Esports Market 2027 by Revenue Stream, Game Type and Geography | The Insight Partners

Esports Market Forecast to 2027 - Covid-19 Impact and Global Analysis - by Revenue Stream (Media Rights, Tickets and Merchandise, Sponsorships and Direct Advertisements, Publisher Fees); Game Type (Arcade, Action, Sports, First Person Shooting (FPS), Simulation, Others) and Geography

Report Code: TIPRE00008051 | No. of Pages: 150 | Category: Technology, Media and Telecommunications | Status: Upcoming
Covid
MARKET INTRODUCTION

Esports is a sports competition using video games. Esports often take the form of organized, multiplayer video game competitions. YouTube and Twitch have become central to driving the Esports market. The increasing popularity of video games across the globe and growing awareness about Esports are the significant factors that are driving the growth of the Esports market. Younger generations are highly connected to the internet and technology. This has paved the way for online gaming activities, which also propel the growth of the Esports market. Peoples are now taking a huge interest in Esports and investing their money and time in it. Moreover, growing awareness about Esports and peer-to-peer sharing has also accelerated the growth of the Esports market.

MARKET DYNAMICS

Esports has the potential to be a more powerful branding medium than traditional sports because of the interactivity of streaming, hence, boosting the demand for the Esports market. Advancements in gaming technologies, increase in awareness about Esports due to attention given by worldwide publishers, investors, and broadcasters, which also fuels the growth of the Esports market. Nowadays, video games are preferred as compared to other sport and outdoor activities. Additionally, a growing number of events with large prize pools is a new trend seen in the Esports market that is further fueling the growth of the Esports market. An increase in the number of Esports enthusiast has foreseen during the last three years and is expected to increase in the upcoming year that drives the growth of the Esports market.

MARKET SCOPE

The "Global Esports Market Analysis to 2027" is a specialized and in-depth study of the Esports industry with a special focus on the global market trend analysis. The report aims to provide an overview Esports market with detailed market segmentation by revenue stream, game type, and geography. The global Esports market is expected to witness high growth during the forecast period. The report provides key statistics on the market status of the leading Esports market players and offers key trends and opportunities in the Esports market.

MARKET SEGMENTATION

The global Esports market is segmented on the basis of revenue stream, game type. On the basis of revenue stream the market is segmented as media rights, tickets and merchandise, sponsorships and direct advertisements, publisher fees. On the basis of game type the market is segmented as arcade, action, sports, first person shooting (FPS), simulation, others.



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REGIONAL FRAMEWORK


The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides overview and forecast of the global Esports market based on various segments. It also provides market size and forecast estimates from year 2017 to 2027 with respect to five major regions, namely; North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South America. The Esports market by each region is later sub-segmented by respective countries and segments. The report covers analysis and forecast of 18 countries globally along with current trend and opportunities prevailing in the region.

The report analyzes factors affecting Esports market from both demand and supply side and further evaluates market dynamics effecting the market during the forecast period i.e., drivers, restraints, opportunities, and future trend. The report also provides exhaustive PEST analysis for all five regions namely; North America, Europe, APAC, MEA and South America after evaluating political, economic, social and technological factors effecting the Esports market in these regions.



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MARKET PLAYERS


The reports cover key developments in the Esports market as organic and inorganic growth strategies. Various companies are focusing on organic growth strategies such as product launches, product approvals and others such as patents and events. Inorganic growth strategies activities witnessed in the market were acquisitions, and partnership & collaborations. These activities have paved way for expansion of business and customer base of market players. The market players from Esports market are anticipated to lucrative growth opportunities in the future with the rising demand for Esports in the global market. Below mentioned is the list of few companies engaged in the Esports market.

The report also includes the profiles of key Esports companies along with their SWOT analysis and market strategies. In addition, the report focuses on leading industry players with information such as company profiles, components and services offered, financial information of last 3 years, key development in past five years.

  •  Activision Blizzard
  •  CJ Corporation
  •  Electronic Arts
  •  Faceit
  •  Gfinity
  •  Modern Times Group MTG AB
  •  Namko Ltd.
  •  Nintendo
  •  Turner Broadcasting System
  •  Valve Corporation

The Insight Partner's dedicated research and analysis team consist of experienced professionals with advanced statistical expertise and offer various customization options in the existing study.


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TABLE OF CONTENTS

1. INTRODUCTION
1.1. SCOPE OF THE STUDY
1.2. THE INSIGHT PARTNERS RESEARCH REPORT GUIDANCE
1.3. MARKET SEGMENTATION
1.3.1 Esports Market - By Revenue Stream
1.3.2 Esports Market - By Game Type
1.3.3 Esports Market - By Region
1.3.3.1 By Country

2. KEY TAKEAWAYS

3. RESEARCH METHODOLOGY

4. ESPORTS MARKET LANDSCAPE
4.1. OVERVIEW
4.2. PEST ANALYSIS
4.2.1 North America - Pest Analysis
4.2.2 Europe - Pest Analysis
4.2.3 Asia-Pacific - Pest Analysis
4.2.4 Middle East and Africa - Pest Analysis
4.2.5 South and Central America - Pest Analysis
4.3. ECOSYSTEM ANALYSIS
4.4. EXPERT OPINIONS

5. ESPORTS MARKET - KEY MARKET DYNAMICS
5.1. KEY MARKET DRIVERS
5.2. KEY MARKET RESTRAINTS
5.3. KEY MARKET OPPORTUNITIES
5.4. FUTURE TRENDS
5.5. IMPACT ANALYSIS OF DRIVERS, RESTRAINTS & EXPECTED INFLUENCE OF COVID-19 PANDEMIC

6. ESPORTS MARKET - GLOBAL MARKET ANALYSIS
6.1. ESPORTS - GLOBAL MARKET OVERVIEW
6.2. ESPORTS - GLOBAL MARKET AND FORECAST TO 2027
6.3. MARKET POSITIONING/MARKET SHARE

7. ESPORTS MARKET - REVENUE AND FORECASTS TO 2027 - REVENUE STREAM
7.1. OVERVIEW
7.2. REVENUE STREAM MARKET FORECASTS AND ANALYSIS
7.3. MEDIA RIGHTS
7.3.1. Overview
7.3.2. Media Rights Market Forecast and Analysis
7.4. TICKETS AND MERCHANDISE
7.4.1. Overview
7.4.2. Tickets and Merchandise Market Forecast and Analysis
7.5. SPONSORSHIPS AND DIRECT ADVERTISEMENTS
7.5.1. Overview
7.5.2. Sponsorships and Direct Advertisements Market Forecast and Analysis
7.6. PUBLISHER FEES
7.6.1. Overview
7.6.2. Publisher Fees Market Forecast and Analysis
8. ESPORTS MARKET - REVENUE AND FORECASTS TO 2027 - GAME TYPE
8.1. OVERVIEW
8.2. GAME TYPE MARKET FORECASTS AND ANALYSIS
8.3. ARCADE
8.3.1. Overview
8.3.2. Arcade Market Forecast and Analysis
8.4. ACTION
8.4.1. Overview
8.4.2. Action Market Forecast and Analysis
8.5. SPORTS
8.5.1. Overview
8.5.2. Sports Market Forecast and Analysis
8.6. FIRST PERSON SHOOTING (FPS)
8.6.1. Overview
8.6.2. First Person Shooting (FPS) Market Forecast and Analysis
8.7. SIMULATION
8.7.1. Overview
8.7.2. Simulation Market Forecast and Analysis
8.8. OTHERS
8.8.1. Overview
8.8.2. Others Market Forecast and Analysis

9. ESPORTS MARKET REVENUE AND FORECASTS TO 2027 - GEOGRAPHICAL ANALYSIS
9.1. NORTH AMERICA
9.1.1 North America Esports Market Overview
9.1.2 North America Esports Market Forecasts and Analysis
9.1.3 North America Esports Market Forecasts and Analysis - By Revenue Stream
9.1.4 North America Esports Market Forecasts and Analysis - By Game Type
9.1.5 North America Esports Market Forecasts and Analysis - By Countries
9.1.5.1 United States Esports Market
9.1.5.1.1 United States Esports Market by Revenue Stream
9.1.5.1.2 United States Esports Market by Game Type
9.1.5.2 Canada Esports Market
9.1.5.2.1 Canada Esports Market by Revenue Stream
9.1.5.2.2 Canada Esports Market by Game Type
9.1.5.3 Mexico Esports Market
9.1.5.3.1 Mexico Esports Market by Revenue Stream
9.1.5.3.2 Mexico Esports Market by Game Type
9.2. EUROPE
9.2.1 Europe Esports Market Overview
9.2.2 Europe Esports Market Forecasts and Analysis
9.2.3 Europe Esports Market Forecasts and Analysis - By Revenue Stream
9.2.4 Europe Esports Market Forecasts and Analysis - By Game Type
9.2.5 Europe Esports Market Forecasts and Analysis - By Countries
9.2.5.1 Germany Esports Market
9.2.5.1.1 Germany Esports Market by Revenue Stream
9.2.5.1.2 Germany Esports Market by Game Type
9.2.5.2 France Esports Market
9.2.5.2.1 France Esports Market by Revenue Stream
9.2.5.2.2 France Esports Market by Game Type
9.2.5.3 Italy Esports Market
9.2.5.3.1 Italy Esports Market by Revenue Stream
9.2.5.3.2 Italy Esports Market by Game Type
9.2.5.4 United Kingdom Esports Market
9.2.5.4.1 United Kingdom Esports Market by Revenue Stream
9.2.5.4.2 United Kingdom Esports Market by Game Type
9.2.5.5 Russia Esports Market
9.2.5.5.1 Russia Esports Market by Revenue Stream
9.2.5.5.2 Russia Esports Market by Game Type
9.2.5.6 Rest of Europe Esports Market
9.2.5.6.1 Rest of Europe Esports Market by Revenue Stream
9.2.5.6.2 Rest of Europe Esports Market by Game Type
9.3. ASIA-PACIFIC
9.3.1 Asia-Pacific Esports Market Overview
9.3.2 Asia-Pacific Esports Market Forecasts and Analysis
9.3.3 Asia-Pacific Esports Market Forecasts and Analysis - By Revenue Stream
9.3.4 Asia-Pacific Esports Market Forecasts and Analysis - By Game Type
9.3.5 Asia-Pacific Esports Market Forecasts and Analysis - By Countries
9.3.5.1 Australia Esports Market
9.3.5.1.1 Australia Esports Market by Revenue Stream
9.3.5.1.2 Australia Esports Market by Game Type
9.3.5.2 China Esports Market
9.3.5.2.1 China Esports Market by Revenue Stream
9.3.5.2.2 China Esports Market by Game Type
9.3.5.3 India Esports Market
9.3.5.3.1 India Esports Market by Revenue Stream
9.3.5.3.2 India Esports Market by Game Type
9.3.5.4 Japan Esports Market
9.3.5.4.1 Japan Esports Market by Revenue Stream
9.3.5.4.2 Japan Esports Market by Game Type
9.3.5.5 South Korea Esports Market
9.3.5.5.1 South Korea Esports Market by Revenue Stream
9.3.5.5.2 South Korea Esports Market by Game Type
9.3.5.6 Rest of Asia-Pacific Esports Market
9.3.5.6.1 Rest of Asia-Pacific Esports Market by Revenue Stream
9.3.5.6.2 Rest of Asia-Pacific Esports Market by Game Type
9.4. MIDDLE EAST AND AFRICA
9.4.1 Middle East and Africa Esports Market Overview
9.4.2 Middle East and Africa Esports Market Forecasts and Analysis
9.4.3 Middle East and Africa Esports Market Forecasts and Analysis - By Revenue Stream
9.4.4 Middle East and Africa Esports Market Forecasts and Analysis - By Game Type
9.4.5 Middle East and Africa Esports Market Forecasts and Analysis - By Countries
9.4.5.1 South Africa Esports Market
9.4.5.1.1 South Africa Esports Market by Revenue Stream
9.4.5.1.2 South Africa Esports Market by Game Type
9.4.5.2 Saudi Arabia Esports Market
9.4.5.2.1 Saudi Arabia Esports Market by Revenue Stream
9.4.5.2.2 Saudi Arabia Esports Market by Game Type
9.4.5.3 U.A.E Esports Market
9.4.5.3.1 U.A.E Esports Market by Revenue Stream
9.4.5.3.2 U.A.E Esports Market by Game Type
9.4.5.4 Rest of Middle East and Africa Esports Market
9.4.5.4.1 Rest of Middle East and Africa Esports Market by Revenue Stream
9.4.5.4.2 Rest of Middle East and Africa Esports Market by Game Type
9.5. SOUTH AND CENTRAL AMERICA
9.5.1 South and Central America Esports Market Overview
9.5.2 South and Central America Esports Market Forecasts and Analysis
9.5.3 South and Central America Esports Market Forecasts and Analysis - By Revenue Stream
9.5.4 South and Central America Esports Market Forecasts and Analysis - By Game Type
9.5.5 South and Central America Esports Market Forecasts and Analysis - By Countries
9.5.5.1 Brazil Esports Market
9.5.5.1.1 Brazil Esports Market by Revenue Stream
9.5.5.1.2 Brazil Esports Market by Game Type
9.5.5.2 Argentina Esports Market
9.5.5.2.1 Argentina Esports Market by Revenue Stream
9.5.5.2.2 Argentina Esports Market by Game Type
9.5.5.3 Rest of South and Central America Esports Market
9.5.5.3.1 Rest of South and Central America Esports Market by Revenue Stream
9.5.5.3.2 Rest of South and Central America Esports Market by Game Type

10. INDUSTRY LANDSCAPE
10.1. MERGERS AND ACQUISITIONS
10.2. AGREEMENTS, COLLABORATIONS AND JOIN VENTURES
10.3. NEW PRODUCT LAUNCHES
10.4. EXPANSIONS AND OTHER STRATEGIC DEVELOPMENTS

11. ESPORTS MARKET, KEY COMPANY PROFILES
11.1. ACTIVISION BLIZZARD
11.1.1. Key Facts
11.1.2. Business Description
11.1.3. Products and Services
11.1.4. Financial Overview
11.1.5. SWOT Analysis
11.1.6. Key Developments
11.2. CJ CORPORATION
11.2.1. Key Facts
11.2.2. Business Description
11.2.3. Products and Services
11.2.4. Financial Overview
11.2.5. SWOT Analysis
11.2.6. Key Developments
11.3. ELECTRONIC ARTS
11.3.1. Key Facts
11.3.2. Business Description
11.3.3. Products and Services
11.3.4. Financial Overview
11.3.5. SWOT Analysis
11.3.6. Key Developments
11.4. FACEIT
11.4.1. Key Facts
11.4.2. Business Description
11.4.3. Products and Services
11.4.4. Financial Overview
11.4.5. SWOT Analysis
11.4.6. Key Developments
11.5. GFINITY
11.5.1. Key Facts
11.5.2. Business Description
11.5.3. Products and Services
11.5.4. Financial Overview
11.5.5. SWOT Analysis
11.5.6. Key Developments
11.6. MODERN TIMES GROUP MTG AB
11.6.1. Key Facts
11.6.2. Business Description
11.6.3. Products and Services
11.6.4. Financial Overview
11.6.5. SWOT Analysis
11.6.6. Key Developments
11.7. NAMKO LTD.
11.7.1. Key Facts
11.7.2. Business Description
11.7.3. Products and Services
11.7.4. Financial Overview
11.7.5. SWOT Analysis
11.7.6. Key Developments
11.8. NINTENDO
11.8.1. Key Facts
11.8.2. Business Description
11.8.3. Products and Services
11.8.4. Financial Overview
11.8.5. SWOT Analysis
11.8.6. Key Developments
11.9. TURNER BROADCASTING SYSTEM
11.9.1. Key Facts
11.9.2. Business Description
11.9.3. Products and Services
11.9.4. Financial Overview
11.9.5. SWOT Analysis
11.9.6. Key Developments
11.10. VALVE CORPORATION
11.10.1. Key Facts
11.10.2. Business Description
11.10.3. Products and Services
11.10.4. Financial Overview
11.10.5. SWOT Analysis
11.10.6. Key Developments

12. APPENDIX
12.1. ABOUT THE INSIGHT PARTNERS
12.2. GLOSSARY OF TERMS
The List of Companies

1. Activision Blizzard
2. CJ Corporation
3. Electronic Arts
4. Faceit
5. Gfinity
6.Modern Times Group MTG AB
7. Namko Ltd.
8. Nintendo
9. Turner Broadcasting System
10. Valve Corporation
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