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Esports Market Research Report by Revenue Stream, Platform, State - United States Forecast to 2027 - Cumulative Impact of COVID-19

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    Report

  • 154 Pages
  • October 2022
  • Region: United States
  • 360iResearch™
  • ID: 5437839
UP TO OFF until Dec 31st 2022
The United States Esports Market size was estimated at USD 219.49 million in 2021, USD 245.34 million in 2022, and is projected to grow at a CAGR of 8.28% to reach USD 353.95 million by 2027.

Market Statistics:

The report provides market sizing and forecast across 7 major currencies - USD, EUR, JPY, GBP, AUD, CAD, and CHF. It helps organization leaders make better decisions when currency exchange data is readily available. In this report, the years 2018 and 2020 are considered as historical years, 2021 as the base year, 2022 as the estimated year, and years from 2023 to 2027 are considered as the forecast period.

Market Segmentation & Coverage:

This research report categorizes the Esports to forecast the revenues and analyze the trends in each of the following sub-markets:
  • Based on Revenue Stream, the market was studied across Media Rights, Publisher Fees, Sponsorships and Direct Advertisements, and Tickets and Merchandise. The Media Rights is further studied across Online Advertisements and Subscriptions.
  • Based on Platform, the market was studied across Offline and Online.
  • Based on State, the market was studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas.

Cumulative Impact of COVID-19:

COVID-19 is an incomparable global public health emergency that has affected almost every industry, and the long-term effects are projected to impact the industry growth during the forecast period. This ongoing research amplifies This research framework to ensure the inclusion of underlying COVID-19 issues and potential paths forward. The report delivers insights on COVID-19 considering the changes in consumer behavior and demand, purchasing patterns, re-routing of the supply chain, dynamics of current market forces, and the significant interventions of governments. The updated study provides insights, analysis, estimations, and forecasts, considering the COVID-19 impact on the market.

Cumulative Impact of 2022 Russia Ukraine Conflict:

The publisher continuously monitors and update reports on political and economic uncertainty due to the Russian invasion of Ukraine. Negative impacts are significantly foreseen globally, especially across Eastern Europe, European Union, Eastern & Central Asia, and the United States. This contention has severely affected lives and livelihoods and represents far-reaching disruptions in trade dynamics. The potential effects of ongoing war and uncertainty in Eastern Europe are expected to have an adverse impact on the world economy, with especially long-term harsh effects on Russia.This report uncovers the impact of demand & supply, pricing variants, strategic uptake of vendors, and recommendations for Esports market considering the current update on the conflict and its global response.

Competitive Strategic Window:

The Competitive Strategic Window analyses the competitive landscape in terms of markets, applications, and geographies to help the vendor define an alignment or fit between their capabilities and opportunities for future growth prospects. It describes the optimal or favorable fit for the vendors to adopt successive merger and acquisition strategies, geography expansion, research & development, and new product introduction strategies to execute further business expansion and growth during a forecast period.

FPNV Positioning Matrix:

The FPNV Positioning Matrix evaluates and categorizes the vendors in the Esports Market based on Business Strategy (Business Growth, Industry Coverage, Financial Viability, and Channel Support) and Product Satisfaction (Value for Money, Ease of Use, Product Features, and Customer Support) that aids businesses in better decision making and understanding the competitive landscape.

Market Share Analysis:

The Market Share Analysis offers the analysis of vendors considering their contribution to the overall market. It provides the idea of its revenue generation into the overall market compared to other vendors in the space. It provides insights into how vendors are performing in terms of revenue generation and customer base compared to others. Knowing market share offers an idea of the size and competitiveness of the vendors for the base year. It reveals the market characteristics in terms of accumulation, fragmentation, dominance, and amalgamation traits.

Competitive Scenario:

The Competitive Scenario provides an outlook analysis of the various business growth strategies adopted by the vendors. The news covered in this section deliver valuable thoughts at the different stage while keeping up-to-date with the business and engage stakeholders in the economic debate. The competitive scenario represents press releases or news of the companies categorized into Merger & Acquisition, Agreement, Collaboration, & Partnership, New Product Launch & Enhancement, Investment & Funding, and Award, Recognition, & Expansion. All the news collected help vendor to understand the gaps in the marketplace and competitor's strength and weakness thereby, providing insights to enhance product and service.

Company Usability Profiles:

The report profoundly explores the recent significant developments by the leading vendors and innovation profiles in the United States Esports Market, including Activision Blizzard, Alisports, Beyond the Summit (BTS), CJ Corporation, Electronic Arts, Faceit, Gameloft SE, Gfinity, Gungho Online Entertainment, Hi Rez Studios, HTC Corporation, Intel Corporation, Kabum, Modern Times Group, Nintendo, NVIDIA Corporation, Rovio Entertainment, Tencent Holdings Limited, Turner Broadcasting System, Valve Corporation, and Wargaming Public.

The report provides insights on the following pointers:

1. Market Penetration: Provides comprehensive information on the market offered by the key players
2. Market Development: Provides in-depth information about lucrative emerging markets and analyze penetration across mature segments of the markets
3. Market Diversification: Provides detailed information about new product launches, untapped geographies, recent developments, and investments
4. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, certification, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players
5. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and breakthrough product developments

The report answers questions such as:

1. What is the market size and forecast of the United States Esports Market?
2. What are the inhibiting factors and impact of COVID-19 shaping the United States Esports Market during the forecast period?
3. Which are the products/segments/applications/areas to invest in over the forecast period in the United States Esports Market?
4. What is the competitive strategic window for opportunities in the United States Esports Market?
5. What are the technology trends and regulatory frameworks in the United States Esports Market?
6. What is the market share of the leading vendors in the United States Esports Market?
7. What modes and strategic moves are considered suitable for entering the United States Esports Market?
Frequently Asked Questions about the U.S. Esports Market

What is the estimated value of the U.S. Esports Market?

The U.S. Esports Market was estimated to be valued at $219.49 Million in 2021.

What is the growth rate of the U.S. Esports Market?

The growth rate of the U.S. Esports Market is 8.2%, with an estimated value of $353.95 Million by 2027.

What is the forecasted size of the U.S. Esports Market?

The U.S. Esports Market is estimated to be worth $353.95 Million by 2027.

Who are the key companies in the U.S. Esports Market?

Key companies in the U.S. Esports Market include Activision Blizzard, Alisports, Beyond the Summit (BTS), CJ Corporation, Electronic Arts, Faceit, Gameloft SE, Gfinity and Hi Rez Studios.

Table of Contents

1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Limitations
1.7. Assumptions
1.8. Stakeholders
2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update
3. Executive Summary4. Market Overview
5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.2. Restraints
5.1.3. Opportunities
5.1.4. Challenges
5.2. Cumulative Impact of COVID-19
6. Esports Market, by Revenue Stream
6.1. Introduction
6.2. Media Rights
6.3.1. Online Advertisements
6.3.2. Subscriptions
6.3. Publisher Fees
6.4. Sponsorships and Direct Advertisements
6.5. Tickets and Merchandise
7. Esports Market, by Platform
7.1. Introduction
7.2. Offline
7.3. Online
8. California Esports Market
8.1. Introduction
9. Florida Esports Market
9.1. Introduction
10. Illinois Esports Market
10.1. Introduction
11. New York Esports Market
11.1. Introduction
12. Ohio Esports Market
12.1. Introduction
13. Pennsylvania Esports Market
13.1. Introduction
14. Texas Esports Market
14.1. Introduction
15. Competitive Landscape
15.1. FPNV Positioning Matrix
15.1.1. Quadrants
15.1.2. Business Strategy
15.1.3. Product Satisfaction
15.2. Market Ranking Analysis, By Key Player
15.3. Market Share Analysis, By Key Player
15.4. Competitive Scenario
15.4.1. Merger & Acquisition
15.4.2. Agreement, Collaboration, & Partnership
15.4.3. New Product Launch & Enhancement
15.4.4. Investment & Funding
15.4.5. Award, Recognition, & Expansion
16. Company Usability Profiles
16.1. Activision Blizzard
16.1.1. Business Overview
16.1.2. Key Executives
16.1.3. Product & Services
16.2. Alisports
16.2.1. Business Overview
16.2.2. Key Executives
16.2.3. Product & Services
16.3. Beyond the Summit (BTS)
16.3.1. Business Overview
16.3.2. Key Executives
16.3.3. Product & Services
16.4. CJ Corporation
16.4.1. Business Overview
16.4.2. Key Executives
16.4.3. Product & Services
16.5. Electronic Arts
16.5.1. Business Overview
16.5.2. Key Executives
16.5.3. Product & Services
16.6. Faceit
16.6.1. Business Overview
16.6.2. Key Executives
16.6.3. Product & Services
16.7. Gameloft SE
16.7.1. Business Overview
16.7.2. Key Executives
16.7.3. Product & Services
16.8. Gfinity
16.8.1. Business Overview
16.8.2. Key Executives
16.8.3. Product & Services
16.9. Gungho Online Entertainment
16.9.1. Business Overview
16.9.2. Key Executives
16.9.3. Product & Services
16.10. Hi Rez Studios
16.10.1. Business Overview
16.10.2. Key Executives
16.10.3. Product & Services
16.11. HTC Corporation
16.11.1. Business Overview
16.11.2. Key Executives
16.11.3. Product & Services
16.12. Intel Corporation
16.12.1. Business Overview
16.12.2. Key Executives
16.12.3. Product & Services
16.13. Kabum
16.13.1. Business Overview
16.13.2. Key Executives
16.13.3. Product & Services
16.14. Modern Times Group
16.14.1. Business Overview
16.14.2. Key Executives
16.14.3. Product & Services
16.15. Nintendo
16.15.1. Business Overview
16.15.2. Key Executives
16.15.3. Product & Services
16.16. NVIDIA Corporation
16.16.1. Business Overview
16.16.2. Key Executives
16.16.3. Product & Services
16.17. Rovio Entertainment
16.17.1. Business Overview
16.17.2. Key Executives
16.17.3. Product & Services
16.18. Tencent Holdings Limited
16.18.1. Business Overview
16.18.2. Key Executives
16.18.3. Product & Services
16.19. Turner Broadcasting System
16.19.1. Business Overview
16.19.2. Key Executives
16.19.3. Product & Services
16.20. Valve Corporation
16.20.1. Business Overview
16.20.2. Key Executives
16.20.3. Product & Services
16.21. Wargaming Public
16.21.1. Business Overview
16.21.2. Key Executives
16.21.3. Product & Services
17. Appendix
17.1. Discussion Guide
17.2. License & Pricing
List of Figures
FIGURE 1. UNITED STATES ESPORTS MARKET: RESEARCH PROCESS
FIGURE 2. UNITED STATES ESPORTS MARKET SIZE, 2021 VS 2027
FIGURE 3. UNITED STATES ESPORTS MARKET SIZE, 2018-2027 (USD MILLION)
FIGURE 4. UNITED STATES ESPORTS MARKET SIZE, BY STATE, 2021 VS 2027 (%)
FIGURE 5. UNITED STATES ESPORTS MARKET SIZE, BY STATE, 2021 VS 2027 (USD MILLION)
FIGURE 6. UNITED STATES ESPORTS MARKET COMPETITIVE STRATEGIC WINDOW, BY STATE, 2027
FIGURE 7. UNITED STATES ESPORTS MARKET DYNAMICS
FIGURE 8. UNITED STATES ESPORTS MARKET SIZE, BY REVENUE STREAM, 2021 VS 2027 (%)
FIGURE 9. UNITED STATES ESPORTS MARKET SIZE, BY REVENUE STREAM, 2021 VS 2027 (USD MILLION)
FIGURE 10. UNITED STATES ESPORTS MARKET COMPETITIVE STRATEGIC WINDOW, BY REVENUE STREAM, 2027
FIGURE 11. UNITED STATES ESPORTS MARKET SIZE, BY MEDIA RIGHTS, 2018-2027 (USD MILLION)
FIGURE 12. UNITED STATES ESPORTS MARKET SIZE, BY ONLINE ADVERTISEMENTS, 2018-2027 (USD MILLION)
FIGURE 13. UNITED STATES ESPORTS MARKET SIZE, BY SUBSCRIPTIONS, 2018-2027 (USD MILLION)
FIGURE 14. UNITED STATES ESPORTS MARKET SIZE, BY PUBLISHER FEES, 2018-2027 (USD MILLION)
FIGURE 15. UNITED STATES ESPORTS MARKET SIZE, BY SPONSORSHIPS AND DIRECT ADVERTISEMENTS, 2018-2027 (USD MILLION)
FIGURE 16. UNITED STATES ESPORTS MARKET SIZE, BY TICKETS AND MERCHANDISE, 2018-2027 (USD MILLION)
FIGURE 17. UNITED STATES ESPORTS MARKET SIZE, BY PLATFORM, 2021 VS 2027 (%)
FIGURE 18. UNITED STATES ESPORTS MARKET SIZE, BY PLATFORM, 2021 VS 2027 (USD MILLION)
FIGURE 19. UNITED STATES ESPORTS MARKET COMPETITIVE STRATEGIC WINDOW, BY PLATFORM, 2027
FIGURE 20. UNITED STATES ESPORTS MARKET SIZE, BY OFFLINE, 2018-2027 (USD MILLION)
FIGURE 21. UNITED STATES ESPORTS MARKET SIZE, BY ONLINE, 2018-2027 (USD MILLION)
FIGURE 22. CALIFORNIA ESPORTS MARKET SIZE, 2018-2027 (USD MILLION)
FIGURE 23. FLORIDA ESPORTS MARKET SIZE, 2018-2027 (USD MILLION)
FIGURE 24. ILLINOIS ESPORTS MARKET SIZE, 2018-2027 (USD MILLION)
FIGURE 25. NEW YORK ESPORTS MARKET SIZE, 2018-2027 (USD MILLION)
FIGURE 26. OHIO ESPORTS MARKET SIZE, 2018-2027 (USD MILLION)
FIGURE 27. PENNSYLVANIA ESPORTS MARKET SIZE, 2018-2027 (USD MILLION)
FIGURE 28. TEXAS ESPORTS MARKET SIZE, 2018-2027 (USD MILLION)
FIGURE 29. UNITED STATES ESPORTS MARKET: FPNV POSITIONING MATRIX, 2021
FIGURE 30. UNITED STATES ESPORTS MARKET SHARE, BY KEY PLAYER, 2021
FIGURE 31. UNITED STATES ESPORTS MARKET COMPETITIVE SCENARIO, BY KEY TYPE, 2021
List of Tables
TABLE 1. UNITED STATES ESPORTS MARKET SEGMENTATION & COVERAGE
TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2021
TABLE 3. UNITED STATES ESPORTS MARKET SIZE, 2018-2027 (USD MILLION)
TABLE 4. UNITED STATES ESPORTS MARKET SIZE, BY STATE, 2018-2027 (USD MILLION)
TABLE 5. UNITED STATES ESPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2027 (USD MILLION)
TABLE 6. UNITED STATES ESPORTS MARKET SIZE, BY MEDIA RIGHTS, 2018-2027 (USD MILLION)
TABLE 7. UNITED STATES ESPORTS MARKET SIZE, BY MEDIA RIGHTS, BY STATE, 2018-2027 (USD MILLION)
TABLE 8. UNITED STATES ESPORTS MARKET SIZE, BY ONLINE ADVERTISEMENTS, 2018-2027 (USD MILLION)
TABLE 9. UNITED STATES ESPORTS MARKET SIZE, BY ONLINE ADVERTISEMENTS, BY STATE, 2018-2027 (USD MILLION)
TABLE 10. UNITED STATES ESPORTS MARKET SIZE, BY SUBSCRIPTIONS, 2018-2027 (USD MILLION)
TABLE 11. UNITED STATES ESPORTS MARKET SIZE, BY SUBSCRIPTIONS, BY STATE, 2018-2027 (USD MILLION)
TABLE 12. UNITED STATES ESPORTS MARKET SIZE, BY PUBLISHER FEES, 2018-2027 (USD MILLION)
TABLE 13. UNITED STATES ESPORTS MARKET SIZE, BY PUBLISHER FEES, BY STATE, 2018-2027 (USD MILLION)
TABLE 14. UNITED STATES ESPORTS MARKET SIZE, BY SPONSORSHIPS AND DIRECT ADVERTISEMENTS, 2018-2027 (USD MILLION)
TABLE 15. UNITED STATES ESPORTS MARKET SIZE, BY SPONSORSHIPS AND DIRECT ADVERTISEMENTS, BY STATE, 2018-2027 (USD MILLION)
TABLE 16. UNITED STATES ESPORTS MARKET SIZE, BY TICKETS AND MERCHANDISE, 2018-2027 (USD MILLION)
TABLE 17. UNITED STATES ESPORTS MARKET SIZE, BY TICKETS AND MERCHANDISE, BY STATE, 2018-2027 (USD MILLION)
TABLE 18. UNITED STATES ESPORTS MARKET SIZE, BY PLATFORM, 2018-2027 (USD MILLION)
TABLE 19. UNITED STATES ESPORTS MARKET SIZE, BY OFFLINE, 2018-2027 (USD MILLION)
TABLE 20. UNITED STATES ESPORTS MARKET SIZE, BY OFFLINE, BY STATE, 2018-2027 (USD MILLION)
TABLE 21. UNITED STATES ESPORTS MARKET SIZE, BY ONLINE, 2018-2027 (USD MILLION)
TABLE 22. UNITED STATES ESPORTS MARKET SIZE, BY ONLINE, BY STATE, 2018-2027 (USD MILLION)
TABLE 23. CALIFORNIA ESPORTS MARKET SIZE, 2018-2027 (USD MILLION)
TABLE 24. CALIFORNIA ESPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2027 (USD MILLION)
TABLE 25. CALIFORNIA ESPORTS MARKET SIZE, BY PLATFORM, 2018-2027 (USD MILLION)
TABLE 26. FLORIDA ESPORTS MARKET SIZE, 2018-2027 (USD MILLION)
TABLE 27. FLORIDA ESPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2027 (USD MILLION)
TABLE 28. FLORIDA ESPORTS MARKET SIZE, BY PLATFORM, 2018-2027 (USD MILLION)
TABLE 29. ILLINOIS ESPORTS MARKET SIZE, 2018-2027 (USD MILLION)
TABLE 30. ILLINOIS ESPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2027 (USD MILLION)
TABLE 31. ILLINOIS ESPORTS MARKET SIZE, BY PLATFORM, 2018-2027 (USD MILLION)
TABLE 32. NEW YORK ESPORTS MARKET SIZE, 2018-2027 (USD MILLION)
TABLE 33. NEW YORK ESPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2027 (USD MILLION)
TABLE 34. NEW YORK ESPORTS MARKET SIZE, BY PLATFORM, 2018-2027 (USD MILLION)
TABLE 35. OHIO ESPORTS MARKET SIZE, 2018-2027 (USD MILLION)
TABLE 36. OHIO ESPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2027 (USD MILLION)
TABLE 37. OHIO ESPORTS MARKET SIZE, BY PLATFORM, 2018-2027 (USD MILLION)
TABLE 38. PENNSYLVANIA ESPORTS MARKET SIZE, 2018-2027 (USD MILLION)
TABLE 39. PENNSYLVANIA ESPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2027 (USD MILLION)
TABLE 40. PENNSYLVANIA ESPORTS MARKET SIZE, BY PLATFORM, 2018-2027 (USD MILLION)
TABLE 41. TEXAS ESPORTS MARKET SIZE, 2018-2027 (USD MILLION)
TABLE 42. TEXAS ESPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2027 (USD MILLION)
TABLE 43. TEXAS ESPORTS MARKET SIZE, BY PLATFORM, 2018-2027 (USD MILLION)
TABLE 44. UNITED STATES ESPORTS MARKET: FPNV POSITIONING MATRIX - SCORES, 2021
TABLE 45. UNITED STATES ESPORTS MARKET: FPNV POSITIONING MATRIX - BUSINESS STRATEGY, 2021
TABLE 46. UNITED STATES ESPORTS MARKET: FPNV POSITIONING MATRIX - PRODUCT SATISFACTION, 2021
TABLE 47. UNITED STATES ESPORTS MARKET RANKING, BY KEY PLAYER, 2021
TABLE 48. UNITED STATES ESPORTS MARKET SHARE, BY KEY PLAYER, 2021
TABLE 49. UNITED STATES ESPORTS MARKET MERGER & ACQUISITION
TABLE 50. UNITED STATES ESPORTS MARKET AGREEMENT, COLLABORATION, & PARTNERSHIP
TABLE 51. UNITED STATES ESPORTS MARKET NEW PRODUCT LAUNCH & ENHANCEMENT
TABLE 52. UNITED STATES ESPORTS MARKET INVESTMENT & FUNDING
TABLE 53. UNITED STATES ESPORTS MARKET AWARD, RECOGNITION, & EXPANSION
TABLE 54. UNITED STATES ESPORTS MARKET: LICENSE & PRICING

Companies Mentioned

  • Activision Blizzard
  • Alisports
  • Beyond the Summit (BTS)
  • CJ Corporation
  • Electronic Arts
  • Faceit
  • Gameloft SE
  • Gfinity
  • Gungho Online Entertainment
  • Hi Rez Studios
  • HTC Corporation
  • Intel Corporation
  • Kabum
  • Modern Times Group
  • Nintendo
  • NVIDIA Corporation
  • Rovio Entertainment
  • Tencent Holdings Limited
  • Turner Broadcasting System
  • Valve Corporation
  • Wargaming Public

Methodology

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