • Tencent

1. Market Overview
1.1 Esports
1.2 Fighting Games
1.3 First-person Shooters
1.4 Multiplayer Online Battle Arena
1.5 Racing Games
1.6 Real-time Strategy
1.7 Sports Games
1.8 Third-person Shooters

2. Impact of COVID-19
2.1 Impact on Global Economy
2.2 Impact on Esports Watching Hours
2.3 Global Prevalence of COVID-19
2.4 Impact on Twitch Hours Watched

3. Market Analysis
3.1 Global Esports Market by Value
3.2 Global Esports Market Forecast by Value
3.3 Global Esports Market by Revenue Source
3.3.1 Global Esports Sponsorship Market by Value
3.3.2 Global Esports Sponsorship Market Forecast by Value
3.3.3 Global Esports Media Rights Market by value
3.3.4 Global Esports Media Rights Market Forecast by Value
3.3.5 Global Esports Advertising Market by Value
3.3.6 Global Esports Advertising Market Forecast by Value
3.3.7 Global Esports Publisher Market by Value
3.3.8 Global Esports Publisher Market Forecast by Value
3.3.9 Global Esports Merchandise & Tickets Market by Value
3.3.10 Global Esports Merchandise & Tickets Market Forecast by Value
3.4 Global Esports Audience
3.5 Global Esports Audience Forecast
3.6 Global Esports Audience by Type
3.6.1 Global Esports Occasional Viewer Audience
3.6.2 Global Esports Occasional Viewer Audience Forecast
3.6.3 Global Esports Enthusiasts Audience
3.6.4 Global Esports Enthusiasts Audience Forecast
3.7 Global Esports Market by Region

4. Regional Market
4.1 North America
4.1.1 North America Esports Market by Value
4.1.2 North America Esports Market Forecast by Value
4.1.3 The US Esports Market Forecast by Value
4.1.4 The US Esports Market by Revenue Source
4.1.5 The US Esports Market Value Forecast by Revenue Source
4.2 Asia Pacific
4.2.1 Asia Pacific Esports Market by Value
4.2.2 Asia Pacific Esports Market Forecast by Value
4.3 Europe
4.3.1 Europe Esports Market by Value
4.3.2 Europe Esports Market Forecast by Value
4.4 ROW
4.4.1 ROW Esports Market by Value
4.4.2 ROW Esports Market Forecast by Value

5. Market Dynamics
5.1 Growth Drivers
5.1.1 Upsurge in Internet Users
5.1.2 Escalating GDP Per Capita
5.1.3 Increasing Penetration of Smartphone
5.1.4 Increasing Use of Cloud Computing Technology
5.1.5 Digitalization
5.1.6 Forming of Esports Teams in High Schools & Colleges
5.2 Key Trends & Developments
5.2.1 Surging Youth Population
5.2.2 Virtual Reality (VR)
5.2.3 Surging Adoption of Augmented Reality (AR)
5.3 Challenges
5.3.1 Addiction of Esports
5.3.2 Physical & Psychological Effects

6. Competitive Landscape
6.1 Global Market
6.1.1 Revenue Comparison- Key Players
6.1.2 Market Capitalization Comparison- Key Players
6.1.3 Research & Development Expenses Comparison- Key Players

7. Company Profiles
7.1 Activision Blizzard
7.1.1 Business Overview
7.1.2 Financial Overview
7.1.3 Business Strategies
7.2 Modern Times Group
7.2.1 Business Overview
7.2.2 Financial Overview
7.2.3 Business Strategies
7.3 Gfinity
7.3.1 Business Overview
7.3.2 Financial Overview
7.3.3 Business Strategies
7.4 Nintendo
7.4.1 Business Overview
7.4.2 Financial Overview
7.4.3 Business Strategies
7.5 Tencent
7.5.1 Business Overview
7.5.2 Financial Overview
7.5.3 Business Strategies
7.6 Electronic Arts
7.6.1 Business Overview
7.6.2 Financial Overview
7.6.3 Business Strategies

List of Charts

  • List of Esports Games
  • List of Fighting Games
  • List of First-person Shooters
  • List of Multiplayer Online Battle Arena
  • List of Racing Games
  • List of Real-time Strategy Games
  • List of Sports Games
  • List of Third-person Shooters
  • Global Gaming Watch Hours (Jan’20 – Mar’20)
  • Global Prevalence of COVID-19 (Jan’ 20 – Jul’20)
  • Global Twitch Total Hours Watched (Q1’ 19 – Q1’20)
  • Global Esports Market by Value (2015-2019)
  • Global Esports Market Forecast by Value (2020-2024)
  • Global Esports Market by Revenue Source (2019)
  • Global Esports Sponsorship Market by Value (2015-2019)
  • Global Esports Sponsorship Market Forecast by Value (2020-2024)
  • Global Esports Media Rights Market by Value (2015-2019)
  • Global Esports Media Rights Market Forecast by Value (2020-2024)
  • Global Esports Advertising Market by Value (2015-2019)
  • Global Esports Advertising Market Forecast by Value (2020-2024)
  • Global Esports Publisher Market by Value (2015-2019)
  • Global Esports Publisher Market Forecast by Value (2020-2024)
  • Global Esports Merchandise & Tickets Market by Value (2015-2019)
  • Global Esports Merchandise & Tickets Market Forecast by Value (2020-2024)
  • Global Esports Audience (2015-2019)
  • Global Esports Audience Forecast (2020-2024)
  • Global Esports Audience by Type (2019)
  • Global Esports Occasional Viewer Audience (2015-2019)
  • Global Esports Occasional Viewer Audience Forecast (2020-2024)
  • Global Esports Enthusiasts Audience (2015-2019)
  • Global Esports Enthusiasts Audience Forecast (2020-2024)
  • Global Esports Market by Region (2019)
  • North America Esports Market by Value (2015-2019)
  • North America Esports Market Forecast by Value (2020-2024)
  • The US Esports Market Forecast by Value (2019-2024)
  • The US Esports Market by Revenue Source (2019)
  • The US Esports Market Value Forecast by Revenue Source (2019-2024)
  • Asia Pacific Esports Market by Value (2015-2019)
  • Asia Pacific Esports Market Forecast by Value (2020-2024)
  • Europe Esports Market by Value (2015-2019)
  • Europe Esports Market Forecast by Value (2020-2024)
  • ROW Esports Market by Value (2015-2019)
  • ROW Esports Market Forecast by Value (2020-2024)
  • Global Internet Users & Penetration (2015-2020)
  • Global GDP Per Capita (2015-2023)
  • Global Smartphone Users (2015-2020)
  • Global Youth Population (2000-2020)
  • Global Virtual Reality Revenue (2015-2020)
  • Global Augmented Reality (AR) Revenue (2016-2020)
  • Key Players - Revenue Comparison (2019/2020)
  • Key Players – Market Capitalization Comparison (2020)
  • Key Players – Research & Development Expenses Comparison (2020)
  • Activision Blizzard Net Revenue & Net Income (2015-2019)
  • Activision Blizzard Net Revenue by Segment (2019)
  • Activision Blizzard Net Revenue by Region (2019)
  • Modern Times Group Net Sales and Net Income (Loss) (2015-2019)
  • Modern Times Group Net Sales by Segment (2019)
  • Modern Times Group Net Sales by Region (2019)
  • Gfinity Revenue & Net Loss (2015-2019)
  • Gfinity Revenue by Segment (2019)
  • Gfinity Revenue by Region (2019)
  • Nintendo Net Sales and Profit (2016-2020)
  • Nintendo Net Sales by Segment (2019)
  • Nintendo Net Sales by Region (2019)
  • Tencent Revenue and Profit (2015-2019)
  • Tencent Revenue by Segment (2019)
  • Tencent Revenue by Region (2019)
  • Electronic Arts Net Revenue & Net Income (2016-2020)
  • Electronic Arts Net Revenue by Segment (2020)
  • Electronic Arts Net Revenue by Segment (2020)
Note: Product cover images may vary from those shown

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  • Activision Blizzard
  • Electronic Arts
  • Gfinity
  • Modern Times Group
  • Nintendo
  • Tencent
Note: Product cover images may vary from those shown

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