Global E-sports Market 2020-2030 by Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Region: Trend Forecast and Growth Opportunity

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Global e-sports market is expected to grow by 18.8% annually in the forecast period and reach $7,302.3 million by 2030 owing to the rising need for remote sports and virtual games amid the COVID-19 pandemic. Highlighted with 92 tables and 113 figures, this 200-page report “Global E-sports Market 2020-2030 by Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Region: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire global e-sports market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report is based on studies on 2015-2019 and provides forecast from 2020 till 2030 with 2019 as the base year. (Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.) In-depth qualitative analyses include identification and investigation of the following aspects: • Market Structure • Growth Drivers • Restraints and Challenges • Emerging Product Trends & Market Opportunities • Porter’s Fiver Forces The trend and outlook of global market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19. The balanced (most likely) projection is used to quantify global e-sports market in every aspect of the classification from perspectives of Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Region. Based on Game Type, the global market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section. • Multiplayer Online Battle Arena (MOBA) • Player vs. Player (PvP) • First Person Shooters (FPS) • Real Time Strategy (RTS) • Massive Multiplayer Online Games (MMOG) • Other Game Types Based on Revenue Source, the global market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section. Game Publisher Fee Merchandize & Tickets Advertisement Sponsorships • IT Industry • Consumer Electronics • Drink & Beverage • Financial Institutes & Banks • Retail Industry • Others Media Rights • Subscriptions • Online Advertisements Other Revenue Sources Based on Device, the global market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section. • PCs • Consoles • Laptops & Tablets • Smartphones • Other Devices Based on Streaming Platform, the global market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section. • YouTube • Twitch • Hayu • DouYu • Other Streaming Platforms Based on Audience Type, the global market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section. • Regular Viewers • Occasional Viewers Based on Viewer Gender, the global market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section. • Male Viewers • Female Viewers Based on Age Group, the global market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section. • 35 Year Old Viewers Geographically, the following regions together with the listed national/local markets are fully investigated: • APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka) • Europe (Germany, UK, France, Spain, Italy, Russia, Rest of Europe; Rest of Europe is further segmented into Belgium, Denmark, Austria, Norway, Sweden, The Netherlands, Poland, Czech Republic, Slovakia, Hungary, and Romania) • North America (U.S., Canada, and Mexico) • South America (Brazil, Chile, Argentina, Rest of South America) • RoW (Egypt, UAE, South Africa) For each aforementioned region and country, detailed analysis and data for annual revenue are available for 2019-2030. The breakdown of all regional markets by country and split of key national markets by Game Type, Revenue Source, and Device over the forecast years are also included. The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players. Specifically, potential risks associated with investing in global e-sports market are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions. Key Players (this may not be a complete list and extra companies can be added upon request): Activision Blizzard Inc. Cloud9 Counter Logic Gaming EA Sports. Echo Fox Fnatic Electronic Arts Inc. Envy Gaming Epic Games Inc. G2 Esports Gfinity Plc Hi-Rez Studios Immortals Intergalactic Gaming Ltd. Modern Times Group MTG AB Nintendo Co. Ltd. Take-Two Interactive Software Inc. Team Liquid Team SoloMid Tencent Holdings Ltd. Valve Corporation (Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)

1 Introduction 10 1.1 Industry Definition and Research Scope 10 1.1.1 Industry Definition 10 1.1.2 Research Scope 11 1.2 Research Methodology 14 1.2.1 Overview of Market Research Methodology 14 1.2.2 Market Assumption 15 1.2.3 Secondary Data 15 1.2.4 Primary Data 15 1.2.5 Data Filtration and Model Design 17 1.2.6 Market Size/Share Estimation 18 1.2.7 Research Limitations 19 1.3 Executive Summary 20 2 Market Overview and Dynamics 23 2.1 Market Size and Forecast 23 2.2 Major Growth Drivers 25 2.3 Market Restraints and Challenges 30 2.4 Emerging Opportunities and Market Trends 33 2.5 Porter’s Fiver Forces Analysis 37 3 Segmentation of Global Market by Game Type 41 3.1 Market Overview by Game Type 41 3.2 Multiplayer Online Battle Arena (MOBA) 43 3.3 Player vs. Player (PvP) 44 3.4 First Person Shooters (FPS) 45 3.5 Real Time Strategy (RTS) 46 3.6 Massive Multiplayer Online Games (MMOG) 47 3.7 Other Game Types 48 4 Segmentation of Global Market by Revenue Source 49 4.1 Market Overview by Revenue Source 49 4.2 Game Publisher Fee 51 4.3 Merchandize & Tickets 52 4.4 Advertisement 53 4.5 Sponsorships 54 4.6 Media Rights 56 4.7 Other Revenue Sources 57 5 Segmentation of Global Market by Device 58 5.1 Market Overview by Device 58 5.2 PCs 60 5.3 Consoles 61 5.4 Laptops & Tablets 62 5.5 Smartphones 63 5.6 Other Devices 64 6 Segmentation of Global Market by Streaming Platform 65 6.1 Market Overview by Streaming Platform 65 6.2 YouTube 67 6.3 Twitch 68 6.4 Hayu 69 6.5 DouYu 70 6.6 Other Streaming Platforms 71 7 Segmentation of Global Market by Audience Type 72 7.1 Market Overview by Audience Type 72 7.2 Regular Viewers 75 7.3 Occasional Viewers 77 8 Segmentation of Global Market by Viewer Gender 79 8.1 Market Overview by Viewer Gender 79 8.2 Male Viewers 82 8.3 Female Viewers 84 9 Segmentation of Global Market by Age Group 86 9.1 Market Overview by Age Group 86 9.2 35 Year Old Viewers 95 10 Segmentation of Global Market by Region 97 10.1 Geographic Market Overview 2019-2030 97 10.2 North America Market 2019-2030 by Country 101 10.2.1 Overview of North America Market 101 10.2.2 U.S. 105 10.2.3 Canada 109 10.2.4 Mexico 111 10.3 European Market 2019-2030 by Country 113 10.3.1 Overview of European Market 113 10.3.2 Germany 117 10.3.3 UK 119 10.3.4 France 121 10.3.5 Spain 123 10.3.6 Italy 125 10.3.7 Russia 127 10.3.8 Rest of European Market 129 10.4 Asia-Pacific Market 2019-2030 by Country 131 10.4.1 Overview of Asia-Pacific Market 131 10.4.2 Japan 135 10.4.3 China 138 10.4.4 Australia 140 10.4.5 India 142 10.4.6 South Korea 144 10.4.7 Rest of APAC Region 146 10.5 South America Market 2019-2030 by Country 148 10.5.1 Argentina 151 10.5.2 Brazil 153 10.5.3 Chile 155 10.5.4 Rest of South America Market 157 10.6 Rest of World Market 2019-2030 by Country 158 10.6.1 UAE 161 10.6.2 Egypt 163 10.6.3 South Africa 165 10.6.4 Other National Markets 167 11 Competitive Landscape 168 11.1 Overview of Key Vendors 168 11.2 New Product Launch, Partnership, Investment, and M&A 172 11.3 Company Profiles 173 Activision Blizzard Inc. 173 Cloud9 175 Counter Logic Gaming 176 EA Sports. 177 Echo Fox Fnatic 178 Electronic Arts Inc. 179 Envy Gaming 180 Epic Games Inc. 181 G2 Esports 182 Gfinity Plc 183 Hi-Rez Studios 184 Immortals 185 Intergalactic Gaming Ltd. 186 Modern Times Group MTG AB 187 Nintendo Co. Ltd. 188 Take-Two Interactive Software Inc. 189 Team Liquid 190 Team SoloMid 191 Tencent Holdings Ltd. 192 Valve Corporation 193 12 Investing in Global Market: Risk Assessment and Management 194 12.1 Risk Evaluation of Global Market 194 12.2 Critical Success Factors (CSFs) 197 Related Reports and Products 200

Table 1. Snapshot of Global E-sports Market, 2019-2030 21 Table 2. Main Product Trends and Market Opportunities in Global E-sports Market 33 Table 3. Global E-sports Market by Game Type, 2019-2030, $ mn 41 Table 4. Global E-sports Market: Player vs. Player (PvP) by Type, 2019-2030, $ mn 44 Table 5. Global E-sports Market by Revenue Source, 2019-2030, $ mn 49 Table 6. Global E-sports Market: Sponsorships by Contributor, 2019-2030, $ mn 55 Table 7. Global E-sports Market: Media Rights by Type, 2019-2030, $ mn 56 Table 8. Global E-sports Market by Device, 2019-2030, $ mn 58 Table 9. Global E-sports Market by Streaming Platform, 2019-2030, $ mn 65 Table 10. Global E-sports Market by Audience Type, 2019-2030, $ mn 72 Table 11. Global E-sports Viewership by Audience Type, 2019-2030, million 73 Table 12. Global E-sports Market by Viewer Gender, 2019-2030, $ mn 79 Table 13. Global E-sports Viewership by Viewer Gender, 2019-2030, million 80 Table 14. Global E-sports Market by Age Group, 2019-2030, $ mn 86 Table 15. Global E-sports Viewership by Age Group, 2019-2030, million 87 Table 16. Global E-sports Market by Region, 2019-2030, $ mn 98 Table 17. Leading National E-sports Market, 2019 and 2030, $ mn 100 Table 18. North America E-sports Market by Country, 2019-2030, $ mn 103 Table 19. U.S. E-sports Market by Game Type, 2019-2030, $ mn 107 Table 20. U.S. E-sports Market by Revenue Source, 2019-2030, $ mn 107 Table 21. U.S. E-sports Market by Device, 2019-2030, $ mn 107 Table 22. Canada E-sports Market by Game Type, 2019-2030, $ mn 110 Table 23. Canada E-sports Market by Revenue Source, 2019-2030, $ mn 110 Table 24. Canada E-sports Market by Device, 2019-2030, $ mn 110 Table 25. Mexico E-sports Market by Game Type, 2019-2030, $ mn 112 Table 26. Mexico E-sports Market by Revenue Source, 2019-2030, $ mn 112 Table 27. Mexico E-sports Market by Device, 2019-2030, $ mn 112 Table 28. Europe E-sports Market by Country, 2019-2030, $ mn 116 Table 29. Germany E-sports Market by Game Type, 2019-2030, $ mn 118 Table 30. Germany E-sports Market by Revenue Source, 2019-2030, $ mn 118 Table 31. Germany E-sports Market by Device, 2019-2030, $ mn 118 Table 32. UK E-sports Market by Game Type, 2019-2030, $ mn 120 Table 33. UK E-sports Market by Revenue Source, 2019-2030, $ mn 120 Table 34. UK E-sports Market by Device, 2019-2030, $ mn 120 Table 35. France E-sports Market by Game Type, 2019-2030, $ mn 122 Table 36. France E-sports Market by Revenue Source, 2019-2030, $ mn 122 Table 37. France E-sports Market by Device, 2019-2030, $ mn 122 Table 38. Spain E-sports Market by Game Type, 2019-2030, $ mn 124 Table 39. Spain E-sports Market by Revenue Source, 2019-2030, $ mn 124 Table 40. Spain E-sports Market by Device, 2019-2030, $ mn 124 Table 41. Italy E-sports Market by Game Type, 2019-2030, $ mn 126 Table 42. Italy E-sports Market by Revenue Source, 2019-2030, $ mn 126 Table 43. Italy E-sports Market by Device, 2019-2030, $ mn 126 Table 44. Russia E-sports Market by Game Type, 2019-2030, $ mn 128 Table 45. Russia E-sports Market by Revenue Source, 2019-2030, $ mn 128 Table 46. Russia E-sports Market by Device, 2019-2030, $ mn 128 Table 47. E-sports Market in Rest of Europe by Country, 2019-2030, $ mn 130 Table 48. APAC E-sports Market by Country, 2019-2030, $ mn 133 Table 49. Japan E-sports Market by Game Type, 2019-2030, $ mn 137 Table 50. Japan E-sports Market by Revenue Source, 2019-2030, $ mn 137 Table 51. Japan E-sports Market by Device, 2019-2030, $ mn 137 Table 52. China E-sports Market by Game Type, 2019-2030, $ mn 139 Table 53. China E-sports Market by Revenue Source, 2019-2030, $ mn 139 Table 54. China E-sports Market by Device, 2019-2030, $ mn 139 Table 55. Australia E-sports Market by Game Type, 2019-2030, $ mn 141 Table 56. Australia E-sports Market by Revenue Source, 2019-2030, $ mn 141 Table 57. Australia E-sports Market by Device, 2019-2030, $ mn 141 Table 58. India E-sports Market by Game Type, 2019-2030, $ mn 143 Table 59. India E-sports Market by Revenue Source, 2019-2030, $ mn 143 Table 60. India E-sports Market by Device, 2019-2030, $ mn 143 Table 61. South Korea E-sports Market by Game Type, 2019-2030, $ mn 145 Table 62. South Korea E-sports Market by Revenue Source, 2019-2030, $ mn 145 Table 63. South Korea E-sports Market by Device, 2019-2030, $ mn 145 Table 64. E-sports Market in Rest of APAC by Country, 2019-2030, $ mn 147 Table 65. South America E-sports Market by Country, 2019-2030, $ mn 150 Table 66. Argentina E-sports Market by Game Type, 2019-2030, $ mn 152 Table 67. Argentina E-sports Market by Revenue Source, 2019-2030, $ mn 152 Table 68. Argentina E-sports Market by Device, 2019-2030, $ mn 152 Table 69. Brazil E-sports Market by Game Type, 2019-2030, $ mn 154 Table 70. Brazil E-sports Market by Revenue Source, 2019-2030, $ mn 154 Table 71. Brazil E-sports Market by Device, 2019-2030, $ mn 154 Table 72. Chile E-sports Market by Game Type, 2019-2030, $ mn 156 Table 73. Chile E-sports Market by Revenue Source, 2019-2030, $ mn 156 Table 74. Chile E-sports Market by Device, 2019-2030, $ mn 156 Table 75. RoW E-sports Market by Country, 2019-2030, $ mn 160 Table 76. UAE E-sports Market by Game Type, 2019-2030, $ mn 162 Table 77. UAE E-sports Market by Revenue Source, 2019-2030, $ mn 162 Table 78. UAE E-sports Market by Device, 2019-2030, $ mn 162 Table 79. Egypt E-sports Market by Game Type, 2019-2030, $ mn 164 Table 80. Egypt E-sports Market by Revenue Source, 2019-2030, $ mn 164 Table 81. Egypt E-sports Market by Device, 2019-2030, $ mn 164 Table 82. South Africa E-sports Market by Game Type, 2019-2030, $ mn 166 Table 83. South Africa E-sports Market by Revenue Source, 2019-2030, $ mn 166 Table 84. South Africa E-sports Market by Device, 2019-2030, $ mn 166 Table 85. Breakdown of Global Market by Key Vendor, 2019, % 170 Table 86. Activision Blizzard Inc.: Company Snapshot 173 Table 87. Activision Blizzard Inc.: Business Segmentation 173 Table 88. Activision Blizzard Inc.: Product Portfolio 174 Table 89. Activision Blizzard Inc.: Revenue, 2016-2018, $ mn 174 Table 90. Activision Blizzard Inc.: Recent Developments 174 Table 91. Risk Evaluation for Investing in Global Market, 2019-2030 195 Table 92. Critical Success Factors and Key Takeaways 198

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