
E-sports Market by Revenue Streams (Media Rights (Subscription & Online Advertisement), Tickets and Merchandise, Sponsorship & Direct Advertisement, and Publisher Fees), and Geography (North America, Europe, APAC, and RoW) – Global Forecast to 2024
The advent of e-sports is expected to change the outlook of the sports industry. The main source of income for esports includes media rights. Tickets and merchandise. Sponsorship; direct advertising; and publisher fees. In the revenue-generating stream, sponsorship and advertising are the main revenue sources that have witnessed a surge in demand over the past five years.
Market dynamics
Driver
- The increasing popularity of video games
- Increasing awareness about e-sports
Restraint
- Threats from esports gambling/betting
Opportunity
- Increasing events with a large prize pool
- Long-term investment opportunities
Challenges
- Lack of standardization
The growing popularity of video games is expected to drive the esports market.
The online gaming market is growing at a healthy pace due to factors such as increased adoption of advanced gaming technologies, changing consumer entertainment preferences, rising income levels and increasing demand for mobile games. The number of gamers is increasing rapidly due to the spread of smartphones and improved internet connection.
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Key Market Segments:
Key Market Players:
Modern Times Group (Sweden), Activision Blizzard (US), FACEIT (UK), Nintendo (Japan), Gfinity (UK), Turner Broadcasting System (US), CJ Corporation (South Korea), Valve Corporation (US), Tencent (China), and Electronic Arts (EA) (US).
By Revenue Streams
- Media Rights
- Subscriptions
- Online Advertisements
- Tickets and Merchandise
- Sponsorships and Direct Advertisements
- Publisher Fees
By Geography
- North America
- US
- Canada
- Mexico
- Europe
- UK
- Germany
- France
- Italy
- Spain
- Sweden
- Poland
- Denmark
- Rest of Europe
- APAC
- China
- Japan
- South Korea
- Australia
- Malaysia
- Taiwan
- Philippines
- Rest of APAC
- RoW
- South America
- Middle East and Africa
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The following are the major objectives of the study
- Define, describe, and forecast the entire esports market in terms of segmented value based on revenue flow
- Forecast the market size of the mentioned segments for four major regions: North America, Europe, Asia Pacific (APAC), and other regions (RoW)
- Provide detailed information on the main factors (drivers, restraints, opportunities, challenges) affecting the growth of the esports market
- To provide value chain analysis to the esports industry
- Strategic analysis of micro markets 1 for individual growth trends, outlook, and total market contribution
- Analyze stakeholder opportunities across the esports market by identifying high-growth segments
- Create profiles of key players, comprehensively analyze market positions from a ranking and core competency 2 perspective, and provide esports market leaders with details of the competitive environment
- Analyze growth strategies such as events, game launches, expansions, sponsorships, partnerships, acquisitions, contracts, research, and development (R & D), and adopted by various players across the esports market
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Table of Content:
Chapter 1 Global E-sports Market Overview
Chapter 2 Global Economic Impact on E-sports Industry
Chapter 3 Global E-sports Market Competition by Manufacturers
Chapter 4 Global E-sports Production, Revenue (Value) by Region (2012-2018)
Chapter 5 Global E-sports Supply (Production), Consumption, Export, Import by Regions (2012-2018)
Chapter 6 Global E-sports Production, Revenue (Value), Price Trend by Type
Chapter 7 Global E-sports Market Analysis by Application
Chapter 8 E-sports Manufacturing Cost Analysis
Chapter 9 Industrial Chain, Sourcing Strategy and Downstream Buyers
Chapter 10 Marketing Strategy Analysis, Distributors/Traders
Chapter 11 Market Effect Factors Analysis
Chapter 12 Global E-sports Market Forecast (2018-2023)
Chapter 13 Appendix
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