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Strategic Assessment of Worldwide eSports Market – Forecast Till 2021

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eSports Market by End-user segments (Esports Enthusiasts- regular viewers/participants, occasional viewers/participants, regular viewers) by revenue contribution (Sponsorships, Prize Pools, Merchandise, Tickets) by Geographic Segmentation (North America, APAC, North America, Europe, ROW) Global Industry Analysis, Market Size, Market Share, Growth, Trends and Forecast 2016 – 2021

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Worldwide eSports Market – Report Insights

eSports, also known as an electronic sport as the name itself suggests, is primarily facilitated by video games. It is getting popularity among gamers and youngster at an enormous rate worldwide. eSport has been recognized as a mainstream gaming event only in the last decade and has developed from its initial concept of multiplayer video gaming competitions. Currently, gamers participate in these events to play for cash prizes (In 2015, The International DotA 2 awarded the biggest prize pool in eSports history of over $18.6 million. Its popularity shows that eSport is making a sustainable and long-term business), hoping to be sponsored by companies to get recognition and funding for their profession. These competitions are played either online or over LAN and are watched by billions across the globe.

Worldwide eSports market research report covers the present scenario and the growth prospects of the worldwide eSports Market for the period 2015-2021. The report provides in-depth analysis of market size and growth of worldwide eSports market. This market research report includes a detailed market segmentation of the worldwide eSports Market by the following segmentation types

Type of End-users

Esports Enthusiasts
  • Regular viewers/participants
    • By Demography
  • Occasional viewers/participants
    • By Demography
  • Regular viewers
    • By Demography
Geographic Segmentation
  • North America
  • APAC
  • Europe
  • ROW
By Revenue Stream Generation
  • Sponsorships, media rights and advertisements
  • Prize Pools
  • Merchandise
  • Tickets
  • Others
Market Share
Based on the revenue generated in the region, market share segmentation is provided as follows
  • By prize pool offered
  • By tournaments

Worldwide eSports Market – Market Size and Dynamics

eSports, also known as electronics sports is a form of mind sports where players contest in video gaming competition in game arenas and eSport tournaments organized on a mass level. In general, eSport is an organized competition between professional gamers. These competitions are multiplayer in nature. RTS, FPS, and MOBA games are some of the common video game genres played in eSport tournaments worldwide. ESports are broadcasted live worldwide on streaming platforms such as Twitch and YouTube. Sponsors and advertisers use this platform to promote themselves in front of a mass audience. Market research analysts at Beige Market Intelligence, forecast the Worldwide eSports market to grow at a CAGR of more than 25 % during the forecast period.

Live streaming providing boost for eSports market – key trend supporting the market

The streaming of eSport contests and end-users' associated play-throughs and guidance of games has been witnessing a large surge in popularity worldwide. Twitch and YouTube have contributed significantly to create awareness of eSport. New players such as Azubu, Hitbox, and DingIt will give tough competition to Twitch and YouTube during the forecast period.

Increase in number of eSports tournaments – key driving force for the market

Global eSports market has been witnessing an increase in the number of eSport tournaments as well as a fan base; the reason is because of its increasing popularity among youngsters worldwide. The number of eSport tournaments in 1998 was just 7. In 2013, that figure went up to more than 1500. With an increase in the number of tournaments, the prize money offered at these tournaments has also been increasing steadily.  Tournaments, content streaming, media rights, corporate sponsorships, ticket sales, and merchandise along with others entities are some of the major eSports revenue contributors.

eSports Market - Competitive Landscape

The global eSports market is moderately concentrated as a few game publishers and tournament organizers are dominating the market though the competition among these players is intense. Market concentration in the developed countries such as the US and South Korea is higher while the market is in its nascent stage in the developing countries such as China and India because of the recent entry of many games developing companies in these countries.

Companies that are changing the landscape of the market include Capcom,  Microsoft Studios,  Riot Games, Activision Blizzard, Aksys Games, Bandai Namco, Bethesda Softworks, Electronic Arts (EA), Hi-Rez Studios, NCsoft, Neowiz Games, Nintendo, Sega, Ubisoft, Valve Corporation and Wargaming.

e-Sports market

ESports is primarily an event wherein a number of players or teams compete against each other over electronic systems. Over the years, the number of enthusiasts that have been involved in playing in these events have increased tremendously. This in turn has turn into a high revenue generating option for various organizations. From organizations that are responsible for organizing these events to sponsors, to even the hardware suppliers for such events have seen a continual growth in terms of the number of events which take place and more importantly, the money that is generated through these events. The prize money which is provided for the players of these events are at par with few traditional sports if not higher which in itself is an indication of the potential of this market.

The key objectives of the market research report are as follows

  1. To provide a detailed analysis of the various factors that are contributing to the revenue generation in the ESports market and how this will affect the market in the coming years
  2. To list the key regions and their respective countries that are contributing to the revenue generated in the ESports market
  3. To provide the competitive landscape of the key players operating in this market and how the market will evolve over the forecast period
  4. To provide strategic insights into what is happening in the market and what could as well as should happen in the market during the forecast period
  5. To provide key insights into the various factors that are aiding as well as adversely affecting the market and how this scenario will change during the forecast period

The scope of the research report is as follows

  1. The study will provide the market size of the e-Sports market in 2015 as well as provide the expected revenue to be generated till 2021.
  2. The study will also provide the historical data points for the above mentioned points
  3. Details as to the various segments within the e-Sports market that are contributing to the revenue of the overall market will be provided by the individual regions
  4. The study will provide the regional segmentation of the revenue generated from the market by the following regions
    1. APAC
    2. North America
    3. Europe
    4. ROW
  5. The study will further provide a break-up of the top 2 countries that are contributing to this market
  6. Timeline of the study is as follows
    1. Historical Period:             2013-2014            (Actual figures)
    2. Base Year:                       2015                      (Actual figures)
    3. Forecast Period:              2016-2020            (Forecasted figures)

Why should you buy this study?

The study will tell the reader how the market has been performing over the last few years and how it is expected to perform over the next five years. Detailed analysis of the performance of the market is provided thereby providing the reader with key insights into what is taking place and how the market is being affected, both positively and adversely. Further to this, e-Sports is a market which is highly dynamic with multiple avenues for revenue generation for numerous participants across the value chain.

In short, the study will provide a holistic view of the e-Sports market, which are the companies that are involved in the production and what are the factors that contribute to this market. The report will also provide information on what are some of the trends that have started to surface and are expected to be a strong driving force in the market over the next five years.

Section 1         Research Methodology
Section 2         Executive Summary
Section 3         Scope of the Report
3.1       Research coverage
3.1.1    Definition of product
3.1.2    End-user segments
3.1.3    Base year
3.1.4    Geography
3.2       Terminology used in report
Section 4         Market Research Methodology
4.1       Geographical segmentation
4.2       Vendor segmentation
4.3       Common currency conversion rates
Section 5         Market Landscape
5.1       Introduction to eSports
5.1.1    History of eSports
5.1.2    eSports ecosystem
Section 6         Key Market Trends
6.1.1    Year-on-year impact of market trends
6.1.2    Impact of market trends on geographies in 2015
Section 7         Key Market Growth Drivers
Section 8         Key Market Restraints
Section 9         Value Chain Analysis
9.1       Value chain analysis of global eSports market
9.1.1    Business model: Online versus offline
Section 10       Worldwide eSports Market by Revenue
10.1     Historical market size
10.2     Market size and forecast 2015-2021
Section 11       Worldwide eSports Market by eSports Enthusiasts
11.1     Historical market size
11.2     Market size and forecast 2015-2021
11.2.1  Five forces analysis
Section 12       Geographical Segmentation
12.1     Global eSports market segmentation by geography
Section 13       eSports Market in North America
13.1     Historical market size 2013-2014
13.2     Market size and forecast 2015-2021
13.3     Key countries
13.3.1  US: Market size and forecast
13.3.2  Canada: Market size and forecast
13.3.3  Top trend, driver, and restraint
Section 14       eSports Market in APAC
14.1     Historical data 2013-2014
14.2     Market size and forecast 2015-2021
14.3     Key countries
14.3.1  South Korea: Market size and forecast 2015-2021
14.3.2  China: market size and forecast
14.3.3  Top trend, driver, and restraint
Section 15       eSports Market in Europe
15.1     Historical data 2013-2014
15.2     Market size and forecast 2015-2021
15.3     Key countries
15.3.1  Sweden: Market size and forecast
15.3.2  Russia: Market size and forecast
15.3.3  Top trend, driver, and restraint
Section 16       eSports Market in ROW
16.1     Historical data: 2013-2014
16.2     Market size and forecast 2015-2021
16.3     Key countries
16.3.1  Top trend, driver, and restraint
Section 17       Vendor Landscape
17.1     Competitive landscape
17.2     Market vendor analysis
17.2.1  Valve Corporation
17.2.2  Riot Games
17.2.3  Hi-Rez Studios
17.2.4  Activision Blizzard
17.2.5  Wargaming
17.2.6  Nintendo
Section 18       Other Vendors With Prominent Presence
18.1.1  Aksys Games
18.1.2  Bandai Namco
18.1.3  Bethesda Softworks
18.1.4  Capcom
18.1.5  Electronic Arts (EA)
18.1.6  Microsoft Studios
18.1.7  NCsoft
18.1.8  Neowiz Games
18.1.9  Sega
18.1.10 Ubisoft
18.2     List of game developing companies with suitable opportunities in eSports market
Section 19       Key Vendor Analysis
19.1     Activision Blizzard
19.1.1  Business overview
19.1.2  Product overview
19.1.3  Activision Blizzard in eSports
19.1.4  Strategy
19.1.5  Strengths
19.1.6  Opportunity
19.2     Hi-Rez Studios
19.2.1  Business overview
19.2.2  Product overview
19.2.3  Hi-Rez Studios in eSports
19.2.4  Strategy
19.2.5  Strengths
19.2.6  Opportunities
19.3     Nintendo
19.3.1  Business overview
19.3.2  Product overview
19.3.3  Nintendo in eSports
19.3.4  Strategy
19.3.5  Strengths
19.3.6  Opportunities
19.4     Riot Games
19.4.1  Business overview
19.4.2  Product overview
19.4.3  Riot Games in eSports
19.4.4  Strategy
19.4.5  Strength
19.4.6  Opportunity
19.5     Valve Corporation
19.5.1  Business overview
19.5.2  Product overview
19.5.3  Valve Corporation in eSports
19.5.4  Strategy
19.5.5  Strength
19.5.6  Opportunities
19.6     Wargaming
19.6.1  Business overview
19.6.2  Product overview
19.6.3  Wargaming in eSports
19.6.4  Strategy
19.6.5  Strengths
19.6.6  Opportunity
Section 20       Summary Of Report And Key Takeaways
Section 21       Appendix
21.1     List of abbreviations
21.2     eSports market by game genre
21.3     Active players
 
EXHIBITS
Exhibit 1          Summary of the global eSports market 2015-2021
Exhibit 2          Global eSports market at a glance 2015
Exhibit 3          Various countries considered in different geographies
Exhibit 4          Definitions of various terminologies
Exhibit 5          Market size calculation
Exhibit 6          Currency conversion 2013-2015
Exhibit 7          eSports ecosystem
Exhibit 8          eSports Sponsors and channels
Exhibit 9          Rise in eSports tournaments 1998-2015
Exhibit 10        Increase in eSports viewership 2013 (millions)
Exhibit 11        Increase in number of active players in eSports 2006-2015
Exhibit 12        Increase in average earning per eSports player 2006-2015 ($)
Exhibit 13        Instances of unethical behavior caught in eSports tournaments worldwide 2010-2014
Exhibit 14        Value chain analysis of video gaming market
Exhibit 15        Various entities in value chain of eSports
Exhibit 16        Global eSports market: Value chain analysis 2015
Exhibit 17        Business model for online competition
Exhibit 18        Business model: Offline competition
Exhibit 19        Global eSports market by revenue: Historical data 2013-2014
Exhibit 20        Global eSports market 2015-2021 ($ millions)
Exhibit 21        Funding in eSports market till 2015
Exhibit 22        Prize money: eSports vis-à-vis traditional sports 2015 ($ millions)
Exhibit 23        Revenue segmentation of global eSports market 2015
Exhibit 24        eSports market revenue by geography 2015 and 2021
Exhibit 25        Global number of eSports enthusiasts: Historic data 2013-2014
Exhibit 26        Global number of eSports enthusiasts 2015-2021 (millions)
Exhibit 27        eSports demography 2015
Exhibit 28        eSports gender demographics in North America by game titles (% male) 2015
Exhibit 29        eSports: Audience participation in gaming titles 2015
Exhibit 30        eSports enthusiasts demography by region 2015
Exhibit 31        Global eSports occasional watchers 2015-2021 (millions)
Exhibit 32        Demography: Occasional watchers in UK 2015
Exhibit 33        Spending eSports enthusiasts vis-à-vis traditional sports 2015
Exhibit 34        Rise in eSports viewership worldwide 2015-2021 (billions of hours)
Exhibit 35        Five forces analysis of global eSports market 2015
Exhibit 36        Market share of various regions in global eSports market 2015 and 2021
Exhibit 37        eSports spending per enthusiasts by region 2015 and 2021
Exhibit 38        eSports market in North America: Historical data 2013-2013
Exhibit 39        eSports market in North America 2015-2021 ($ millions)
Exhibit 40        Number of enthusiasts in eSports market in North America 2015-2021 (millions)
Exhibit 41        Revenue segmentation of eSports market in North America 2015
Exhibit 42        eSports market in US 2015-2021 ($ millions)
Exhibit 43        eSports market in Canada 2015-2021 ($ millions)
Exhibit 44        eSports market North America by region: US vis-à-vis Canada 2015 and 2021
Exhibit 45        eSports market in APAC: Historical data 2013-2014
Exhibit 46        eSports market in APAC 2015-2021 ($ millions)
Exhibit 47        Number of eSports enthusiasts in APAC 2015-2021 (millions)
Exhibit 48        Revenue segmentation of eSports market in APAC 2015
Exhibit 49        eSports market in South Korea 2015-2021 ($ millions)
Exhibit 50        eSports market in China 2015-2021 ($ millions)
Exhibit 51        eSports market APAC by region: South Korea vis-à-vis China 2015 and 2021
Exhibit 52        eSports market in Europe: Historical data 2013-2014
Exhibit 53        eSports market in Europe 2015-2021 ($ millions)
Exhibit 54        Revenue segmentation of eSports market in Europe 2015
Exhibit 55        Number of eSports enthusiasts I Europe 2015-2021 (millions)
Exhibit 56        eSports market in Sweden 2015-2021 ($ millions)
Exhibit 57        eSports market in Sweden 2015-2021 ($ millions)
Exhibit 58        eSports market Europe by region: Sweden vis-à-vis Russia 2015 and 2021
Exhibit 59        eSports market in ROW: Historical data 2013-2014
Exhibit 60        eSports market in ROW 2015-2021 ($ millions)
Exhibit 61        Number of eSports enthusiasts in ROW 2015-2021 (millions)
Exhibit 62        Revenue segmentation of eSports market in ROW 2015
Exhibit 63        Statistics: The International Tournament 2011-2015
Exhibit 64        Global eSports market vendor share (by prize pool offered) 2015
Exhibit 65        Global eSports market vendor share (by tournaments where games were played) 2015
Exhibit 66        Activision Blizzard: Product overview
Exhibit 67        Hi-Rez Studios: Product overview
Exhibit 68        Nintendo: Product overview
Exhibit 69        Riot Games: Product overview
Exhibit 70        Valve Corporation: Product overview
Exhibit 71        Wargaming: Product overview
Exhibit 72        Descriptive summary of global eSports market
Exhibit 73        Summary of global eSports market by geography 2015-2021 ($ millions)
Exhibit 74        Summary of global eSports market by geography 2015-2021 (revenue)
Exhibit 75        Summary of global eSports market by geography 2015-2021 (number of enthusiasts)
Exhibit 76        Summary of global eSports market by geography 2015-2021 (number of enthusiasts)
Exhibit 77        Performance of MOBA and RPG in eSports 2013-2015
Exhibit 78        Active players playing eSports by game title 2015





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