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ESports Market Size, Growth & Outlook

ESports Market Size, Growth & Outlook
REPORT ID: FMI-0634 || VIEW: 7

ESports Market - By Device Type (PCs, Tablets & Laptops, Smartphones, Gaming Headsets, Others), By End User (Professional Players, Occasional Viewers), By Age Group (0-15, 16-25, 26-35, More than 35), By Revenue Stream (Advertising, Sponsorships, Media Rights, Merchandise & Tickets, Game Publisher Fees) & Global Region - Market Size, Trends, Opportunity, Forecast 2021 - 2029
 

  • Report description
  • Table of Content

Facto Market Insights added a title on “ESports Market – 2021 - 2029” to its collection of industry research reports. The ESports Market research report represents the analysis of all the segments, which includes the market size, Y-O-Y growth analysis and structure of the overall industry based on a unique combination of industry research, fieldwork, market sizing analysis, and our in-house expertise.

 

The ESports Market research report demonstrates market dynamics, which includes growth drivers, barriers, opportunities, and trends spearheading current nature and future status of this market. Facto Market Insights’ study also consists of the recent developments that are setting the level of competition in the ESports Market, along with accurate and complete information about the major & niche players in the market.

 

Moreover, Porter’s Five Forces analysis demonstrates the five forces which include buyers bargaining power, suppliers bargaining power, the threat of new entrants, the threat of substitutes, and degree of competition in the Global ESports Market. Along with figures and tables, market attractiveness and BPS analysis have been provided for every segment in the report. In addition to this, the report offers recent industry activities and value chain analysis for the ESports Market.

 

Global ESports Market Segmentation                      

The research offers a comprehensive analysis of global ESports Market with respect to following sub-markets:

ESports Market, by Device Type:

Tablets & Laptops
PCs
Smartphones
Gaming Headsets
Gaming Consoles
Others

 

ESports Market, by End User:

Professional Players
Occasional Viewers

 

ESports Market, by Age Group:

0-15
16-25
26-35
More than 35

 

ESports Market, by Revenue Stream:

Sponsorships
Advertising
Media Rights
Game Publisher Fees
Merchandise &Tickets

 

ESports Market, By Region:

The report analyses the market by geographies i.e. North America, Europe, Asia Pacific, Latin America & Middle East & Africa. Further, the geographies are fragmented into the country and regional groupings:

- North America (U.S. & Canada)

- Europe (Germany, United Kingdom, France, Italy, Spain, Russia and Rest of Europe)

- Asia Pacific (China, India, Japan, South Korea, Indonesia, Taiwan, Australia, New Zealand and Rest of Asia Pacific)

- Latin America (Brazil, Mexico, Argentina and Rest of Latin America)

- Middle East & Africa (GCC, North Africa, South Africa and Rest of Middle East & Africa)

 

Global ESports Market: Competitive Landscape

The report also highlights the competitive landscape of the global ESports Market, market share and positioning of all the major players in the industry. The competitive landscape analysis provides detailed strategic analysis of the company’s business and performance such as company overview, financial information, revenue breakup by segment and by geography, SWOT Analysis, key facts, business strategy, key product offerings, marketing and distribution strategies, new product development, recent news (acquisition, expansion, technology development, research & development and other market activities).

The report includes profiles of leading companies in the global ESports Market. Some of the key players profiled include:

FACEIT
North
Immortals
Millennial Esports Corporation
Riot Games
Rfrsh Entertainment
ESL
Znipe Esports
VY Esports
Coke Esports

Research Methodology

Market Definition and List of Abbreviations

1.    Executive Summary
2.    Growth Drivers & Issues in Global ESports Market
3.    Global ESports Market Trends
4.    Opportunities in Global ESports Market
5.    Recent Industry Activities, 2020
6.    Porter's Five Forces Analysis
7.    Market Value Chain and Supply Chain Analysis
8.    Global ESports Market Size (USD Million), Growth Analysis and Forecast, (2021 - 2029)

9.    Global ESports Market Segmentation Analysis, By Device Type

9.1.    Introduction
9.2.    Market Attractiveness, By Device Type
9.3.    BPS Analysis, By Device Type
9.4.    Tablets & Laptops
9.5.    PCs
9.6.    Smartphones
9.7.    Gaming Headsets
9.8.    Gaming Consoles
9.9.    Others

10.     Global ESports Market Segmentation Analysis, By End User

10.1.    Introduction
10.2.    Market Attractiveness, By End User
10.3.    BPS Analysis, By End User
10.4.    Professional Players
10.5.    Occasional Viewers

11.    Global ESports Market Segmentation Analysis, By Age Group

11.1.    Introduction
11.2.    Market Attractiveness, By Age Group
11.3.    BPS Analysis, By Age Group
11.4.    0-15
11.5.    16-25
11.6.    26-35
11.7.    More than 35 

12.    Global ESports Market Segmentation Analysis, By Revenue Stream

12.1.    Introduction
12.2.    Market Attractiveness, By Revenue Stream
12.3.    BPS Analysis, By Revenue Stream
12.4.    Sponsorships
12.5.    Advertising
12.6.    Media Rights
12.7.    Game Publisher Fees
12.8.    Merchandise &Tickets

13.    Geographical Analysis

13.1.    Introduction
13.2.    North America ESports Market Size (USD Million), 2021 - 2029
13.2.1.    By Device Type
13.2.2.    By End User
13.2.3.    By Age Group
13.2.4.    By Revenue Stream
13.2.5.    By Country
13.2.5.1.    Market Attractiveness, By End-user
13.2.5.2.    BPS Analysis, By End-User
13.2.5.3.    U.S. Market Size (USD Million), 2021 - 2029
13.2.5.4.    Canada Market Size (USD Million), 2021 - 2029

13.3.    Europe ESports Market Size (USD Million), 2021 - 2029

13.3.1.    By Device Type
13.3.2.    By End User
13.3.3.    By Age Group
13.3.4.    By Revenue Stream
13.3.5.    By Country
13.3.5.1.    Market Attractiveness, By Country
13.3.5.2.    BPS Analysis, By Country
13.3.5.3.    Germany Market Size (USD Million), 2021 - 2029
13.3.5.4.    United Kingdom Market Size (USD Million), 2021 - 2029
13.3.5.5.    France Market Size (USD Million), 2021 - 2029
13.3.5.6.    Italy Market Size (USD Million), 2021 - 2029
13.3.5.7.    Spain Market Size (USD Million), 2021 - 2029
13.3.5.8.    Russia Market Size (USD Million), 2021 - 2029
13.3.5.9.    Rest of Europe Market Size (USD Million), 2021 - 2029

13.4.    Asia Pacific ESports Market Size (USD Million), 2021 - 2029

13.4.1.    By Device Type
13.4.2.    By End User
13.4.3.    By Age Group
13.4.4.    By Revenue Stream
13.4.5.    By Country
13.4.5.1.    Market Attractiveness, By Country
13.4.5.2.    BPS Analysis, By Country
13.4.5.3.    China Market Size (USD Million), 2021 - 2029
13.4.5.4.    India Market Size (USD Million), 2021 - 2029
13.4.5.5.    Japan Market Size (USD Million), 2021 - 2029
13.4.5.6.    South Korea Market Size (USD Million), 2021 - 2029
13.4.5.7.    Indonesia Market Size (USD Million), 2021 - 2029
13.4.5.8.    Taiwan Market Size (USD Million), 2021 - 2029
13.4.5.9.    Australia Market Size (USD Million), 2021 - 2029
13.4.5.10.    New Zealand Market Size (USD Million), 2021 - 2029
13.4.5.11.    Rest of Asia Pacific Market Size (USD Million), 2021 - 2029

13.5.    Latin America ESports Market Size (USD Million), 2021 - 2029

13.5.1.    By Device Type
13.5.2.    By End User
13.5.3.    By Age Group
13.5.4.    By Revenue Stream
13.5.5.    By Country
13.5.5.1.    Market Attractiveness, By Country
13.5.5.2.    BPS Analysis, By Country
13.5.5.3.    Brazil Market Size (USD Million), 2021 - 2029
13.5.5.4.    Mexico Market Size (USD Million), 2021 - 2029
13.5.5.5.    Rest of Latin America Market Size (USD Million), 2021 - 2029

13.6.    Middle East & Africa ESports Market Size (USD Million), 2021 - 2029

13.6.1.    By Device Type
13.6.2.    By End User
13.6.3.    By Age Group
13.6.4.    By Revenue Stream
13.6.5.    By Country
13.6.5.1.    Market Attractiveness, By Geography
13.6.5.2.    BPS Analysis, By Geography
13.6.5.3.    GCC Market Size (USD Million), 2021 - 2029
13.6.5.4.    North Africa Market Size (USD Million), 2021 - 2029
13.6.5.5.    South Africa Market Size (USD Million), 2021 - 2029
13.6.5.6.    Rest of Middle East & Africa Market Size (USD Million), 2021 – 2029

14.     Competitive Landscape

14.1.    FACEIT
14.2.    North
14.3.    Immortals
14.4.    Millennial Esports Corporation
14.5.    Riot Games
14.6.    Rfrsh Entertainment
14.7.    ESL
14.8.    Znipe Esports
14.9.    VY Esports
14.10.    Coke Esports

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