E Sports Market
E-Sports - Global Market Outlook (2018-2027)
According to Stratistics MRC, the Global E-Sports market is accounted for $823.39 million in 2018 and is expected to reach $4125.84 million by 2027 growing at a CAGR of 19.6% during the forecast period. Some of the key factors propelling the market growth are growing demand popularity of video games and growing knowledge about esports. However, risk from esport gambling/betting in developing and underdeveloped countries is the restraining factor for the growth of the market.
Electronics sports (esports) are forceful tournaments planned for video game players. It imitate the skill of presentation a expert sports event, where audiences watch video gamers compete against each other. Esports events include competitive leagues and tournaments. The esports income is generated all over sponsorships and advertisements, tickets and merchandise, and media rights.
By revenue streams, sponsorship and direct advertisement segment is expected to grow at the significant market share during the forecast period due to its offer various opportunities to the brand owners to directly reach to the game fans in an occurrence. Booths, video displays, posters, freebies, interactive advertising, and many other imaginative methods facilitate this reach to the brands. On ground sponsoring is cheaper than an online advertisement, and tends to be influential, especially, for companies offering products and services directly related to gaming. On the basis of geography, Asia Pacific is predictable to hold considerable market share during the forecast period due to escalating number of esports competitions in the region. Asia has always been a outstanding market for the gaming industry, specially due to the ease of entry, compare to other markets. in addition, a number of esports spectators, sponsors, and brands from the western countries are more and more invest in the market in this region.
Some of the key players in E-Sports Market include Activision Blizzard, Alisports, CJ Corporation, Electronic Arts, Faceit, Gfinity, Gungho Online Entertainment, Hi Rez Studios, Kabum, Modern Times Group, Nintendo, Rovio Entertainment, Turner Broadcasting System, Valve Corporation, Wargaming Public.
Devices Covered:
• Tablets & Laptops
• Smartphones
• PCs
• Gaming Headsets
• Gaming Consoles
Age Groups Covered:
• 0-15
• 16-25
• 26-35
• More than 35
Revenue Streams Covered:
• Media Rights
• Publisher Fees
• Sponsorships and Direct Advertisements
• Tickets and Merchandise
• eSports Betting & Fantasy Site
• Prize Pool
• Amateur & Micro Tournament
Streaming Platforms Covered:
• YouTube
• Twitch
• Hayu
• DouYu
Products Covered:
• Mice
• Controller
• Keyboard
End Users Covered:
• BFSI
• Manufacturing
• Healthcare
• Retail
• Fighting and Action
• First Person Shooter
• Multiplayer Online
• Occasional Viewers
• Professional Players
• Real Strategy
Regions Covered:
• North America
o US
o Canada
o Mexico
• Europe
o Germany
o France
o Italy
o UK
o Spain
o Rest of Europe
• Asia Pacific
o Japan
o China
o India
o Australia
o New Zealand
o Rest of Asia Pacific
• South America
o Argentina
o Brazil
o Chile
o Rest of South America
• Middle East & Africa
o Saudi Arabia
o UAE
o Qatar
o South Africa
o Rest of Middle East & Africa
What our report offers:
- Market share assessments for the regional and country-level segments
- Strategic recommendations for the new entrants
- Covers Market data for the years 2017, 2018, 2019, 2023 and 2027
- Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
- Strategic analysis: Drivers and Constraints, Product/Technology Analysis, Porter’s five forces analysis, SWOT analysis, etc.
- Strategic recommendations in key business segments based on the market estimations
- Competitive landscaping mapping the key common trends
- Company profiling with detailed strategies, financials, and recent developments
- Supply chain trends mapping the latest technological advancements
Free Customization Offerings:
All the customers of this report will be entitled to receive one of the following free customization options:
• Company Profiling
o Comprehensive profiling of additional market players (up to 3)
o SWOT Analysis of key players (up to 3)
• Regional Segmentation
o Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
• Competitive Benchmarking
Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances
Table of Contents
1 Executive Summary
2 Preface
2.1 Abstract
2.2 Stake Holders
2.3 Research Scope
2.4 Research Methodology
2.4.1 Data Mining
2.4.2 Data Analysis
2.4.3 Data Validation
2.4.4 Research Approach
2.5 Research Sources
2.5.1 Primary Research Sources
2.5.2 Secondary Research Sources
2.5.3 Assumptions
3 Market Trend Analysis
3.1 Introduction
3.2 Drivers
3.3 Restraints
3.4 Opportunities
3.5 Threats
3.6 Product Analysis
3.7 End User Analysis
3.8 Emerging Markets
3.9 Futuristic Market Scenario
4 Porters Five Force Analysis
4.1 Bargaining power of suppliers
4.2 Bargaining power of buyers
4.3 Threat of substitutes
4.4 Threat of new entrants
4.5 Competitive rivalry
5 Global E-Sports Market, By Device
5.1 Introduction
5.2 Tablets & Laptops
5.3 Smartphones
5.4 PCs
5.5 Gaming Headsets
5.6 Gaming Consoles
6 Global E-Sports Market, By Age Group
6.1 Introduction
6.2 0-15
6.3 16-25
6.4 26-35
6.5 More than 35
7 Global E-Sports Market, By Revenue Stream
7.1 Introduction
7.2 Media Rights
7.2.1 Online Advertisements
7.2.2 Subscriptions
7.3 Publisher Fees
7.4 Sponsorships and Direct Advertisements
7.5 Tickets and Merchandise
7.6 eSports betting & fantasy site
7.7 Prize Pool
7.8 Amateur & Micro Tournament
8 Global E-Sports Market, By Streaming Platform
8.1 Introduction
8.2 YouTube
8.3 Twitch
8.4 Hayu
8.5 DouYu
9 Global E-Sports Market, By Product
9.1 Introduction
9.2 Mice
9.3 Controller
9.4 Keyboard
10 Global E-Sports Market, By End User
10.1 Introduction
10.2 BFSI
10.3 Manufacturing
10.4 Healthcare
10.5 Retail
10.6 Fighting and Action
10.7 First Person Shooter
10.8 Multiplayer Online
10.9 Occasional Viewers
10.10 Professional Players
10.11 Real Strategy
11 Global E-Sports Market, By Geography
11.1 Introduction
11.2 North America
11.2.1 US
11.2.2 Canada
11.2.3 Mexico
11.3 Europe
11.3.1 Germany
11.3.2 UK
11.3.3 Italy
11.3.4 France
11.3.5 Spain
11.3.6 Rest of Europe
11.4 Asia Pacific
11.4.1 Japan
11.4.2 China
11.4.3 India
11.4.4 Australia
11.4.5 New Zealand
11.4.6 South Korea
11.4.7 Rest of Asia Pacific
11.5 South America
11.5.1 Argentina
11.5.2 Brazil
11.5.3 Chile
11.5.4 Rest of South America
11.6 Middle East & Africa
11.6.1 Saudi Arabia
11.6.2 UAE
11.6.3 Qatar
11.6.4 South Africa
11.6.5 Rest of Middle East & Africa
12 Key Developments
12.1 Agreements, Partnerships, Collaborations and Joint Ventures
12.2 Acquisitions & Mergers
12.3 New Product Launch
12.4 Expansions
12.5 Other Key Strategies
13 Company Profiling
13.1 Activision Blizzard
13.2 Alisports
13.3 CJ Corporation
13.4 Electronic Arts
13.5 Faceit
13.6 Gfinity
13.7 Gungho Online Entertainment
13.8 Hi Rez Studios
13.9 Kabum
13.10 Modern Times Group
13.11 Nintendo
13.12 Rovio Entertainment
13.13 Turner Broadcasting System
13.14 Valve Corporation
13.15 Wargaming Public
List of Tables
1 Global E-Sports Market Outlook, By Region (2017-2027) ($MN)
2 Global E-Sports Market Outlook, By Device (2017-2027) ($MN)
3 Global E-Sports Market Outlook, By Tablets & Laptops (2017-2027) ($MN)
4 Global E-Sports Market Outlook, By Smartphones (2017-2027) ($MN)
5 Global E-Sports Market Outlook, By PCs (2017-2027) ($MN)
6 Global E-Sports Market Outlook, By Gaming Headsets (2017-2027) ($MN)
7 Global E-Sports Market Outlook, By Gaming Consoles (2017-2027) ($MN)
8 Global E-Sports Market Outlook, By Age Group (2017-2027) ($MN)
9 Global E-Sports Market Outlook, By 0-15 (2017-2027) ($MN)
10 Global E-Sports Market Outlook, By 16-25 (2017-2027) ($MN)
11 Global E-Sports Market Outlook, By 26-35 (2017-2027) ($MN)
12 Global E-Sports Market Outlook, By More than 35 (2017-2027) ($MN)
13 Global E-Sports Market Outlook, By Revenue Stream (2017-2027) ($MN)
14 Global E-Sports Market Outlook, By Media Rights (2017-2027) ($MN)
15 Global E-Sports Market Outlook, By Online Advertisements (2017-2027) ($MN)
16 Global E-Sports Market Outlook, By Subscriptions (2017-2027) ($MN)
17 Global E-Sports Market Outlook, By Publisher Fees (2017-2027) ($MN)
18 Global E-Sports Market Outlook, By Sponsorships and Direct Advertisements (2017-2027) ($MN)
19 Global E-Sports Market Outlook, By Tickets and Merchandise (2017-2027) ($MN)
20 Global E-Sports Market Outlook, By eSports betting & fantasy site (2017-2027) ($MN)
21 Global E-Sports Market Outlook, By Prize Pool (2017-2027) ($MN)
22 Global E-Sports Market Outlook, By Amateur & Micro Tournament (2017-2027) ($MN)
23 Global E-Sports Market Outlook, By Streaming Platform (2017-2027) ($MN)
24 Global E-Sports Market Outlook, By YouTube (2017-2027) ($MN)
25 Global E-Sports Market Outlook, By Twitch (2017-2027) ($MN)
26 Global E-Sports Market Outlook, By Hayu (2017-2027) ($MN)
27 Global E-Sports Market Outlook, By DouYu (2017-2027) ($MN)
28 Global E-Sports Market Outlook, By Product (2017-2027) ($MN)
29 Global E-Sports Market Outlook, By Mice (2017-2027) ($MN)
30 Global E-Sports Market Outlook, By Controller (2017-2027) ($MN)
31 Global E-Sports Market Outlook, By Keyboard (2017-2027) ($MN)
32 Global E-Sports Market Outlook, By End User (2017-2027) ($MN)
33 Global E-Sports Market Outlook, By BFSI (2017-2027) ($MN)
34 Global E-Sports Market Outlook, By Manufacturing (2017-2027) ($MN)
35 Global E-Sports Market Outlook, By Healthcare (2017-2027) ($MN)
36 Global E-Sports Market Outlook, By Retail (2017-2027) ($MN)
37 Global E-Sports Market Outlook, By Fighting and Action (2017-2027) ($MN)
38 Global E-Sports Market Outlook, By First Person Shooter (2017-2027) ($MN)
39 Global E-Sports Market Outlook, By Multiplayer Online (2017-2027) ($MN)
40 Global E-Sports Market Outlook, By Occasional Viewers (2017-2027) ($MN)
41 Global E-Sports Market Outlook, By Professional Players (2017-2027) ($MN)
42 Global E-Sports Market Outlook, By Real Strategy (2017-2027) ($MN)
Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above
List of Figures
RESEARCH METHODOLOGY
We at ‘Stratistics’ opt for an extensive research approach which involves data mining, data validation, and data analysis. The various research sources include in-house repository, secondary research, competitor’s sources, social media research, client internal data, and primary research.
Our team of analysts prefers the most reliable and authenticated data sources in order to perform the comprehensive literature search. With access to most of the authenticated data bases our team highly considers the best mix of information through various sources to obtain extensive and accurate analysis.
Each report takes an average time of a month and a team of 4 industry analysts. The time may vary depending on the scope and data availability of the desired market report. The various parameters used in the market assessment are standardized in order to enhance the data accuracy.
Data Mining
The data is collected from several authenticated, reliable, paid and unpaid sources and is filtered depending on the scope & objective of the research. Our reports repository acts as an added advantage in this procedure. Data gathering from the raw material suppliers, distributors and the manufacturers is performed on a regular basis, this helps in the comprehensive understanding of the products value chain. Apart from the above mentioned sources the data is also collected from the industry consultants to ensure the objective of the study is in the right direction.
Market trends such as technological advancements, regulatory affairs, market dynamics (Drivers, Restraints, Opportunities and Challenges) are obtained from scientific journals, market related national & international associations and organizations.
Data Analysis
From the data that is collected depending on the scope & objective of the research the data is subjected for the analysis. The critical steps that we follow for the data analysis include:
- Product Lifecycle Analysis
- Competitor analysis
- Risk analysis
- Porters Analysis
- PESTEL Analysis
- SWOT Analysis
The data engineering is performed by the core industry experts considering both the Marketing Mix Modeling and the Demand Forecasting. The marketing mix modeling makes use of multiple-regression techniques to predict the optimal mix of marketing variables. Regression factor is based on a number of variables and how they relate to an outcome such as sales or profits.
Data Validation
The data validation is performed by the exhaustive primary research from the expert interviews. This includes telephonic interviews, focus groups, face to face interviews, and questionnaires to validate our research from all aspects. The industry experts we approach come from the leading firms, involved in the supply chain ranging from the suppliers, distributors to the manufacturers and consumers so as to ensure an unbiased analysis.
We are in touch with more than 15,000 industry experts with the right mix of consultants, CEO's, presidents, vice presidents, managers, experts from both supply side and demand side, executives and so on.
The data validation involves the primary research from the industry experts belonging to:
- Leading Companies
- Suppliers & Distributors
- Manufacturers
- Consumers
- Industry/Strategic Consultants
Apart from the data validation the primary research also helps in performing the fill gap research, i.e. providing solutions for the unmet needs of the research which helps in enhancing the reports quality.
For more details about research methodology, kindly write to us at info@strategymrc.com
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