Esports Global Market Opportunities and Strategies To 2030: COVID-19 Growth and Change provides the strategists, marketers and senior management with the critical information they need to assess the global esports market as it emerges from the COVID 19 shut down.
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Description:
Where is the largest and fastest growing market for esports? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The Esports market global report from the publisher answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography. It places the market within the context of the wider esports market, and compares it with other markets.
The report covers the following chapters
- Executive Summary - The executive summary section of the report gives a brief overview and summary of the report.
- Report Structure - This section gives the structure of the report and the information covered in the various sections.
- Introduction - The introduction section of the report gives brief introduction about segmentation by geography, segmentation by game, segmentation by revenue source, and segmentation by platform.
- Market Characteristics - The market characteristics section of the report defines and explains the esports market. This chapter also defines and describes goods and related services covered in the report.
- Trends and Strategies - This chapter describes the major trends shaping the global esports market. This section highlights likely future developments in the market and suggests approaches companies can take to exploit these opportunities.
- Impact of COVID-19 - This section describes the impact of COVID-19 on the esports market.
- Global Market Size and Growth - This section contains the global historic (2015-2020) and forecast (2020-2025), and (2025-2030) market values, and drivers and restraints that support and control the growth of the market in the historic and forecast periods.
- Regional Analysis - This section contains the historic (2015-2020) and forecast (2020-2025), and (2025-2030) market values and growth and market share comparison by region.
- Market Segmentation - This section contains the market values (2015-2030) and analysis for different segments.
- Regional Market Size and Growth - This section contains the region’s market size (2020), historic (2015-2020) and forecast (2020-2025), and (2025-2030) market values, and growth and market share comparison of countries within the region. This report includes information on all the regions Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa and major countries within each region. The market overview sections of the report describe the current size of the market, background information, government initiatives, regulations, regulatory bodies, associations, corporate tax structure, investments, and major companies.
- Competitive Landscape - This section covers details on the competitive landscape of the global esports market, estimated market shares and company profiles for the leading players.
- Key Mergers and Acquisitions - This chapter gives the information on recent mergers and acquisitions in the market covered in the report. This section gives key financial details of mergers and acquisitions which have shaped the market in recent years.
- Market Background - This section describes the sports market of which the esports market is a segment. This chapter includes the sports market 2015-25 values, and regional analyses for the sports market.
- Market Opportunities and Strategies- This section includes market opportunities and strategies based on findings of the research. This section also gives information on growth opportunities across countries, segments and strategies to be followed in those markets. It gives an understanding of where there is significant business to be gained by competitors in the next five years.
- Conclusions and Recommendations - This section includes conclusions and recommendations based on findings of the research. This section also gives recommendations for esports in terms of services offerings, geographic expansion, marketing strategies and target groups.
- Appendix - This section includes details on the NAICS codes covered, abbreviations and currencies codes used in this report.
Scope
Markets Covered:
- By Game: Multiplayer Online Battle Arena (MOBA); Real time Strategy; First Person Shooter; Fighting and Sports
- By Platform: PC; Console; Mobile; Others
- By Revenue Source: Sponsorship; Advertising; Merchandise and Tickets; Publisher Fees; Media Rights
Companies Mentioned:
Activision Blizzard Inc.; Modern Times Group MTG AB; Tencent; Valve Corporation; Electronic Arts Inc.
Metrics Covered:
Number of Enterprises; Number of Employees
Countries:
China; India; Japan; Australia; Indonesia; South Korea; United States; Brazil; UK; Germany; France; Russia
Regions:
Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time series:
Five years historic and ten years forecast.
Data:
Ratios of market size and growth to related markets, GDP proportions, expenditure per capita, esports indicators comparison.
Data segmentations:
Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing:
Data and analysis throughout the report is sourced using end notes.
Table of Contents
Executive Summary
This report describes and explains the esports market and covers 2015 to 2020, termed the historic period, and 2020 to 2025 termed the forecast period, along with further forecasts for the period 2025-2030. The report evaluates the market across each region and for the major economies within each region.The esports market reached a value of nearly $1,070.5 million in 2020, having increased at a compound annual growth rate (CAGR) of 16.0% since 2015. The market is expected to grow from $1,070.5million in 2020 to $2,108.6 million in 2025 at a rate of 14.5%. The market is then expected to grow at a CAGR of 13.6% from 2025 and reach $3,993.2 million in 2030.
Growth in the historic period resulted from increased awareness about esports, increase in livestreaming of games, and increase in international prize pool for esports. The market was restrained by lack of standardization. Going forward, increased diversity of game genres, increase in viewership, emergence of esports cafes, increase in internet accessible devices, rising sponsorships, increase in mobile gaming, and increasing awareness will drive the growth. Factors that could hinder the growth of the esports market in the future include unprotected rights of esports participants and match-fixing.
The esports market is segmented by game into multiplayer online battle arena (MOBA), real time strategy, first-person shooter, and fighting and sports. The multiplayer online battle arena (MOBA) market was the largest segment of the esports market segmented by game, accounting for 40.9% of the total in 2020. Going forward, the multiplayer online battle arena (MOBA) segment is expected to remain the fastest growing segment in the esports market segmented by game, at a CAGR of 16.3% during 2020-2025.
The esports market is segmented by platform into PC, console, mobile and others. The mobile market was the largest segment of the esports market segmented by platform, accounting for 38.6% of the total in 2020. Going forward, the mobile segment is expected to remain the fastest growing segment in the esports market segmented by platform, at a CAGR of 16.0% during 2020-2025.
The esports market is segmented by revenue source into sponsorship, advertising, merchandise and tickets, publisher fees, and media rights. The sponsorship market was the largest segment of the esports market segmented by revenue source, accounting for 61.2% of the total in 2020. Going forward, the advertising segment is expected to be the fastest growing segment in the esports market segmented by platform, at a CAGR of 19.7% during 2020-2025.
North America was the largest region in the esports market, accounting for 33.1% of the total in 2020. It was followed by Asia-Pacific, Western Europe and then the other regions. Going forward, the fastest-growing regions in the esports market will be South America, and Eastern Europe where growth will be at CAGRs of 17.7% and 16.9% respectively. These will be followed by the Middle East, and Africa where the markets are expected to grow at CAGRs of 16.9% and 16.7% respectively.
The coronavirus pandemic, which began in Wuhan’s Hubei Province, China, has caused global economic slowdown and impacted various industries across the world, including the esports market. Nationwide lockdowns and restrictions on activity to contain COVID-19 are disrupting the supply chains and affecting manufacturing worldwide.
Social distancing and reduced consumer and business activities has increased the participation and engagement of people with esports. Further the cancelation and postponement of traditional sports tournaments amid the COVID-19 crisis have also acted as a catalyst and diverted people towards the esports. The prolonged shutdowns have added younger sports fanatics as new demographic of consumers for the esports industry. As reported by Verizon, in 2020, in the USA streaming demand increased by 12%, while video gaming increased by 75% during the COVID-19 lockdown period.
The esports market is highly fragmented, with large number of small players in the market. The top ten competitors in the market made up to 69.0% of the total market in 2020. This can be due to the existence of number of local players in the market serving customers in particular geographies. Activision Blizzard Inc. was the largest competitor with 21.85% of the market, followed by Modern Times Group MTG AB with 14.15%, Tencent with 11.04%, Valve Corporation with 8.03%, Electronic Arts Inc. with 3.78%, Nintendo with 2.82%, Team SoloMid (TSM) with 2.10%, Cloud9 with 1.96%, Take-Two Interactive with 1.87%, and Riot Games Inc. with 1.40%.
The top opportunities in the esports market segmented by game will arise in the multiplayer online battle arena (MOBA) segment, which will gain $493.2 million of global annual sales by 2025. The top opportunities in segment by platform will arise in the mobile segment, which will gain $455.7 million of global annual sales by 2025. The top opportunities in segment by revenue source will arise in the sponsorship segment, which will gain $587.7 million of global annual sales by 2025. The esports market size will gain the most in USA at $251.4 million.
Market-trend-based strategies for the esports market include increasing shift towards esports due to COVID-19, evolution of esports with augmented reality (AR) and virtual reality (VR) technologies, increasing M&A activities, proliferation of investments, new esports platforms.
To take advantage of these opportunities, the publisher recommends the esports companies to focus on the three strategic pillars: expanding audience reach; deepening consumer engagement; and increasing player investment, add more esports tournament to portfolio to bring upsurge in revenue, expand product portfolio and expand business worldwide, focus on strengthening product portfolio by establishing new unit for business, and focus on investing in new business strategies, technologies, distribution methods, products, and services.
Companies Mentioned (Partial List)
A selection of companies mentioned in this report includes, but is not limited to:
- Activision Blizzard Inc.
- Modern Times Group MTG AB
- Tencent
- Valve Corporation
- Electronic Arts Inc.
Methodology
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Table Information
Report Attribute | Details |
---|---|
No. of Pages | 274 |
Published | September 2021 |
Forecast Period | 2020 - 2030 |
Estimated Market Value ( USD | $ 1070.5 Million |
Forecasted Market Value ( USD | $ 3993.2 Million |
Compound Annual Growth Rate | 14.1% |
Regions Covered | Global |