Global E-sports Market 2020-2030 by Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Region: Trend Forecast and Growth Opportunity
Global e-sports market is expected to grow by 18.8% annually in the forecast period and reach $7,302.3 million by 2030 owing to the rising need for remote sports and virtual games amid the COVID-19 pandemic.
Highlighted with 92 tables and 113 figures, this 200-page report “Global E-sports Market 2020-2030 by Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Region: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire global e-sports market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report is based on studies on 2015-2019 and provides forecast from 2020 till 2030 with 2019 as the base year. (Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
In-depth qualitative analyses include identification and investigation of the following aspects:
• Market Structure
• Growth Drivers
• Restraints and Challenges
• Emerging Product Trends & Market Opportunities
• Porter’s Fiver Forces
The trend and outlook of global market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19. The balanced (most likely) projection is used to quantify global e-sports market in every aspect of the classification from perspectives of Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Region.
Based on Game Type, the global market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.
• Multiplayer Online Battle Arena (MOBA)
• Player vs. Player (PvP)
• First Person Shooters (FPS)
• Real Time Strategy (RTS)
• Massive Multiplayer Online Games (MMOG)
• Other Game Types
Based on Revenue Source, the global market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.
Game Publisher Fee
Merchandize & Tickets
Advertisement
Sponsorships
• IT Industry
• Consumer Electronics
• Drink & Beverage
• Financial Institutes & Banks
• Retail Industry
• Others
Media Rights
• Subscriptions
• Online Advertisements
Other Revenue Sources
Based on Device, the global market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.
• PCs
• Consoles
• Laptops & Tablets
• Smartphones
• Other Devices
Based on Streaming Platform, the global market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.
• YouTube
• Twitch
• Hayu
• DouYu
• Other Streaming Platforms
Based on Audience Type, the global market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section.
• Regular Viewers
• Occasional Viewers
Based on Viewer Gender, the global market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section.
• Male Viewers
• Female Viewers
Based on Age Group, the global market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section.
• <18 Year Old Viewers
• 19-25 Year Old Viewers
• 26-35 Year Old Viewers
• >35 Year Old Viewers
Geographically, the following regions together with the listed national/local markets are fully investigated:
• APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka)
• Europe (Germany, UK, France, Spain, Italy, Russia, Rest of Europe; Rest of Europe is further segmented into Belgium, Denmark, Austria, Norway, Sweden, The Netherlands, Poland, Czech Republic, Slovakia, Hungary, and Romania)
• North America (U.S., Canada, and Mexico)
• South America (Brazil, Chile, Argentina, Rest of South America)
• RoW (Egypt, UAE, South Africa)
For each aforementioned region and country, detailed analysis and data for annual revenue are available for 2019-2030. The breakdown of all regional markets by country and split of key national markets by Game Type, Revenue Source, and Device over the forecast years are also included.
The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Specifically, potential risks associated with investing in global e-sports market are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.
Key Players (this may not be a complete list and extra companies can be added upon request):
Activision Blizzard Inc.
Cloud9
Counter Logic Gaming
EA Sports.
Echo Fox Fnatic
Electronic Arts Inc.
Envy Gaming
Epic Games Inc.
G2 Esports
Gfinity Plc
Hi-Rez Studios
Immortals
Intergalactic Gaming Ltd.
Modern Times Group MTG AB
Nintendo Co. Ltd.
Take-Two Interactive Software Inc.
Team Liquid
Team SoloMid
Tencent Holdings Ltd.
Valve Corporation
(Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
1 Introduction 10
1.1 Industry Definition and Research Scope 10
1.1.1 Industry Definition 10
1.1.2 Research Scope 11
1.2 Research Methodology 14
1.2.1 Overview of Market Research Methodology 14
1.2.2 Market Assumption 15
1.2.3 Secondary Data 15
1.2.4 Primary Data 15
1.2.5 Data Filtration and Model Design 17
1.2.6 Market Size/Share Estimation 18
1.2.7 Research Limitations 19
1.3 Executive Summary 20
2 Market Overview and Dynamics 23
2.1 Market Size and Forecast 23
2.2 Major Growth Drivers 25
2.3 Market Restraints and Challenges 30
2.4 Emerging Opportunities and Market Trends 33
2.5 Porter’s Fiver Forces Analysis 37
3 Segmentation of Global Market by Game Type 41
3.1 Market Overview by Game Type 41
3.2 Multiplayer Online Battle Arena (MOBA) 43
3.3 Player vs. Player (PvP) 44
3.4 First Person Shooters (FPS) 45
3.5 Real Time Strategy (RTS) 46
3.6 Massive Multiplayer Online Games (MMOG) 47
3.7 Other Game Types 48
4 Segmentation of Global Market by Revenue Source 49
4.1 Market Overview by Revenue Source 49
4.2 Game Publisher Fee 51
4.3 Merchandize & Tickets 52
4.4 Advertisement 53
4.5 Sponsorships 54
4.6 Media Rights 56
4.7 Other Revenue Sources 57
5 Segmentation of Global Market by Device 58
5.1 Market Overview by Device 58
5.2 PCs 60
5.3 Consoles 61
5.4 Laptops & Tablets 62
5.5 Smartphones 63
5.6 Other Devices 64
6 Segmentation of Global Market by Streaming Platform 65
6.1 Market Overview by Streaming Platform 65
6.2 YouTube 67
6.3 Twitch 68
6.4 Hayu 69
6.5 DouYu 70
6.6 Other Streaming Platforms 71
7 Segmentation of Global Market by Audience Type 72
7.1 Market Overview by Audience Type 72
7.2 Regular Viewers 75
7.3 Occasional Viewers 77
8 Segmentation of Global Market by Viewer Gender 79
8.1 Market Overview by Viewer Gender 79
8.2 Male Viewers 82
8.3 Female Viewers 84
9 Segmentation of Global Market by Age Group 86
9.1 Market Overview by Age Group 86
9.2 <18 Year Old Viewers 89
9.3 19-25 Year Old Viewers 91
9.4 26-35 Year Old Viewers 93
9.5 >35 Year Old Viewers 95
10 Segmentation of Global Market by Region 97
10.1 Geographic Market Overview 2019-2030 97
10.2 North America Market 2019-2030 by Country 101
10.2.1 Overview of North America Market 101
10.2.2 U.S. 105
10.2.3 Canada 109
10.2.4 Mexico 111
10.3 European Market 2019-2030 by Country 113
10.3.1 Overview of European Market 113
10.3.2 Germany 117
10.3.3 UK 119
10.3.4 France 121
10.3.5 Spain 123
10.3.6 Italy 125
10.3.7 Russia 127
10.3.8 Rest of European Market 129
10.4 Asia-Pacific Market 2019-2030 by Country 131
10.4.1 Overview of Asia-Pacific Market 131
10.4.2 Japan 135
10.4.3 China 138
10.4.4 Australia 140
10.4.5 India 142
10.4.6 South Korea 144
10.4.7 Rest of APAC Region 146
10.5 South America Market 2019-2030 by Country 148
10.5.1 Argentina 151
10.5.2 Brazil 153
10.5.3 Chile 155
10.5.4 Rest of South America Market 157
10.6 Rest of World Market 2019-2030 by Country 158
10.6.1 UAE 161
10.6.2 Egypt 163
10.6.3 South Africa 165
10.6.4 Other National Markets 167
11 Competitive Landscape 168
11.1 Overview of Key Vendors 168
11.2 New Product Launch, Partnership, Investment, and M&A 172
11.3 Company Profiles 173
Activision Blizzard Inc. 173
Cloud9 175
Counter Logic Gaming 176
EA Sports. 177
Echo Fox Fnatic 178
Electronic Arts Inc. 179
Envy Gaming 180
Epic Games Inc. 181
G2 Esports 182
Gfinity Plc 183
Hi-Rez Studios 184
Immortals 185
Intergalactic Gaming Ltd. 186
Modern Times Group MTG AB 187
Nintendo Co. Ltd. 188
Take-Two Interactive Software Inc. 189
Team Liquid 190
Team SoloMid 191
Tencent Holdings Ltd. 192
Valve Corporation 193
12 Investing in Global Market: Risk Assessment and Management 194
12.1 Risk Evaluation of Global Market 194
12.2 Critical Success Factors (CSFs) 197
Related Reports and Products 200