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Market Research Report
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1046758

LAMEA 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 | 125 Pages | Delivery time: 1-2 business days

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LAMEA 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: 125 Pages
Delivery time: 1-2 business days
  • Description
  • Table of Contents
  • List of Tables

The Latin America, Middle East and Africa Esports Market would witness market growth of 26.3% CAGR during the forecast period (2021-2027).

The growth catalysts for the market are rising audience reach & engagement tasks, increasing live streaming of the video games, formidable investments, and growing infrastructure for the huge tournaments. The increasing professionalism across the esports industry has opened new opportunities for influencers, gamers, game developers, and event organizers.

Additionally, millennials are rapidly moving to esports as a professional career due to the rising popularity of gaming tournaments, streaming revenues, attractive international prizes, and one-to-one sponsorships. Further, colleges & universities are also beginning with a devoted esports curriculum to support and develop well-trained professionals.

The increasing awareness among the population about esports is contributing to the popularity of esports across this region. In addition, factors like the growing technological advancements in the video gaming industry, the increase in the investments in the esports industry by the companies would fuel the growth of the regional esports market over the forecast period.

The Sponsorship market dominated the LAMEA Esports Market by Revenue Source 2020, and would continue to be a dominant market till 2027; thereby, achieving a market value of $89 million by 2027. The Media Rights market is expected to witness a CAGR of 27.2% during (2021 - 2027). Additionally, The Advertising market would exhibit highest CAGR of 27% 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 Brazil, Argentina, UAE, Saudi Arabia, South Africa, Nigeria, and Rest of LAMEA.

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

  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA

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 LAMEA Esports Market, by Revenue Source
    • 1.4.2 LAMEA 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. LAMEA Esports Market by Revenue Source

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

Chapter 5. LAMEA Esports Market by Country

  • 5.1 Brazil Esports Market
    • 5.1.1 Brazil Esports Market by Revenue Source
  • 5.2 Argentina Esports Market
    • 5.2.1 Argentina Esports Market by Revenue Source
  • 5.3 UAE Esports Market
    • 5.3.1 UAE Esports Market by Revenue Source
  • 5.4 Saudi Arabia Esports Market
    • 5.4.1 Saudi Arabia Esports Market by Revenue Source
  • 5.5 South Africa Esports Market
    • 5.5.1 South Africa Esports Market by Revenue Source
  • 5.6 Nigeria Esports Market
    • 5.6.1 Nigeria Esports Market by Revenue Source
  • 5.7 Rest of LAMEA Esports Market
    • 5.7.1 Rest of LAMEA 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 LAMEA Esports Market, 2017 - 2020, USD Million
  • TABLE 2 LAMEA 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 LAMEA Esports Market by Revenue Source, 2017 - 2020, USD Million
  • TABLE 8 LAMEA Esports Market by Revenue Source, 2021 - 2027, USD Million
  • TABLE 9 LAMEA Sponsorship Market by Country, 2017 - 2020, USD Million
  • TABLE 10 LAMEA Sponsorship Market by Country, 2021 - 2027, USD Million
  • TABLE 11 LAMEA Media Rights Market by Country, 2017 - 2020, USD Million
  • TABLE 12 LAMEA Media Rights Market by Country, 2021 - 2027, USD Million
  • TABLE 13 LAMEA Advertising Market by Country, 2017 - 2020, USD Million
  • TABLE 14 LAMEA Advertising Market by Country, 2021 - 2027, USD Million
  • TABLE 15 LAMEA Publisher Fees Market by Country, 2017 - 2020, USD Million
  • TABLE 16 LAMEA Publisher Fees Market by Country, 2021 - 2027, USD Million
  • TABLE 17 LAMEA Merchandise & Tickets Revenue Source Market by Country, 2017 - 2020, USD Million
  • TABLE 18 LAMEA Merchandise & Tickets Revenue Source Market by Country, 2021 - 2027, USD Million
  • TABLE 19 LAMEA Esports Market by Country, 2017 - 2020, USD Million
  • TABLE 20 LAMEA Esports Market by Country, 2021 - 2027, USD Million
  • TABLE 21 Brazil Esports Market, 2017 - 2020, USD Million
  • TABLE 22 Brazil Esports Market, 2021 - 2027, USD Million
  • TABLE 23 Brazil Esports Market by Revenue Source, 2017 - 2020, USD Million
  • TABLE 24 Brazil Esports Market by Revenue Source, 2021 - 2027, USD Million
  • TABLE 25 Argentina Esports Market, 2017 - 2020, USD Million
  • TABLE 26 Argentina Esports Market, 2021 - 2027, USD Million
  • TABLE 27 Argentina Esports Market by Revenue Source, 2017 - 2020, USD Million
  • TABLE 28 Argentina Esports Market by Revenue Source, 2021 - 2027, USD Million
  • TABLE 29 UAE Esports Market, 2017 - 2020, USD Million
  • TABLE 30 UAE Esports Market, 2021 - 2027, USD Million
  • TABLE 31 UAE Esports Market by Revenue Source, 2017 - 2020, USD Million
  • TABLE 32 UAE Esports Market by Revenue Source, 2021 - 2027, USD Million
  • TABLE 33 Saudi Arabia Esports Market, 2017 - 2020, USD Million
  • TABLE 34 Saudi Arabia Esports Market, 2021 - 2027, USD Million
  • TABLE 35 Saudi Arabia Esports Market by Revenue Source, 2017 - 2020, USD Million
  • TABLE 36 Saudi Arabia Esports Market by Revenue Source, 2021 - 2027, USD Million
  • TABLE 37 South Africa Esports Market, 2017 - 2020, USD Million
  • TABLE 38 South Africa Esports Market, 2021 - 2027, USD Million
  • TABLE 39 South Africa Esports Market by Revenue Source, 2017 - 2020, USD Million
  • TABLE 40 South Africa Esports Market by Revenue Source, 2021 - 2027, USD Million
  • TABLE 41 Nigeria Esports Market, 2017 - 2020, USD Million
  • TABLE 42 Nigeria Esports Market, 2021 - 2027, USD Million
  • TABLE 43 Nigeria Esports Market by Revenue Source, 2017 - 2020, USD Million
  • TABLE 44 Nigeria Esports Market by Revenue Source, 2021 - 2027, USD Million
  • TABLE 45 Rest of LAMEA Esports Market, 2017 - 2020, USD Million
  • TABLE 46 Rest of LAMEA Esports Market, 2021 - 2027, USD Million
  • TABLE 47 Rest of LAMEA Esports Market by Revenue Source, 2017 - 2020, USD Million
  • TABLE 48 Rest of LAMEA Esports Market by Revenue Source, 2021 - 2027, USD Million
  • TABLE 49 Key Information - Intel Corporation
  • TABLE 50 Key Information - NVIDIA Corporation
  • TABLE 51 key information - Nintendo Co., Ltd.
  • TABLE 52 Key Information - Activision Blizzard, Inc.
  • TABLE 53 Key Information - Valve Corporation
  • TABLE 54 Key Information - Modern Times Group
  • TABLE 55 Key Information - Electronic Arts Inc.
  • TABLE 56 Key Information - Tencent Holdings Ltd.
  • TABLE 57 Key Information - Gameloft SE
  • TABLE 58 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