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LAMEA Esports Market By Revenue Source (Sponsorship, Media Rights, Advertising, Publisher Fees, and Merchandise & Tickets), By Country, Opportunity Analysis and Industry Forecast, 2021 - 2027

  • PDF Icon

    Report

  • 125 Pages
  • November 2021
  • Region: Africa, Middle East
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5514609

The Latin America, Middle East and Africa Esports Market is expected to witness market growth of 26.3% CAGR during the forecast period (2021-2027).

The growth catalysts for the market are rising audience reach & engagement tasks, increasing live streaming of the video games, formidable investments, and growing infrastructure for the huge tournaments. The increasing professionalism across the esports industry has opened new opportunities for influencers, gamers, game developers, and event organizers.

Additionally, millennials are rapidly moving to esports as a professional career due to the rising popularity of gaming tournaments, streaming revenues, attractive international prizes, and one-to-one sponsorships. Further, colleges & universities are also beginning with a devoted esports curriculum to support and develop well-trained professionals.

The increasing awareness among the population about esports is contributing to the popularity of esports across this region. In addition, factors like the growing technological advancements in the video gaming industry, the increase in the investments in the esports industry by the companies is expected to fuel the growth of the regional esports market over the forecast period.

The Sponsorship market dominated the LAMEA Esports Market by Revenue Source 2020, and is expected to continue to be a dominant market till 2027; thereby, achieving a market value of $89 million by 2027. The Media Rights market is expected to witness a CAGR of 27.2% during (2021 - 2027). Additionally, The Advertising market is expected to exhibit highest CAGR of 27% during (2021 - 2027).

Based on Revenue Source, the market is segmented into Sponsorship, Media Rights, Advertising, Publisher Fees, and Merchandise & Tickets.Based on countries, the market is segmented into Brazil, Argentina, UAE, Saudi Arabia, South Africa, Nigeria, and Rest of LAMEA.



The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Intel Corporation, NVIDIA Corporation, Nintendo Co., Ltd., Activision Blizzard, Inc., Valve Corporation, Modern Times Group MTG AB, Electronic Arts, Inc., Tencent Holdings Ltd., Gameloft SE (Vivendi), and AT&T, Inc.



Scope of the Study

Market Segments Covered in the Report:


By Revenue Source


  • Sponsorship
  • Media Rights
  • Advertising
  • Publisher Fees
  • Merchandise & Tickets

By Country

  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA

Key Market Players

List of Companies Profiled in the Report:


  • Intel Corporation
  • NVIDIA Corporation
  • Nintendo Co., Ltd.
  • Activision Blizzard, Inc.
  • Valve Corporation
  • Modern Times Group MTG AB
  • Electronic Arts, Inc.
  • Tencent Holdings Ltd.
  • Gameloft SE (Vivendi)
  • AT&T, Inc.

Unique Offerings from the Publisher

  • Exhaustive coverage
  • The highest number of market tables and figures
  • Subscription-based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 LAMEA Esports Market, by Revenue Source
1.4.2 LAMEA Esports Market, by Country
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Competition Analysis - Global
3.1 Cardinal Matrix
3.2 Recent Industry Wide Strategic Developments
3.2.1 Partnerships, Collaborations and Agreements
3.2.2 Product Launches and Product Expansions
3.2.3 Acquisition and Mergers
3.2.4 Geographical Expansions
3.3 Top Winning Strategies
3.3.1 Key Leading Strategies: Percentage Distribution (2017-2021)
3.3.2 Key Strategic Move: (Product Launches and Product Expansions : 2017, Jun - 2021, Jun) Leading Players
Chapter 4. LAMEA Esports Market by Revenue Source
4.1 LAMEA Sponsorship Market by Country
4.2 LAMEA Media Rights Market by Country
4.3 LAMEA Advertising Market by Country
4.4 LAMEA Publisher Fees Market by Country
4.5 LAMEA Merchandise & Tickets Revenue Source Market by Country
Chapter 5. LAMEA Esports Market by Country
5.1 Brazil Esports Market
5.1.1 Brazil Esports Market by Revenue Source
5.2 Argentina Esports Market
5.2.1 Argentina Esports Market by Revenue Source
5.3 UAE Esports Market
5.3.1 UAE Esports Market by Revenue Source
5.4 Saudi Arabia Esports Market
5.4.1 Saudi Arabia Esports Market by Revenue Source
5.5 South Africa Esports Market
5.5.1 South Africa Esports Market by Revenue Source
5.6 Nigeria Esports Market
5.6.1 Nigeria Esports Market by Revenue Source
5.7 Rest of LAMEA Esports Market
5.7.1 Rest of LAMEA Esports Market by Revenue Source
Chapter 6. Company Profiles
6.1 Intel Corporation
6.1.5 Recent strategies and developments:
6.2 NVIDIA Corporation
6.2.5 Recent strategies and developments:
6.2.5.1 Partnerships, Collaborations, and Agreements:
6.2.5.2 Product Launches and Product Expansions:
6.2.5.3 Acquisition and Mergers:
6.2.5.4 Geographical Expansions:
6.3 Nintendo Co., Ltd.
6.3.1 Company Overview
6.3.2 Financial Analysis
6.3.3 Segmental and Regional Analysis
6.3.4 Research & Development Expenses
6.3.5 Recent strategies and developments:
6.3.5.1 Partnerships, Collaborations, and Agreements:
6.3.5.2 Acquisitions and Mergers:
6.4 Activision Blizzard, Inc.
6.4.1 Company Overview
6.4.2 Financial Analysis
6.4.3 Segmental and Regional Analysis
6.4.4 Recent strategies and developments:
6.4.4.1 Partnerships, Collaborations, and Agreements:
6.4.4.2 Product Launches and Product Expansions:
6.4.4.3 Acquisition and Mergers:
6.5 Valve Corporation
6.5.1 Company Overview
6.5.2 Recent strategies and developments:
6.5.2.1 Partnerships, Collaborations, and Agreements:
6.5.2.2 Product Launches and Product Expansions:
6.6 Modern Times Group MTG AB
6.6.1 Company Overview
6.6.2 Financial Analysis
6.6.3 Segmental and Regional Analysis
6.6.4 Recent strategies and developments:
6.6.4.1 Acquisition and Mergers:
6.7 Electronic Arts, Inc.
6.7.1 Company Overview
6.7.2 Financial Analysis
6.7.3 Segmental and Regional Analysis
6.7.4 Research & Development Expenses
6.7.5 Recent strategies and developments:
6.7.5.1 Partnerships, Collaborations, and Agreements:
6.7.5.2 Product Launches and Product Expansions:
6.7.5.3 Acquisition and Mergers:
6.8 Tencent Holdings Ltd.
6.8.1 Company Overview
6.8.2 Financial Analysis
6.8.3 Segmental and Regional Analysis
6.8.4 Research & Development Expenses
6.8.5 Recent strategies and developments:
6.8.5.1 Partnerships, Collaborations, and Agreements:
6.9 Gameloft SE (Vivendi)
6.9.1 Company Overview
6.9.2 Financial Analysis
6.9.3 Segmental and Regional Analysis
6.9.4 Research & Development Expenses
6.9.5 Recent strategies and developments:
6.9.5.1 Partnerships, Collaborations, and Agreements:
6.9.5.2 Product Launches and Product Expansions:
6.1 AT&T, Inc.
6.10.1 Company Overview
6.10.2 Financial Analysis
6.10.3 Segmental and Regional Analysis
6.10.4 Research & Development Expense
6.10.5 Recent strategies and developments:
6.10.5.1 Partnerships, Collaborations, and Agreements:

Companies Mentioned

  • Intel Corporation
  • NVIDIA Corporation
  • Nintendo Co., Ltd.
  • Activision Blizzard, Inc.
  • Valve Corporation
  • Modern Times Group MTG AB
  • Electronic Arts, Inc.
  • Tencent Holdings Ltd.
  • Gameloft SE (Vivendi)
  • AT&T, Inc.

Methodology

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