eSports Market Forecast, Trend Analysis & Competition Tracking - Global Market insights 2018 to 2028

Published on : Sep-2018 | List of Tables : 45 | List of Figures : 170 | No. of Pages : 170 | Report Code : FACT217MR | Format : ppt pdf Excel Word

Key Findings

Substantial Investments in Sponsorships Creating Growth Opportunities

As eSports continues to gain popularity and attract increasing viewership, leading industry titans are sponsoring the tournaments and teams of the eSports. Brands such as Coca-Cola, McDonald’s, BMW, Adidas and Intel among others and gaming hardware companies such as SteelSeries are sponsoring the eSports tournaments with huge investments to leverage the exposure of a huge audience base. In addition, the eSports market is witnessing a considerable number of partnerships among technology providers and investors. For instance, the British Esports Association has commenced a partnership with the epic. LAN, one of the leading LAN gaming event in the UK. Similarly, Paris Saint-Germain (PSG) has entered into a partnership with Douyu TV, a Chinese eSports streaming platform as a new partner of PSG’s eSports team PSG.LGD on Dota2. Substantial investments in eSports sponsorships are likely to augur well for the future growth of the eSports market.

Broadcast Advertising Remains Key to eSports Landscape

Broadcast advertising plays a crucial role in the eSports landscape, however, the industry has witnessed the challenges of broadcasting on traditional media. Being an all-digital sport, growing number of media companies have recognized the potential of eSports and increased the coverage of eSports events. For instance, Turner Broadcasting System, WME/IMG and ESPN have initiated eSports broadcast and are covering more eSports events. Growing coverage of eSports events on broadcast media is expected to enhance the viewership and, in turn, propel the eSport market in the coming years.

Introduction of eSports on Educational platforms Presents New Opportunity

Along with the introduction of the eSports in the 2018 Asian Games, benefits of eSports are being noticed by the educational organizations including schools, colleges and universities. eSports is being recognized as a credible activity that assists in enhancing cognitive abilities and deliver other benefits when done in moderation. eSports modules are being introduced in the courses of several educational organizations in Canada, the U.S., Sweden and others. For example, Staffordshire University has introduces a full time BA (Hons) degree program of eSports in the UK. Further, as the eSports industry creates employment opportunities demanding people with specific skills, introduction of eSports in the educational domain can help students to explore career possibilities in the industry. Introduction of eSports in the educational platform is likely to present new growth avenues for the eSports market in the coming decade.

Growing Popularity of eSports across Global Regions

Increasing media exposure is the prime fillip responsible for spreading the awareness of the eSports across world regions. In addition, with the increasing rates of smartphone subscriptions, a broader consumer base is exposed to the world of competitive gaming. eSports enthusiasts in Eastern Europe countries and Scandinavians have reported the most popular YouTube genre in eSports. The growing number of eSports enthusiasts, makes the United States one of the leading markets for the eSports. While significantly contributing in the North America market revenue, flourishing market in the U.S. has made North America region a hub of technology innovation and business innovation in the eSports market.

e sports market 0

To know more valuable insights of the eSports market, request a free sample of the eSports market report.

About the Report

Fact.MR has recently published a report on the eSports market which envisages the market performance during the forecast period of 2018 – 2028. The report includes thorough analysis of the key market insights that hold significant influence in transforming the market performance in the coming decade. The holistic study approach followed in the eSports market has included all the vital aspects of the market such as historical analysis and current market landscape. The report foresees the market growth trajectory during the review period by considering all the essential avenues shaping the market outlook. During the course of the study global as well as regional trends and prodigious opportunities in the eSports market have been taken into consideration.

The report has included sharp-eyed evaluations of the corresponding revenue anticipations in the form of an absolute dollar opportunity. Generally overlooked during market analysis, the absolute dollar opportunity assists in identifying potential growth opportunities in the eSports market. Another important key insights included in the report is the market attractiveness index. Thorough analysis as such can help vendors in identifying the market landscape and determine business expansion strategies such as mergers and acquisitions.

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Market Definition

eSport or electronic sport is a competitive gaming facilitated by electronic system. Initially enjoyed as a fun in modern times, competitive gaming has been commercialized significantly with the increasing popularity. On account of which eSports industry has taken the form of organized teams that compete against each other in gaming tournaments. The all-digital and online eSports market proliferates against the backdrop of technological advancements, developing eSports infrastructure and evolving behaviors of eSports enthusiasts.

Additional Questions Answered

Along with the aforementioned insights about the eSports market, the report also elaborates on other important market avenues influencing growth trajectory of the market during the forecast period. Following are few of such questions that can provide a better picture of the assessed market growth.

  • What is the impact of the fragmented popularity of eSports on the overall performance of the eSports market?
  • How are eSports operators aligning their business strategies to match the rapid expansion of the industry?
  • Which are the important regional trends impacting the growth of the eSports market?
  • How will new entrants influence the eSports market performance during the forecst period?

The report discusses more such important market avenues that determine the underlying growth of the eSport market. Request complete information.

Segmentation

e sports market 2

The report extensively elaborates individual segments and sub-segments of the eSports market mentioned in the market taxonomy. The eSports market is divided in to segments based on device type, end user, age group, revenue stream and region. Based in device type the report delivers accurate market values for PCs, tablets & laptops, smartphones, gaming headsets, gaming consoles and others. Based on the end user type, the report delivers market analysis and market values for professional players and occasional users of the eSports market. Further, based on age group, the eSports market is categorized into 0 – 15, 16 – 25, 26 – 35 and more than 35. While considering the revenue stream, the market includes analysis of categories such as sponsorships, advertising, media rights, game publisher fees, and merchandise & tickets.

From the geographical point of view, the eSports market is studied for the following regions-

  • North America
  • Latin America
  • Western Europe
  • Eastern Europe
  • SEA and other APAC
  • China
  • Japan
  • MEA

The segmentation also discusses historical, current and future trends of the eSports market in aforementioned regions.

To know all-inclusive information of the eSports market segmentation, ask a domain specific analyst.

Competition Landscape

The competition landscape segment provides the dashboard view of the key vendors operating in the eSports market. Few of the prominent vendors of the eSports market include North, FACEIT, Immortals, Millennial Esports Corporation, Rfrsh Entertainment, Riot Games, Inc., ESL, VY Esports, Znipe Esports and Coke Esports among others.

Other market players that have strong hold in the global space of the eSports market are covered in the eSport market report. Get in touch for the comprehensive list of market players.

Research Methodology

A robust research methodology has been followed during the course of the study on the eSports market. Various primary and secondary resources considered in the study forms the basis of the market research analysis. The comprehensive interviews with the key stakeholders and industry experts carried out by domain specific analysts comprised the primary research sources. The secondary research sources included annual reports of the company, credible publications and website content.  

The research methodology also included exhaustive cross validations of the actionable insights included in the eSports market report. The unbiased market evaluations included in the report provide the users with the most credible and go-to forecast of the eSports market.

Request research methodology of this report.

1. Executive Summary
     1.1. Market Overview
     1.2. Market Analysis
     1.3. Fact.MR Analysis and Recommendations
     1.4. Wheel of Fortune

2. Market Introduction
     2.1. Market Definition
     2.2. Market Taxonomy

3. Market Background
     3.1. Macro-Economic Factors
     3.2. Forecast Factors – Relevance & Impact
     3.3. Value Chain
     3.4. Market Dynamics
            3.4.1. Drivers
            3.4.2. Restraints
     3.5. Opportunity Analysis

4. Market Forecast
     4.1. Market Size and Y-o-Y Growth
     4.2. Absolute $ Opportunity

5. Global eSports Market Analysis by Device
     5.1. Introduction
            5.1.1. Market Value Share Analysis by Device
            5.1.2. Y-o-Y Growth Analysis by Device
     5.2. Historical Market Size (US$ Mn) Analysis by Device, 2013-2017
     5.3. Current Market Size (US$ Mn) and Forecast by Device, 2018-2028
            5.3.1. PCs
            5.3.2. Tablets & Laptops
            5.3.3. Smartphones
            5.3.4. Gaming Headsets
            5.3.5. Gaming Consoles
            5.3.6. Others
     5.4. Market Attractiveness Analysis by Device

6. Global eSports Market Analysis by End User
     6.1. Introduction
            6.1.1. Market Value Share Analysis by End User
            6.1.2. Y-o-Y Growth Analysis by End User
     6.2. Historical Market Size (US$ Mn) Analysis by End User, 2013-2017
     6.3. Current Market Size (US$ Mn) and Forecast by End User, 2018-2028
            6.3.1. Professional Players
            6.3.2. Occasional Viewers
     6.4. Market Attractiveness Analysis by End User

7. Global eSports Market Analysis by Age Group
     7.1. Introduction
            7.1.1. Market Value Share Analysis by Age Group
            7.1.2. Y-o-Y Growth Analysis Age Group
     7.2. Historical Market Size (US$ Mn) Analysis by Age Group, 2013-2017
     7.3. Current Market Size (US$ Mn) and Forecast by Age Group, 2018-2028
            7.3.1. 0-15
            7.3.2. 16-25
            7.3.3. 26-35
            7.3.4. More than 35
     7.4. Market Attractiveness Analysis by Age Group

8. Global eSports Market Analysis by Revenue Stream
     8.1. Introduction
            8.1.1. Market Value Share Analysis by Revenue Stream
            8.1.2. Y-o-Y Growth Analysis Revenue Stream
     8.2. Historical Market Size (US$ Mn) Analysis by Revenue Stream, 2013-2017
     8.3. Current Market Size (US$ Mn) and Forecast by Revenue Stream, 2018-2028
            8.3.1. Sponsorships
            8.3.2. Advertising
            8.3.3. Media Rights
            8.3.4. Game Publisher Fees
            8.3.5. Merchandise &Tickets
     8.4. Market Attractiveness Analysis by Revenue Stream

9. Global eSports Market Analysis by Region
     9.1. Introduction
            9.1.1. Market Value Share Analysis by Region
            9.1.2. Y-o-Y Growth Analysis by Region
     9.2. Historical Market Size (US$ Mn) Analysis by Region, 2013-2017
     9.3. Current Market Size (US$ Mn) and Forecast by Region, 2018-2028
            9.3.1. North America
            9.3.2. Latin America
            9.3.3. Western Europe
            9.3.4. Eastern Europe
            9.3.5. South East Asia and Others of Asia Pacific
            9.3.6. China
            9.3.7. Japan
            9.3.8. Middle East & Africa (MEA)
     9.4. Market Attractiveness Analysis by Region

10. North America eSports Market Analysis
     10.1. Introduction
     10.2. Historical Market Size (US$ Mn) Analysis by Market Segment, 2013-2017
     10.3. Market Size (US$ Mn) and Forecast by Market Segment, 2018-2028
            10.3.1. By Country
                     10.3.1.1. U.S.
                     10.3.1.2. Canada
            10.3.2. By Device
            10.3.3. By End User
            10.3.4. By Age Group
            10.3.5. By Revenue Stream
     10.4. Market Attractiveness Analysis
            10.4.1. By Country
            10.4.2. By Device
            10.4.3. By End User
            10.4.4. By Age Group
            10.4.5. By Revenue Stream
     10.5. Market Trends
     10.6. Drivers and Restraints – Impact Analysis

11. Latin America eSports Market Analysis
     11.1. Introduction
     11.2. Historical Market Size (US$ Mn) Analysis by Market Segment, 2013-2017
     11.3. Market Size (US$ Mn) and Forecast by Market Segment, 2018-2028
            11.3.1. By Country
                     11.3.1.1. Brazil
                     11.3.1.2. Mexico
                     11.3.1.3. Rest of Latin America
            11.3.2. By Device
            11.3.3. By End User
            11.3.4. By Age Group
            11.3.5. By Revenue Stream
     11.4. Market Attractiveness Analysis
            11.4.1. By Country
            11.4.2. By Device
            11.4.3. By End User
            11.4.4. By Age Group
            11.4.5. By Revenue Stream
     11.5. Market Trends
     11.6. Drivers and Restraints – Impact Analysis

12. Western Europe eSports Market Analysis
     12.1. Introduction
     12.2. Historical Market Size (US$ Mn) Analysis by Market Segment, 2013-2017
     12.3. Market Size (US$ Mn) and Forecast by Market Segment, 2018-2028
            12.3.1. By Country
                     12.3.1.1. Germany
                     12.3.1.2. Italy
                     12.3.1.3. France
                     12.3.1.4. Spain
                     12.3.1.5. U.K.
                     12.3.1.6. BENELUX
                     12.3.1.7. Rest of Western Europe
            12.3.2. By Device
            12.3.3. By End User
            12.3.4. By Age Group
            12.3.5. By Revenue Stream
     12.4. Market Attractiveness Analysis
            12.4.1. By Country
            12.4.2. By Device
            12.4.3. By End User
            12.4.4. By Age Group
            12.4.5. By Revenue Stream
     12.5. Market Trends
     12.6. Drivers and Restraints – Impact Analysis

13. Eastern Europe eSports Market Analysis
     13.1. Introduction
     13.2. Historical Market Size (US$ Mn) Analysis by Market Segment, 2013-2017
     13.3. Market Size (US$ Mn) and Forecast by Market Segment, 2018-2028
            13.3.1. By Country
                     13.3.1.1. Russia
                     13.3.1.2. Poland
                     13.3.1.3. Rest of Eastern Europe
            13.3.2. By Device
            13.3.3. By End User
            13.3.4. By Age Group
            13.3.5. By Revenue Stream
     13.4. Market Attractiveness Analysis
            13.4.1. By Country
            13.4.2. By Device
            13.4.3. By End User
            13.4.4. By Age Group
            13.4.5. By Revenue Stream
     13.5. Market Trends
     13.6. Drivers and Restraints – Impact Analysis

14. South East Asia and Others of Asia Pacific eSports Market Analysis
     14.1. Introduction
     14.2. Historical Market Size (US$ Mn) Analysis by Market Segment, 2013-2017
     14.3. Market Size (US$ Mn) and Forecast by Market Segment, 2018-2028
            14.3.1. By Country
                     14.3.1.1. India
                     14.3.1.2. ASEAN
                     14.3.1.3. Australia and New Zealand
                     14.3.1.4. Rest of SEA and Others of APAC
            14.3.2. By Device
            14.3.3. By End User
            14.3.4. By Age Group
            14.3.5. By Revenue Stream
     14.4. Market Attractiveness Analysis
            14.4.1. By Country
            14.4.2. By Device
            14.4.3. By End User
            14.4.4. By Age Group
            14.4.5. By Revenue Stream
     14.5. Market Trends
     14.6. Drivers and Restraints – Impact Analysis

15. China eSports Market Analysis
     15.1. Introduction
     15.2. Historical Market Size (US$ Mn) Analysis by Market Segment, 2013-2017
     15.3. Market Size (US$ Mn) and Forecast by Market Segment, 2018-2028
            15.3.1. By Device
            15.3.2. By End User
            15.3.3. By Age Group
            15.3.4. By Revenue Stream
     15.4. Market Attractiveness Analysis
            15.4.1. By Country
            15.4.2. By Device
            15.4.3. By End User
            15.4.4. By Age Group
            15.4.5. By Revenue Stream
     15.5. Market Trends
     15.6. Drivers and Restraints – Impact Analysis

16. Japan eSports Market Analysis
     16.1. Introduction
     16.2. Historical Market Size (US$ Mn) Analysis by Market Segment, 2013-2017
     16.3. Market Size (US$ Mn) and Forecast by Market Segment, 2018-2028
            16.3.1. By Device
            16.3.2. By End User
            16.3.3. By Age Group
            16.3.4. By Revenue Stream
     16.4. Market Attractiveness Analysis
            16.4.1. By Country
            16.4.2. By Device
            16.4.3. By End User
            16.4.4. By Age Group
            16.4.5. By Revenue Stream
     16.5. Market Trends
     16.6. Drivers and Restraints – Impact Analysis

17. Middle East and Africa eSports Market Analysis
     17.1. Introduction
     17.2. Historical Market Size (US$ Mn) Analysis by Market Segment, 2013-2017
     17.3. Market Size (US$ Mn) and Forecast by Market Segment, 2018-2028
            17.3.1. By Country
                     17.3.1.1. Northern Africa
                     17.3.1.2. GCC Countries
                     17.3.1.3. South Africa
                     17.3.1.4. Turkey
                     17.3.1.5. Rest of Middle East and Africa
            17.3.2. By Device
            17.3.3. By End User
            17.3.4. By Age Group
            17.3.5. By Revenue Stream
     17.4. Market Attractiveness Analysis
            17.4.1. By Country
            17.4.2. By Device
            17.4.3. By End User
            17.4.4. By Age Group
            17.4.5. By Revenue Stream
     17.5. Market Trends
     17.6. Drivers and Restraints – Impact Analysis

18. Market Structure Analysis
     18.1. Market Analysis by Tier of Companies
            18.1.1. By Large, Medium, and Small
     18.2. Market Share Analysis of Top Players
     18.3. Market Presence Analysis
            18.3.1. Regional Footprint of Players
            18.3.2. Product Footprint by Player
     18.4. Technology Roadmap

19. Competition Analysis
     19.1. Competition Dashboard
     19.2. Competition Benchmarking
     19.3. Competition Developments
     19.4. Competition Deep Dive
            19.4.1. North
                     19.4.1.1. Overview
                     19.4.1.2. Product Portfolio
                     19.4.1.3. Sales Footprint
                     19.4.1.4. Competition Benchmarking
                     19.4.1.5. Strategy
                                 19.4.1.5.1. Marketing Strategy
                                 19.4.1.5.2. Product Strategy
                                 19.4.1.5.3. Channel Strategy
            19.4.2. FACEIT
            19.4.3. Immortals
            19.4.4. Millennial Esports Corporation
            19.4.5. Rfrsh Entertainment
            19.4.6. Riot Games, Inc.
            19.4.7. ESL
            19.4.8. VY Esports
            19.4.9. Znipe Esports
            19.4.10. Coke Esports

20. Research Methodology

Table 01: Global eSports Market Value (US$ Mn) Forecast by Device, 2013-2028
Table 02: Global eSports Market Value (US$ Mn) Forecast by End User, 2013-2028
Table 03: Global eSports Market Value (US$ Mn) Forecast by Age Group, 2013-2028
Table 04: Global eSports Market Value (US$ Mn) Forecast by Revenue Stream, 2013-2028
Table 05: Global eSports Market Size (US$ Mn) Forecast by Region, 2013-2028
Table 06: North America eSports Market Size (US$ Mn) Forecast by Country, 2013-2028
Table 07: North America eSports Market Value (US$ Mn) Forecast by Device, 2013-2028
Table 08: North America eSports Market Value (US$ Mn) Forecast by End User, 2013-2028
Table 09: North America eSports Market Value (US$ Mn) Forecast by Age Group, 2013-2028
Table 10: North America eSports Market Value (US$ Mn) Forecast by Revenue Stream, 2013-2028
Table 11: Latin America eSports Market Size (US$ Mn) Forecast by Country, 2013-2028
Table 12: Latin America eSports Market Value (US$ Mn) Forecast by Device, 2013-2028
Table 13: Latin America eSports Market Value (US$ Mn) Forecast by End User, 2013-2028
Table 14: Latin America eSports Market Value (US$ Mn) Forecast by Age Group, 2013-2028
Table 15: Latin America eSports Market Value (US$ Mn) Forecast by Revenue Stream, 2013-2028
Table 16: Western Europe eSports Market Size (US$ Mn) Forecast by Country, 2013-2028
Table 17: Western Europe eSports Market Value (US$ Mn) Forecast by Device, 2013-2028
Table 18: Western Europe eSports Market Value (US$ Mn) Forecast by End User, 2013-2028
Table 19: Western Europe eSports Market Value (US$ Mn) Forecast by Age Group, 2013-2028
Table 20: Western Europe eSports Market Value (US$ Mn) Forecast by Revenue Stream, 2013-2028
Table 21: Eastern Europe eSports Market Size (US$ Mn) Forecast by Country, 2013-2028
Table 22: Eastern Europe eSports Market Value (US$ Mn) Forecast by Device, 2013-2028
Table 23: Eastern Europe eSports Market Value (US$ Mn) Forecast by End User, 2013-2028
Table 24 : Eastern Europe eSports Market Value (US$ Mn) Forecast by Age Group, 2013-2028
Table 25: Eastern Europe eSports Market Value (US$ Mn) Forecast by Revenue Stream, 2013-2028
Table 26: SEA & Other APAC eSports Market Size (US$ Mn) Forecast by Country, 2013-2028
Table 27: SEA & Other APAC eSports Market Value (US$ Mn) Forecast by Device, 2013-2028
Table 28: SEA & Other APAC eSports Market Value (US$ Mn) Forecast by End User, 2013-2028
Table 29: SEA & Other APAC eSports Market Value (US$ Mn) Forecast by Age Group, 2013-2028
Table 30: SEA & Other APAC eSports Market Value (US$ Mn) Forecast by Revenue Stream, 2013-2028
Table 31: China eSports Market Size (US$ Mn) Forecast by Country, 2013-2028
Table 32: China eSports Market Value (US$ Mn) Forecast by Device, 2013-2028
Table 33: China eSports Market Value (US$ Mn) Forecast by End User, 2013-2028
Table 34: China eSports Market Value (US$ Mn) Forecast by Age Group, 2013-2028
Table 35: China eSports Market Value (US$ Mn) Forecast by Revenue Stream, 2013-2028
Table 36: Japan eSports Market Size (US$ Mn) Forecast by Country, 2013-2028
Table 37: Japan eSports Market Value (US$ Mn) Forecast by Device, 2013-2028
Table 38: Japan eSports Market Value (US$ Mn) Forecast by End User, 2013-2028
Table 39: Japan eSports Market Value (US$ Mn) Forecast by Age Group, 2013-2028
Table 40: Japan eSports Market Value (US$ Mn) Forecast by Revenue Stream, 2013-2028
Table 41: MEA eSports Market Size (US$ Mn) Forecast by Country, 2013-2028
Table 42: MEA eSports Market Value (US$ Mn) Forecast by Device, 2013-2028
Table 43: MEA eSports Market Value (US$ Mn) Forecast by End User, 2013-2028
Table 44: MEA eSports Market Value (US$ Mn) Forecast by Age Group, 2013-2028
Table 45: MEA eSports Market Value (US$ Mn) Forecast by Revenue Stream, 2013-2028

Figure 01: Global eSports Market Value (US$ Mn), 2013-2017
Figure 02: Global eSports Market Value (US$ Mn) Forecast, 2018-2028
Figure 03: Global eSports Market Value (US$ Mn) Forecast & Incremental & Opportunity Analysis, 2018 - 2028
Figure 04: Global eSports Market: BPS Analysis by Device – 2018 & 2028
Figure 05: Global eSports Market: Y-o-Y Growth Comparison by Device, 2018-2028 
Figure 06: Global eSports Market: Market Attractiveness by Device
Figure 07: Global eSports Market: BPS Analysis by End User–2018 & 2028
Figure 08: Global eSports Market: Y-o-Y Growth Comparison by End User 2018-2028 
Figure 09: Global eSports Market: Market Attractiveness by End User
Figure 10: Global eSports Market: BPS Analysis by Age Group– 2018 & 2028
Figure 11: Global eSports Market: Y-o-Y Growth Comparison by Age Group, 2018-2028 
Figure 12: Global eSports Market: Market Attractiveness by Age Group
Figure 13: Global eSports Market: BPS Analysis by Revenue Stream –2018 & 2028
Figure 14: Global eSports Market: Y-o-Y Growth Comparison by Revenue Stream, 2018-2028 
Figure 15: Global eSports Market: Market Attractiveness by Revenue Stream
Figure 16: Global eSports Market: BPS Analysis by Region –2018 & 2028
Figure 17: Global eSports Market: Y-o-Y Growth Comparison by Region, 2018-2028 
Figure 18: Global eSports Market: Market Attractiveness by Region
Figure 19: North America eSports Market Absolute $ Opportunity, 2018-2028
Figure 20: Latin America eSports Market Absolute $ Opportunity, 2018-2028
Figure 21: Western Europe eSports Market Absolute $ Opportunity, 2018-2028
Figure 22: Eastern Europe eSports Market Absolute $ Opportunity, 2018-2028
Figure 23: SEA & other APAC eSports Market Absolute $ Opportunity, 2018-2028
Figure 24: China eSports Market Absolute $ Opportunity, 2018-2028
Figure 25: Japan eSports Market Absolute $ Opportunity, 2018-2028
Figure 26: MEA eSports Market Absolute $ Opportunity, 2018-2028
Figure 27: North America eSports Market Value (US$ Mn) Forecast & Incremental & Opportunity Analysis, 2018 - 2028
Figure 28: North America eSports Market Value (US$ Mn), 2013-2017
Figure 29: North America eSports Market Value (US$ Mn) Forecast, 2018-2028
Figure 30: North America eSports Market: BPS Analysis by Country– 2018 & 2028
Figure 31: North America eSports Market: Y-o-Y Growth Comparison by Country, 2018-2028 
Figure 32: North America eSports Market: Market Attractiveness by Country
Figure 33: North America eSports Market: BPS Analysis by Device – 2018 & 2028
Figure 34: North America eSports Market: Y-o-Y Growth Comparison by Device, 2018-2028 
Figure 35: North America eSports Market: Market Attractiveness by Device
Figure 36: North America eSports Market: BPS Analysis by End User–2018 & 2028
Figure 37: North America eSports Market: Y-o-Y Growth Comparison by End User 2018-2028 
Figure 38: North America eSports Market: Market Attractiveness by End User
Figure 39: North America eSports Market: BPS Analysis by Age Group– 2018 & 2028
Figure 40: North America eSports Market: Y-o-Y Growth Comparison by Age Group, 2018-2028 
Figure 41: North America eSports Market: Market Attractiveness by Age Group
Figure 42: North America eSports Market: BPS Analysis by Revenue Stream –2018 & 2028
Figure 43: North America eSports Market: Y-o-Y Growth Comparison by Revenue Stream, 2018-2028 
Figure 44: North America eSports Market: Market Attractiveness by Revenue Stream
Figure 45: Latin America eSports Market Value (US$ Mn) Forecast & Incremental & Opportunity Analysis, 2018 - 2028
Figure 46: Latin America eSports Market Value (US$ Mn), 2013-2017
Figure 47: Latin America eSports Market Value (US$ Mn) Forecast, 2018-2028
Figure 48: Latin America eSports Market: BPS Analysis by Country– 2018 & 2028
Figure 49: Latin America eSports Market: Y-o-Y Growth Comparison by Country, 2018-2028 
Figure 50: Latin America eSports Market: Market Attractiveness by Country
Figure 51: Latin America eSports Market: BPS Analysis by Device – 2018 & 2028
Figure 52: Latin America eSports Market: Y-o-Y Growth Comparison by Device, 2018-2028 
Figure 53: Latin America eSports Market: Market Attractiveness by Device
Figure 54: Latin America eSports Market: BPS Analysis by End User–2018 & 2028
Figure 55: Latin America eSports Market: Y-o-Y Growth Comparison by End User 2018-2028 
Figure 56: Latin America eSports Market: Market Attractiveness by End User
Figure 57: Latin America eSports Market: BPS Analysis by Age Group– 2018 & 2028
Figure 58: Latin America eSports Market: Y-o-Y Growth Comparison by Age Group, 2018-2028 
Figure 59: Latin America eSports Market: Market Attractiveness by Age Group
Figure 60: Latin America eSports Market: BPS Analysis by Revenue Stream –2018 & 2028
Figure 61: Latin America eSports Market: Y-o-Y Growth Comparison by Revenue Stream, 2018-2028 
Figure 62: Latin America eSports Market: Market Attractiveness by Revenue Stream
Figure 63: Western Europe eSports Market Value (US$ Mn) Forecast & Incremental & Opportunity Analysis, 2018 - 2028
 Figure 64: Western Europe eSports Market Value (US$ Mn), 2013-2017
Figure 65: Western Europe eSports Market Value (US$ Mn) Forecast, 2018-2028
Figure 66: Western Europe eSports Market: BPS Analysis by Country– 2018 & 2028
Figure 67: Western Europe eSports Market: Y-o-Y Growth Comparison by Country, 2018-2028 
Figure 68: Western Europe eSports Market: Market Attractiveness by Country
Figure 69: Western Europe eSports Market: BPS Analysis by Device – 2018 & 2028
Figure 70: Western Europe eSports Market: Y-o-Y Growth Comparison by Device, 2018-2028 
Figure 71: Western Europe eSports Market: Market Attractiveness by Device
Figure 72: Western Europe eSports Market: BPS Analysis by End User–2018 & 2028
Figure 73: Western Europe eSports Market: Y-o-Y Growth Comparison by End User 2018-2028 
Figure 74: Western Europe eSports Market: Market Attractiveness by End User
Figure 75: Western Europe eSports Market: BPS Analysis by Age Group– 2018 & 2028
Figure 76: Western Europe eSports Market: Y-o-Y Growth Comparison by Age Group, 2018-2028 
Figure 77: Western Europe eSports Market: Market Attractiveness by Age Group
Figure 78: Western Europe eSports Market: BPS Analysis by Revenue Stream –2018 & 2028
Figure 79: Western Europe eSports Market: Y-o-Y Growth Comparison by Revenue Stream, 2018-2028 
Figure 80: Western Europe eSports Market: Market Attractiveness by Revenue Stream
Figure 81: Eastern Europe eSports Market Value (US$ Mn) Forecast & Incremental & Opportunity Analysis, 2018 - 2028
Figure 82: Eastern Europe eSports Market Value (US$ Mn), 2013-2017
Figure 83: Eastern Europe eSports Market Value (US$ Mn) Forecast, 2018-2028
Figure 84: Eastern Europe eSports Market: BPS Analysis by Country– 2018 & 2028
Figure 85: Eastern Europe eSports Market: Y-o-Y Growth Comparison by Country, 2018-2028 
Figure 86: Eastern Europe eSports Market: Market Attractiveness by Country
Figure 87: Eastern Europe eSports Market: BPS Analysis by Device – 2018 & 2028
Figure 88: Eastern Europe eSports Market: Y-o-Y Growth Comparison by Device, 2018-2028 
Figure 89: Eastern Europe eSports Market: Market Attractiveness by Device
Figure 90: Eastern Europe eSports Market: BPS Analysis by End User–2018 & 2028
Figure 91: Eastern Europe eSports Market: Y-o-Y Growth Comparison by End User 2018-2028 
Figure 92: Eastern Europe eSports Market: Market Attractiveness by End User
Figure 93: Eastern Europe eSports Market: BPS Analysis by Age Group– 2018 & 2028
Figure 94: Eastern Europe eSports Market: Y-o-Y Growth Comparison by Age Group, 2018-2028 
Figure 95: Eastern Europe eSports Market: Market Attractiveness by Age Group
Figure 96: Eastern Europe eSports Market: BPS Analysis by Revenue Stream –2018 & 2028
Figure 97: Eastern Europe eSports Market: Y-o-Y Growth Comparison by Revenue Stream, 2018-2028 
Figure 98: Eastern Europe eSports Market: Market Attractiveness by Revenue Stream
Figure 99: SEA & Other APAC eSports Market Value (US$ Mn) Forecast & Incremental & Opportunity Analysis, 2018 - 2028
 Figure 100: SEA & Other APAC eSports Market Value (US$ Mn), 2013-2017
Figure 101: SEA & Other APAC eSports Market Value (US$ Mn) Forecast, 2018-2028
Figure 102: SEA & Other APAC eSports Market: BPS Analysis by Country– 2018 & 2028
Figure 103: SEA & Other APAC eSports Market: Y-o-Y Growth Comparison by Country, 2018-2028 
Figure 104: SEA & Other APAC eSports Market: Market Attractiveness by Country
Figure 105: SEA & Other APAC eSports Market: BPS Analysis by Device – 2018 & 2028
Figure 106: SEA & Other APAC eSports Market: Y-o-Y Growth Comparison by Device, 2018-2028 
Figure 107: SEA & Other APAC eSports Market: Market Attractiveness by Device
Figure 108: SEA & Other APAC eSports Market: BPS Analysis by End User–2018 & 2028
Figure 109: SEA & Other APAC eSports Market: Y-o-Y Growth Comparison by End User 2018-2028 
Figure 110: SEA & Other APAC eSports Market: Market Attractiveness by End User
Figure 111: SEA & Other APAC eSports Market: BPS Analysis by Age Group– 2018 & 2028
Figure 112: SEA & Other APAC eSports Market: Y-o-Y Growth Comparison by Age Group, 2018-2028 
Figure 113: SEA & Other APAC eSports Market: Market Attractiveness by Age Group
Figure 114: SEA & Other APAC eSports Market: BPS Analysis by Revenue Stream –2018 & 2028
Figure 115: SEA & Other APAC eSports Market: Y-o-Y Growth Comparison by Revenue Stream, 2018-2028 
Figure 116: SEA & Other APAC eSports Market: Market Attractiveness by Revenue Stream
Figure 117: China eSports Market Value (US$ Mn) Forecast & Incremental & Opportunity Analysis, 2018 - 2028
Figure 118: China eSports Market Value (US$ Mn), 2013-2017
Figure 119: China eSports Market Value (US$ Mn) Forecast, 2018-2028
Figure 120: China eSports Market: BPS Analysis by Country– 2018 & 2028
Figure 121: China eSports Market: Y-o-Y Growth Comparison by Country, 2018-2028 
Figure 122: China eSports Market: Market Attractiveness by Country
Figure 123: China eSports Market: BPS Analysis by Device – 2018 & 2028
Figure 124: China eSports Market: Y-o-Y Growth Comparison by Device, 2018-2028 
Figure 125: China eSports Market: Market Attractiveness by Device
Figure 126: China eSports Market: BPS Analysis by End User–2018 & 2028
Figure 127: China eSports Market: Y-o-Y Growth Comparison by End User 2018-2028 
Figure 128: China eSports Market: Market Attractiveness by End User
Figure 129: China eSports Market: BPS Analysis by Age Group– 2018 & 2028
Figure 130: China eSports Market: Y-o-Y Growth Comparison by Age Group, 2018-2028 
Figure 131: China eSports Market: Market Attractiveness by Age Group
Figure 132: China eSports Market: BPS Analysis by Revenue Stream –2018 & 2028
Figure 133: China eSports Market: Y-o-Y Growth Comparison by Revenue Stream, 2018-2028 
Figure 134: China eSports Market: Market Attractiveness by Revenue Stream
Figure 135: Japan eSports Market Value (US$ Mn) Forecast & Incremental & Opportunity Analysis, 2018 - 2028
 Figure 136: Japan eSports Market Value (US$ Mn), 2013-2017
Figure 137: Japan eSports Market Value (US$ Mn) Forecast, 2018-2028
Figure 138: Japan eSports Market: BPS Analysis by Country– 2018 & 2028
Figure 139: Japan eSports Market: Y-o-Y Growth Comparison by Country, 2018-2028 
Figure 140: Japan eSports Market: Market Attractiveness by Country
Figure 141: Japan eSports Market: BPS Analysis by Device – 2018 & 2028
Figure 142: Japan eSports Market: Y-o-Y Growth Comparison by Device, 2018-2028 
Figure 143: Japan eSports Market: Market Attractiveness by Device
Figure 144: Japan eSports Market: BPS Analysis by End User–2018 & 2028
Figure 145: Japan eSports Market: Y-o-Y Growth Comparison by End User 2018-2028 
Figure 146: Japan eSports Market: Market Attractiveness by End User
Figure 147: Japan eSports Market: BPS Analysis by Age Group– 2018 & 2028
Figure 148: Japan eSports Market: Y-o-Y Growth Comparison by Age Group, 2018-2028 
Figure 149: Japan eSports Market: Market Attractiveness by Age Group
Figure 150: Japan eSports Market: BPS Analysis by Revenue Stream –2018 & 2028
Figure 151: Japan eSports Market: Y-o-Y Growth Comparison by Revenue Stream, 2018-2028 
Figure 152: Japan eSports Market: Market Attractiveness by Revenue Stream
Figure 153: MEA eSports Market Value (US$ Mn) Forecast & Incremental & Opportunity Analysis, 2018 - 2028
Figure 154: MEA eSports Market Value (US$ Mn), 2013-2017
Figure 155: MEA eSports Market Value (US$ Mn) Forecast, 2018-2028
Figure 156: MEA eSports Market: BPS Analysis by Country– 2018 & 2028
Figure 157: MEA eSports Market: Y-o-Y Growth Comparison by Country, 2018-2028 
Figure 158: MEA eSports Market: Market Attractiveness by Country
Figure 159: MEA eSports Market: BPS Analysis by Device – 2018 & 2028
Figure 160: MEA eSports Market: Y-o-Y Growth Comparison by Device, 2018-2028 
Figure 161: MEA eSports Market: Market Attractiveness by Device
Figure 162: MEA eSports Market: BPS Analysis by End User–2018 & 2028
Figure 163: MEA eSports Market: Y-o-Y Growth Comparison by End User 2018-2028 
Figure 164: MEA eSports Market: Market Attractiveness by End User
Figure 165: MEA eSports Market: BPS Analysis by Age Group– 2018 & 2028
Figure 166: MEA eSports Market: Y-o-Y Growth Comparison by Age Group, 2018-2028 
Figure 167: MEA eSports Market: Market Attractiveness by Age Group
Figure 168: MEA eSports Market: BPS Analysis by Revenue Stream –2018 & 2028
Figure 169: MEA eSports Market: Y-o-Y Growth Comparison by Revenue Stream, 2018-2028 
Figure 170: MEA eSports Market: Market Attractiveness by Revenue Stream

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