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North America E-sports Market


North America 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: SDMRSE1298212 | Industry: Service | Published On: 44008


North America e-sports market is expected to grow by 16.9% annually in the forecast period and reach $2,441.9 million by 2030 owing to the rising need for remote sports and virtual games amid the COVID-19 pandemic.
Highlighted with 33 tables and 77 figures, this 137-page report “North America 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 North America 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 North America 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 North America 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 North America 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 North America 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 North America 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 North America 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 North America 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 North America 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 North America 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:
• U.S.
• Canada
• Mexico
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 North America 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  North  America  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  North  America  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  North  America  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  North  America  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  North  America  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  North  America  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  North  America  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  North  America  Market  2019-2030  by  Country 94
10.1  Overview  of  North  America  Market 94
10.2  U.S. 97
10.3  Canada 101
10.4  Mexico 103
11  Competitive  Landscape 105
11.1  Overview  of  Key  Vendors 105
11.2  New  Product  Launch,  Partnership,  Investment,  and  M&A 109
11.3  Company  Profiles 110
Activision  Blizzard  Inc. 110
Cloud9 112
Counter  Logic  Gaming 113
EA  Sports. 114
Echo  Fox  Fnatic 115
Electronic  Arts  Inc. 116
Envy  Gaming 117
Epic  Games  Inc. 118
G2  Esports 119
Gfinity  Plc 120
Hi-Rez  Studios 121
Immortals 122
Intergalactic  Gaming  Ltd. 123
Modern  Times  Group  MTG  AB 124
Nintendo  Co.  Ltd. 125
Take-Two  Interactive  Software  Inc. 126
Team  Liquid 127
Team  SoloMid 128
Tencent  Holdings  Ltd. 129
Valve  Corporation 130
12  Investing  in  North  America  Market:  Risk  Assessment  and  Management 131
12.1  Risk  Evaluation  of  North  America  Market 131
12.2  Critical  Success  Factors  (CSFs) 134
Related  Reports  and  Products 137
Table 1. Snapshot of North America E-sports Market, 2019-2030 18
Table 2. Main Product Trends and Market Opportunities in North America E-sports Market 30
Table 3. North America E-sports Market by Game Type, 2019-2030, $ mn 38
Table 4. North America E-sports Market: Player vs. Player (PvP) by Type, 2019-2030, $ mn 41
Table 5. North America E-sports Market by Revenue Source, 2019-2030, $ mn 46
Table 6. North America E-sports Market: Sponsorships by Contributor, 2019-2030, $ mn 52
Table 7. North America E-sports Market: Media Rights by Type, 2019-2030, $ mn 53
Table 8. North America E-sports Market by Device, 2019-2030, $ mn 55
Table 9. North America E-sports Market by Streaming Platform, 2019-2030, $ mn 62
Table 10. North America E-sports Market by Audience Type, 2019-2030, $ mn 69
Table 11. North America E-sports Viewership by Audience Type, 2019-2030, million 70
Table 12. North America E-sports Market by Viewer Gender, 2019-2030, $ mn 76
Table 13. North America E-sports Viewership by Viewer Gender, 2019-2030, million 77
Table 14. North America E-sports Market by Age Group, 2019-2030, $ mn 83
Table 15. North America E-sports Viewership by Age Group, 2019-2030, million 84
Table 16. North America E-sports Market by Country, 2019-2030, $ mn 95
Table 17. U.S. E-sports Market by Game Type, 2019-2030, $ mn 99
Table 18. U.S. E-sports Market by Revenue Source, 2019-2030, $ mn 99
Table 19. U.S. E-sports Market by Device, 2019-2030, $ mn 99
Table 20. Canada E-sports Market by Game Type, 2019-2030, $ mn 102
Table 21. Canada E-sports Market by Revenue Source, 2019-2030, $ mn 102
Table 22. Canada E-sports Market by Device, 2019-2030, $ mn 102
Table 23. Mexico E-sports Market by Game Type, 2019-2030, $ mn 104
Table 24. Mexico E-sports Market by Revenue Source, 2019-2030, $ mn 104
Table 25. Mexico E-sports Market by Device, 2019-2030, $ mn 104
Table 26. Breakdown of North America Market by Key Vendor, 2019, % 107
Table 27. Activision Blizzard Inc.: Company Snapshot 110
Table 28. Activision Blizzard Inc.: Business Segmentation 110
Table 29. Activision Blizzard Inc.: Product Portfolio 111
Table 30. Activision Blizzard Inc.: Revenue, 2016-2018, $ mn 111
Table 31. Activision Blizzard Inc.: Recent Developments 111
Table 32. Risk Evaluation for Investing in North America Market, 2019-2030 132
Table 33. Critical Success Factors and Key Takeaways 135
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