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1028057

Esports Global Market Opportunities And Strategies To 2030: COVID-19 Growth And Change

Published: | The Business Research Company | 274 Pages | Delivery time: 2-3 business days

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Esports Global Market Opportunities And Strategies To 2030: COVID-19 Growth And Change
Published: September 15, 2021
The Business Research Company
Content info: 274 Pages
Delivery time: 2-3 business days
  • Description
  • Table of Contents

“Esports Global Market Opportunities And Strategies To 2030: COVID-19 Growth And Change” from The Business Research Company provides the strategists, marketers and senior management with the critical information they need to assess the global esports market as it emerges from the COVID 19 shut down.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 48+ geographies.
  • Understand how the market is being affected by the coronavirus and how it is likely to emerge and grow as the impact of the virus abates.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market research findings.
  • Benchmark performance against key competitors.
  • Utilize the relationships between key data sets for superior strategizing.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis

Where is the largest and fastest growing market for the esports? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? “The Esports market global report” from The Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography. It places the market within the context of the wider esports market, and compares it with other markets.

The report covers the following chapters:

  • Executive Summary - The executive summary section of the report gives a brief overview and summary of the report.
  • Report Structure - This section gives the structure of the report and the information covered in the various sections.
  • Introduction - The introduction section of the report gives brief introduction about segmentation by geography, segmentation by game, segmentation by revenue source, and segmentation by platform.
  • Market Characteristics - The market characteristics section of the report defines and explains the esports market. This chapter also defines and describes goods and related services covered in the report.
  • Trends And Strategies - This chapter describes the major trends shaping the global esports market. This section highlights likely future developments in the market and suggests approaches companies can take to exploit these opportunities.
  • Impact of COVID-19 - This section describes the impact of COVID-19 on the esports market.
  • Global Market Size And Growth - This section contains the global historic (2015-2020) and forecast (2020-2025), and (2025-2030) market values, and drivers and restraints that support and control the growth of the market in the historic and forecast periods.
  • Regional Analysis - This section contains the historic (2015-2020) and forecast (2020-2025), and (2025-2030) market values and growth and market share comparison by region.
  • Market Segmentation - This section contains the market values (2015-2030) and analysis for different segments.
  • Regional Market Size and Growth - This section contains the region's market size (2020), historic (2015-2020) and forecast (2020-2025), and (2025-2030) market values, and growth and market share comparison of countries within the region. This report includes information on all the regions Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa and major countries within each region. The market overview sections of the report describe the current size of the market, background information, government initiatives, regulations, regulatory bodies, associations, corporate tax structure, investments, and major companies.
  • Competitive Landscape - This section covers details on the competitive landscape of the global esports market, estimated market shares and company profiles for the leading players.
  • Key Mergers And Acquisitions - This chapter gives the information on recent mergers and acquisitions in the market covered in the report. This section gives key financial details of mergers and acquisitions which have shaped the market in recent years.
  • Market Background - This section describes the sports market of which the esports market is a segment. This chapter includes the sports market 2015-25 values, and regional analyses for the sports market.
  • Market Opportunities And Strategies - This section includes market opportunities and strategies based on findings of the research. This section also gives information on growth opportunities across countries, segments and strategies to be followed in those markets. It gives an understanding of where there is significant business to be gained by competitors in the next five years.
  • Conclusions And Recommendations - This section includes conclusions and recommendations based on findings of the research. This section also gives recommendations for esports in terms of services offerings, geographic expansion, marketing strategies and target groups.
  • Appendix - This section includes details on the NAICS codes covered, abbreviations and currencies codes used in this report.

Scope

Markets Covered:

  • 1) By Game: Multiplayer Online Battle Arena (MOBA); Real time Strategy; First Person Shooter; Fighting and Sports
  • 2) By Platform: PC; Console; Mobile; Others
  • 3) By Revenue Source: Sponsorship; Advertising; Merchandise and Tickets; Publisher Fees; Media Rights
  • Companies Mentioned: Activision Blizzard Inc.; Modern Times Group MTG AB; Tencent; Valve Corporation; Electronic Arts Inc.
  • Metrics Covered: Number of Enterprises; Number of Employees
  • Countries: China; India; Japan; Australia; Indonesia; South Korea; United States; Brazil; UK; Germany; France; Russia
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita, esports indicators comparison.
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Product Code: o&s292

Table of Contents

1. Esports Executive Summary

2. Table Of Contents

3. List Of Figures

4. List Of Tables

5. Report Structure

6. Introduction

  • 6.1. Segmentation By Geography
  • 6.2. Segmentation By Game
  • 6.3. Segmentation By Platform
  • 6.4. Segmentation By Revenue Source

7. Esports Market Characteristics

  • 7.1. Market Definition
  • 7.2. Market Segmentation By Game
    • 7.2.1. Multiplayer Online Battle Arena (MOBA)
    • 7.2.2. Real Time Strategy
    • 7.2.3. First Person Shooter
    • 7.2.4. Fighting And Sports
  • 7.3. Market Segmentation By Platform
    • 7.3.1. PC
    • 7.3.2. Console
    • 7.3.3. Mobile
    • 7.3.4. Others
  • 7.4. Market Segmentation By Revenue Source
    • 7.4.1. Sponsorship
    • 7.4.2. Advertising
    • 7.4.3. Merchandise & Tickets
    • 7.4.4. Media Rights

8. Esports Market Trends and Strategies

  • 8.1. Increasing Shift Towards Esports Due To COVID-19
  • 8.2. Evolution of Esports With Augmented Reality (AR) And Virtual Reality (VR) Technologies
  • 8.3. Increasing M&A Activities
  • 8.4. Proliferation Of Investments
  • 8.5. New Esports Platforms

9. COVID-19 Impact On The Esports Market

  • 9.1. Effect On Customer Engagement
  • 9.2. Effect On Investments And Revenues
  • 9.3. Effect On Tournaments
  • 9.4. Impact On New Launches
  • 9.5. Future Opportunities

10. Global Esports Market Size And Growth

  • 10.1. Market Size
  • 10.2. Historic Market Growth, 2015 - 2020, Value ($ Million)
    • 10.2.1. Drivers Of The Market 2015 - 2020
    • 10.2.2. Restraints On The Market 2015 - 2020
  • 10.3. Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
    • 10.3.1. Drivers Of The Market 2020 - 2025
    • 10.3.2. Restraints On The Market 2020 - 2025

11. Global Esports Market Segmentation

  • 11.1. Global Esports Market, Segmentation By Game, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 11.2. Global Esports Market, Segmentation By Platform, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 11.3. Global Esports Market, Segmentation By Revenue Source, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)

12. Esports Market, Regional And Country Analysis

  • 12.1. Global Esports Market, By Region, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 12.2. Global Esports Market, By Country, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)

13. Asia-Pacific Esports Market

  • 13.1. Asia-Pacific Esports Market Overview
    • 13.1.1. Region Information
    • 13.1.2. COVID-19 Impact
    • 13.1.3. Market Information
    • 13.1.4. Background Information
    • 13.1.5. Government Initiatives
    • 13.1.6. Regulations
    • 13.1.7. Regulatory Bodies
    • 13.1.8. Major Associations
    • 13.1.9. Taxes Levied
    • 13.1.10. Corporate Tax Structure
    • 13.1.11. Investments
    • 13.1.12. Major Companies
  • 13.2. Asia-Pacific Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
  • 13.3. Asia-Pacific Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
  • 13.4. Asia-Pacific Esports Market, Segmentation By Game, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 13.5. Asia-Pacific Esports Market, Segmentation By Platform, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 13.6. Asia-Pacific Esports Market: Country Analysis
  • 13.7. China Esports Market
  • 13.8. China Esports Market Overview
    • 13.8.1. Country Information
    • 13.8.2. COVID-19 Impact
    • 13.8.3. Market Information
    • 13.8.4. Background Information
    • 13.8.5. Government Initiatives
    • 13.8.6. Regulations
    • 13.8.7. Regulatory Bodies
    • 13.8.8. Major Associations
    • 13.8.9. Tax Levied
    • 13.8.10. Corporate Tax Structure
    • 13.8.11. Investments
    • 13.8.12. Major Companies
  • 13.9. China Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
  • 13.10. China Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
  • 13.11. China Esports Market, Segmentation By Game, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 13.12. China Esports Market, Segmentation By Platform, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 13.13. India Esports Market
  • 13.14. India Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
  • 13.15. India Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
  • 13.16. India Esports Market, Segmentation By Game, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 13.17. India Esports Market, Segmentation By Platform, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 13.18. Japan Esports Market
  • 13.19. Japan Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
  • 13.20. Japan Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
  • 13.21. Japan Esports Market, Segmentation By Game, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 13.22. Japan Esports Market, Segmentation By Platform, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 13.23. Australia Esports Market
  • 13.24. Australia Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
  • 13.25. Australia Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
  • 13.26. Australia Esports Market, Segmentation By Game, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 13.27. Australia Esports Market, Segmentation By Platform, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 13.28. Indonesia Esports Market
  • 13.29. Indonesia Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
  • 13.30. Indonesia Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
  • 13.31. Indonesia Esports Market, Segmentation By Game, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 13.32. Indonesia Esports Market, Segmentation By Platform, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 13.33. South Korea Esports Market
  • 13.34. South Korea Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
  • 13.35. South Korea Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
  • 13.36. South Korea Esports Market, Segmentation By Game, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 13.37. South Korea Esports Market, Segmentation By Platform, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)

14. Western Europe Esports Market

  • 14.1. Western Europe Esports Market Overview
    • 14.1.1. Region Information
    • 14.1.2. COVID-19 Impact
    • 14.1.3. Market Information
    • 14.1.4. Background Information
    • 14.1.5. Government Initiatives
    • 14.1.6. Regulations
    • 14.1.7. Regulatory Bodies
    • 14.1.8. Associations
    • 14.1.9. Investments
    • 14.1.10. Taxes Levied
    • 14.1.11. Corporate Tax Structure
    • 14.1.12. Major Companies
  • 14.2. Western Europe Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
  • 14.3. Western Europe Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
  • 14.4. Western Europe Esports Market, Segmentation By Game, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 14.5. Western Europe Esports Market, Segmentation By Platform, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 14.6. Western Europe Esports Market: Country Analysis
  • 14.7. UK Esports Market
  • 14.8. UK Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
  • 14.9. UK Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
  • 14.10. UK Esports Market, Segmentation By Game, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 14.11. UK Esports Market, Segmentation By Platform, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 14.12. Germany Esports Market
  • 14.13. Germany Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
  • 14.14. Germany Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
  • 14.15. Germany Esports Market, Segmentation By Game, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 14.16. Germany Esports Market, Segmentation By Platform, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 14.17. France Esports Market
  • 14.18. France Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
  • 14.19. France Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
  • 14.20. France Esports Market, Segmentation By Game, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 14.21. France Esports Market, Segmentation By Platform, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)

15. Eastern Europe Esports Market

  • 15.1. Eastern Europe Esports Market Overview
    • 15.1.1. Region Information
    • 15.1.2. COVID-19 Impact
    • 15.1.3. Market Information
    • 15.1.4. Background Information
    • 15.1.5. Government Initiatives
    • 15.1.6. Regulations
    • 15.1.7. Regulatory Bodies
    • 15.1.8. Associations
    • 15.1.9. Investments
    • 15.1.10. Taxes Levied
    • 15.1.11. Corporate Tax Structure
    • 15.1.12. Major Companies
  • 15.2. Eastern Europe Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
  • 15.3. Eastern Europe Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
  • 15.4. Eastern Europe Esports Market, Segmentation By Game, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 15.5. Eastern Europe Esports Market, Segmentation By Platform, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 15.6. Eastern Europe Esports Market: Country Analysis
  • 15.7. Russia Esports Market
  • 15.8. Russia Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
  • 15.9. Russia Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
  • 15.10. Russia Esports Market, Segmentation By Game, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 15.11. Russia Esports Market, Segmentation By Platform, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)

16. North America Esports Market

  • 16.1. North America Esports Market Overview
    • 16.1.1. Region Information
    • 16.1.2. COVID-19 Impact
    • 16.1.3. Market Information
    • 16.1.4. Background Information
    • 16.1.5. Government Initiatives
    • 16.1.6. Regulations
    • 16.1.7. Regulatory Bodies
    • 16.1.8. Major Associations
    • 16.1.9. Taxes Levied
    • 16.1.10. Corporate Tax Structure
    • 16.1.11. Investments
    • 16.1.12. Major Companies
  • 16.2. North America Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
  • 16.3. North America Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
  • 16.4. North America Esports Market, Segmentation By Game, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 16.5. North America Esports Market, Segmentation By Platform, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 16.6. North America Esports Market: Country Analysis
  • 16.7. USA Esports Market
  • 16.8. USA Esports Market Overview
    • 16.8.1. Country Information
    • 16.8.2. COVID-19 Impact
    • 16.8.3. Market Information
    • 16.8.4. Background Information
    • 16.8.5. Government Initiatives
    • 16.8.6. Regulations
    • 16.8.7. Regulatory Bodies
    • 16.8.8. Major Associations
    • 16.8.9. Taxes Levied
    • 16.8.10. Corporate Tax Structure
    • 16.8.11. Investments
    • 16.8.12. Major Companies
  • 16.9. USA Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
  • 16.10. USA Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
  • 16.11. USA Esports Market, Segmentation By Game, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 16.12. USA Esports Market, Segmentation By Platform, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)

17. South America Esports Market

  • 17.1. South America Esports Market Overview
    • 17.1.1. Region Information
    • 17.1.2. COVID-19 Impact
    • 17.1.3. Market Information
    • 17.1.4. Background Information
    • 17.1.5. Government Initiatives
    • 17.1.6. Regulations
    • 17.1.7. Regulatory Bodies
    • 17.1.8. Associations
    • 17.1.9. Taxes Levied
    • 17.1.10. Corporate Tax Structure
    • 17.1.11. Investments
    • 17.1.12. Major Companies
  • 17.2. South America Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
  • 17.3. South America Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
  • 17.4. South America Esports Market, Segmentation By Game, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 17.5. South America Esports Market, Segmentation By Platform, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 17.6. South America Esports Market: Country Analysis
  • 17.7. Brazil Esports Market
  • 17.8. Brazil Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
  • 17.9. Brazil Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
  • 17.10. Brazil Esports Market, Segmentation By Game, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 17.11. Brazil Esports Market, Segmentation By Platform, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)

18. Middle East Esports Market

  • 18.1. Middle East Esports Market Overview
    • 18.1.1. Region Information
    • 18.1.2. COVID-19 Impact
    • 18.1.3. Market Information
    • 18.1.4. Background Information
    • 18.1.5. Government Initiatives
    • 18.1.6. Regulations
    • 18.1.7. Regulatory Bodies
    • 18.1.8. Major Associations
    • 18.1.9. Taxes Levied
    • 18.1.10. Corporate Tax Structure
    • 18.1.11. Investments
    • 18.1.12. Major Companies
  • 18.2. Middle East Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
  • 18.3. Middle East Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
  • 18.4. Middle East Esports Market, Segmentation By Game, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 18.5. Middle East Esports Market, Segmentation By Platform, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)

19. Africa Esports Market

  • 19.1. Africa Esports Market Overview
    • 19.1.1. Region Information
    • 19.1.2. COVID-19 Impact
    • 19.1.3. Market Information
    • 19.1.4. Background Information
    • 19.1.5. Government Initiatives
    • 19.1.6. Regulatory Bodies
    • 19.1.7. Major Associations
    • 19.1.8. Investments
    • 19.1.9. Major Companies
  • 19.2. Africa Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
  • 19.3. Africa Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
  • 19.4. Africa Esports Market, Segmentation By Game, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
  • 19.5. Africa Esports Market, Segmentation By Platform, Historic And Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)

20. Global Esports Market Competitive Landscape

  • 20.1. Company Profiles
  • 20.2. Activision Blizzard Inc.
    • 20.2.1. Company Overview
    • 20.2.2. Products And Services.
    • 20.2.3. Business Strategy
    • 20.2.4. Financial Overview
  • 20.3. Modern Times Group MTG AB
    • 20.3.1. Company Overview
    • 20.3.2. Products And Services
    • 20.3.3. Business Strategy
    • 20.3.4. Financial Overview
  • 20.4. Tencent
    • 20.4.1. Company Overview
    • 20.4.2. Products And Services
    • 20.4.3. Business Strategy
    • 20.4.4. Financial Overview
  • 20.5. Valve Corporation
    • 20.5.1. Company Overview
    • 20.5.2. Products And Services
    • 20.5.3. Business Strategy
    • 20.5.4. Financial Overview
  • 20.6. Electronic Arts Inc.
    • 20.6.1. Company Overview
    • 20.6.2. Products And Services
    • 20.6.3. Business Strategy
    • 20.6.4. Financial Performance

21. Key Mergers And Acquisitions In The Esports Market

  • 21.1. Mobile Premier League Acquired GamingMonk
  • 21.2. Esports Entertainment Group Acquires Helix esports and GGCircuit
  • 21.3. TGS Esports Acquired Pepper Esports
  • 21.4. Immortals Gaming Club Acquired Infinite

22. Esports Market Opportunities And Strategies

  • 22.1. Global Esports Market In 2025 - Countries Offering Most New Opportunities
  • 22.2. Global Esports Market In 2025 - Segments Offering Most New Opportunities
  • 22.3. Global Esports Market In 2025 - Growth Strategies
    • 22.3.1. Market Trend Based Strategies
    • 22.3.2. Competitor Strategies

23. Esports Market, Conclusions And Recommendations

  • 23.1. Conclusions
  • 23.2. Recommendations
    • 23.2.1. Product
    • 23.2.2. Place
    • 23.2.3. Price
    • 23.2.4. Promotion
    • 23.2.5. People

24. Appendix

  • 24.1. Market Data Sources
  • 24.2. Research Methodology
  • 24.3. Currencies
  • 24.4. Research Inquiries
  • 24.5. The Business Research Company
  • 24.6. Copyright and Disclaimer