Report Detail

Service & Software Global Electronic Sports (eSports) Market Growth (Status and Outlook) 2019-2024

  • RnM2837298
  • |
  • 29 January, 2019
  • |
  • Global
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  • 137 Pages
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  • LPI(LP Information)
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  • Service & Software

eSports can be termed as the electronic sports, professional video gaming or pro-gaming. It is an advanced form of competitive video gaming with competition at a professional level and in an organized format with a specific goal. The majority of the eSports played are team based games played in leagues or tournaments throughout the year.
The market is mainly driven by the increasing popularity of video games and growing awareness about esports.

According to this study, over the next five years the Electronic Sports (eSports) market will register a xx% CAGR in terms of revenue, the global market size will reach US$ xx million by 2024, from US$ xx million in 2019. In particular, this report presents the global revenue market share of key companies in Electronic Sports (eSports) business, shared in Chapter 3.

This report presents a comprehensive overview, market shares and growth opportunities of Electronic Sports (eSports) market by product type, application, key companies and key regions.

This study considers the Electronic Sports (eSports) value generated from the sales of the following segments:

Segmentation by product type: breakdown data from 2014 to 2019 in Section 2.3; and forecast to 2024 in section 10.7.
Media Rights (Subscription & Online Advertisement)
Tickets and Merchandise
Publisher Fees
Others
Segmentation by application: breakdown data from 2014 to 2019, in Section 2.4; and forecast to 2024 in section 10.8.
Online
Offline

This report also splits the market by region: Breakdown data in Chapter 4, 5, 6, 7 and 8.
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Spain
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries

The report also presents the market competition landscape and a corresponding detailed analysis of the major vendor/manufacturers in the market. The key manufacturers covered in this report: Breakdown data in in Chapter 3.
Modern Times Group (Sweden)
Activision Blizzard (US)
FACEIT (UK)
Total Entertainment Network (US)
Gfinity (UK)
Turner Broadcasting System (US)
CJ Corporation (South Korea)
Valve Corporation (US)
Tencent (China)
Electronic Arts (EA) (US)
Hi-Rez Studios (US)
KaBuM (Canada)
Wargaming Public (Cyprus)
Rovio Entertainment (Finland)
GungHo Online Entertainment (Japan)
Alisports (China)

In addition, this report discusses the key drivers influencing market growth, opportunities, the challenges and the risks faced by key players and the market as a whole. It also analyzes key emerging trends and their impact on present and future development.

Research objectives
To study and analyze the global Electronic Sports (eSports) market size by key regions/countries, product type and application, history data from 2014 to 2018, and forecast to 2024.
To understand the structure of Electronic Sports (eSports) market by identifying its various subsegments.
Focuses on the key global Electronic Sports (eSports) players, to define, describe and analyze the value, market share, market competition landscape, SWOT analysis and development plans in next few years.
To analyze the Electronic Sports (eSports) with respect to individual growth trends, future prospects, and their contribution to the total market.
To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
To project the size of Electronic Sports (eSports) submarkets, with respect to key regions (along with their respective key countries).
To analyze competitive developments such as expansions, agreements, new product launches and acquisitions in the market.
To strategically profile the key players and comprehensively analyze their growth strategies.


Table of Contents

    2019-2024 Global Electronic Sports (eSports) Market Report (Status and Outlook)

      1 Scope of the Report

      • 1.1 Market Introduction
      • 1.2 Research Objectives
      • 1.3 Years Considered
      • 1.4 Market Research Methodology
      • 1.5 Economic Indicators
      • 1.6 Currency Considered

      2 Executive Summary

      • 2.1 World Market Overview
        • 2.1.1 Global Electronic Sports (eSports) Market Size 2014-2024
        • 2.1.2 Electronic Sports (eSports) Market Size CAGR by Region
      • 2.2 Electronic Sports (eSports) Segment by Type
        • 2.2.1 Media Rights (Subscription & Online Advertisement)
        • 2.2.2 Tickets and Merchandise
        • 2.2.3 Sponsorship & Direct Advertisement
        • 2.2.4 Publisher Fees
        • 2.2.5 Others
      • 2.3 Electronic Sports (eSports) Market Size by Type
        • 2.3.1 Global Electronic Sports (eSports) Market Size Market Share by Type (2014-2019)
        • 2.3.2 Global Electronic Sports (eSports) Market Size Growth Rate by Type (2014-2019)
      • 2.4 Electronic Sports (eSports) Segment by Application
        • 2.4.1 Online
        • 2.4.2 Offline
      • 2.5 Electronic Sports (eSports) Market Size by Application
        • 2.5.1 Global Electronic Sports (eSports) Market Size Market Share by Application (2014-2019)
        • 2.5.2 Global Electronic Sports (eSports) Market Size Growth Rate by Application (2014-2019)

      3 Global Electronic Sports (eSports) by Players

      • 3.1 Global Electronic Sports (eSports) Market Size Market Share by Players
        • 3.1.1 Global Electronic Sports (eSports) Market Size by Players (2017-2019)
        • 3.1.2 Global Electronic Sports (eSports) Market Size Market Share by Players (2017-2019)
      • 3.2 Global Electronic Sports (eSports) Key Players Head office and Products Offered
      • 3.3 Market Concentration Rate Analysis
        • 3.3.1 Competition Landscape Analysis
        • 3.3.2 Concentration Ratio (CR3, CR5 and CR10) (2017-2019)
      • 3.4 New Products and Potential Entrants
      • 3.5 Mergers & Acquisitions, Expansion

      4 Electronic Sports (eSports) by Regions

      • 4.1 Electronic Sports (eSports) Market Size by Regions
      • 4.2 Americas Electronic Sports (eSports) Market Size Growth
      • 4.3 APAC Electronic Sports (eSports) Market Size Growth
      • 4.4 Europe Electronic Sports (eSports) Market Size Growth
      • 4.5 Middle East & Africa Electronic Sports (eSports) Market Size Growth

      5 Americas

      • 5.1 Americas Electronic Sports (eSports) Market Size by Countries
      • 5.2 Americas Electronic Sports (eSports) Market Size by Type
      • 5.3 Americas Electronic Sports (eSports) Market Size by Application
      • 5.4 United States
      • 5.5 Canada
      • 5.6 Mexico
      • 5.7 Key Economic Indicators of Few Americas Countries

      6 APAC

      • 6.1 APAC Electronic Sports (eSports) Market Size by Countries
      • 6.2 APAC Electronic Sports (eSports) Market Size by Type
      • 6.3 APAC Electronic Sports (eSports) Market Size by Application
      • 6.4 China
      • 6.5 Japan
      • 6.6 Korea
      • 6.7 Southeast Asia
      • 6.8 India
      • 6.9 Australia
      • 6.10 Key Economic Indicators of Few APAC Countries

      7 Europe

      • 7.1 Europe Electronic Sports (eSports) by Countries
      • 7.2 Europe Electronic Sports (eSports) Market Size by Type
      • 7.3 Europe Electronic Sports (eSports) Market Size by Application
      • 7.4 Germany
      • 7.5 France
      • 7.6 UK
      • 7.7 Italy
      • 7.8 Russia
      • 7.9 Spain
      • 7.10 Key Economic Indicators of Few Europe Countries

      8 Middle East & Africa

      • 8.1 Middle East & Africa Electronic Sports (eSports) by Countries
      • 8.2 Middle East & Africa Electronic Sports (eSports) Market Size by Type
      • 8.3 Middle East & Africa Electronic Sports (eSports) Market Size by Application
      • 8.4 Egypt
      • 8.5 South Africa
      • 8.6 Israel
      • 8.7 Turkey
      • 8.8 GCC Countries

      9 Market Drivers, Challenges and Trends

      • 9.1 Market Drivers and Impact
        • 9.1.1 Growing Demand from Key Regions
        • 9.1.2 Growing Demand from Key Applications and Potential Industries
      • 9.2 Market Challenges and Impact
      • 9.3 Market Trends

      10 Global Electronic Sports (eSports) Market Forecast

      • 10.1 Global Electronic Sports (eSports) Market Size Forecast (2019-2024)
      • 10.2 Global Electronic Sports (eSports) Forecast by Regions
        • 10.2.1 Global Electronic Sports (eSports) Forecast by Regions (2019-2024)
        • 10.2.2 Americas Market Forecast
        • 10.2.3 APAC Market Forecast
        • 10.2.4 Europe Market Forecast
        • 10.2.5 Middle East & Africa Market Forecast
      • 10.3 Americas Forecast by Countries
        • 10.3.1 United States Market Forecast
        • 10.3.2 Canada Market Forecast
        • 10.3.3 Mexico Market Forecast
        • 10.3.4 Brazil Market Forecast
      • 10.4 APAC Forecast by Countries
        • 10.4.1 China Market Forecast
        • 10.4.2 Japan Market Forecast
        • 10.4.3 Korea Market Forecast
        • 10.4.4 Southeast Asia Market Forecast
        • 10.4.5 India Market Forecast
        • 10.4.6 Australia Market Forecast
      • 10.5 Europe Forecast by Countries
        • 10.5.1 Germany Market Forecast
        • 10.5.2 France Market Forecast
        • 10.5.3 UK Market Forecast
        • 10.5.4 Italy Market Forecast
        • 10.5.5 Russia Market Forecast
        • 10.5.6 Spain Market Forecast
      • 10.6 Middle East & Africa Forecast by Countries
        • 10.6.1 Egypt Market Forecast
        • 10.6.2 South Africa Market Forecast
        • 10.6.3 Israel Market Forecast
        • 10.6.4 Turkey Market Forecast
        • 10.6.5 GCC Countries Market Forecast
      • 10.7 Global Electronic Sports (eSports) Forecast by Type
      • 10.8 Global Electronic Sports (eSports) Forecast by Application

      11 Key Players Analysis

      • 11.1 Modern Times Group (Sweden)
        • 11.1.1 Company Details
        • 11.1.2 Electronic Sports (eSports) Product Offered
        • 11.1.3 Modern Times Group (Sweden) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2019)
        • 11.1.4 Main Business Overview
        • 11.1.5 Modern Times Group (Sweden) News
      • 11.2 Activision Blizzard (US)
        • 11.2.1 Company Details
        • 11.2.2 Electronic Sports (eSports) Product Offered
        • 11.2.3 Activision Blizzard (US) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2019)
        • 11.2.4 Main Business Overview
        • 11.2.5 Activision Blizzard (US) News
      • 11.3 FACEIT (UK)
        • 11.3.1 Company Details
        • 11.3.2 Electronic Sports (eSports) Product Offered
        • 11.3.3 FACEIT (UK) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2019)
        • 11.3.4 Main Business Overview
        • 11.3.5 FACEIT (UK) News
      • 11.4 Total Entertainment Network (US)
        • 11.4.1 Company Details
        • 11.4.2 Electronic Sports (eSports) Product Offered
        • 11.4.3 Total Entertainment Network (US) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2019)
        • 11.4.4 Main Business Overview
        • 11.4.5 Total Entertainment Network (US) News
      • 11.5 Gfinity (UK)
        • 11.5.1 Company Details
        • 11.5.2 Electronic Sports (eSports) Product Offered
        • 11.5.3 Gfinity (UK) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2019)
        • 11.5.4 Main Business Overview
        • 11.5.5 Gfinity (UK) News
      • 11.6 Turner Broadcasting System (US)
        • 11.6.1 Company Details
        • 11.6.2 Electronic Sports (eSports) Product Offered
        • 11.6.3 Turner Broadcasting System (US) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2019)
        • 11.6.4 Main Business Overview
        • 11.6.5 Turner Broadcasting System (US) News
      • 11.7 CJ Corporation (South Korea)
        • 11.7.1 Company Details
        • 11.7.2 Electronic Sports (eSports) Product Offered
        • 11.7.3 CJ Corporation (South Korea) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2019)
        • 11.7.4 Main Business Overview
        • 11.7.5 CJ Corporation (South Korea) News
      • 11.8 Valve Corporation (US)
        • 11.8.1 Company Details
        • 11.8.2 Electronic Sports (eSports) Product Offered
        • 11.8.3 Valve Corporation (US) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2019)
        • 11.8.4 Main Business Overview
        • 11.8.5 Valve Corporation (US) News
      • 11.9 Tencent (China)
        • 11.9.1 Company Details
        • 11.9.2 Electronic Sports (eSports) Product Offered
        • 11.9.3 Tencent (China) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2019)
        • 11.9.4 Main Business Overview
        • 11.9.5 Tencent (China) News
      • 11.10 Electronic Arts (EA) (US)
        • 11.10.1 Company Details
        • 11.10.2 Electronic Sports (eSports) Product Offered
        • 11.10.3 Electronic Arts (EA) (US) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2019)
        • 11.10.4 Main Business Overview
        • 11.10.5 Electronic Arts (EA) (US) News
      • 11.11 Hi-Rez Studios (US)
      • 11.12 KaBuM (Canada)
      • 11.13 Wargaming Public (Cyprus)
      • 11.14 Rovio Entertainment (Finland)
      • 11.15 GungHo Online Entertainment (Japan)
      • 11.16 Alisports (China)

      12 Research Findings and Conclusion

      Summary:
      Get latest Market Research Reports on Electronic Sports (eSports) . Industry analysis & Market Report on Electronic Sports (eSports) is a syndicated market report, published as Global Electronic Sports (eSports) Market Growth (Status and Outlook) 2019-2024. It is complete Research Study and Industry Analysis of Electronic Sports (eSports) market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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