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Global Esports Market: Size, Trends & Forecasts (2019-2023) Edition

Published on: May 2019 | From USD $850 | Published By: DAEDAL RESEARCH | Number Of Pages: 79

Scope of the Report

The report entitled “Global Esports Market: Size, Trends & Forecasts (2019-2023) Edition”, provides an in-depth analysis of the global esports market, with market sizing and growth. The analysis includes esports market in terms of value, market by audience/viewers, market share by region, and by segments. The report also includes market segment analysis with their actual and forecasted value. A Brief regional analysis of Europe, China, Japan, and Korea has also provided in the report.

Growth of the overall global esports market has forecasted for the years 2019-2023, taking into consideration the previous growth patterns, the growth drivers and the current and future trends.

Valve, Activision Blizzard, Nintendo, and Tencent are some of the key players operating in the global esports market, whose company profiling has been done in the report. In this segment of the report, business overview, financial overview and business strategies of the respective companies have provided.

Company Coverage

Valve Corporation
Activision Blizzard
Nintendo Co., Ltd.
Tencent Holdings Limited
Regional Coverage

Europe
China
Japan
Korea

Executive Summary

Esports is a short form of electronic sports and is a subsection of the sports market. In esports, people play in tournaments, which played on electronic systems, particularly video games. Esports tournament can be of single combat or multiplayer video game, mainly played between professional players.

The esports games generally fall into four types of genre-based games namely; fighting games, first-person shooter, real-time strategy and multiple online battle arena games. Esports video games have designed based on a platform on which the game is to be played: online, spectator mode or local area network.

Esports is a big platform for players on an international level. And as the level of tournament rises, the number of media covering the event increases like television, internet live streaming, news reporting, and print media coverage. Esports are of different formats with various subtypes. For e.g. match types (best of 1, best of 2, best of 3); Group stages (Round robin, Double round robin, Swiss seeding) and Knockout stages (Single/Double elimination bracket).

The global esports market is anticipated to grow at a significant growth rate over the forecasted period i.e. 2019-2023. Growth in the market is primarily driven by increasing esports popularity among youngsters, hypnotic gaming experience: VR market, growing eSports viewership, increasing eSports awareness, etc. Still, the market faces certain hindrances and challenges, such as limited entry of competitive gaming, refusal of intermediaries in the payment of winnings, weakness in smartphone games, etc. Few trends of the market are the rise of platforms offering live eSports coverage, increasing time spending on watching eSports, and rising contribution of brands in revenue growth.

1. Executive Summary

2. Introduction

2.1 Sports: An Overview
2.1.1 Sports
2.1.2 Types of Sports

2.2 Esports: An Overview
2.2.1 Esports
2.2.2 Genre Based Esports
2.2.3 Esports Video Game Design
2.2.4 Esports Coverage by Media
2.2.5 Different Formats of Esports Tournament
2.2.6 Amateur and Micro Tournament

3. Global Market Analysis

3.1 Global Sports Market Analysis
3.1.1 Global Sports Market by Value

3.2 Global Esports Market Analysis
3.2.1 Global Esports Market by Penetration
3.2.2 Global Esports Market by Value
3.2.3 Global Esports Market by Region

3.3 Global Esports Market: Viewers Analysis
3.3.1 Global Esports Market by Viewers
3.3.2 Global Esports Market by Type of Viewers
3.3.3 Global Esports Market by Number of Occasional Viewers
3.3.4 Global Esports Market by Number of Esports Enthusiasts

3.4 Global Esports Market: Segment Analysis
3.4.1 Global Esports Market by Segments
3.4.2 Global Esports Sponsorship Market by Value
3.4.3 Global Esports Advertising Market by Value
3.4.4 Global Esports Media Rights Market by Value
3.4.5 Global Esports Game Publisher Fees Market by Value
3.4.6 Global Esports Merchandise & Tickets Market by Value

4. Regional Analysis

4.1 Europe Esports Market Analysis
4.1.1 Europe Esports Market by Value
4.1.2 Europe Esports Market by Viewers
4.1.3 Europe Esports Market by Types of Viewers
4.1.4 Europe Esports Market by Number of Occasional Viewers
4.1.5 Europe Esports Market by Number of Esports Enthusiasts

4.2 China Esports Market Analysis
4.2.1 China Esports Market by Value

4.3 Japan Esports Market Analysis
4.3.1 Japan Esports Market by Value

4.4 Korea Esports Market Analysis
4.4.1 Korea Esports Market by Value

5. Market Dynamics

5.1 Growth Drivers
5.1.1 Growing eSports Viewership
5.1.2 Increasing Esports Popularity among Youngsters
5.1.3 Increasing eSports Awareness
5.1.4 Hypnotic Gaming Experience: VR Market

5.2 Challenges
5.2.1 Weakness in Smartphone Games
5.2.2 Limited Entry of Competitive Gaming
5.2.3 Refusal of Intermediaries in the Payment of Winnings
5.2.4 Underage Spending

5.3 Market Trends
5.3.1 Rise of Platforms Offering Live eSports Coverage
5.3.2 Increasing Time Spending on Watching eSports
5.3.3 Rising Contribution of Brands in Revenue Growth

6. Competitive Landscape

6.1 Global Esports Market Players by Product Comparison
6.2 Global Esports Market Players by Tournament Prize Money
6.3 Global Esports Market by Top 5 Games

7. Company Profiles

7.1 Valve Corporation
7.1.1 Business Overview
7.1.2 Business Strategy

7.2 Activision Blizzard, Inc.
7.2.1 Business Overview
7.2.2 Financial Overview
7.2.3 Business Strategy

7.3 Nintendo Co., Ltd.
7.3.1 Business Overview
7.3.2 Financial Overview
7.3.3 Business Strategy

7.4 Tencent Holdings Limited
7.4.1 Business Overview
7.4.2 Financial Overview
7.4.3 Business Strategy

List of Figures

Figure 1: Types of Sports
Figure 2: Genre Based Esports
Figure 3: Video Games Design
Figure 4: Media Coverage of Esports
Figure 5: Formats of Esports
Figure 6: Global Sports Market by Value; 2016-2018 (US$ Billion)
Figure 7: Global Sports Market by Value; 2019-2023E (US$ Billion)
Figure 8: Global Esports Market by Penetration; 2018
Figure 9: Global Esports Market by Value; 2014-2018 (US$ Million)
Figure 10: Global Esports Market by Value; 2019-2023E (US$ Million)
Figure 11: Global Esports Market by Region; 2018
Figure 12: Global Esports Market by Viewers; 2016-2018 (Million)
Figure 13: Global Esports Market by Viewers; 2019-2023E (Million)
Figure 14: Global Esports Market by Type of Viewers; 2018
Figure 15: Global Esports Market by Number of Occasional Viewers; 2016-2018 (Million)
Figure 16: Global Esports Market by Number of Occasional Viewers; 2019-2023E (Million)
Figure 17: Global Esports Market by Number of Esports Enthusiasts; 2016-2018 (Million)
Figure 18: Global Esports Market by Number of Esports Enthusiasts; 2019-2023E (Million)
Figure 19: Global Esports Market by Segments; 2018
Figure 20: Global Esports Sponsorship Market by Value; 2016-2018 (US$ Million)
Figure 21: Global Esports Sponsorship Market by Value; 2019-2023E (US$ Million)
Figure 22: Global Esports Advertising Market by Value; 2016-2018 (US$ Million)
Figure 23: Global Esports Advertising Market by Value; 2019-2023E (US$ Million)
Figure 24: Global Esports Media Rights Market by Value; 2016-2018 (US$ Million)
Figure 25: Global Esports Media Rights Market by Value; 2019-2023E (US$ Million)
Figure 26: Global Esports Game Publisher Fees Market by Value; 2016-2018 (US$ Million)
Figure 27: Global Esports Game Publisher Fees Market by Value; 2019-2023E (US$ Million)
Figure 28: Global Esports Merchandise & Tickets Market by Value; 2016-2018 (US$ Million)
Figure 29: Global Esports Merchandise & Tickets Market by Value; 2019-2023E (US$ Million)
Figure 30: Europe Esports Market by Value; 2015-2018 (US$ Million)
Figure 31: Europe Esports Market by Value; 2019-2023E (US$ Million)
Figure 32: Europe Esports Market by Viewers; 2015-2018 (Million)
Figure 33: Europe Esports Market by Viewers; 2019-2023E (Million)
Figure 34: Europe Esports Market by Types of Viewers; 2018
Figure 35: Europe Esports Market by Number of Occasional Viewers; 2015-2018 (Million)
Figure 36: Europe Esports Market by Number of Occasional Viewers; 2019-2023E (Million)
Figure 37: Europe Esports Market by Number of Esports Enthusiasts; 2015-2018 (Million)
Figure 38: Europe Esports Market by Number of Esports Enthusiasts; 2019-2023E (Million)
Figure 39: China Esports Market by Value; 2017-2018 (US$ Million)
Figure 40: China Esports Market by Value; 2019-2023E (US$ Million)
Figure 41: Japan Esports Market by Value; 2017-2018 (US$ Million)
Figure 42: Japan Esports Market by Value; 2019-2023E (US$ Million)
Figure 43: Korea Esports Market by Value; 2017-2018 (US$ Million)
Figure 44: Korea Esports Market by Value; 2019-2023E (US$ Million)
Figure 45: Number of People Aware of eSports Worldwide; 2015-2019 (Millions)
Figure 46: Twitch Performance Indicators; 2013-2019
Figure 47: Activision Blizzard Revenue; 2014-2018 (US$ Billion)
Figure 48: Activision Blizzard Revenue by Segments; 2018
Figure 49: Activision Blizzard Revenue by Distribution Channels; 2018
Figure 50: Activision Blizzard Revenue by Geography; 2018
Figure 51: Nintendo Net Sales; 2014-2018 (US$ Billion)
Figure 52: Nintendo Net Sales by Region; 2017
Figure 53: Tencent Holdings Limited Revenue; 2014-2018 (US$ Billion)
Figure 54: Tencent Holdings Limited Revenue by Segments; 2018
Table 1: Top 10 Watched (Esports Hours); 2019
Table 2: Global Esports Market Players by Cumulative Tournament Prize Money; 2018 (US$ Million)
Table 3: Global Esports Market by Top 5 Games; 2019

SECONDARY RESEARCH
Secondary Research Information is collected from a number of publicly available as well as paid databases. Public sources involve publications by different associations and governments, annual reports and statements of companies, white papers and research publications by recognized industry experts and renowned academia etc. Paid data sources include third party authentic industry databases.

PRIMARY RESEARCH
Once data collection is done through secondary research, primary interviews are conducted with different stakeholders across the value chain like manufacturers, distributors, ingredient/input suppliers, end customers and other key opinion leaders of the industry. Primary research is used both to validate the data points obtained from secondary research and to fill in the data gaps after secondary research.

MARKET ENGINEERING
The market engineering phase involves analyzing the data collected, market breakdown and forecasting. Macroeconomic indicators and bottom-up and top-down approaches are used to arrive at a complete set of data points that give way to valuable qualitative and quantitative insights. Each data point is verified by the process of data triangulation to validate the numbers and arrive at close estimates.

EXPERT VALIDATION
The market engineered data is verified and validated by a number of experts, both in-house and external.

REPORT WRITING/ PRESENTATION
After the data is curated by the mentioned highly sophisticated process, the analysts begin to write the report. Garnering insights from data and forecasts, insights are drawn to visualize the entire ecosystem in a single report.

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