Esports Market To Grow at CAGR 25.1%, Market Value to Reach USD 7,131.8 Million By 2030

The report analyzes and forecasts the Esports Market at global and regional levels. The market has been forecast based on volume (Tons) and value (US$ Mn) from 2022 to 2030. The study includes drivers and restraints of the global market. It covers the impact of these drivers and restraints on the demand during the forecast period. The report also highlights opportunities in the market at the global level.

The report comprises a detailed value chain analysis, which provides a comprehensive view of the global Esports Market. The Porter’s Five Forces model has also been included to help understand the competitive landscape of the market. The study encompasses market attractiveness analysis, wherein various applications have been benchmarked based on their market size, growth rate, and general attractiveness.

The study provides a decisive view of the Esports Market by segmenting it in terms of form and application. The segment has been analyzed based on the present and future trends. Regional segmentation includes the current and projected demand in North America, Europe, Asia Pacific, Latin America, and Middle East & Africa.

The report provides size (in terms of volume and value) of Esports Market for the base year 2020 and the forecast between 2021 and 2028. Market numbers have been estimated based on form and application. Market size and forecast for each application segment have been provided for the global and regional market.

Download Sample Report Copy From Here:https://www.acumenresearchandconsulting.com/request-sample/2840

In-depth interviews and discussions were conducted with several key market participants and opinion leaders to compile the research report. Primary research represents a bulk of research efforts, supplemented by extensive secondary research. Annual reports, press releases, and relevant documents of key players operating in various application areas have been reviewed for competition analysis and market understanding. Secondary research also includes recent trends, technical writing, Internet sources, and statistical data from government websites, trade associations, and agencies. These have proved to be reliable, effective, and successful approaches for obtaining precise market data, capturing market participants’ insights, and recognizing business opportunities.

Esports MarketMarket Players as below:

The prominent players of the global Esports market involve Blizzard, Inc., Valve Corporation, Tencent Holding Limited, Modern Times Group, Faceit, Electronic Arts Inc., Gameloft SE, Nintendo of America Inc., NVIDIA Corporation, Wargaming Public, and others

The major market segments of Esports Market are as below:

Market By Revenue

  • Sponsorship
  • Advertising
  • Merchandise & Tickets
  • Publisher Fees
  • Media Rights

Ask Query Here: richard@acumenresearchandconsulting.com  or sales@acumenresearchandconsulting.com

Table Of Contents:

CHAPTER 1. Industry Overview of Esports

1.1. Definition and Scope

1.1.1. Definition of Esports

1.1.2. Market Segmentation

1.1.3. Years Considered for the Study

1.1.4. Assumptions and Acronyms Used

1.1.4.1. Market Assumptions and Market Forecast

1.1.4.2. Acronyms Used in Global Esports market

1.2. Summary

1.2.1. Executive Summary

1.2.2. Esports By Revenue

1.2.3. Esports by Regions


CHAPTER 2. Research Approach

2.1. Methodology

2.1.1. Research Programs

2.1.2. Market Size Estimation

2.1.3. Market Breakdown and Data Triangulation

2.2. Data Revenue

2.2.1. Secondary Sources

2.2.2. Primary Sources


CHAPTER 3. Market Dynamics And Competition Analysis

3.1. Market Drivers

3.1.1. Driver 1

3.1.2. Driver 2

3.2. Restraints and Challenges

3.2.1. Restrain 1

3.2.2. Restrain 2

3.3. Growth Opportunities

3.3.1. Opportunity 1

3.3.2. Opportunity 2

3.4. Porter’s Five Forces Analysis

3.4.1. Bargaining Power of Suppliers

3.4.2. Bargaining Power of Buyers

3.4.3. Threat of Substitute

3.4.4. Threat of New Entrants

3.4.5. Degree of Competition

3.5. Market Concentration Ratio and Market Maturity Analysis of Esports Market

3.5.1. Go To Market Strategy

3.5.1.1. Introduction

3.5.1.2. Growth

3.5.1.3. Maturity

3.5.1.4. Saturation

3.5.1.5. Possible Development

3.6. Technological Roadmap for Esports Market

3.7. Value Chain Analysis

3.7.1. List of Key Manufacturers

3.7.2. List of Customers

3.7.3. Level of Integration

3.8. Regulatory Compliance

3.9. Competitive Landscape, 2019

3.9.1. Player Positioning Analysis

3.9.2. Key Strategies Adopted By Leading Players


CHAPTER 4. Esports By Revenue

4.1. Introduction

4.2. Esports Revenue By Revenue

4.2.1. Esports Revenue (US$ Mn) and Forecast, By Revenue, 2017-2028

4.2.2. Sponsorship

4.2.2.1. Sponsorship Market Revenue (US$ Mn) and Growth Rate (%), 2017-2028

4.2.3. Merchandise & Tickets

4.2.3.1. Merchandise & Tickets Market Revenue (US$ Mn) and Growth Rate (%), 2017-2028

4.2.4. Advertising

4.2.4.1. Advertising  Market Revenue (US$ Mn) and Growth Rate (%), 2017-2028

4.2.5. Publisher Fees

4.2.5.1. Publisher Fees Market Revenue (US$ Mn) and Growth Rate (%), 2017-2028

4.2.6. Media Rights

4.2.6.1. Media Rights Market Revenue (US$ Mn) and Growth Rate (%), 2017-2028


CHAPTER 5. North America Esports Market By Country 

5.1. North America Esports Overview

5.2. U.S.

5.2.1. U.S. Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

5.3. Canada

5.3.1. Canada Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

5.4. North America PEST Analysis


CHAPTER 6. Europe Esports Market By Country

6.1. Europe Esports Overview

6.2. U.K.

6.2.1. U.K. Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

6.3. Germany

6.3.1. Germany Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

6.4. France

6.4.1. France Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

6.5. Spain

6.5.1. Spain Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

6.6. Rest of Europe

6.6.1. Rest of Europe Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

6.7. Europe PEST Analysis


CHAPTER 7. Asia Pacific Esports Market By Country

7.1. Asia Pacific Esports Overview

7.2. China

7.2.1. China Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

7.3. Japan

7.3.1. Japan Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

7.4. India

7.4.1. India Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

7.5. Australia

7.5.1. Australia Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

7.6. South Korea

7.6.1. South Korea Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

7.7. Rest of Asia-Pacific

7.7.1. Rest of Asia-Pacific Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

7.8. Asia Pacific PEST Analysis


CHAPTER 8. Latin America Esports Market By Country

8.1. Latin America Esports Overview

8.2. Brazil

8.2.1. Brazil Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

8.3. Mexico

8.3.1. Mexico Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

8.4. Rest of Latin America

8.4.1. Rest of Latin America Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

8.5. Latin America PEST Analysis


CHAPTER 9. Middle East & Africa Esports Market By Country 

9.1. Middle East & Africa Esports Overview

9.2. GCC

9.2.1. GCC Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

9.3. South Africa

9.3.1. South Africa Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

9.4. Rest of Middle East & Africa

9.4.1. Rest of Middle East & Africa Esports Revenue (US$ Mn) and Forecast By Revenue, 2017-2028

9.5. Middle East & Africa PEST Analysis


CHAPTER 10. Player Analysis Of Esports

10.1. Esports Company Share Analysis

10.2. Competition Matrix

10.2.1. Competitive Benchmarking of key players by price, presence, market share, and R&D investment

10.2.2. New Product Launches and Product Enhancements

10.2.3. Mergers And Acquisition In Global Esports market

10.2.4. Partnership, Joint Ventures and Strategic Alliances/ Sales Agreements


CHAPTER 11. COMPANY PROFILE

11.1. Blizzard, Inc.

11.1.1. Company Snapshot

11.1.2. Business Overview

11.1.3. Financial Overview

11.1.3.1. Revenue (US$ Mn), 2020

11.1.3.2. Blizzard, Inc. 2020 Esports Business Regional Distribution

11.1.4. Product/ Service and Specification

11.1.5. Recent Developments & Business Strategy

11.1.6. Manufacturing Plant Footprint Analysis

11.2. Valve Corporation

11.3. Tencent Holding Limited

11.4. Modern Times Group

11.5. Faceit

11.6. Electronic Arts Inc.

11.7. Gameloft SE

11.8. Nintendo of America Inc.

11.9. NVIDIA Corporation

11.10. Wargaming Public

11.11. Others

To Get Premium Report Full Copy in Form of Single user or Multiple user@https://www.acumenresearchandconsulting.com/buy-now/0/2840

About Us:

Acumen Research and Consulting (ARC) is a global provider of market intelligence and consulting services to information technology, investment, telecommunication, manufacturing, and consumer technology markets. ARC helps investment communities, IT professionals, and business executives to make fact based decisions on technology purchases and develop firm growth strategies to sustain market competition. With the team size of 100+ Analysts and collective industry experience of more than 200 years, Acumen Research and Consulting assures to deliver a combination of industry knowledge along with global and country level expertise.

Leave a Reply

Your email address will not be published. Required fields are marked *