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. The industry generates revenue from revenue streams such as Sponsorship & Advertising, Ticket Sales, Merchandising, Media Rights Revenues and Tournament Winnings. Sponsorship & Advertising being the major revenue contributor accounts for three-fourths of total revenue of the industry.
eSports has garnered huge base of enthusiasts world over and economy of the industry is expected to witness growth spurt in the near term. Growth of the global eSports market is propelled by increasing adoption of smartphones, broadcasting and media rights, growing number of millennial and increasing market awareness. However, the market faces several challenges due to absence of eSport governance, lack of interaction and personalization on existing platforms and intellectual property issues.
The report “Global eSports Market – (By Revenue Stream – Sponsorship & Advertising, Ticket Sales, Merchandising & Others; By Region- North America, Europe & Asia Pacific) Market Outlook 2024” provides in-depth analysis of the current scenario, detailed market outlook of the global eSports market with coverage on major revenue streams such as Sponsorship & Advertising, Ticket Sales, Merchandising & Others. Future forecasts of eSports market overall and across various revenue streams has been provided in the report till 2024. Furthermore, major industry players have been prudently analysed in the competitive landscape section of the report in order to provide key comparative insights.
Major industry players operating in the global eSports market include Activision Blizzard, Nintendo Co. Ltd., Electronic Arts Inc., Disney Interactive Studios, Inc., Valve Corporation, Rovio Entertainment Corporation, Tencent Holdings Limited, among others. These players are profiled herein based on attributes such as business overview, product segments and financial analysis. It also compiles performance comparison of aforementioned companies and other leading companies in the segment based on various parameters in the competitive landscape section. In totality, the report provides detailed market analysis, with relevant forecasted data supported by key market dynamics. This information will be helpful in evaluating opportunities in global eSports market.
Booming eSports industry has caught attention of investors who are capitalizing on this opportunity by infusing funds majorly by angel and venture capital investors. The industry has already witnessed more than 70 deals worth billions in the year 2018, and the number continues to surge.
The report “Global eSports Market – (By Revenue Stream – Sponsorship & Advertising, Ticket Sales, Merchandising & Others; By Region- North America, Europe & Asia Pacific) Market Outlook 2024” provides in-depth analysis of the current scenario, detailed market outlook of the global eSports market overall as well as across various sub-segments such as Sponsorship & Advertising, Ticket Sales, Merchandising & Others for the period 2018-24. Regional analysis is done across major markets in North America, Europe and Asia Pacific.
The report provides comprehensive coverage on major industry drivers, restraints, and their impact on market growth during the forecast period. Furthermore, the study encompasses various market specific growth opportunities in global eSports market. The report has been segmented as following:-
Revenue Streams
• Sponsorship & Advertising
• Ticket Sales
• Merchandising
• Others
Geographical Coverage
• North America
• Europe
• Asia Pacific
Key Vendors
• Activision Blizzard
• Nintendo Co. Ltd.
• Electronic Arts Inc.
• Disney Interactive Studios, Inc.
• Valve Corporation
• Rovio Entertainment Corporation
• Tencent Holdings Limited
1. Executive Summary
2. Research Methodology
3. eSports
3.1 Overview
3.2 Stakeholders
3.3 Revenue Streams
4. eSports Market Analysis
4.1 Market Sizing (Actual and Forecasted)
4.1.1 By Volume
4.1.2 By Value
4.2 Market Share Analysis
4.2.1 Market Share by Revenue Stream
4.2.2 Market Share by Region
4.2.3 Market Share by Viewer Type
5. Market Segmentation – Revenue Stream
5.1 Sponsorship & Advertising
5.1.1 Overview
5.1.2 Market Sizing (Actual & Forecasted)
5.2 Ticket Sales
5.2.1 Overview
5.2.2 Market Sizing (Actual & Forecasted)
5.3 Merchandising
5.3.1 Overview
5.3.2 Market Sizing (Actual & Forecasted)
5.4 Others
5.4.1 Overview
5.4.2 Market Sizing (Actual & Forecasted)
6. Regional Analysis
6.1 North America
6.1.1 Market Sizing (Actual & Forecasted)
6.1.2 Market Share by Segment
6.2 Europe
6.2.1 Market Sizing (Actual & Forecasted)
6.3 Asia Pacific
6.3.1 Market Sizing (Actual & Forecasted)
7. Market Dynamics
7.1 Industry Trends & Developments
7.1.1 Adoption of Franchise System
7.1.2 Pouring Sponsorships & Advertising Revenues
7.1.3 Mergers & Acquisition Activities
7.1.4 Capital Infusion
7.2 Growth Drivers
7.2.1 Increasing Adoption of Smartphones
7.2.2 Broadcasting & Media Rights
7.2.3 Growing Number of Millennial
7.2.4 Increasing Market Awareness
7.3 Challenges
7.3.1 Absence of eSports Governance
7.3.2 Lack of Interaction & Personalization on Existing platforms
7.3.3 Intellectual Property Issues
8. Competitive Landscape
9. Company Profile
9.1 Activision Blizzard
9.2 Nintendo Co. Ltd.
9.3 Electronic Arts Inc.
9.4 Disney Interactive Studios, Inc.
9.5 Valve Corporation
9.6 Rovio Entertainment Corporation
9.7 Tencent Holdings Limited
List of Tables
Table 1: Top eSports Tournaments
Table 2: Leading eSports Franchises
Table 3: Mergers & Acquisitions in eSports Industry
Table 4: Fund-raising in eSports Industry
Table 5: Comparative Analysis of Leading eSports Companies in the World
Table 6: Global eSports Market Players by Tournaments Prize Money
Table 7: Global eSports Tournaments by Number of Unique Viewers, 2012-17 (Millions)
Table 8: Global eSports Market Players by Number of Tournaments Played
Table 9: Global Top 20 Grossing eSports Games
List of Figures
Figure 1: Rockville Research – Research Methodology
Figure 2: Global eSports Market Size by Volume (Number of Viewers), 2012-18E (Millions)
Figure 3: Global eSports Market Size by Volume (Number of Viewers) Forecasted, 2019E-24E (Millions)
Figure 4: Global eSports Market Size by Value, 2012-18E (US$ Millions)
Figure 5: Global Average Annual Revenue per eSports Enthusiasts, 2017 vs. 2018 (US$)
Figure 6: Global eSports Market Size by Value Forecasted, 2019E-24E (US$ Millions)
Figure 7: Global eSports Market Share by Revenue Stream (2018E)
Figure 8: Global eSports Market Share by Region (2018E)
Figure 9: Global eSports Market Share by Viewer Type (2018E)
Figure 10: Global eSports Revenue – Sponsorship & Advertising Market Size by Value, 2016-24E (US$ Millions)
Figure 11: Global eSports Revenue – Ticket Sales Market Size by Value, 2016-24E (US$ Millions)
Figure 12: Global eSports Revenue – Merchandising Market Size by Value, 2016-24E (US$ Millions)
Figure 13: Global eSports Revenue – ‘Others’ Market Size by Value, 2016-24E (US$ Millions)
Figure 14: North America eSports Market Size by Value, 2016-24E (US$ Millions)
Figure 15: North America eSports Market Share by Segment (2018E)
Figure 16: Europe eSports Market Size by Value, 2016-24E (US$ Millions)
Figure 17: North America eSports Market Size by Value, 2016-24E (US$ Millions)
Figure 18: Global eSports Brand Spending on Sponsorship and Advertising, 2015-20E (US$ Millions)
Figure 19: Global Smartphones Market Penetration, 2012-18E (%)
Figure 20: Global Millennial Population, 2013-18E (Millions)
Figure 21: eSports Market Awareness Worldwide, 2015-19E (Millions)
Figure 22: Number of Players of Selected eSports Games Worldwide
Figure 23: Activision Blizzard Revenue by Operating Segment (FY2018)
Figure 24: Activision Blizzard Net Sales, FY2014-18E (US$ Billions)
Figure 25: Nintendo Co. Ltd. Revenue by Business Segment (FY2018)
Figure 26: Nintendo Co. Ltd. Net Sales, FY2014-18 (US$ Billions)
Figure 27: Electronic Arts Inc. Revenue by Business Segment (FY2018)
Figure 28: Electronic Arts Inc. Net Sales, FY2014-18 (US$ Billions)
Figure 29: Walt Disney Co. Revenue by Business Segment (FY2018E)
Figure 30: Disney Interactive Studios, Inc. Net Sales, FY2014-18E (US$ Billions)
Figure 31: Rovio Entertainment Corporation Revenue by Business Segment (FY2018E)
Figure 32: Rovio Entertainment Corporation Net Sales, FY2014-18E (US$ Billions)
Figure 33: Tencent Holdings Limited Revenue by Business Segment (FY2018E)
Figure 34: Tencent Holdings Limited Net Sales, FY2014-18E (US$ Billions)
Activision Blizzard
Nintendo Co. Ltd.
Electronic Arts Inc.
Disney Interactive Studios, Inc.
Valve Corporation
Rovio Entertainment Corporation
Tencent Holdings Limited
*If Applicable.