Scope of the Report The report entitled “Global Esports Market: Size, Trends & Forecasts (2017-2021)”, provides analysis of the global esports market, with detailed analysis of market size by value, by viewers, by segments, by region, etc. The report also includes the esports market analysis of the following regions: North America, Asia and Europe. Furthermore, the report also assesses the key opportunities in the market and outlines the factors that are and will be driving the growth of the industry. Growth of the overall global esports market has also been forecasted for the years 2017-2021, taking into consideration the previous growth patterns, the growth drivers and the current and future trends. Valve, Activision Blizzard, Nintendo and Riot Games are some of the key players operating in the global esports market, whose company profiling has been done in the report. In this segment of the report, business overview, financial overview and business strategies of the companies are provided. Country Coverage North America Asia Europe Company Coverage Activision Blizzard Valve Nintendo Riot Games Executive Summary Esports is a short form of electronic sports and is a... Research Beam Model: Research Beam Product ID: 1548290 800 USD New
Global Esports Market: Size, Trends & Forecasts (2017-2021)
 
 

Global Esports Market: Size, Trends & Forecasts (2017-2021)

  • Category : Food and Beverages
  • Published On : May   2017
  • Pages : 64
  • Publisher : Daedal Research
 
 
 
Scope of the Report

The report entitled “Global Esports Market: Size, Trends & Forecasts (2017-2021)”, provides analysis of the global esports market, with detailed analysis of market size by value, by viewers, by segments, by region, etc. The report also includes the esports market analysis of the following regions: North America, Asia and Europe.

Furthermore, the report also assesses the key opportunities in the market and outlines the factors that are and will be driving the growth of the industry. Growth of the overall global esports market has also been forecasted for the years 2017-2021, taking into consideration the previous growth patterns, the growth drivers and the current and future trends.

Valve, Activision Blizzard, Nintendo and Riot Games are some of the key players operating in the global esports market, whose company profiling has been done in the report. In this segment of the report, business overview, financial overview and business strategies of the companies are provided.

Country Coverage

North America
Asia
Europe

Company Coverage

Activision Blizzard
Valve
Nintendo
Riot Games

Executive Summary

Esports is a short form of electronic sports and is a subsection of sports market. In esports people play in tournaments which are played on electronic systems, particularly video games. Esports tournament can be of single combat or multiplayer video game, mainly played between professional players.

The esports games generally falls into four types of genre based games namely; fighting games, first person shooter, real time strategy and multiple online battle arena games. Esports video games are designed on the basis of the platform on which the game is to be played : online, spectator mode or local area network.

Esports is a big platform for players on international level. And as the level of tournament rises, the number of media covering the event increases like television, internet live streaming, news reporting and print media coverage. Esports are of different formats with various sub types. For e.g. match types (best of 1, best of 2, best of 3); Group stages (Round robin, Double round robin, Swiss seeding) and Knockout stages (Single/Double elimination bracket).

Global esports market is expected to increase with steady growth rates during the forecasted period 2017-2021. Global esports market is supported by various growth drivers, such as, large prize events, increasing esports popularity among youngsters, hypnotic gaming experience: VR market etc. Still, the market faces certain hindrances and challenges, such as, weakness in smartphone games, games containing violent contents, net neutrality etc. Few trends of the market are social media providing live video platform, inclusion of esports in Asian games, expanding esports focused games etc.
1. Executive Summary

2. Introduction

2.1 Sports: An Overview
2.1.1 Sports
2.1.2 Types of Sports

2.2 Esports: An Overview
2.2.1 Esports
2.2.2 Genre Based Esports
2.2.3 Esports Video Game Design
2.2.4 Esports Coverage by Media
2.2.5 Different Formats of Esports Tournament

3. Market Analysis

3.1 Global Esports Market: An Analysis
3.1.1 Global Esports Market by Penetration
3.1.2 Global Esports Market by Value
3.1.3 Global Esports Market by Region
3.1.4 Global Esports Market by Viewers

3.2 Global Esports Market: Segment Analysis
3.2.1 Global Esports Market by Segments
3.2.2 Global Esports Sponsorship Market by Value
3.2.3 Global Esports Advertising Market by Value
3.2.4 Global Esports Publisher Fees Market by Value
3.2.5 Global Esports Media Rights Market by Value
3.2.6 Global Esports Merchandise and Tickets Market by Value

4. Regional Analysis

4.1 North America Esports Market: An Analysis
4.1.1 North America Esports Market by Segments

4.2 Europe Esports Market: An Analysis
4.2.1 Europe Esports Market by Segments

4.3 Asia Esports Market: An Analysis
4.3.1 Asia Esports Market by Segments

5. Market Dynamics

5.1 Growth Drivers
5.1.1 Large Prize Events
5.1.2 Increasing Esports Popularity Among Youngsters
5.1.3 Increasing Population of the Millennial
5.1.4 Hypnotic Gaming Experience: VR Market
5.1.5 Corporate Sponsorships
5.1.6 Fan Comparison: Traditional Sports Vs. Esports

5.2 Challenges
5.2.1 Weakness in Smartphone Games
5.2.2 Games Containing Violent Contents
5.2.3 Gambling by Minors
5.2.4 Net Neutrality
5.2.5 Player Representation

5.3 Market Trends
5.3.1 Social Media Providing Live Video Platform
5.3.2 Traditional Sports Matching New League
5.3.3 Traditional Sports Clubs’ Increasing Interest
5.3.4 Inclusion of Esports in Asian Games
5.3.5 Franchises Within Esports
5.3.6 Expanding Esports Focused Games

6. Competitive Landscape

6.1 Global Esports Market Competitive Landscape

7. Company Profiling

7.1 Valve Corporation
7.1.1 Business Overview
7.1.2 Business Strategy

7.2 Activision Blizzard
7.2.1 Business Overview
7.2.2 Financial Overview
7.2.3 Business Strategy

7.3 Nintendo
7.3.1 Business Overview
7.3.2 Financial Overview
7.3.3 Business Strategy

7.4 Riot Games
7.4.1 Business Overview
7.4.2 Business Strategy

List of Figures

Figure 1: Types of Sports
Figure 2: Genre Based Esports
Figure 3: Video Games Design
Figure 4: Media Coverage of Esports
Figure 5: Formats of Esports
Figure 6: Global Esports Market by Penetration; 2016 (Percentage,%)
Figure 7: Global Esports Market by Value; 2016-2021 (US$ Million)
Figure 8: Global Esports Market by Region; 2016 (Percentage, %)
Figure 9: Global Esports Market by Viewers; 2015-2021 (Million)
Figure 10: Global Esports Market by Segments ; 2016 (Percentage, %)
Figure 11: Global Esports Sponsorship Market by Value; 2016-2021 (US$ Million)
Figure 12: Global Esports Advertising Market by Value; 2016-2021 (US$ Million)
Figure 13: Global Esports Publisher Fees Market by Value; 2016-2021 (US$ Million)
Figure 14: Global Esports Media Rights Market by Value; 2016-2021 (US$ Million)
Figure 15: Global Esports Merchandise and Tickets Market by Value; 2016-2021 (US$ Million)
Figure 16: North America Esports Market by Segments; 2016 (US$ Million)
Figure 17: Europe Esports Market by Segments; 2016 (US$ Million)
Figure 18: Asia Esports Market by Segments; 2016 (US$ Million)
Figure 19: Activision Blizzard Net Revenue; 2011-2016 (US$ Billion)
Figure 20: Activision Blizzard Net Revenue by Segment; 2016 (Percentage,%)
Figure 21: Activision Blizzard Net Revenue by Region; 2016 (Percentage,%)
Figure 22: Nintendo Net Sales; 2012-2016 (US$ Billion)
Figure 23: Nintendo Net Sales by Region; 2016 (Percentage, %)
Table 1: Global Esports Market Competitive Landscape
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