Global Esports Market – Analysis By Revenue Source, Streaming Platform, By Region, By Country (2020 Edition): Market Insights and Outlook Post Covid-19 Pandemic (2020-2025)

  • Report Id: AZR 18316
  • Published Date: July, 2020
  • No of Pages: 220
  • Format: Electronic (PDF)
  • Publisher: Azoth Analytics
  • Category:

Executive Summary

With stadiums vacant and all sporting events cancelled due to the Covid-19 pandemic, the E-Sports market has gained major significance as it draws the attention of a new audience looking for entertainment avenues. Esports companies are investing in innovative new Esports platform for increasing their revenue and expanding their consumer base and also for gaining a competitive edge over their rivals.

The Global Esports Market was valued at USD 1072.35 Million in the year 2019. The increasing audience reach and engagement activities, formidable investments, rising live streaming of games, and increasing infrastructure for the league tournaments are key factors driving the market growth.

Mergers and Acquisitions is one of the major word for corporate finance world. In June 2019, Immortals Gaming Club, a USA-based company specialized in providing esports platform through the development of software such as video game software, acquired Infinite Esports & Entertainment for over USD 100 million. The acquisition is expected to help Immortals Gaming Club to become a part of franchised esports leagues and to become the world`s largest esports organizations, boosting elite brands such as Immortals, OpTic, MIBR and LA Valiant.

North America region holds the major Esports market share in 2019 as the region has reliably commanded the market for a considerable length of time, with PC gaming serving a more specialty gathering of customers. With the diversified North America League of Legends Championship Series (NA LCS) and Overwatch League, speculation and development are relied upon to proceed in the coming years.

Scope of the Report

• The report analyses the Esports Market by Revenue Source (Sponsorship & Advertising, Merchandise & Ticket Sales, Media rights, Game Publisher’s Fees)
• The report assesses the Esports market by Streaming Platform (Twitch, Youtube, Others)
• The Global E-Sports Market has been analysed By Region (North America, Europe, Asia Pacific, LAMEA) and By Country (United States, Canada, Germany, United Kingdom, France, Spain, China, Japan, South Korea).
• The attractiveness of the market has been presented by region, Revenue Source, and Streaming Platform. Also, the major opportunities, trends, drivers and challenges of the industry has been analysed in the report.
• The report tracks key developments, strategies and mergers and acquisitions. The companies analysed in the report include Activision Blizzard, Modern Times Group, FACEIT, Epic Games, Nintendo Co. Ltd., Riot Games Inc., NVIDIA Corporation, Electronic Arts Inc., Gfinity Plc., Valve Corporation.
• The report presents the analysis of Esports market for the historical period 2015-2019 and the forecast period of 2020-2025.

Key Target Audience

• Esports Vendors
• Esports Streaming Platforms
• Consulting and Advisory Firms
• Government and Policy Makers
• Investment Banks and Equity Firms
• Regulatory Authorities

Table of Contents

1. Report Scope and Methodology
1.1 Scope of the Report
1.2 Research Methodology
1.3 Executive Summary

2. Strategic Recommendations

3. Global Esports Market: Product Outlook

4. Global Esports Market: Sizing and Forecast
4.1 Market Size, By Value, Year 2015-2025
4.2 Impact of COVID-19 on Global E-Sports Market

5. Global Esports Market Segmentation By Revenue Source (By Value)
5.1 Competitive Scenario of Global Esports: By Revenue Source
5.2 Sponsorship & Advertising– Market Size and Forecast (2020-2025)
5.3 Merchandise & Ticket Sales– Market Size and Forecast (2020-2025)
5.4 Media Rights– Market Size and Forecast (2020-2025)
5.5 Game Publisher’s Fees- Market Size and Forecast (2020-2025)

6. Global Esports Market Segmentation By Streaming Platform (By Value)
6.1 Competitive Scenario of Global E-Sports: By Streaming Platform
6.2 Twitch– Market Size and Forecast (2020-2025)
6.3 Youtube– Market Size and Forecast (2020-2025)
6.4 Others– Market Size and Forecast (2020-2025)

7. Global Esports Market: Regional Analysis
7.1 Competitive Scenario of Global Esports: By Region, By Value

8. North America Esports Market: Segmentation By Revenue Source, Streaming Platform (2020-2025)
8.1 North America Esports Market: Size and Forecast (2020-2025), By Value
8.2 Market Segmentation By Revenue Source (Sponsorship & Advertising, Merchandise & Ticket Sales, Media Rights, Game Publisher’s Fees)
8.3 Market Segmentation By Streaming Platform (Twitch, Youtube, Others)

8.4 North America Esports Market: Country Analysis
8.5 Competitive Scenario of North America E-Sports – By Country, By Value
8.6 Market Opportunity Chart of North America E-Sports Market – By Country, By Value (Year-2025)
8.7 United States Esports Market: Size and Forecast (2020-2025), By Value
8.8 United States Esports Market Segmentation By Revenue Source, Streaming Platform
8.9 Canada Esports Market: Size and Forecast (2020-2025), By Value
8.10 Canada Esports Market Segmentation By Revenue Source, Streaming Platform

9. Europe Esports Market: Segmentation By Revenue Source, Streaming Platform (2020-2025)
9.1 Europe Esports Market: Size and Forecast (2020-2025), By Value
9.2 Market Segmentation By Revenue Source (Sponsorship & Advertising, Merchandise & Ticket Sales, Media Rights, Game Publisher’s Fees)
9.3 Market Segmentation By Streaming Platform (Twitch, Youtube, Others)

9.4 Europe Esports Market: Country Analysis
9.5 Competitive Scenario of Europe E-Sports: By Country, By Value
9.6 Market Opportunity Chart of Europe E-Sports Market – By Country, By Value (Year-2025)
9.7 Germany Esports Market: Size and Forecast (2020-2025), By Value
9.8 Germany Esports Market Segmentation By Revenue Source, Streaming Platform
9.9 France Esports Market: Size and Forecast (2020-2025), By Value
9.10 France Esports Market Segmentation By Revenue Source, Streaming Platform
9.11 United Kingdom E-Sports Market: Size and Forecast (2020-2025), By Value
9.12 United Kingdom E-Sports Market Segmentation By Revenue Source, Streaming Platform
9.13 Spain Esports Market: Size and Forecast (2020-2025), By Value
9.14 Spain Esports Market Segmentation By Revenue Source, Streaming Platform

10. Asia Pacific Esports Market: Segmentation By Revenue Source, Streaming Platform (2020-2025)
10.1 Asia Pacific Esports Market: Size and Forecast (2020-2025), By Value
10.2 Market Segmentation By Revenue Source (Sponsorship & Advertising, Merchandise & Ticket Sales, Media Rights, Game Publisher’s Fees)
10.3 Market Segmentation By Streaming Platform (Twitch, Youtube, Others)

10.4 Asia Pacific Esports Market: Country Analysis
10.5 Competitive Scenario of Asia Pacific E-Sports: By Country, By Value
10.6 Market Opportunity Chart of Asia Pacific E-Sports Market – By Country, By Value (Year-2025)
10.7 China Esports Market: Size and Forecast (2020-2025), By Value
10.8 China Eports Market Segmentation By Revenue Source, Streaming Platform
10.9 Japan Esports Market: Size and Forecast (2020-2025), By Value
10.10 Japan Esports Market Segmentation By Revenue Source, Streaming Platform
10.11 South Korea Esports Market: Size and Forecast (2020-2025), By Value
10.12 South Korea Esports Market Segmentation By Revenue Source, Streaming Platform

11. Global Esports Market Dynamics
11.1 Global Esports Market Drivers
11.2 Global Esports Market Restraints
11.3 Global Esports Market Trends

12. Market Attractiveness & Strategic Analysis
12.1 Market Attractiveness
12.1.1 Market Attractiveness Chart of Global Esports Market – By Revenue Source, By Value
12.1.2 Market Attractiveness Chart of Global Esports Market – By Streaming Platform, By Value
12.1.3 Market Attractiveness Chart of Global Esports Market – By Region, By Value

12.2 Strategic Analysis
12.2.1 Mergers and Acquisitions
12.2.2 Key Developments in E-Sports Market

13. Competitive Landscape
13.1 Top 8 Esports Team Organizations of 2019 by Competition Results

14. Company Profiles (Business Description, Financial Analysis, Business Strategy)
14.1 Modern Times Group
14.2 Activision Blizzard
14.3 Valve Corporation
14.4 Gfinity Plc.
14.5 Electronic Arts Inc.
14.6 NVIDIA Corporation
14.7 Riot Games Inc.
14.8 FACEIT
14.9 Nintendo Co. Ltd.
14.10 Epic Games

List of Figures

Figure 1: Total Sports teams invested or who have an interest in e-sport directly through players or teams
Figure 2: Global Esports Market Size, By Value, 2015-2025 (USD Million)
Figure 3: Change in the number of regular and occasional viewers globally (million people)
Figure 4: Projected number for e-sport events
Figure 5: Breakdown of esports investments in 2018 by investor type
Figure 6: Number of global investments in esports 2014-18
Figure 7: Smart Phone Market Penetration by Leading Countries (In %), 2019
Figure 8: Global Smartphone subscribers 2014-2018 (in million)
Figure 9: Global Esports audience growth, 2015-2020
Figure 10: Percentage of income wise audience, 2018
Figure 11: Percentage of age-group wise audience, 2018
Figure 12: Percentage of gender wise audience, 2018
Figure 13: Percentage of Esports Fans who use their smartphones to play games, 2018
Figure 14: Global Esports Market Share- By Revenue Source, Year 2019 & 2025
Figure 15: Global Esports Market- By Sponsorship & Advertising, By Value (USD Million), 2015-2025
Figure 16: Global Esports Market- By Merchandise & Ticket Sales, By Value (USD Million), 2015-2025
Figure 17: Global Esports Market- By Media Rights, By Value (USD Million), 2015-2025
Figure 18: Global Esports Market- By Game Publisher’s Fees, By Value (USD Million), 2015-2025
Figure 19: Global Esports Market Share- By Streaming Platform, Year 2019 & 2025
Figure 20: Global Esports Market- By Twitch, By Value (USD Million), 2015-2025
Figure 21: Global Esports Market- By Youtube, By Value (USD Million), 2015-2025
Figure 22: Global Esports Market- By Others, By Value (USD Million), 2015-2025
Figure 23: Global Esports Market Share- By Region, By Value, Year 2019 & 2025
Figure 24: North America Esports Market Size, By Value, 2015-2025 (USD Million)
Figure 25: North America Esports Market (By Revenue Source), By Value (USD Million), 2015-2025
Figure 26: North America Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025
Figure 27: North America Smart Phone adoption rate, (%) 2017 & 2025E
Figure 28: North America Population subscribed to Mobile Services (%)
Figure 29: Percentage share of gamers in North America
Figure 30: Percentage share of Esports fans in North America
Figure 31: North America Esports Market Share- By Country, By Value, Year 2019 & 2025
Figure 32: Market Opportunity Chart of North America Esports Market – By Country, By Value (Year-2025)
Figure 33: United States Esports Market Size, By Value, 2015-2025 (USD Million)
Figure 34: United States Esports Market (By Revenue Source), By Value (USD Million), 2015-2025
Figure 35: United States Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025
Figure 36: U.S Smartphone user penetration, by age, 2018
Figure 37: Internet user penetration in United States, (2017-2023)
Figure 38: United States Urban Population(% of Total Population), 2014-2018
Figure 39: Canada Esports Market Size, By Value, 2015-2025 (USD Million)
Figure 40: Canada Esports Market (By Revenue Source), By Value (USD Million), 2015-2025
Figure 41: Canada Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025
Figure 42: Canada Urban Population Growth (annual %), 2013-18
Figure 43: Smartphone User Penetration in Canada, By Age Group, 2014 and 2018
Figure 44: Europe Esports Market Size, By Value, 2015-2025 (USD Million)
Figure 45: Percentage of people who regularly watch esports online in selected European countries
Figure 46: Europe Esports Market (By Revenue Source), By Value (USD Million), 2015-2025
Figure 47: Europe Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025
Figure 48: Percentage share of gamers in Europe
Figure 49: Percentage share of Esports fans in Europe
Figure 50: European Union Urban Population growth (annual %), 2013-18
Figure 51: Number of Smartphone Users in Western Europe, 2014-2019 (in million)
Figure 52: Europe Esports Market Share- By Country, By Value, Year 2019 & 2025
Figure 53: Market Opportunity Chart of Europe Esports Market – By Country, By Value (Year-2025)
Figure 54: Germany Esports Market Size, By Value, 2015-2025 (USD Million)
Figure 55: Germany Esports Market (By Revenue Source), By Value (USD Million), 2015-2025
Figure 56: Germany Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025
Figure 57: Popularity of esports on online platforms in Germany
Figure 58: Number of Internet Users in Germany, 2014-2019 (in million)
Figure 59: Germany Urban Population (% of total population), 2014–2018
Figure 60: France Esports Market Size, By Value, 2015-2025 (USD Million)
Figure 61: Types of Games played by Players from the General Public, 2019
Figure 62: Types of Games played by Recreational Esports Players, 2019
Figure 63: Types of Games played by Amateur Esports Players, 2019
Figure 64: Esports Consumption in 2019
Figure 65: Esports consumption trends by Players from the General Public, 2019
Figure 66: Esports consumption trends by Recreational Esports Players, 2019
Figure 67: Esports consumption trends by Amateur Esports Players, 2019
Figure 68: Esports consumption trends by viewing platform by Players from the General Public, 2019
Figure 69: Esports consumption trends by viewing platform by Recreational Esports Players, 2019
Figure 70: Esports consumption trends by viewing platform by Amateur Esports Players, 2019
Figure 71: Competitive games followed by Players from the General Public, 2019
Figure 72: Competitive games followed by Recreational Esports Players, 2019
Figure 73: Competitive games followed by Amateur Esports Players, 2019
Figure 74: France Esports Market (By Revenue Source), By Value (USD Million), 2015-2025
Figure 75: France Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025
Figure 76: Penetration of Smartphone in France, 2014-2019 (%)
Figure 77: France Urban Population (% of total population), 2014–2018
Figure 78: United Kingdom Esports Market Size, By Value, 2015-2025 (USD Million)
Figure 79: United Kingdom Esports Market (By Revenue Source), By Value (USD Million), 2015-2025
Figure 80: United Kingdom Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025
Figure 81: UK Smartphone Penetration, By Age Group 2014-2018 (%)
Figure 82: United Kingdom Urban Population (% of total population), 2014–2018
Figure 83: Spain Esports Market Size, By Value, 2015-2025 (USD Million)
Figure 84: Spain Esports Market (By Revenue Source), By Value (USD Million), 2015-2025
Figure 85: Spain Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025
Figure 86: Spain share of online population that plays at least once per month, 2018
Figure 87: Spain Urban Population (% of total population), 2014–2018
Figure 88: Asia Pacific Esports Market Size, By Value, 2015-2025 (USD Million)
Figure 89: Asia Pacific Esports Market (By Revenue Source), By Value (USD Million), 2015-2025
Figure 90: Asia Pacific Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025
Figure 91: Penetration of Internet Users in Asia Pacific, 2014–2018 (% of total population)
Figure 92: Smartphone User Penetration in Asia-Pacific, 2014-2019 (%)
Figure 93: Asia Pacific Urban Population growth (annual %), 2013-18
Figure 94: Asia Pacific Esports Market Share- By Country, By Value, Year 2019 & 2025
Figure 95: Market Opportunity Chart of Asia Pacific Esports Market – By Country, By Value (Year-2025)
Figure 96: China Esports Market Size, By Value, 2015-2025 (USD Million)
Figure 97: China penetration rate of esports online viewership by gender, 2018
Figure 98: China penetration rate of esports online viewership by age-group, 2018
Figure 99: Total viewing time in a week (In Billion hours)
Figure 100: Popular devices for watching others playing video games and playing video games online
Figure 101: Popular Game Genre in China, 2018
Figure 102: Popular game streaming platforms in China
Figure 103: China Esports Market (By Revenue Source), By Value (USD Million), 2015-2025
Figure 104: China Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025
Figure 105: Penetration of Internet Users in China, 2014-2019 (%)
Figure 106: Number of Internet Users in China, 2014-2019 (in million)
Figure 107: Penetration of Internet Users in China, By Age Group 2014-2018 (in Million)
Figure 108: Japan Esports Market Size, By Value, 2015-2025 (USD Million)
Figure 109: Japan penetration rate of esports online viewership by gender, 2018
Figure 110: Japan penetration rate of esports online viewership by age-group, 2018
Figure 111: Total viewing time in a week (In Million hours)
Figure 112: Popular devices for watching others playing video games and playing video games online
Figure 113: Popular Game Genre in Japan, 2018
Figure 114: Popular game streaming platforms in Japan
Figure 115: Japan Esports Market (By Revenue Source), By Value (USD Million), 2015-2025
Figure 116: Japan Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025
Figure 117: Penetration of Internet Users in Japan, 2014-2019 (%)
Figure 118: Number of Internet Users in Japan, 2014-2019 (in million)
Figure 119: Estimated number of esports viewers in Japan (In Millions), 2018-2023
Figure 120: Japan Urban Population (% of Total Population), 2014-18
Figure 121: South Korea Esports Market Size, By Value, 2015-2025 (USD Million)
Figure 122: South Korea penetration rate of esports online viewership by gender, 2018
Figure 123: South Korea penetration rate of esports online viewership by age-group, 2018
Figure 124: Total viewing time in a week (In Million hours)
Figure 125: Popular devices for watching others playing video games and playing video games online
Figure 126: Popular Game Genre in South Korea, 2018
Figure 127: Popular game streaming platforms in South Korea
Figure 128: South Korea Esports Market (By Revenue Source), By Value (USD Million), 2015-2025
Figure 129: South Korea Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025
Figure 130: South Korea Mobile subscriptions, 2019-2024 (Millions)
Figure 131: Korea Rep Urban Population (% of Total Population), 2014-18
Figure 132: Market Attractiveness Chart of Global Esports Market – By Revenue Source (Year-2025)
Figure 133: Market Attractiveness Chart of Global Esports Market – By Streaming Platform (Year-2025)
Figure 134: Market Attractiveness Chart of Global Esports Market – By Region, By Value, (Year-2025)
Figure 135: Top 8 Esports Team Organizations of 2019 by Competition Results
Figure 136: Modern Times Group Annual Revenue (USD Million), Year 2017-2019
Figure 137: Modern Times Group Net Income/Loss (USD Million), Year 2017-2019
Figure 138: Modern Times Group Sales Revenue Split, By Business Segment (%), FY2019
Figure 139: Modern Times Group Sales Revenue Split, By Geography (%), FY2019
Figure 140: Activision Blizzard Annual Revenue (USD Million), Year 2015-2019
Figure 141: Activision Blizzard Net Income/Loss (USD Million), Year 2015-2019
Figure 142: Activision Blizzard Sales Revenue Split, By Business Segment (%), FY2019
Figure 143: Activision Blizzard Sales Revenue Split, By Distribution Channel (%), FY2019
Figure 144: Activision Blizzard Sales Revenue Split, By Geography (USD Million), FY2019
Figure 145: Gfinity Plc. Annual Revenue (USD Million), Year 2015-2019
Figure 146: Gfinity Plc. Net Income/Loss (USD Million), Year 2015-2019
Figure 147: Gfinity Plc. Sales Revenue Split, By Business Segment (%), FY2019
Figure 148: Gfinity Plc. Sales Revenue Split, By Geography (%), FY2019
Figure 149: NVIDIA Corporation Annual Revenue (USD Million), Year 2016-2020
Figure 150: NVIDIA Corporation Net Income/Loss (USD Million), Year 2016-2020
Figure 151: NVIDIA Corporation Sales Revenue Split, By Business Segment (%), FY2020
Figure 152: NVIDIA Corporation Sales Revenue Split, By Geography (%), FY2020
Figure 153: Nintendo Co. Ltd. Annual Revenue (USD Million), Year 2016-2020
Figure 154: Nintendo Co. Ltd. Net Income/Loss (USD Million), Year 2016-2020
Figure 155: Nintendo Co. Ltd. Sales Revenue Split, By Geography (%), FY2020

List of Tables
Table A: Types of e-sport game with examples
Table B: Examples of participants
Table C: Esports events that have sprouted to fill the gap of traditional sports
Table D: Event organisers have delayed events, continued to hold them online or live without an audience
Table E: Highest Earnings By Top 10 Country
Table F: Top Countries by Smartphone Users
Table G: Most Popular Esports titles
Table H: Games played by esports fans, 2018
Table I: Esports engagement of selected nonendemic brands
Table J: Selected traditional sports clubs and esports titles
Table K: Games played by esports fans, 2018
Table L: Games played by esports fans, 2018
Table M: Esport Viewing preference in China
Table N: Esport Viewing preference in Japan
Table O: Esport Viewing preference in South Korea
Table P: Selected M&A transactions in Europe since 2015

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