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Global Esports Market by Revenue Streams (Tickets and Merchandise, Media Rights, Publisher Fees, Sponsorships and Direct Advertisements) – Business Overview, Analysis and Industry Forecast 2017-2023

 Semiconductors and Electronics

Report Overview

Global Esports Market was valued at USD XX Billion in the year 2017. Global Esports Market is further estimated to grow at a CAGR of XX% from 2018 to reach USD XX Billion by the year 2023.

North America region holds the highest market share in 2017 and Asia-Pacific region considered as the fastest growing market in the forecasted period. At a country level, developed markets like China, Japan, India holds the notable market share in 2017 and are projected to grow at a gradual rate in the coming years.

Blizzard Entertainment, Inc., CJ Corporation, FACEIT Ltd., Valve Corporation, Electronic Arts Inc., Modern Times Group MTG, Gfinity, Turner Broadcasting System, Inc., Nintendo, Rovio Entertainment Corporation, are some of the key players in the Esports Market.

Drivers:

Growing popularity of Video Games

Restraints:

The threat from Esports Betting/Gambling

Opportunities:

Long-Term investment opportunity

Challenges:

Lack of standardization

Segmentation done on the basis of Revenue streams includes Tickets and Merchandise, Media Rights, Publisher Fees and Sponsorships and Direct Advertisements of which the Media Right segment is expected to hold the highest market share and Publisher Fees segment is expected to grow at the XX% CAGR during the forecast period.

Key Benefits for Stakeholders

Tournament organizers, Game publishers,

Esports investors, Sponsors,

Analysts and strategic business planners,

Research and consulting firms

By Revenue Streams

Tickets and Merchandise

Media Rights

Publisher Fees

Sponsorships and Direct Advertisements

By Region

North America

Europe

Asia-Pacific

RoW

Key Market Players

Blizzard Entertainment, Inc. 

CJ Corporation

FACEIT Ltd.

Valve Corporation

Electronic Arts Inc.

Modern Times Group MTG

Gfinity

Turner Broadcasting System, Inc.

Nintendo

Rovio Entertainment Corporation

(Another brief information of 10 companies will be provided in a report)

Research Methodology:

Genesis Market Insights follows in-depth Research Methodology focused on reducing deviation in the collected data. GMI offers the most precise evaluations and projection for the market numbers. GMI engages following Market Engineering techniques –

  1.      Raw Market Data is collected and compared with the Existing in-house Data on a broad front.
  2.      Both Bottom-Up and Top-Down approaches are analyzed for segmenting and estimating measurable aspects of the market.
  3.      To avoid bias, we filter the collected data collected from authenticated sources.
  4.      GMI has a well proven Statistical Modeling System for estimates and forecasts.
  5.      Further, the report findings are validated with the Industry Expert Panel on face to face or telephonic interviews.

Panelists are approached from Leading Enterprises across the value chain including manufacturers, suppliers, technology providers, domain experts and buyers so as to validate a thorough and balanced market overview.

Detailed customization is also available for you. Further, if the report listed above does not meet your key requirements. Our customized research report will analytically cover the required market information you need which will help you to plan your business decisions.

Table Of Content

1. Introduction

1.1 Market Vision

       1.1.1 Market Definition

       1.1.2 Market Scope

1.2 Limitations

1.3 Stakeholders

2. Research Methodology

2.1. Research Process

       2.1.1. Secondary Research

             2.1.1.1. Key Data from Secondary Research

       2.1.2. Primary Research

             2.1.2.1. Key Data from Primary Research

             2.1.2.2. Breakdowns of Primary Interviews

2.2. Market Size Estimation

       2.2.1. Bottom-Up Approach

       2.2.2. Top-Down Approach

       2.2.3. Annual Revenue Process

2.3. Data Triangulation 

2.4. Research Assumptions 

       2.4.1. Assumption

3. Executive Summary

4. Market Overview

4.1. Introduction

4.2. Drivers

4.3. Restraints

4.4. Opportunities

4.5. Challenges

4.6. Regulations

4.7. Supply Chain/Value Chain Analysis

4.8. Patent & Standards

5. Industry Trends

5.1. Introduction

5.2. Porter’s Five Forces Analysis

       5.2.1. Threat of New Entrants

       5.2.2. Threat of Substitutes

       5.2.3. Bargaining Power of Buyers

       5.2.4. Bargaining Power of Suppliers

       5.2.5. Intensity of Competitive Rivalry

6.1. Esports Market, By Revenue Streams

6.1. Tickets and Merchandise

6.2. Media Rights

6.3. Publisher Fees

6.4. Sponsorships and Direct Advertisements

7. Geographical Analysis

7.1. Introduction

7.2. North America

       7.2.1. U.S.

       7.2.2. Canada

       7.2.3. Mexico

7.3. Europe

       7.3.1. U.K.

       7.3.2. Germany

       7.3.3. Russia

       7.3.4. RoE

7.4. Asia Pacific

       7.4.1. China

       7.4.2. Japan

       7.4.3. India

       7.4.4. RoAPAC

7.5. RoW

       7.5.1. Latin America

       7.5.2. Middle East and Africa

8. Company Profiles

(Business Overview, Financial Overview, Product write Up, Recent Developments)

8.1. Blizzard Entertainment, Inc. 

8.2. CJ Corporation

8.3. FACEIT Ltd.

8.4. Valve Corporation

8.5. Electronic Arts Inc.

8.6. Modern Times Group MTG

8.7. Gfinity

8.8. Turner Broadcasting System, Inc.

8.9. Nintendo

8.10. Rovio Entertainment Corporation

(Another brief information of 10 companies will be provided in the report)

9. Competitive Analysis

9.1. Introduction

9.2. Market Positioning of Key Players

9.3 Competitive Strategies Adopted by Leading Players

        9.3.1. Investments & Expansions

        9.3.2. New Product Launches

        9.3.3. Mergers & Acquisitions

        9.3.4. Agreements, Joint Ventures, and Partnerships

10. Appendix

10.1. Questionnaire

10.2. Available Customizations 

10.3. Upcoming Events (Trade Fair, Exhibitions, Conferences)

Summary

No Content Available.

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