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.
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.
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.
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
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.
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.
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.
Fact.MR has published a new report titled “esports Market Forecast, Trend Analysis & Competition Tracking – Global Review 2018 to 2028”. Thorough analysis of the target market on the basis of device type, end user, age group, revenue stream, and regions delivers the most credible forecast of the esports market. Analysis on esports market is carried out for the historical data period of 2013 – 2017 and forecast period of 2018 – 2028. With an all-inclusive market analysis as such, Fact.MR projects that the esports market is expected to witness an outstanding growth, representing a double digit CAGR between the 20 – 25% during the forecast period.
The report elaborates on key market drivers, restraints, trends and opportunities that hold significant influence in transforming the esports market landscape in the coming decade. The report has incorporated region-specific trends of North America, Latin America, Western Europe, Eastern Europe, SEA and other APAC, China, Japan and MEA that are shaping the global business landscape of the esports market. The report is divided into chapters as follows to provide a seamless reading experience for users –
Chapter 1 – Executive Summary
The chapter of executive summary commences with the market briefs in the form of market overview and market analysis. Based on the Fact.MR’s proprietary wheel of fortune, recommendations in the form of relative position of market segments has been delivered in the chapter.
Chapter 2 – Market Introduction
The chapter of market introduction provides the readers with the information such as market definition. The chapter also included market taxonomy to deliver an overall idea about the esports market segmentation.
Chapter 3 – Market Background
This chapter covers macroeconomic factors influencing performance of the esports market. Relevance and impact of these factors on the esports market is elaborately discussed. In addition, the esports market background also covers market dynamics, opportunity analysis, detailed value chain and evolving consumer trends in the esports market.
Chapter 4 – Market Forecast
In this chapter of market forecast, the report delivers future market performance in terms of market size and Y-o-Y growth. The chapter also includes absolute dollar opportunity which can help stakeholders in esports market to identify prodigious market opportunities in the future.
Chapter 5 - Global Esports Market Analysis by Device
The chapter delivers the accurate information based on device types in the esports market. The market evaluations are provided in terms of market size for historical, current as well as forecast period. Other important insights in terms of market attractiveness for the device type segment is also delivered in the chapter.
Chapter 6 - Global Esports Market Analysis by End User
This chapter provides the readers with the information regarding the end user segment type of the esports market. The market values are delivered for professional players and occasional viewers in the esports market for the historical, current and forecast period.
Chapter 7 - Global Esports Market Analysis by Age Group
By considering the popularity of esports among different age groups, the chapter elaborates on the market lucrativeness among different age groups including 0 - 15, 16 – 25, 26 – 35, and more than 35. The esports market assessment by age group is carried out in terms of historical and current market size, market forecast and market attractive analysis.
Chapter 8 - Global Esports Market Analysis by Revenue Stream
Considering the revenue generation from multiple avenues, the market is categorized in revenue stream of esports market segments. For different revenue streams, the market values are delivered for historical, current as well as forecast period.
Chapter 9 - Global Esports Market Analysis by Region
The chapter delivers esports market performance for different geographical regions. The esports market performance has been discussed for a total of eight business regions including North America, Latin America, Western Europe, Eastern Europe, Middle East & Africa, SEA and other APAC, China and Japan.
Chapter 10 - North America Esports Market Analysis
The chapter includes esports market performance in the North America in which country-wise analysis for the U.S. and Canada is carried out individually. Region-specific market trends for individual segments have been included in the assessment of market forecast in North America region.
Chapter 11 - Latin America Esports Market Analysis
In this chapter, esports market performance for the Latin America region is provided. For the country-wise analysis, Brazil, Mexico and rest of Latin America has been considered to derive the esports market values for the Latin America region.
Chapter 12 - Western Europe Esports Market Analysis
By considering the country-wise esports market analysis in Germany, Italy, France, Spain, the UK, BENELUX and rest of Western Europe, the market values of the esports market for the Western Europe is provided in this chapter.
Chapter 13 - Eastern Europe Esports Market Analysis
The chapter delivers the esports market size in the Eastern Europe region by considering the country-wise analysis in Russia, Poland and rest of Eastern Europe. The chapter provides the market size in terms of value (US$ Mn) during the historical, current and forecast period.
Chapter 14 - South East Asia and Others of Asia Pacific Esports Market Analysis
This chapter includes the market performance in the South East Asia and other Asia Pacific region which encompasses country-wise analysis of India, ASEAN, Australia and New Zealand and rest of SEA and others of APAC. Market attractive analysis for individual market segments and region specific trends are also included in the chapter.
Chapter 15 - China Esports Market Analysis
The esports market performance for the country of China is elaborated in this chapter. The esports market assessment is delivered in terms of historical market size, current market size, forecast values and market attractive analysis of the individual market segments.
Chapter 16 - Japan Esports Market Analysis
To derive the market performance in Japan, prevailing trends and opportunities in the country have been elaborated for individual market segments in the chapter.
Chapter 17 - Middle East & Africa Esports Market Analysis
The chapter delivers the esports market size in the Middle East and Africa region where country-wise analysis for Northern Africa, GCC countries, South Africa, Turkey and rest of Middle East and Africa has been carried out. In addition, market values for the individual market segments in the Middle East and Africa region is elaborately discussed.
Chapter 18 - Market Structure Analysis
This chapter includes market analysis in terms of key players and their regional as well as product footprints in the esports market.
Chapter 19 – Competition Analysis
The chapter delivers a dashboard view of the key players in the esports market, their company profiles and relative market positions in the global space. Notable developments including key business strategies undertaken by key players has been discussed in the chapter.
Chapter 20 – Research Methodology
A robust research methodology used to derive the market values of the esports market has been elaborately discussed in this chapter.
The aforementioned information on the esports market has been derived from the credible sources such as published financial data, quarterly financial statements, 10-K & 10-Q filings, annual reports, local newspapers, company websites, company press releases, published trade data, and other data sources.
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
3.5. 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
5.1.1. 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
5.3.2. Tablets & Laptops
5.3.4. Gaming Headsets
5.3.5. Gaming Consoles
5.4. Market Attractiveness Analysis by Device
6. Global eSports Market Analysis by End User
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
7.1.1. 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
7.3.4. More than 35
7.4. Market Attractiveness Analysis by Age Group
8. Global eSports Market Analysis by Revenue Stream
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
8.3.3. 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
9.1.1. 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
9.3.8. Middle East & Africa (MEA)
9.4. Market Attractiveness Analysis by Region
10. North America eSports Market Analysis
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
10.3.2. 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
11.2. 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
188.8.131.52. 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
12.2. 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
184.108.40.206. 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
13.2. 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
220.127.116.11. 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
14.2. 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
18.104.22.168. Australia and New Zealand
22.214.171.124. 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
15.2. 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
16.2. 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
17.2. 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
126.96.36.199. Northern Africa
188.8.131.52. GCC Countries
184.108.40.206. South Africa
220.127.116.11. 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
18.104.22.168. Product Portfolio
22.214.171.124. Sales Footprint
126.96.36.199. Competition Benchmarking
188.8.131.52.1. Marketing Strategy
184.108.40.206.2. Product Strategy
220.127.116.11.3. Channel Strategy
19.4.4. Millennial Esports Corporation
19.4.5. Rfrsh Entertainment
19.4.6. Riot Games, Inc.
19.4.8. VY Esports
19.4.9. Znipe Esports
19.4.10. Coke Esports
20. Research Methodology
Fact.MR offers custom research services that help clients to get specific research solutions