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Global Esports Market: Size, Trends & Forecasts (2018-2022) Edition

Publish Date:May 2018
No. of Pages:69

Format : Adobe Reader (PDF) Instant delivery

US$ 800.00

Scope of the Report

The report entitled “Global Esports Market: Size, Trends & Forecasts (2018-2022) Edition”, provides an in-depth analysis of the global esports market, with market sizing and growth. The analysis includes esports market in terms of value, market by audience, market share by region, by platform and by segments. The report also includes market segment analysis with their actual and forecasted value. A brief regional analysis of North America, Europe and Asia-Pacific has been also provided.

Growth of the overall global esports market has also been forecasted for the years 2018-2022, taking into consideration the previous growth patterns, the growth drivers and the current and future trends.

Valve, Activision Blizzard, Nintendo, and Tencent are some of the key players operating in the global esports market, whose company profiling has been done in the report. In this segment of the report, business overview, financial overview and business strategies of the companies are provided.

Company Coverage

Valve Corporation
Activision Blizzard
Nintendo Co., Ltd.
Tencent Holdings Limited

Regional Coverage

North America
Europe
Asia

Executive Summary

Esports is a short form of electronic sports and is a subsection of sports market. In esports people play in tournaments which are played on electronic systems, particularly video games. Esports tournament can be of single combat or multiplayer video game, mainly played between professional players.

The esports games generally falls into four types of genre based games namely; fighting games, first person shooter, real time strategy and multiple online battle arena games. Esports video games are designed on the basis of the platform on which the game is to be played: online, spectator mode or local area network.

Esports is a big platform for players on international level. And as the level of tournament rises, the number of media covers the event increases like television, internet live streaming, news reporting and print media coverage. Esports are of different formats with various sub types. For e.g. match types (best of 1, best of 2, best of 3); Group stages (Round robin, Double round robin, Swiss seeding) and Knockout stages (Single/Double elimination bracket).

Global esports market is expected to increase with steady growth rates during the forecasted period 2018-2022. Global esports market is supported by various growth drivers, such as, large prize events, increasing esports popularity among youngsters, hypnotic gaming experience: VR market etc. Still, the market faces certain hindrances and challenges, such as, weakness in smartphone games, games containing violent contents, net neutrality etc. Few trends of the market are social media providing live video platform, inclusion of esports in Asian games, expanding esports focused games etc.

1. Executive Summary

2. Introduction

2.1 Sports: An Overview
2.1.1 Sports
2.1.2 Types of Sports

2.2 Esports: An Overview
2.2.1 Esports 
2.2.2 Genre Based Esports
2.2.3 Esports Video Game Design
2.2.4 Esports Coverage by Media
2.2.5 Different Formats of Esports Tournament 
2.2.6 Amateur and Micro Tournament

3. Market Analysis

3.1 Global Sports Market Analysis
3.1.1 Global Sports Market by Value

3.2 Global Esports Market Analysis

3.2.1 Global Esports Market by Penetration
3.2.2 Global Esports Market by Value
3.2.3 Global Esports Market by Region (North America, Europe, Asia Pacific, ROW)
3.2.4 Global Esports Market by Platform (Online, Offline)

3.3 Global Esports Market: Viewers Analysis

3.3.1 Global Esports Market by Viewers 
3.3.2 Global Esports Market by Type of Viewers (Occasional Viewers, Esports Enthusiasts)
3.3.3 Global Esports Market by Number of Occasional Viewers
3.3.4 Global Esports Market by Number of Esports Enthusiasts 

3.4 Global Esports Market: Segment Analysis

3.4.1 Global Esports Market by Segments (Sponsorship, Advertising, Game Publisher Fees, Media Rights, Merchandise & Tickets)
3.4.2 Global Esports Sponsorship Market by Value
3.4.3 Global Esports Advertising Market by Value
3.4.4 Global Esports Media Right Market by Value
3.4.5 Global Esports Game Publisher Fees Market by Value
3.4.6 Global Esports Merchandise & Tickets Market by Value

4. Regional Analysis

4.1 North America Esports Market Analysis
4.1.1 North America Esports Market by Segments

4.2 Europe Esports Market Analysis
4.2.1 Europe Esports Market by Segments

4.3 Asia Esports Market Analysis
4.3.1 Asia Esports Market by Segments

5. Competitive Landscape

5.1 Global Esports Market Players by Product Comparison
5.2 Global Esports Market Players by Tournament Prize Money
5.3 Global Esports Market Players by Number of Tournaments
5.4 Global Top 10 Grossing Esports Games 

6. Company Profiles

6.1 Valve Corporation 
6.1.1 Business Overview
6.1.2 Business Strategy

6.2 Activision Blizzard
6.2.1 Business Overview
6.2.2 Financial Overview
6.2.3 Business Strategy

6.3 Nintendo Co., Ltd.
6.3.1 Business Overview
6.3.2 Financial Overview
6.3.3 Business Strategy

6.4 Tencent Holdings Limited
6.4.1 Business Overview
6.4.2 Financial Overview
6.4.3 Business Strategy
Figure 1: Types of Sports
Figure 2: Genre Based Esports
Figure 3: Video Games Design
Figure 4: Media Coverage of Esports
Figure 5: Formats of Esports
Figure 6: Global Sports Market by Value; 2016-2017 (US$ Billion)
Figure 7: Global Sports Market by Value; 2016-2017 (US$ Billion)
Figure 8: Global Esports Market by Penetration; 2017
Figure 9: Global Esports Market by Value; 2014-2017 (US$ Million)
Figure 10: Global Esports Market by Value; 2018-2022E (US$ Million)
Figure 11: Global Esports Market by Region; 2016
Figure 12: Global Esports Market by Platform; 2016
Figure 13: Global Esports Market by Viewers; 2017-2022E (Million)
Figure 14: Global Esports Market by Type of Viewers; 2017
Figure 15: Global Esports Market by Number of Occasional Viewers; 2017-2022E (Million)
Figure 16: Global Esports Market by Number of Esports Enthusiasts; 2017-2022E (Million)
Figure 17: Global Esports Market by Segments; 2017
Figure 18: Global Esports Sponsorship Market by Value; 2016-2017 (US$ Million)
Figure 19: Global Esports Sponsorship Market by Value; 2018-2022E (US$ Million)
Figure 20: Global Esports Advertising Market by Value; 2016-2017 (US$ Million)
Figure 21: Global Esports Advertising Market by Value; 2018-2022E (US$ Million)
Figure 22: Global Esports Media Right Market by Value; 2016-2017 (US$ Million)
Figure 23: Global Esports Media Right Market by Value; 2018-2022E (US$ Million)
Figure 24: Global Esports Game Publisher Fees Market by Value; 2016-2017 (US$ Million)
Figure 25: Global Esports Game Publisher Fees Market by Value; 2018-2022E (US$ Million)
Figure 26: Global Esports Merchandise & Tickets Market by Value; 2016-2017 (US$ Million)
Figure 27: Global Esports Merchandise & Tickets Market by Value; 2018-2022E (US$ Million)
Figure 28: North America Esports Market by Segments; 2016 (US$ Million)
Figure 29: Europe Esports Market by Segments; 2016 (US$ Million)
Figure 30: Asia Esports Market by Segments; 2016 (US$ Million)
Figure 31: Activision Blizzard Revenue; 2012-2017 (US$ Billion)
Figure 32: Activision Blizzard Revenue by Segments; 2017
Figure 33: Activision Blizzard Revenue by Distribution Channel; 2017
Figure 34: Activision Blizzard Revenue by Region; 2017
Figure 35: Nintendo Net Sales; 2013-2017 (US$ Billion)
Figure 36: Nintendo Net Sales by Region; 2017
Figure 37: Tencent Holdings Limited Revenue; 2013-2017 (US$ Billion)
Figure 38: Tencent Holdings Limited Revenue by Segments; 2017
Table 1: Top 10 Watched (Esports Hours); 2017
Table 2: Global Esports Market Players by Tournament Prize Money
Table 3: Global Esports Market Players by Number of Tournaments
Table 4: Global Top 10 Grossing Esports Games (Based on Tournament Prize Pool); 2017