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Global E-sports Market


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

Report code: SDMRSE1298211 | Industry: Service | Published On: 44008


Global e-sports market is expected to grow by 18.8% annually in the forecast period and reach $7,302.3 million by 2030 owing to the rising need for remote sports and virtual games amid the COVID-19 pandemic.
Highlighted with 92 tables and 113 figures, this 200-page report “Global E-sports Market 2020-2030 by Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Region: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire global 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 global 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 global 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 Region.

Based on Game Type, the global 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 global 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 global 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 global 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 global 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 global 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 global 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 regions together with the listed national/local markets are fully investigated:
• APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka)
• Europe (Germany, UK, France, Spain, Italy, Russia, Rest of Europe; Rest of Europe is further segmented into Belgium, Denmark, Austria, Norway, Sweden, The Netherlands, Poland, Czech Republic, Slovakia, Hungary, and Romania)
• North America (U.S., Canada, and Mexico)
• South America (Brazil, Chile, Argentina, Rest of South America)
• RoW (Egypt, UAE, South Africa)
For each aforementioned region and country, detailed analysis and data for annual revenue are available for 2019-2030. The breakdown of all regional markets by country and split 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 global 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 10
1.1  Industry  Definition  and  Research  Scope 10
1.1.1  Industry  Definition 10
1.1.2  Research  Scope 11
1.2  Research  Methodology 14
1.2.1  Overview  of  Market  Research  Methodology 14
1.2.2  Market  Assumption 15
1.2.3  Secondary  Data 15
1.2.4  Primary  Data 15
1.2.5  Data  Filtration  and  Model  Design 17
1.2.6  Market  Size/Share  Estimation 18
1.2.7  Research  Limitations 19
1.3  Executive  Summary 20
2  Market  Overview  and  Dynamics 23
2.1  Market  Size  and  Forecast 23
2.2  Major  Growth  Drivers 25
2.3  Market  Restraints  and  Challenges 30
2.4  Emerging  Opportunities  and  Market  Trends 33
2.5  Porter’s  Fiver  Forces  Analysis 37
3  Segmentation  of  Global  Market  by  Game  Type 41
3.1  Market  Overview  by  Game  Type 41
3.2  Multiplayer  Online  Battle  Arena  (MOBA) 43
3.3  Player  vs.  Player  (PvP) 44
3.4  First  Person  Shooters  (FPS) 45
3.5  Real  Time  Strategy  (RTS) 46
3.6  Massive  Multiplayer  Online  Games  (MMOG) 47
3.7  Other  Game  Types 48
4  Segmentation  of  Global  Market  by  Revenue  Source 49
4.1  Market  Overview  by  Revenue  Source 49
4.2  Game  Publisher  Fee 51
4.3  Merchandize  &  Tickets 52
4.4  Advertisement 53
4.5  Sponsorships 54
4.6  Media  Rights 56
4.7  Other  Revenue  Sources 57
5  Segmentation  of  Global  Market  by  Device 58
5.1  Market  Overview  by  Device 58
5.2  PCs 60
5.3  Consoles 61
5.4  Laptops  &  Tablets 62
5.5  Smartphones 63
5.6  Other  Devices 64
6  Segmentation  of  Global  Market  by  Streaming  Platform 65
6.1  Market  Overview  by  Streaming  Platform 65
6.2  YouTube 67
6.3  Twitch 68
6.4  Hayu 69
6.5  DouYu 70
6.6  Other  Streaming  Platforms 71
7  Segmentation  of  Global  Market  by  Audience  Type 72
7.1  Market  Overview  by  Audience  Type 72
7.2  Regular  Viewers 75
7.3  Occasional  Viewers 77
8  Segmentation  of  Global  Market  by  Viewer  Gender 79
8.1  Market  Overview  by  Viewer  Gender 79
8.2  Male  Viewers 82
8.3  Female  Viewers 84
9  Segmentation  of  Global  Market  by  Age  Group 86
9.1  Market  Overview  by  Age  Group 86
9.2  <18  Year  Old  Viewers 89
9.3  19-25  Year  Old  Viewers 91
9.4  26-35  Year  Old  Viewers 93
9.5  >35  Year  Old  Viewers 95
10  Segmentation  of  Global  Market  by  Region 97
10.1  Geographic  Market  Overview  2019-2030 97
10.2  North  America  Market  2019-2030  by  Country 101
10.2.1  Overview  of  North  America  Market 101
10.2.2  U.S. 105
10.2.3  Canada 109
10.2.4  Mexico 111
10.3  European  Market  2019-2030  by  Country 113
10.3.1  Overview  of  European  Market 113
10.3.2  Germany 117
10.3.3  UK 119
10.3.4  France 121
10.3.5  Spain 123
10.3.6  Italy 125
10.3.7  Russia 127
10.3.8  Rest  of  European  Market 129
10.4  Asia-Pacific  Market  2019-2030  by  Country 131
10.4.1  Overview  of  Asia-Pacific  Market 131
10.4.2  Japan 135
10.4.3  China 138
10.4.4  Australia 140
10.4.5  India 142
10.4.6  South  Korea 144
10.4.7  Rest  of  APAC  Region 146
10.5  South  America  Market  2019-2030  by  Country 148
10.5.1  Argentina 151
10.5.2  Brazil 153
10.5.3  Chile 155
10.5.4  Rest  of  South  America  Market 157
10.6  Rest  of  World  Market  2019-2030  by  Country 158
10.6.1  UAE 161
10.6.2  Egypt 163
10.6.3  South  Africa 165
10.6.4  Other  National  Markets 167
11  Competitive  Landscape 168
11.1  Overview  of  Key  Vendors 168
11.2  New  Product  Launch,  Partnership,  Investment,  and  M&A 172
11.3  Company  Profiles 173
Activision  Blizzard  Inc. 173
Cloud9 175
Counter  Logic  Gaming 176
EA  Sports. 177
Echo  Fox  Fnatic 178
Electronic  Arts  Inc. 179
Envy  Gaming 180
Epic  Games  Inc. 181
G2  Esports 182
Gfinity  Plc 183
Hi-Rez  Studios 184
Immortals 185
Intergalactic  Gaming  Ltd. 186
Modern  Times  Group  MTG  AB 187
Nintendo  Co.  Ltd. 188
Take-Two  Interactive  Software  Inc. 189
Team  Liquid 190
Team  SoloMid 191
Tencent  Holdings  Ltd. 192
Valve  Corporation 193
12  Investing  in  Global  Market:  Risk  Assessment  and  Management 194
12.1  Risk  Evaluation  of  Global  Market 194
12.2  Critical  Success  Factors  (CSFs) 197
Related  Reports  and  Products 200
Table 1. Snapshot of Global E-sports Market, 2019-2030 21
Table 2. Main Product Trends and Market Opportunities in Global E-sports Market 33
Table 3. Global E-sports Market by Game Type, 2019-2030, $ mn 41
Table 4. Global E-sports Market: Player vs. Player (PvP) by Type, 2019-2030, $ mn 44
Table 5. Global E-sports Market by Revenue Source, 2019-2030, $ mn 49
Table 6. Global E-sports Market: Sponsorships by Contributor, 2019-2030, $ mn 55
Table 7. Global E-sports Market: Media Rights by Type, 2019-2030, $ mn 56
Table 8. Global E-sports Market by Device, 2019-2030, $ mn 58
Table 9. Global E-sports Market by Streaming Platform, 2019-2030, $ mn 65
Table 10. Global E-sports Market by Audience Type, 2019-2030, $ mn 72
Table 11. Global E-sports Viewership by Audience Type, 2019-2030, million 73
Table 12. Global E-sports Market by Viewer Gender, 2019-2030, $ mn 79
Table 13. Global E-sports Viewership by Viewer Gender, 2019-2030, million 80
Table 14. Global E-sports Market by Age Group, 2019-2030, $ mn 86
Table 15. Global E-sports Viewership by Age Group, 2019-2030, million 87
Table 16. Global E-sports Market by Region, 2019-2030, $ mn 98
Table 17. Leading National E-sports Market, 2019 and 2030, $ mn 100
Table 18. North America E-sports Market by Country, 2019-2030, $ mn 103
Table 19. U.S. E-sports Market by Game Type, 2019-2030, $ mn 107
Table 20. U.S. E-sports Market by Revenue Source, 2019-2030, $ mn 107
Table 21. U.S. E-sports Market by Device, 2019-2030, $ mn 107
Table 22. Canada E-sports Market by Game Type, 2019-2030, $ mn 110
Table 23. Canada E-sports Market by Revenue Source, 2019-2030, $ mn 110
Table 24. Canada E-sports Market by Device, 2019-2030, $ mn 110
Table 25. Mexico E-sports Market by Game Type, 2019-2030, $ mn 112
Table 26. Mexico E-sports Market by Revenue Source, 2019-2030, $ mn 112
Table 27. Mexico E-sports Market by Device, 2019-2030, $ mn 112
Table 28. Europe E-sports Market by Country, 2019-2030, $ mn 116
Table 29. Germany E-sports Market by Game Type, 2019-2030, $ mn 118
Table 30. Germany E-sports Market by Revenue Source, 2019-2030, $ mn 118
Table 31. Germany E-sports Market by Device, 2019-2030, $ mn 118
Table 32. UK E-sports Market by Game Type, 2019-2030, $ mn 120
Table 33. UK E-sports Market by Revenue Source, 2019-2030, $ mn 120
Table 34. UK E-sports Market by Device, 2019-2030, $ mn 120
Table 35. France E-sports Market by Game Type, 2019-2030, $ mn 122
Table 36. France E-sports Market by Revenue Source, 2019-2030, $ mn 122
Table 37. France E-sports Market by Device, 2019-2030, $ mn 122
Table 38. Spain E-sports Market by Game Type, 2019-2030, $ mn 124
Table 39. Spain E-sports Market by Revenue Source, 2019-2030, $ mn 124
Table 40. Spain E-sports Market by Device, 2019-2030, $ mn 124
Table 41. Italy E-sports Market by Game Type, 2019-2030, $ mn 126
Table 42. Italy E-sports Market by Revenue Source, 2019-2030, $ mn 126
Table 43. Italy E-sports Market by Device, 2019-2030, $ mn 126
Table 44. Russia E-sports Market by Game Type, 2019-2030, $ mn 128
Table 45. Russia E-sports Market by Revenue Source, 2019-2030, $ mn 128
Table 46. Russia E-sports Market by Device, 2019-2030, $ mn 128
Table 47. E-sports Market in Rest of Europe by Country, 2019-2030, $ mn 130
Table 48. APAC E-sports Market by Country, 2019-2030, $ mn 133
Table 49. Japan E-sports Market by Game Type, 2019-2030, $ mn 137
Table 50. Japan E-sports Market by Revenue Source, 2019-2030, $ mn 137
Table 51. Japan E-sports Market by Device, 2019-2030, $ mn 137
Table 52. China E-sports Market by Game Type, 2019-2030, $ mn 139
Table 53. China E-sports Market by Revenue Source, 2019-2030, $ mn 139
Table 54. China E-sports Market by Device, 2019-2030, $ mn 139
Table 55. Australia E-sports Market by Game Type, 2019-2030, $ mn 141
Table 56. Australia E-sports Market by Revenue Source, 2019-2030, $ mn 141
Table 57. Australia E-sports Market by Device, 2019-2030, $ mn 141
Table 58. India E-sports Market by Game Type, 2019-2030, $ mn 143
Table 59. India E-sports Market by Revenue Source, 2019-2030, $ mn 143
Table 60. India E-sports Market by Device, 2019-2030, $ mn 143
Table 61. South Korea E-sports Market by Game Type, 2019-2030, $ mn 145
Table 62. South Korea E-sports Market by Revenue Source, 2019-2030, $ mn 145
Table 63. South Korea E-sports Market by Device, 2019-2030, $ mn 145
Table 64. E-sports Market in Rest of APAC by Country, 2019-2030, $ mn 147
Table 65. South America E-sports Market by Country, 2019-2030, $ mn 150
Table 66. Argentina E-sports Market by Game Type, 2019-2030, $ mn 152
Table 67. Argentina E-sports Market by Revenue Source, 2019-2030, $ mn 152
Table 68. Argentina E-sports Market by Device, 2019-2030, $ mn 152
Table 69. Brazil E-sports Market by Game Type, 2019-2030, $ mn 154
Table 70. Brazil E-sports Market by Revenue Source, 2019-2030, $ mn 154
Table 71. Brazil E-sports Market by Device, 2019-2030, $ mn 154
Table 72. Chile E-sports Market by Game Type, 2019-2030, $ mn 156
Table 73. Chile E-sports Market by Revenue Source, 2019-2030, $ mn 156
Table 74. Chile E-sports Market by Device, 2019-2030, $ mn 156
Table 75. RoW E-sports Market by Country, 2019-2030, $ mn 160
Table 76. UAE E-sports Market by Game Type, 2019-2030, $ mn 162
Table 77. UAE E-sports Market by Revenue Source, 2019-2030, $ mn 162
Table 78. UAE E-sports Market by Device, 2019-2030, $ mn 162
Table 79. Egypt E-sports Market by Game Type, 2019-2030, $ mn 164
Table 80. Egypt E-sports Market by Revenue Source, 2019-2030, $ mn 164
Table 81. Egypt E-sports Market by Device, 2019-2030, $ mn 164
Table 82. South Africa E-sports Market by Game Type, 2019-2030, $ mn 166
Table 83. South Africa E-sports Market by Revenue Source, 2019-2030, $ mn 166
Table 84. South Africa E-sports Market by Device, 2019-2030, $ mn 166
Table 85. Breakdown of Global Market by Key Vendor, 2019, % 170
Table 86. Activision Blizzard Inc.: Company Snapshot 173
Table 87. Activision Blizzard Inc.: Business Segmentation 173
Table 88. Activision Blizzard Inc.: Product Portfolio 174
Table 89. Activision Blizzard Inc.: Revenue, 2016-2018, $ mn 174
Table 90. Activision Blizzard Inc.: Recent Developments 174
Table 91. Risk Evaluation for Investing in Global Market, 2019-2030 195
Table 92. Critical Success Factors and Key Takeaways 198
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