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.
Scope of the Report:
The market is mainly driven by the increasing popularity of video games and growing awareness about esports.
The global Electronic Sports (eSports) market is valued at xx million USD in 2018 and is expected to reach xx million USD by the end of 2024, growing at a CAGR of xx% between 2019 and 2024.
The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions.
North America, especially The United States, will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of Electronic Sports (eSports).
Europe also play important roles in global market, with market size of xx million USD in 2019 and will be xx million USD in 2024, with a CAGR of xx%.
This report studies the Electronic Sports (eSports) market status and outlook of Global and major regions, from angles of players, countries, product types and end industries; this report analyzes the top players in global market, and splits the Electronic Sports (eSports) market by product type and applications/end industries.
Market Segment by Companies, this report covers
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)
Market Segment by Regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia and Italy)
Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
South America (Brazil, Argentina, Colombia)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)
Market Segment by Type, covers
Media Rights (Subscription & Online Advertisement)
Tickets and Merchandise
Sponsorship & Direct Advertisement
Publisher Fees
Others
Market Segment by Applications, can be divided into
Online
Offline
The base year for the study has been considered 2019, historic year 2014 and 2018, the forecast period considered is from 2020 to 2027. The regions analyzed for the market include North America, Europe, South America, Asia Pacific, and Middle East and Africa. These regions are further analyzed at the country-level. The study also includes attractiveness analysis of type, application and regions which are benchmarked based on their market size, growth rate and attractiveness in terms of present and future opportunity for understanding the future growth of the market.
Market is segmented on the basis:
The report offers in-depth analysis of driving factors, opportunities, restraints, and challenges for gaining the key insight of the market. The report emphasizes on all the key trends that play a vital role in the enlargement of the market from 2019 to 2026.
The report provides company profile of the key players operating in the market and a comparative analysis based on their business overviews industry offering, segment market share, regional presence, business strategies, innovations, mergers & acquisitions, recent developments, joint venture, collaborations, partnerships, SWOT analysis, and key financial information.
Table of Contents
1 Electronic Sports (eSports) Market Overview
1.1 Product Overview and Scope of Electronic Sports (eSports)
1.2 Classification of Electronic Sports (eSports) by Types
1.2.1 Global Electronic Sports (eSports) Revenue Comparison by Types (2019-2024)
1.2.2 Global Electronic Sports (eSports) Revenue Market Share by Types in 2018
1.2.3 Media Rights (Subscription & Online Advertisement)
1.2.4 Tickets and Merchandise
1.2.5 Sponsorship & Direct Advertisement
1.2.6 Publisher Fees
1.2.7 Others
1.3 Global Electronic Sports (eSports) Market by Application
1.3.1 Global Electronic Sports (eSports) Market Size and Market Share Comparison by Applications (2014-2024)
1.3.2 Online
1.3.3 Offline
1.4 Global Electronic Sports (eSports) Market by Regions
1.4.1 Global Electronic Sports (eSports) Market Size (Million USD) Comparison by Regions (2014-2024)
1.4.1 North America (USA, Canada and Mexico) Electronic Sports (eSports) Status and Prospect (2014-2024)
1.4.2 Europe (Germany, France, UK, Russia and Italy) Electronic Sports (eSports) Status and Prospect (2014-2024)
1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia) Electronic Sports (eSports) Status and Prospect (2014-2024)
1.4.4 South America (Brazil, Argentina, Colombia) Electronic Sports (eSports) Status and Prospect (2014-2024)
1.4.5 Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa) Electronic Sports (eSports) Status and Prospect (2014-2024)
1.5 Global Market Size of Electronic Sports (eSports) (2014-2024)
2 Manufacturers Profiles
2.1 Modern Times Group (Sweden)
2.1.1 Business Overview
2.1.2 Electronic Sports (eSports) Type and Applications
2.1.2.1 Product A
2.1.2.2 Product B
2.1.3 Modern Times Group (Sweden) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2018)
2.2 Activision Blizzard (US)
2.2.1 Business Overview
2.2.2 Electronic Sports (eSports) Type and Applications
2.2.2.1 Product A
2.2.2.2 Product B
2.2.3 Activision Blizzard (US) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2018)
2.3 FACEIT (UK)
2.3.1 Business Overview
2.3.2 Electronic Sports (eSports) Type and Applications
2.3.2.1 Product A
2.3.2.2 Product B
2.3.3 FACEIT (UK) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2018)
2.4 Total Entertainment Network (US)
2.4.1 Business Overview
2.4.2 Electronic Sports (eSports) Type and Applications
2.4.2.1 Product A
2.4.2.2 Product B
2.4.3 Total Entertainment Network (US) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2018)
2.5 Gfinity (UK)
2.5.1 Business Overview
2.5.2 Electronic Sports (eSports) Type and Applications
2.5.2.1 Product A
2.5.2.2 Product B
2.5.3 Gfinity (UK) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2018)
2.6 Turner Broadcasting System (US)
2.6.1 Business Overview
2.6.2 Electronic Sports (eSports) Type and Applications
2.6.2.1 Product A
2.6.2.2 Product B
2.6.3 Turner Broadcasting System (US) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2018)
2.7 CJ Corporation (South Korea)
2.7.1 Business Overview
2.7.2 Electronic Sports (eSports) Type and Applications
2.7.2.1 Product A
2.7.2.2 Product B
2.7.3 CJ Corporation (South Korea) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2018)
2.8 Valve Corporation (US)
2.8.1 Business Overview
2.8.2 Electronic Sports (eSports) Type and Applications
2.8.2.1 Product A
2.8.2.2 Product B
2.8.3 Valve Corporation (US) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2018)
2.9 Tencent (China)
2.9.1 Business Overview
2.9.2 Electronic Sports (eSports) Type and Applications
2.9.2.1 Product A
2.9.2.2 Product B
2.9.3 Tencent (China) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2018)
2.10 Electronic Arts (EA) (US)
2.10.1 Business Overview
2.10.2 Electronic Sports (eSports) Type and Applications
2.10.2.1 Product A
2.10.2.2 Product B
2.10.3 Electronic Arts (EA) (US) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2018)
2.11 Hi-Rez Studios (US)
2.11.1 Business Overview
2.11.2 Electronic Sports (eSports) Type and Applications
2.11.2.1 Product A
2.11.2.2 Product B
2.11.3 Hi-Rez Studios (US) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2018)
2.12 KaBuM (Canada)
2.12.1 Business Overview
2.12.2 Electronic Sports (eSports) Type and Applications
2.12.2.1 Product A
2.12.2.2 Product B
2.12.3 KaBuM (Canada) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2018)
2.13 Wargaming Public (Cyprus)
2.13.1 Business Overview
2.13.2 Electronic Sports (eSports) Type and Applications
2.13.2.1 Product A
2.13.2.2 Product B
2.13.3 Wargaming Public (Cyprus) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2018)
2.14 Rovio Entertainment (Finland)
2.14.1 Business Overview
2.14.2 Electronic Sports (eSports) Type and Applications
2.14.2.1 Product A
2.14.2.2 Product B
2.14.3 Rovio Entertainment (Finland) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2018)
2.15 GungHo Online Entertainment (Japan)
2.15.1 Business Overview
2.15.2 Electronic Sports (eSports) Type and Applications
2.15.2.1 Product A
2.15.2.2 Product B
2.15.3 GungHo Online Entertainment (Japan) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2018)
2.16 Alisports (China)
2.16.1 Business Overview
2.16.2 Electronic Sports (eSports) Type and Applications
2.16.2.1 Product A
2.16.2.2 Product B
2.16.3 Alisports (China) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2018)
3 Global Electronic Sports (eSports) Market Competition, by Players
3.1 Global Electronic Sports (eSports) Revenue and Share by Players (2014-2019)
3.2 Market Concentration Rate
3.2.1 Top 5 Electronic Sports (eSports) Players Market Share
3.2.2 Top 10 Electronic Sports (eSports) Players Market Share
3.3 Market Competition Trend
4 Global Electronic Sports (eSports) Market Size by Regions
4.1 Global Electronic Sports (eSports) Revenue and Market Share by Regions
4.2 North America Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
4.3 Europe Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
4.4 Asia-Pacific Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
4.5 South America Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
4.6 Middle East and Africa Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
5 North America Electronic Sports (eSports) Revenue by Countries
5.1 North America Electronic Sports (eSports) Revenue by Countries (2014-2019)
5.2 USA Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
5.3 Canada Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
5.4 Mexico Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
6 Europe Electronic Sports (eSports) Revenue by Countries
6.1 Europe Electronic Sports (eSports) Revenue by Countries (2014-2019)
6.2 Germany Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
6.3 UK Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
6.4 France Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
6.5 Russia Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
6.6 Italy Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
7 Asia-Pacific Electronic Sports (eSports) Revenue by Countries
7.1 Asia-Pacific Electronic Sports (eSports) Revenue by Countries (2014-2019)
7.2 China Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
7.3 Japan Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
7.4 Korea Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
7.5 India Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
7.6 Southeast Asia Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
8 South America Electronic Sports (eSports) Revenue by Countries
8.1 South America Electronic Sports (eSports) Revenue by Countries (2014-2019)
8.2 Brazil Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
8.3 Argentina Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
8.4 Colombia Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
9 Middle East and Africa Revenue Electronic Sports (eSports) by Countries
9.1 Middle East and Africa Electronic Sports (eSports) Revenue by Countries (2014-2019)
9.2 Saudi Arabia Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
9.3 UAE Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
9.4 Egypt Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
9.5 Nigeria Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
9.6 South Africa Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
10 Global Electronic Sports (eSports) Market Segment by Type
10.1 Global Electronic Sports (eSports) Revenue and Market Share by Type (2014-2019)
10.2 Global Electronic Sports (eSports) Market Forecast by Type (2019-2024)
10.3 Media Rights (Subscription & Online Advertisement) Revenue Growth Rate (2014-2024)
10.4 Tickets and Merchandise Revenue Growth Rate (2014-2024)
10.5 Sponsorship & Direct Advertisement Revenue Growth Rate (2014-2024)
10.6 Publisher Fees Revenue Growth Rate (2014-2024)
10.7 Others Revenue Growth Rate (2014-2024)
11 Global Electronic Sports (eSports) Market Segment by Application
11.1 Global Electronic Sports (eSports) Revenue Market Share by Application (2014-2019)
11.2 Electronic Sports (eSports) Market Forecast by Application (2019-2024)
11.3 Online Revenue Growth (2014-2019)
11.4 Offline Revenue Growth (2014-2019)
12 Global Electronic Sports (eSports) Market Size Forecast (2019-2024)
12.1 Global Electronic Sports (eSports) Market Size Forecast (2019-2024)
12.2 Global Electronic Sports (eSports) Market Forecast by Regions (2019-2024)
12.3 North America Electronic Sports (eSports) Revenue Market Forecast (2019-2024)
12.4 Europe Electronic Sports (eSports) Revenue Market Forecast (2019-2024)
12.5 Asia-Pacific Electronic Sports (eSports) Revenue Market Forecast (2019-2024)
12.6 South America Electronic Sports (eSports) Revenue Market Forecast (2019-2024)
12.7 Middle East and Africa Electronic Sports (eSports) Revenue Market Forecast (2019-2024)
13 Research Findings and Conclusion
14 Appendix
14.1 Methodology
14.2 Data Source
List of Tables and Figures
Figure Electronic Sports (eSports) Picture
Table Product Specifications of Electronic Sports (eSports)
Table Global Electronic Sports (eSports) and Revenue (Million USD) Ma