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Market Research Report
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1046755

North America Esports Market By Revenue Source (Sponsorship, Media Rights, Advertising, Publisher Fees, and Merchandise & Tickets), By Country, Opportunity Analysis and Industry Forecast, 2021 - 2027

Published: | KBV Research | 106 Pages | Delivery time: 1-2 business days

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North America Esports Market By Revenue Source (Sponsorship, Media Rights, Advertising, Publisher Fees, and Merchandise & Tickets), By Country, Opportunity Analysis and Industry Forecast, 2021 - 2027
Published: November 30, 2021
KBV Research
Content info: 106 Pages
Delivery time: 1-2 business days
  • Description
  • Table of Contents
  • List of Tables

The North America Esports Market would witness market growth of 19.7% CAGR during the forecast period (2021-2027).

The growing popularity of esports and rise in awareness about video games are some of the key aspects accelerating the growth of the esports market. In addition, the rising number of tournaments & events with attractive prizes and long-term investment initiatives undertaken by market players are estimated to open new growth avenues for the esports market during the forecast period.

The constantly growing esport industry across various nations of this region is attracting more people towards this industry and opt it as their professional career. In addition, many universities and colleges in this region are offering professional courses for students as well as scholarships for the top gamers or esports players, which is fueling the growth of the regional escorts market in the upcoming years.

The US market dominated the North America Merchandise & Tickets Revenue Source Market by Country 2020, and would continue to be a dominant market till 2027; thereby, achieving a market value of $66 million by 2027.The Canada market is anticipated to grow a CAGR of 23% during (2021 - 2027). Additionally, The Mexico market would showcase a CAGR of 22.3% during (2021 - 2027).

Based on Revenue Source, the market is segmented into Sponsorship, Media Rights, Advertising, Publisher Fees, and Merchandise & Tickets. Based on countries, the market is segmented into U.S., Mexico, Canada, and Rest of North America.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Intel Corporation, NVIDIA Corporation, Nintendo Co., Ltd., Activision Blizzard, Inc., Valve Corporation, Modern Times Group MTG AB, Electronic Arts, Inc., Tencent Holdings Ltd., Gameloft SE (Vivendi), and AT&T, Inc.

Scope of the Study

Market Segments covered in the Report:

By Revenue Source

  • Sponsorship
  • Media Rights
  • Advertising
  • Publisher Fees
  • Merchandise & Tickets

By Country

  • US
  • Canada
  • Mexico
  • Rest of North America

Companies Profiled

  • Intel Corporation
  • NVIDIA Corporation
  • Nintendo Co., Ltd.
  • Activision Blizzard, Inc.
  • Valve Corporation
  • Modern Times Group MTG AB
  • Electronic Arts, Inc.
  • Tencent Holdings Ltd.
  • Gameloft SE (Vivendi)
  • AT&T, Inc.

Unique Offerings from KBV Research

  • Exhaustive coverage
  • Highest number of market tables and figures
  • Subscription based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology

  • 1.1 Market Definition
  • 1.2 Objectives
  • 1.3 Market Scope
  • 1.4 Segmentation
    • 1.4.1 North America Esports Market, by Revenue Source
    • 1.4.2 North America Esports Market, by Country
  • 1.5 Methodology for the research

Chapter 2. Market Overview

  • 2.1 Introduction
    • 2.1.1 Overview
      • 2.1.1.1 Market Composition and Scenario
  • 2.2 Key Factors Impacting the Market
    • 2.2.1 Market Drivers
    • 2.2.2 Market Restraints

Chapter 3. Competition Analysis - Global

  • 3.1 KBV Cardinal Matrix
  • 3.2 Recent Industry Wide Strategic Developments
    • 3.2.1 Partnerships, Collaborations and Agreements
    • 3.2.2 Product Launches and Product Expansions
    • 3.2.3 Acquisition and Mergers
    • 3.2.4 Geographical Expansions
  • 3.3 Top Winning Strategies
    • 3.3.1 Key Leading Strategies: Percentage Distribution (2017-2021)
    • 3.3.2 Key Strategic Move: (Product Launches and Product Expansions : 2017, Jun - 2021, Jun) Leading Players

Chapter 4. North America Esports Market by Revenue Source

  • 4.1 North America Sponsorship Market by Country
  • 4.2 North America Media Rights Market by Country
  • 4.3 North America Advertising Market by Country
  • 4.4 North America Publisher Fees Market by Country
  • 4.5 North America Merchandise & Tickets Revenue Source Market by Country

Chapter 5. North America Esports Market by Country

  • 5.1 US Esports Market
    • 5.1.1 US Esports Market by Revenue Source
  • 5.2 Canada Esports Market
    • 5.2.1 Canada Esports Market by Revenue Source
  • 5.3 Mexico Esports Market
    • 5.3.1 Mexico Esports Market by Revenue Source
  • 5.4 Rest of North America Esports Market
    • 5.4.1 Rest of North America Esports Market by Revenue Source

Chapter 6. Company Profiles

  • 6.1 Intel Corporation
    • 6.1.5 Recent strategies and developments:
  • 6.2 NVIDIA Corporation
    • 6.2.5 Recent strategies and developments:
      • 6.2.5.1 Partnerships, Collaborations, and Agreements:
      • 6.2.5.2 Product Launches and Product Expansions:
      • 6.2.5.3 Acquisition and Mergers:
      • 6.2.5.4 Geographical Expansions:
  • 6.3 Nintendo Co., Ltd.
    • 6.3.1 Company Overview
    • 6.3.2 Financial Analysis
    • 6.3.3 Segmental and Regional Analysis
    • 6.3.4 Research & Development Expenses
    • 6.3.5 Recent strategies and developments:
      • 6.3.5.1 Partnerships, Collaborations, and Agreements:
      • 6.3.5.2 Acquisitions and Mergers:
  • 6.4 Activision Blizzard, Inc.
    • 6.4.1 Company Overview
    • 6.4.2 Financial Analysis
    • 6.4.3 Segmental and Regional Analysis
    • 6.4.4 Recent strategies and developments:
      • 6.4.4.1 Partnerships, Collaborations, and Agreements:
      • 6.4.4.2 Product Launches and Product Expansions:
      • 6.4.4.3 Acquisition and Mergers:
  • 6.5 Valve Corporation
    • 6.5.1 Company Overview
    • 6.5.2 Recent strategies and developments:
      • 6.5.2.1 Partnerships, Collaborations, and Agreements:
      • 6.5.2.2 Product Launches and Product Expansions:
  • 6.6 Modern Times Group MTG AB
    • 6.6.1 Company Overview
    • 6.6.2 Financial Analysis
    • 6.6.3 Segmental and Regional Analysis
    • 6.6.4 Recent strategies and developments:
      • 6.6.4.1 Acquisition and Mergers:
  • 6.7 Electronic Arts, Inc.
    • 6.7.1 Company Overview
    • 6.7.2 Financial Analysis
    • 6.7.3 Segmental and Regional Analysis
    • 6.7.4 Research & Development Expenses
    • 6.7.5 Recent strategies and developments:
      • 6.7.5.1 Partnerships, Collaborations, and Agreements:
      • 6.7.5.2 Product Launches and Product Expansions:
      • 6.7.5.3 Acquisition and Mergers:
  • 6.8 Tencent Holdings Ltd.
    • 6.8.1 Company Overview
    • 6.8.2 Financial Analysis
    • 6.8.3 Segmental and Regional Analysis
    • 6.8.4 Research & Development Expenses
    • 6.8.5 Recent strategies and developments:
      • 6.8.5.1 Partnerships, Collaborations, and Agreements:
  • 6.9 Gameloft SE (Vivendi)
    • 6.9.1 Company Overview
    • 6.9.2 Financial Analysis
    • 6.9.3 Segmental and Regional Analysis
    • 6.9.4 Research & Development Expenses
    • 6.9.5 Recent strategies and developments:
      • 6.9.5.1 Partnerships, Collaborations, and Agreements:
      • 6.9.5.2 Product Launches and Product Expansions:
  • 6.1 AT&T, Inc.
    • 6.10.1 Company Overview
    • 6.10.2 Financial Analysis
    • 6.10.3 Segmental and Regional Analysis
    • 6.10.4 Research & Development Expense
    • 6.10.5 Recent strategies and developments:
      • 6.10.5.1 Partnerships, Collaborations, and Agreements:

LIST OF TABLES

  • TABLE 1 North America Esports Market, 2017 - 2020, USD Million
  • TABLE 2 North America Esports Market, 2021 - 2027, USD Million
  • TABLE 3 Partnerships, Collaborations and Agreements- Esports Market
  • TABLE 4 Product Launches And Product Expansions- Esports Market
  • TABLE 5 Acquisition and Mergers- Esports Market
  • TABLE 6 Geographical Expansions- Esports Market
  • TABLE 7 North America Esports Market by Revenue Source, 2017 - 2020, USD Million
  • TABLE 8 North America Esports Market by Revenue Source, 2021 - 2027, USD Million
  • TABLE 9 North America Sponsorship Market by Country, 2017 - 2020, USD Million
  • TABLE 10 North America Sponsorship Market by Country, 2021 - 2027, USD Million
  • TABLE 11 North America Media Rights Market by Country, 2017 - 2020, USD Million
  • TABLE 12 North America Media Rights Market by Country, 2021 - 2027, USD Million
  • TABLE 13 North America Advertising Market by Country, 2017 - 2020, USD Million
  • TABLE 14 North America Advertising Market by Country, 2021 - 2027, USD Million
  • TABLE 15 North America Publisher Fees Market by Country, 2017 - 2020, USD Million
  • TABLE 16 North America Publisher Fees Market by Country, 2021 - 2027, USD Million
  • TABLE 17 North America Merchandise & Tickets Revenue Source Market by Country, 2017 - 2020, USD Million
  • TABLE 18 North America Merchandise & Tickets Revenue Source Market by Country, 2021 - 2027, USD Million
  • TABLE 19 North America Esports Market by Country, 2017 - 2020, USD Million
  • TABLE 20 North America Esports Market by Country, 2021 - 2027, USD Million
  • TABLE 21 US Esports Market, 2017 - 2020, USD Million
  • TABLE 22 US Esports Market, 2021 - 2027, USD Million
  • TABLE 23 US Esports Market by Revenue Source, 2017 - 2020, USD Million
  • TABLE 24 US Esports Market by Revenue Source, 2021 - 2027, USD Million
  • TABLE 25 Canada Esports Market, 2017 - 2020, USD Million
  • TABLE 26 Canada Esports Market, 2021 - 2027, USD Million
  • TABLE 27 Canada Esports Market by Revenue Source, 2017 - 2020, USD Million
  • TABLE 28 Canada Esports Market by Revenue Source, 2021 - 2027, USD Million
  • TABLE 29 Mexico Esports Market, 2017 - 2020, USD Million
  • TABLE 30 Mexico Esports Market, 2021 - 2027, USD Million
  • TABLE 31 Mexico Esports Market by Revenue Source, 2017 - 2020, USD Million
  • TABLE 32 Mexico Esports Market by Revenue Source, 2021 - 2027, USD Million
  • TABLE 33 Rest of North America Esports Market, 2017 - 2020, USD Million
  • TABLE 34 Rest of North America Esports Market, 2021 - 2027, USD Million
  • TABLE 35 Rest of North America Esports Market by Revenue Source, 2017 - 2020, USD Million
  • TABLE 36 Rest of North America Esports Market by Revenue Source, 2021 - 2027, USD Million
  • TABLE 37 Key Information - Intel Corporation
  • TABLE 38 Key Information - NVIDIA Corporation
  • TABLE 39 key information - Nintendo Co., Ltd.
  • TABLE 40 Key Information - Activision Blizzard, Inc.
  • TABLE 41 Key Information - Valve Corporation
  • TABLE 42 Key Information - Modern Times Group
  • TABLE 43 Key Information - Electronic Arts Inc.
  • TABLE 44 Key Information - Tencent Holdings Ltd.
  • TABLE 45 Key Information - Gameloft SE
  • TABLE 46 Key Information - AT&T, Inc.

List of Figures

  • FIG 1 Methodology for the research
  • FIG 2 KBV Cardinal Matrix
  • FIG 3 Key Leading Strategies: Percentage Distribution (2017-2021)
  • FIG 4 Key Strategic Move: (Product Launches and Product Expansions : 2017, Jun - 2021, Jun) Leading Players
  • FIG 5 Recent strategies and developments: Intel Corporation
  • FIG 6 SWOT analysis: Intel corporation
  • FIG 7 Recent strategies and developments: NVIDIA Corporation
  • FIG 8 SWOT Analysis: NVIDIA Corporation
  • FIG 9 Recent strategies and developments: Nintendo Co., Ltd.
  • FIG 10 Recent strategies and developments: Activision Blizzard, Inc.
  • FIG 11 Recent strategies and developments: Valve Corporation
  • FIG 12 Recent strategies and developments: Electronic Arts
  • FIG 13 Recent strategies and developments: Gameloft SE