Market Research Report
Esports Market by Revenue Streams (Media Rights (Subscription & Online Advertisement), Tickets and Merchandise, Sponsorship & Direct Advertisement, and Publisher Fees), and Geography (North America, Europe, APAC, and RoW) - Global Forecast to 2023
|Published by||MarketsandMarkets||Product code||655476|
|Published||Content info||133 Pages
Delivery time: 1-2 business days
|Esports Market by Revenue Streams (Media Rights (Subscription & Online Advertisement), Tickets and Merchandise, Sponsorship & Direct Advertisement, and Publisher Fees), and Geography (North America, Europe, APAC, and RoW) - Global Forecast to 2023|
|Published: June 19, 2018||Content info: 133 Pages||
According to the new market research report, the esports market is expected to reach USD 2,174.8 million by 2023 from USD 926.3 million by 2018, at a CAGR of 18.61% between 2018 and 2023. The growth of this market is attributed to the increasing popularity of video games and growing awareness about esports. However, the threat from esports gambling/betting is restraining the growth of the market.
This report covers the following revenue streams: media rights (subscription and online advertisement), tickets and merchandise, sponsorship and direct advertisement, and publisher fees. Currently, media rights are significantly contributing to the global esports industry. In recent years, the sale of broadcasting and media rights has been the largest source of revenue for most of the esports organizers. The revenue generated from the trade of media rights is used to finance major sporting events, renovate stadiums, and contribute to the development of esports at the grassroots level.
This report covers the esports market segmented on the basis of following regions: North America, Europe, APAC, and RoW. The market in APAC is expected to grow at the highest CAGR between 2018 and 2023. In 2017, Rest of APAC accounted for a substantial share of the esports market in APAC. The growth of this industry can be attributed to the increasing number of esports competitions in the region. Further, the increasing investment from sponsors and advertisers is fueling the demand for esports in the region.
The major companies profiled in the report are: Modern Times Group (Sweden), Activision Blizzard (US), FACEIT (UK), Nintendo (Japan), Gfinity (UK), Turner Broadcasting System (US), CJ Corporation (South Korea), Valve Corporation (US), Tencent (China), and Electronic Arts (EA) (US). This report also covers the following prominent players: Hi-Rez Studios (US), KaBuM (Canada), Wargaming Public (Cyprus), Rovio Entertainment (Finland), GungHo Online Entertainment (Japan), and Alisports (China). The roles of online streaming companies such as YouTube (US), Twitch (US), Facebook (US), and Beyond the Summit (BTS) (US) have also been included in this report.
Esports mainly generates revenue through streams such as media rights (subscription and online advertisement), tickets and merchandise, sponsorships and direct advertisements, and publisher fees. The market has been segmented, on the basis of region, into North America, Europe, APAC, and RoW.
*Details on Business Overview, Products Offered, Recent Developments, Key Relationships, SWOT Analysis, and MnM View might not be captured in case of unlisted companies.