Global Esports Market to reach USD 6.31 billion by 2027.

Global Esports Market Size study, by Revenue Source (Sponsorship, Advertising, Merchandise & Tickets, Publisher Fees, Media Rights), and Regional Forecasts 2020-2027
Product Code:  OIRGSAF_78653433
Chapter 1.	Executive Summary 
1.1.	Market Snapshot
1.2.	Global & Segmental Market Estimates & Forecasts, 2018-2027 (USD Billion)
1.2.1.	Esports Market, by Region, 2018-2027 (USD Billion)
1.2.2.	Esports Market, by Revenue Source, 2018-2027 (USD Billion)
1.3.	Key Trends
1.4.	Estimation Methodology
1.5.	Research Assumption
Chapter 2.	Global Esports Market Definition and Scope 
2.1.	Objective of the Study
2.2.	Market Definition & Scope
2.2.1.	Scope of the Study
2.2.2.	Industry Evolution
2.3.	Years Considered for the Study
2.4.	Currency Conversion Rates
Chapter 3.	Global Esports Market Dynamics	
3.1.	Esports Market Impact Analysis (2018-2027)
3.1.1.	Market Drivers
3.1.2.	Market Challenges
3.1.3.	Market Opportunities
Chapter 4.	Global Esports Market: Industry Analysis
4.1.	Porter’s 5 Force Model
4.1.1.	Bargaining Power of Suppliers
4.1.2.	Bargaining Power of Buyers
4.1.3.	Threat of New Entrants
4.1.4.	Threat of Substitutes
4.1.5.	Competitive Rivalry
4.1.6.	Futuristic Approach to Porter’s 5 Force Model (2017-2027)
4.2.	PEST Analysis
4.2.1.	Political 
4.2.2.	Economic
4.2.3.	Social 
4.2.4.	Technological 
4.3.	Investment Adoption Model
4.4.	Analyst Recommendation & Conclusion
Chapter 5.	Global Esports Market, by Revenue Source 
5.1.	Market Snapshot 
5.2.	Global Esports Market by Revenue Source, Performance - Potential Analysis
5.3.	Global Esports Market Estimates & Forecasts by Revenue Source 2017-2027 (USD Billion)
5.4.	Esports Market, Sub Segment Analysis
5.4.1.	 Sponsorship
5.4.2.	 Advertising
5.4.3.	 Merchandise & Tickets
5.4.4.	 Publisher Fees
5.4.5.	 Media Rights
Chapter 6.	Global Esports Market, Regional Analysis
6.1.	Esports Market, Regional Market Snapshot 
6.2.	North America Esports Market 
6.2.1.	U.S. Esports Market	 Revenue Source breakdown estimates & forecasts, 2017-2027	 Trait breakdown estimates & forecasts, 2017-2027 
6.2.2.	Canada Esports Market
6.3.	Europe Esports Market Snapshot
6.3.1.	U.K. Esports Market 
6.3.2.	Germany Esports Market
6.3.3.	France Esports Market
6.3.4.	Spain Esports Market
6.3.5.	Italy Esports Market
6.3.6.	Rest of Europe Esports Market
6.4.	Asia-Pacific Esports Market Snapshot
6.4.1.	China Esports Market 
6.4.2.	India Esports Market 
6.4.3.	Japan Esports Market
6.4.4.	Australia Esports Market
6.4.5.	South Korea Esports Market
6.4.6.	Rest of Asia Pacific Esports Market
6.5.	Latin America Esports Market Snapshot
6.5.1.	Brazil Esports Market
6.5.2.	Mexico Esports Market
6.6.	Rest of The World Esports Market

Chapter 7.	Competitive Intelligence
7.1.	Top Market Strategies
7.2.	Company Profiles
7.2.1.	 Activision Blizzard, Inc.	Key Information	Overview	Financial (Subject to Data Availability)	Product Summary	Recent Developments
7.2.2.	 Valve Corporation
7.2.3.	 Tencent Holding Limited
7.2.4.	 Electronic Arts Inc.
7.2.5.	 Gameloft SE
7.2.6.	 Nintendo of America Inc.
7.2.7.	 NVIDIA Corporation
7.2.8.	 Modern Times Group (MTG)
7.2.9.	 Intel Corporation
7.2.10.	HTC Corporation
Chapter 8.	Research Process
8.1.	Research Process
8.1.1.	Data Mining
8.1.2.	Analysis
8.1.3.	Market Estimation
8.1.4.	Validation
8.1.5.	Publishing
8.2.	Research Attributes
8.3.	Research Assumption

Global Esports Market is valued approximately at USD 1.1 billion in 2019 and is anticipated to grow with a healthy growth rate of more than 24.4% over the forecast period 2020-2027. Esports refers to organized video gaming in which professionals from across the world participates (it can be from their homes or at any particular physical platform) to compete in gaming leagues, which is followed and watched by millions of spectators in live events or on television or internet. Increasing investment from international brands in esport tournamentsn past couple of years, increasing audience reach, consideration of esports by millennials as a professional career, increasing live streaming of games and opportunities created for game developers, event organizers, gamers and influencers has driven the market growth. For instance, in 2018, Twitch signed a USD 90 million deal with the Overwatch League for two years, for the exclusive digital broadcasting rights in French, Korean and English. However, less number of organizations and limited infrastructure for esports tournament impedes the growth of the market over the forecast period of 2020-2027. Also, to develop skilled professionals, schools, colleges and universities are introducing dedicated curriculum for esports, which is likely to increase the market growth during the forecast period.

The regional analysis of global esports market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America and Rest of the World. North America is the leading/significant region across the world in terms of market share owing to involvement of TV networks, franchises, players, developers and streaming platforms mainly in in the United States. Whereas, Asia-Pacific is also anticipated to exhibit highest growth rate / CAGR over the forecast period 2020-2027. Factors such as growing penetration of mobile gaming and frequently growing internet usagewould create lucrative growth prospects for the Esports market across Asia-Pacific region.

Major market player included in this report are:
Activision Blizzard, Inc.
Valve Corporation
Tencent Holding Limited
Electronic Arts Inc.
Gameloft SE
Nintendo of America Inc.
NVIDIA Corporation
Modern Times Group (MTG)
Intel Corporation
HTC Corporation

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:
By Revenue Source:
Merchandise & Tickets
Publisher Fees
Media Rights
By Region:
North America

Asia Pacific
South Korea
Latin America
Rest of the World

Furthermore, years considered for the study are as follows:

Historical year – 2017, 2018
Base year – 2019
Forecast period – 2020 to 2027

Target Audience of the Global Esports Market in Market Study:

Key Consulting Companies & Advisors
Large, medium-sized, and small enterprises
Venture capitalists
Value-Added Resellers (VARs)
Third-party knowledge providers
Investment bankers

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