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Esports Market

Esports Market

Esports Market Report By Device (PCs, Laptops, Smartphones, Tablets, Gaming Headsets), By End User (Professional Players, Occasional Viewers), By Age Group (0-15, 16-25, 26-35, More than 35), By Revenue Stream (Sponsorships, Advertising, Media Rights, Game Publisher Fees, Merchandise & Tickets) and By Region

Esports Market
FACT217MR
  • Feb-2022
  • List of Tables : 45
  • List of Figures : 170
  • 170 Pages
  • Sports

Table of Content

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

Know More Details About the Report

List of Tables

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

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List of Figures

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

eSports Market Scope Of The 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.

Sources

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.

- FAQs -

The eSports market is likely to surpass US$ 6,000 million by 2028-end on account of sizeable sponsorships, growing smartphone adoption. Fact.MR estimates global revenues to grow by 7x through 2028.
Few of the prominent vendors of the eSports market include FACEIT, Immortals, Millennial Esports Corporation, Refresh Entertainment, Riot Games, Inc., ESL, VY Esports, Znipe Esports, Coke Esports among others.

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Is the market research conducted by Fact.MR?

Yes, the report has been compiled by expert analysts of Fact.MR, through a combination of primary and secondary research. To know more about how the research was conducted, you can speak to a research analyst.

What research methodology is followed by Fact.MR?

Fact.MR follows a methodology that encompasses the demand-side assessment of the market, and triangulates the same through a supply-side analysis. This methodology is based on the use of standard market structure, methods, and definitions.

What are the sources of secondary research?

Fact.MR conducts extensive secondary research through proprietary databases, paid databases, and information available in the public domain. We refer to industry associations, company press releases, annual reports, investor presentations, and research papers. More information about desk research is available upon request.

Who are the respondents for primary research?

Fact.MR speaks to stakeholders across the spectrum, including C-level executives, distributors, product manufacturers, and industry experts. For a full list of primary respondents, please reach out to us.

Is a sample of this report available for evaluation?

Yes, you can request a sample, and it will be sent to you through an email.