Description
E-sports otherwise known as Electronic Sports can be defined as a form of organized competition using video games by professional gamers played competitively for spectators. At an eSports competition, players or gamers will battle against each other on a particular game on the internet.
The global eSports market was USD 930.45 million in 2018 and is estimated to reach USD 2873.56 million by 2025 at a CAGR of 17.48% during the forecast period
Key Profiles
Modern Times Group
Activision Blizzard
FACEIT
Nintendo
Gfinity
Hi Rez Stuidos
Turner Broadcasting System
CJ Corporation
Valve Corporation
Tencent
Kabam Inc.
Rovio Entertainment Ltd.
GungHo Online Entertainment Inc.
Electronic Arts
King Digital Entertainment PLC
Gamevil Inc.
Riot Games Inc.
Wargaming Public Co Ltd
Ubisoft
Zynga
Gameloft
Goodgame Studios
Others
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Drivers vs Constraints
The global eSports market is mainly driven by increasing popularity of video games as well as growing awareness of esports among people. Also, long-term investment plans and a rising number of events with large prize pools are also driving the growth of the market and expected to provide better growth opportunities in forthcoming years. However, the market is hindered by the threat from esport betting or gambling community.
Growth by Region
Asia-Pacific region accounted for the largest market share and will be the fastest growing market during the forecasted period owing to the rising number of eSports competition in the region and also due to the ease of entry compared to the other markets. North America and Europe, on the other hand, are also anticipated to witness a major upsurge in its market with a large number of esports spectators, sponsors as well as brands increasingly investing in the markets
Industry Trends and Updates
Electronic Arts (EA), an American video game company had partnered with FIFA (Fédération Internationale de Football Association) to launch an esports tournament series for the Electonic Arts (EA) FIFA video game franchise.
Chinese holding conglomerate ‘Tencent’ had picked up its five percent stake in a French game developer company ‘Ubisoft’ for over USD 450 million to expand its huge presence in the global gaming market and also helping Ubisoft to expand its presence in China.
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Table of Content
1. Research Methodology
2. Executive Summary
3. Market Overview
3.1. Definition
3.2. Industry Value Chain Analysis
3.3. Porter’s 5 Forces
3.4. Regulations
4. Market Dynamics
4.1. Introduction
4.2. Drivers
4.3. Constraints
4.4. Trends
5. Global eSports Market Segmentation, Forecasts and Trends – by Platform
5.1. PC
5.2. Console
6. Global eSports Market Segmentation, Forecasts and Trends – by Revenue Stream
6.1. Sponsorship & Advertising
6.2. eSports Betting & Fantasy site
6.3. Prize Pool
6.4. Amateur & Micro Tournament
6.5. Merchandising
6.6. Ticket Sale
7. Global eSports Market Segmentation, Forecasts and Trends – by Game
7.1. Reat Time Strategy
7.2. First Person Shooter
7.3. Fighting
7.4. Sports
7.5. Multiplayer Online Battle Arena (MOBA)
8. Global eSports Market Segmentation, Forecasts and Trends – by Product
8.1. Mice
8.2. Controller
8.3. Headset
8.4. Keyboard
8.5. Others
9. Global eSports Market Segmentation, Forecasts and Trends – by Region
9.1. North America
9.2. Europe
9.3. Asia-Pacific
9.4. South America
9.5. Middle East and Africa
10. Competitive Intelligence
10.1. Company Market Share Analysis
10.2. Industry M&As, Consolidations
11. Company Profiles
12. Investment Opportunities
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