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Market Research Report

Global Esports Market 2020-2024

Published by TechNavio (Infiniti Research Ltd.) Product code 900591
Published Content info 120 Pages
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Global Esports Market 2020-2024
Published: May 4, 2020 Content info: 120 Pages
Description

Technavio has been monitoring the esports market and it is poised to grow by USD 1406.20 mn during 2020-2024 progressing at a CAGR of 18% during the forecast period. Our reports on esports market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current global market scenario, latest trends and drivers, and the overall market environment. The market is driven by the branding through esports.

The esports market analysis includes game genre segment and geographic landscapes.

Technavio's ‘ esports market ’ is segmented as below:

By Game Genre:

  • MOBA
  • FPS
  • RTS
  • Others

By Geographic Landscape:

  • North America
  • APAC
  • Europe
  • South America
  • MEA

This study identifies the rising number of esports events as one of the prime reasons driving the esports market growth during the next few years.

"Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters. Our esports market covers the following areas:

  • Esports market sizing
  • Esports market forecast
  • Esports market industry analysis"

Technavio's robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading esports market vendors that include Activision Blizzard Inc., Electronic Arts Inc., Epic Games Inc., Gfinity Plc, Harena Data Inc., Intergalactic Gaming Ltd., Modern Times Group MTG AB, Nintendo Co. Ltd., Take-Two Interactive Software Inc., Tencent Holdings Ltd., and Valve Corp.. Also, the esports market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage on all forthcoming growth opportunities.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors.

Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research - both primary and secondary. Technavio's market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast an accurate market growth.

Table of Contents
Product Code: IRTNTR43348

Table of Contents

Executive Summary

  • Market Overview

Market Landscape

  • Market ecosystem
  • Value chain analysis

Market Sizing

  • Market definition
  • Market segment analysis
  • Market size 2019
  • Market outlook: Forecast for 2019 - 2024

Five Forces Analysis

  • Five forces summary
  • Bargaining power of buyers
  • Bargaining power of suppliers
  • Threat of new entrants
  • Threat of substitutes
  • Threat of rivalry
  • Market condition

Market Segmentation by Game genre

  • Market segments
  • Comparison by Game genre
  • MOBA - Market size and forecast 2019-2024
  • FPS - Market size and forecast 2019-2024
  • RTS - Market size and forecast 2019-2024
  • Others - Market size and forecast 2019-2024
  • Market opportunity by Game genre

Market Segmentation by Revenue stream

  • Market segments
  • Comparison by Revenue stream
  • Sponsorship - Market size and forecast 2019-2024
  • Media rights - Market size and forecast 2019-2024
  • Advertising - Market size and forecast 2019-2024
  • Publisher fees - Market size and forecast 2019-2024
  • Merchandise and ticket sales - Market size and forecast 2019-2024
  • Market opportunity by Revenue stream

Customer landscape

  • Overview

Geographic Landscape

  • Geographic segmentation
  • Geographic comparison
  • North America - Market size and forecast 2019-2024
  • APAC - Market size and forecast 2019-2024
  • Europe - Market size and forecast 2019-2024
  • South America - Market size and forecast 2019-2024
  • MEA - Market size and forecast 2019-2024
  • Key leading countries
  • Market opportunity by geography
  • Market drivers
  • Market challenges
  • Market trends

Vendor Landscape

  • Overview
  • Vendor landscape
  • Landscape disruption

Vendor Analysis

  • Vendors covered
  • Market positioning of vendors
  • Activision Blizzard Inc.
  • Electronic Arts Inc.
  • Epic Games Inc.
  • Gfinity Plc
  • Intergalactic Gaming Ltd.
  • Modern Times Group MTG AB
  • Nintendo Co. Ltd.
  • Take-Two Interactive Software Inc.
  • Tencent Holdings Ltd.
  • Valve Corp.

Appendix

  • Scope of the report
  • Currency conversion rates for US$
  • Research methodology
  • List of abbreviations

Exhibit

  • 1: Key Finding 1
  • 2: Key Finding 2
  • 3: Key Finding 3
  • 4: Key Finding 5
  • 5: Key Finding 6
  • 6: Key Finding 7
  • 7: Key Finding 8
  • 8: Key Finding 9
  • 9: Parent market
  • 10: Market characteristics
  • 11: Offerings of vendors included in the market definition
  • 12: Market segments
  • 13: Global - Market size and forecast 2019 - 2024 ($ million)
  • 14: Global market: Year-over-year growth 2019 - 2024 (%)
  • 15: Five forces analysis 2019 & 2024
  • 16: Bargaining power of buyers
  • 17: Bargaining power of suppliers
  • 18: Threat of new entrants
  • 19: Threat of substitutes
  • 20: Threat of rivalry
  • 21: Market condition - Five forces 2019
  • 22: Other1 - Market share 2019-2024 (%)
  • 23: Comparison by Other1
  • 24: MOBA - Market size and forecast 2019-2024 ($ million)
  • 25: MOBA - Year-over-year growth 2019-2024 (%)
  • 26: FPS - Market size and forecast 2019-2024 ($ million)
  • 27: FPS - Year-over-year growth 2019-2024 (%)
  • 28: RTS - Market size and forecast 2019-2024 ($ million)
  • 29: RTS - Year-over-year growth 2019-2024 (%)
  • 30: Others - Market size and forecast 2019-2024 ($ million)
  • 31: Others - Year-over-year growth 2019-2024 (%)
  • 32: Market opportunity by Other1
  • 33: Other2 - Market share 2019-2024 (%)
  • 34: Comparison by Other2
  • 35: Sponsorship - Market size and forecast 2019-2024 ($ million)
  • 36: Sponsorship - Year-over-year growth 2019-2024 (%)
  • 37: Media rights - Market size and forecast 2019-2024 ($ million)
  • 38: Media rights - Year-over-year growth 2019-2024 (%)
  • 39: Advertising - Market size and forecast 2019-2024 ($ million)
  • 40: Advertising - Year-over-year growth 2019-2024 (%)
  • 41: Publisher fees - Market size and forecast 2019-2024 ($ million)
  • 42: Publisher fees - Year-over-year growth 2019-2024 (%)
  • 43: Merchandise and ticket sales - Market size and forecast 2019-2024 ($ million)
  • 44: Merchandise and ticket sales - Year-over-year growth 2019-2024 (%)
  • 45: Market opportunity by Other2
  • 46: Customer landscape
  • 47: Market share by geography 2019-2024 (%)
  • 48: Geographic comparison
  • 49: North America - Market size and forecast 2019-2024 ($ million)
  • 50: North America - Year-over-year growth 2019-2024 (%)
  • 51: APAC - Market size and forecast 2019-2024 ($ million)
  • 52: APAC - Year-over-year growth 2019-2024 (%)
  • 53: Europe - Market size and forecast 2019-2024 ($ million)
  • 54: Europe - Year-over-year growth 2019-2024 (%)
  • 55: South America - Market size and forecast 2019-2024 ($ million)
  • 56: South America - Year-over-year growth 2019-2024 (%)
  • 57: MEA - Market size and forecast 2019-2024 ($ million)
  • 58: MEA - Year-over-year growth 2019-2024 (%)
  • 59: Key leading countries
  • 60: Market opportunity by geography ($ million)
  • 61: Impact of drivers and challenges
  • 62: Vendor landscape
  • 63: Landscape disruption
  • 64: Industry risks
  • 65: Vendors covered
  • 66: Market positioning of vendors
  • 67: Activision Blizzard Inc. - Overview
  • 68: Activision Blizzard Inc. - Business segments
  • 69: Activision Blizzard Inc. - Key offerings
  • 70: Activision Blizzard Inc. - Key customers
  • 71: Activision Blizzard Inc. - Segment focus
  • 72: Electronic Arts Inc. - Overview
  • 73: Electronic Arts Inc. - Business segments
  • 74: Electronic Arts Inc. - Key offerings
  • 75: Electronic Arts Inc. - Key customers
  • 76: Electronic Arts Inc. - Segment focus
  • 77: Epic Games Inc. - Overview
  • 78: Epic Games Inc. - Product and service
  • 79: Epic Games Inc. - Key offerings
  • 80: Epic Games Inc. - Key customers
  • 81: Epic Games Inc. - Segment focus
  • 82: Gfinity Plc - Overview
  • 83: Gfinity Plc - Business segments
  • 84: Gfinity Plc - Key offerings
  • 85: Gfinity Plc - Key customers
  • 86: Gfinity Plc - Segment focus
  • 87: Harena Data Inc. - Overview
  • 88: Harena Data Inc. - Business segments
  • 89: Harena Data Inc. - Key offerings
  • 90: Harena Data Inc. - Key customers
  • 91: Harena Data Inc. - Segment focus
  • 92: Intergalactic Gaming Ltd. - Overview
  • 93: Intergalactic Gaming Ltd. - Product and service
  • 94: Intergalactic Gaming Ltd. - Key offerings
  • 95: Intergalactic Gaming Ltd. - Key customers
  • 96: Intergalactic Gaming Ltd. - Segment focus
  • 97: Modern Times Group MTG AB - Overview
  • 98: Modern Times Group MTG AB - Business segments
  • 99: Modern Times Group MTG AB - Key offerings
  • 100: Modern Times Group MTG AB - Key customers
  • 101: Modern Times Group MTG AB - Segment focus
  • 102: Nintendo Co. Ltd. - Overview
  • 103: Nintendo Co. Ltd. - Product and service
  • 104: Nintendo Co. Ltd. - Key offerings
  • 105: Nintendo Co. Ltd. - Key customers
  • 106: Nintendo Co. Ltd. - Segment focus
  • 107: Take-Two Interactive Software Inc. - Overview
  • 108: Take-Two Interactive Software Inc. - Product and service
  • 109: Take-Two Interactive Software Inc. - Key offerings
  • 110: Take-Two Interactive Software Inc. - Key customers
  • 111: Take-Two Interactive Software Inc. - Segment focus
  • 112: Tencent Holdings Ltd. - Overview
  • 113: Tencent Holdings Ltd. - Business segments
  • 114: Tencent Holdings Ltd. - Key offerings
  • 115: Tencent Holdings Ltd. - Key customers
  • 116: Tencent Holdings Ltd. - Segment focus
  • 117: Valve Corp. - Overview
  • 118: Valve Corp. - Product and service
  • 119: Valve Corp. - Key offerings
  • 120: Valve Corp. - Key customers
  • 121: Valve Corp. - Segment focus
  • 122: Currency conversion rates for US$
  • 123: Research Methodology
  • 124: Validation techniques employed for market sizing
  • 125: Information sources
  • 126: List of abbreviations
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