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Europe E-sports Market


Europe E-sports Market 2020-2030 by Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Country: Trend Forecast and Growth Opportunity

Report code: SDMRSE1298213 | Industry: Service | Published On: 44008


Europe e-sports market reached $281.8 million in 2019 and will grow by 18.5% annually over 2020-2030 driven by the rising need for remote sports and virtual games amid the COVID-19 pandemic.
Highlighted with 43 tables and 81 figures, this 144-page report “Europe E-sports Market 2020-2030 by Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Country: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire Europe e-sports market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report is based on studies on 2015-2019 and provides forecast from 2020 till 2030 with 2019 as the base year. (Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
In-depth qualitative analyses include identification and investigation of the following aspects:
• Market Structure
• Growth Drivers
• Restraints and Challenges
• Emerging Product Trends & Market Opportunities
• Porter’s Fiver Forces
The trend and outlook of Europe market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19. The balanced (most likely) projection is used to quantify Europe e-sports market in every aspect of the classification from perspectives of Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Country.

Based on Game Type, the Europe market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.
• Multiplayer Online Battle Arena (MOBA)
• Player vs. Player (PvP)
• First Person Shooters (FPS)
• Real Time Strategy (RTS)
• Massive Multiplayer Online Games (MMOG)
• Other Game Types

Based on Revenue Source, the Europe market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.
Game Publisher Fee
Merchandize & Tickets
Advertisement
Sponsorships
• IT Industry
• Consumer Electronics
• Drink & Beverage
• Financial Institutes & Banks
• Retail Industry
• Others
Media Rights
• Subscriptions
• Online Advertisements
Other Revenue Sources

Based on Device, the Europe market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.
• PCs
• Consoles
• Laptops & Tablets
• Smartphones
• Other Devices

Based on Streaming Platform, the Europe market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.
• YouTube
• Twitch
• Hayu
• DouYu
• Other Streaming Platforms

Based on Audience Type, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section.
• Regular Viewers
• Occasional Viewers

Based on Viewer Gender, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section.
• Male Viewers
• Female Viewers

Based on Age Group, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section.
• <18 Year Old Viewers
• 19-25 Year Old Viewers
• 26-35 Year Old Viewers
• >35 Year Old Viewers

Geographically, the following national/local markets are fully investigated:
• Germany
• UK
• France
• Spain
• Italy
• Russia
• Rest of Europe (further segmented into Belgium, Denmark, Austria, Norway, Sweden, The Netherlands, Poland, Czech Republic, Slovakia, Hungary, and Romania)
For each aforementioned country, detailed analysis and data for annual revenue are available for 2019-2030. The breakdown of key national markets by Game Type, Revenue Source, and Device over the forecast years are also included.
The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Specifically, potential risks associated with investing in Europe e-sports market are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.
Key Players (this may not be a complete list and extra companies can be added upon request):
Activision Blizzard Inc.
Cloud9
Counter Logic Gaming
EA Sports.
Echo Fox Fnatic
Electronic Arts Inc.
Envy Gaming
Epic Games Inc.
G2 Esports
Gfinity Plc
Hi-Rez Studios
Immortals
Intergalactic Gaming Ltd.
Modern Times Group MTG AB
Nintendo Co. Ltd.
Take-Two Interactive Software Inc.
Team Liquid
Team SoloMid
Tencent Holdings Ltd.
Valve Corporation
(Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)

1  Introduction 7
1.1  Industry  Definition  and  Research  Scope 7
1.1.1  Industry  Definition 7
1.1.2  Research  Scope 8
1.2  Research  Methodology 11
1.2.1  Overview  of  Market  Research  Methodology 11
1.2.2  Market  Assumption 12
1.2.3  Secondary  Data 12
1.2.4  Primary  Data 12
1.2.5  Data  Filtration  and  Model  Design 14
1.2.6  Market  Size/Share  Estimation 15
1.2.7  Research  Limitations 16
1.3  Executive  Summary 17
2  Market  Overview  and  Dynamics 20
2.1  Market  Size  and  Forecast 20
2.2  Major  Growth  Drivers 22
2.3  Market  Restraints  and  Challenges 27
2.4  Emerging  Opportunities  and  Market  Trends 30
2.5  Porter’s  Fiver  Forces  Analysis 34
3  Segmentation  of  Europe  Market  by  Game  Type 38
3.1  Market  Overview  by  Game  Type 38
3.2  Multiplayer  Online  Battle  Arena  (MOBA) 40
3.3  Player  vs.  Player  (PvP) 41
3.4  First  Person  Shooters  (FPS) 42
3.5  Real  Time  Strategy  (RTS) 43
3.6  Massive  Multiplayer  Online  Games  (MMOG) 44
3.7  Other  Game  Types 45
4  Segmentation  of  Europe  Market  by  Revenue  Source 46
4.1  Market  Overview  by  Revenue  Source 46
4.2  Game  Publisher  Fee 48
4.3  Merchandize  &  Tickets 49
4.4  Advertisement 50
4.5  Sponsorships 51
4.6  Media  Rights 53
4.7  Other  Revenue  Sources 54
5  Segmentation  of  Europe  Market  by  Device 55
5.1  Market  Overview  by  Device 55
5.2  PCs 57
5.3  Consoles 58
5.4  Laptops  &  Tablets 59
5.5  Smartphones 60
5.6  Other  Devices 61
6  Segmentation  of  Europe  Market  by  Streaming  Platform 62
6.1  Market  Overview  by  Streaming  Platform 62
6.2  YouTube 64
6.3  Twitch 65
6.4  Hayu 66
6.5  DouYu 67
6.6  Other  Streaming  Platforms 68
7  Segmentation  of  Europe  Market  by  Audience  Type 69
7.1  Market  Overview  by  Audience  Type 69
7.2  Regular  Viewers 72
7.3  Occasional  Viewers 74
8  Segmentation  of  Europe  Market  by  Viewer  Gender 76
8.1  Market  Overview  by  Viewer  Gender 76
8.2  Male  Viewers 79
8.3  Female  Viewers 81
9  Segmentation  of  Europe  Market  by  Age  Group 83
9.1  Market  Overview  by  Age  Group 83
9.2  <18  Year  Old  Viewers 86
9.3  19-25  Year  Old  Viewers 88
9.4  26-35  Year  Old  Viewers 90
9.5  >35  Year  Old  Viewers 92
10  European  Market  2019-2030  by  Country 94
10.1  Overview  of  European  Market 94
10.2  Germany 97
10.3  UK 100
10.4  France 102
10.5  Spain 104
10.6  Italy 106
10.7  Russia 108
10.8  Rest  of  European  Market 110
11  Competitive  Landscape 112
11.1  Overview  of  Key  Vendors 112
11.2  New  Product  Launch,  Partnership,  Investment,  and  M&A 116
11.3  Company  Profiles 117
Activision  Blizzard  Inc. 117
Cloud9 119
Counter  Logic  Gaming 120
EA  Sports. 121
Echo  Fox  Fnatic 122
Electronic  Arts  Inc. 123
Envy  Gaming 124
Epic  Games  Inc. 125
G2  Esports 126
Gfinity  Plc 127
Hi-Rez  Studios 128
Immortals 129
Intergalactic  Gaming  Ltd. 130
Modern  Times  Group  MTG  AB 131
Nintendo  Co.  Ltd. 132
Take-Two  Interactive  Software  Inc. 133
Team  Liquid 134
Team  SoloMid 135
Tencent  Holdings  Ltd. 136
Valve  Corporation 137
12  Investing  in  Europe  Market:  Risk  Assessment  and  Management 138
12.1  Risk  Evaluation  of  Europe  Market 138
12.2  Critical  Success  Factors  (CSFs) 141
Related  Reports  and  Products 144
Table 1. Snapshot of Europe E-sports Market, 2019-2030 18
Table 2. Main Product Trends and Market Opportunities in Europe E-sports Market 30
Table 3. Europe E-sports Market by Game Type, 2019-2030, $ mn 38
Table 4. Europe E-sports Market: Player vs. Player (PvP) by Type, 2019-2030, $ mn 41
Table 5. Europe E-sports Market by Revenue Source, 2019-2030, $ mn 46
Table 6. Europe E-sports Market: Sponsorships by Contributor, 2019-2030, $ mn 52
Table 7. Europe E-sports Market: Media Rights by Type, 2019-2030, $ mn 53
Table 8. Europe E-sports Market by Device, 2019-2030, $ mn 55
Table 9. Europe E-sports Market by Streaming Platform, 2019-2030, $ mn 62
Table 10. Europe E-sports Market by Audience Type, 2019-2030, $ mn 69
Table 11. Europe E-sports Viewership by Audience Type, 2019-2030, million 70
Table 12. Europe E-sports Market by Viewer Gender, 2019-2030, $ mn 76
Table 13. Europe E-sports Viewership by Viewer Gender, 2019-2030, million 77
Table 14. Europe E-sports Market by Age Group, 2019-2030, $ mn 83
Table 15. Europe E-sports Viewership by Age Group, 2019-2030, million 84
Table 16. Europe E-sports Market by Country, 2019-2030, $ mn 96
Table 17. Germany E-sports Market by Game Type, 2019-2030, $ mn 98
Table 18. Germany E-sports Market by Revenue Source, 2019-2030, $ mn 98
Table 19. Germany E-sports Market by Device, 2019-2030, $ mn 98
Table 20. UK E-sports Market by Game Type, 2019-2030, $ mn 101
Table 21. UK E-sports Market by Revenue Source, 2019-2030, $ mn 101
Table 22. UK E-sports Market by Device, 2019-2030, $ mn 101
Table 23. France E-sports Market by Game Type, 2019-2030, $ mn 103
Table 24. France E-sports Market by Revenue Source, 2019-2030, $ mn 103
Table 25. France E-sports Market by Device, 2019-2030, $ mn 103
Table 26. Spain E-sports Market by Game Type, 2019-2030, $ mn 105
Table 27. Spain E-sports Market by Revenue Source, 2019-2030, $ mn 105
Table 28. Spain E-sports Market by Device, 2019-2030, $ mn 105
Table 29. Italy E-sports Market by Game Type, 2019-2030, $ mn 107
Table 30. Italy E-sports Market by Revenue Source, 2019-2030, $ mn 107
Table 31. Italy E-sports Market by Device, 2019-2030, $ mn 107
Table 32. Russia E-sports Market by Game Type, 2019-2030, $ mn 109
Table 33. Russia E-sports Market by Revenue Source, 2019-2030, $ mn 109
Table 34. Russia E-sports Market by Device, 2019-2030, $ mn 109
Table 35. E-sports Market in Rest of Europe by Country, 2019-2030, $ mn 111
Table 36. Breakdown of Europe Market by Key Vendor, 2019, % 114
Table 37. Activision Blizzard Inc.: Company Snapshot 117
Table 38. Activision Blizzard Inc.: Business Segmentation 117
Table 39. Activision Blizzard Inc.: Product Portfolio 118
Table 40. Activision Blizzard Inc.: Revenue, 2016-2018, $ mn 118
Table 41. Activision Blizzard Inc.: Recent Developments 118
Table 42. Risk Evaluation for Investing in Europe Market, 2019-2030 139
Table 43. Critical Success Factors and Key Takeaways 142
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