SummaryWorldwide eSports Market - Report Insights eSports, also known as an electronic sport as the name itself suggests, is primarily facilitated by video games. It is getting popularity among gamers and youngster at an enormous rate worldwide. eSports has been recognized as a mainstream gaming event only in the last decade and has developed from its initial concept of multiplayer video gaming competitions. Currently, gamers participate in these events to play for cash prizes (In 2015, The International DotA 2 awarded the biggest prize pool in eSports history of over $18.6 million. Its popularity shows that eSports is making a sustainable and long-term business), hoping to be sponsored by companies to get recognition and funding for their profession. These competitions are played either online or over LAN and are watched by billions across the globe. Worldwide eSports market research report covers the present scenario and the growth prospects of the worldwide eSports Market for the period 2015-2021. The report provides in-depth analysis of market size and growth of worldwide eSports market. This... Research Beam Model: Research Beam Product ID: 669375 2995 USD New
Strategic Assessment of Worldwide eSports Market - Forecast Till 2021

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Strategic Assessment of Worldwide eSports Market - Forecast Till 2021

 
  • Category : Consumer Goods
  • Published On : April  2016
  • Pages : 129
 
 
Summary
Worldwide eSports Market - Report Insights
eSports, also known as an electronic sport as the name itself suggests, is primarily facilitated by video games. It is getting popularity among gamers and youngster at an enormous rate worldwide. eSports has been recognized as a mainstream gaming event only in the last decade and has developed from its initial concept of multiplayer video gaming competitions. Currently, gamers participate in these events to play for cash prizes (In 2015, The International DotA 2 awarded the biggest prize pool in eSports history of over $18.6 million. Its popularity shows that eSports is making a sustainable and long-term business), hoping to be sponsored by companies to get recognition and funding for their profession. These competitions are played either online or over LAN and are watched by billions across the globe.

Worldwide eSports market research report covers the present scenario and the growth prospects of the worldwide eSports Market for the period 2015-2021. The report provides in-depth analysis of market size and growth of worldwide eSports market. This market research report includes a detailed market segmentation of the worldwide eSports Market by the following segmentation types

Type of End-users
• Esports Enthusiasts
o Regular viewers/participants
o By Demography
• Occasional viewers/participants
o Regular viewers
o By Demography

Geographic Segmentation
• North America
• APAC
• Europe
• ROW

By Revenue Stream Generation
• Sponsorships, media rights and advertisements
• Prize Pools
• Merchandise
• Tickets
• Others

Market Share
Based on the revenue generated in the region, market share segmentation is provided as follows
• By prize pool offered
• By tournaments

Worldwide eSports Market - Market Size and Dynamics
eSports, also known as electronics sports is a form of mind sports where players contest in video gaming competition in game arenas and eSports tournaments organized on a mass level. In general, eSports is an organized competition between professional gamers. These competitions are multiplayer in nature. RTS, FPS, and MOBA games are some of the common video game genres played in eSports tournaments worldwide. ESports are broadcasted live worldwide on streaming platforms such as Twitch and YouTube. Sponsors and advertisers use this platform to promote themselves in front of a mass audience. Market research analysts at Beige Market Intelligence, forecast the Worldwide eSports market to grow at a CAGR of more than 25 % during the forecast period.

Live streaming providing boost for eSports market - key trend supporting the market
The streaming of eSports contests and end-users' associated play-throughs and guidance of games has been witnessing a large surge in popularity worldwide. Twitch and YouTube have contributed significantly to create awareness of eSports. New players such as Azubu, Hitbox, and DingIt will give tough competition to Twitch and YouTube during the forecast period.

Increase in number of eSports tournaments - key driving force for the market
Global eSports market has been witnessing an increase in the number of eSports tournaments as well as a fan base; the reason is because of its increasing popularity among youngsters worldwide. The number of eSports tournaments in 1998 was just 7. In 2013, that figure went up to more than 1500. With an increase in the number of tournaments, the prize money offered at these tournaments has also been increasing steadily. Tournaments, content streaming, media rights, corporate sponsorships, ticket sales, and merchandise along with others entities are some of the major eSports revenue contributors.

eSports Market - Competitive Landscape
The global eSports market is moderately concentrated as a few game publishers and tournament organizers are dominating the market though the competition among these players is intense. Market concentration in the developed countries such as the US and South Korea is higher while the market is in its nascent stage in the developing countries such as China and India because of the recent entry of many games developing companies in these countries.

Companies that are changing the landscape of the market include Capcom, Microsoft Studios, Riot Games, Activision Blizzard, Aksys Games, Bandai Namco, Bethesda Softworks, Electronic Arts (EA), Hi-Rez Studios, NCsoft, Neowiz Games, Nintendo, Sega, Ubisoft, Valve Corporation and Wargaming.
he scope of the research report is as follows
The study will provide the market size of the e-Sports market in 2015 as well as provide the expected revenue to be generated till 2021.
The study will also provide the historical data points for the above mentioned points
Details as to the various segments within the e-Sports market that are contributing to the revenue of the overall market will be provided by the individual regions
The study will provide the regional segmentation of the revenue generated from the market by the following regions
APAC
North America
Europe
ROW
The study will further provide a break-up of the top 2 countries that are contributing to this market
Timeline of the study is as follows
Historical Period: 2013-2014 (Actual figures)
Base Year: 2015 (Actual figures)
Forecast Period: 2016-2020 (Forecasted figures)Why should you buy this study?
The study will tell the reader how the market has been performing over the last few years and how it is expected to perform over the next five years. Detailed analysis of the performance of the market is provided thereby providing the reader with key insights into what is taking place and how the market is being affected, both positively and adversely. Further to this, e-Sports is a market which is highly dynamic with multiple avenues for revenue generation for numerous participants across the value chain.

In short, the study will provide a holistic view of the e-Sports market, which are the companies that are involved in the production and what are the factors that contribute to this market. The report will also provide information on what are some of the trends that have started to surface and are expected to be a strong driving force in the market over the next five years.
Table Of Contents

Section 1 Research Methodology
Section 2 Executive Summary
Section 3 Scope of the Report
3.1 Research coverage
3.1.1 Definition of product
3.1.2 End-user segments
3.1.3 Base year
3.1.4 Geography
3.2 Terminology used in report
Section 4 Market Research Methodology
4.1 Geographical segmentation
4.2 Vendor segmentation
4.3 Common currency conversion rates
Section 5 Market Landscape
5.1 Introduction to eSports
5.1.1 History of eSports
5.1.2 eSports ecosystem
Section 6 Key Market Trends
6.1.1 Year-on-year impact of market trends
6.1.2 Impact of market trends on geographies in 2015
Section 7 Key Market Growth Drivers
Section 8 Key Market Restraints
Section 9 Value Chain Analysis
9.1 Value chain analysis of global eSports market
9.1.1 Business model: Online versus offline
Section 10 Worldwide eSports Market by Revenue
10.1 Historical market size
10.2 Market size and forecast 2015-2021
Section 11 Worldwide eSports Market by eSports Enthusiasts
11.1 Historical market size
11.2 Market size and forecast 2015-2021
11.2.1 Five forces analysis
Section 12 Geographical Segmentation
12.1 Global eSports market segmentation by geography
Section 13 eSports Market in North America
13.1 Historical market size 2013-2014
13.2 Market size and forecast 2015-2021
13.3 Key countries
13.3.1 US: Market size and forecast
13.3.2 Canada: Market size and forecast
13.3.3 Top trend, driver, and restraint
Section 14 eSports Market in APAC
14.1 Historical data 2013-2014
14.2 Market size and forecast 2015-2021
14.3 Key countries
14.3.1 South Korea: Market size and forecast 2015-2021
14.3.2 China: market size and forecast
14.3.3 Top trend, driver, and restraint
Section 15 eSports Market in Europe
15.1 Historical data 2013-2014
15.2 Market size and forecast 2015-2021
15.3 Key countries
15.3.1 Sweden: Market size and forecast
15.3.2 Russia: Market size and forecast
15.3.3 Top trend, driver, and restraint
Section 16 eSports Market in ROW
16.1 Historical data: 2013-2014
16.2 Market size and forecast 2015-2021
16.3 Key countries
16.3.1 Top trend, driver, and restraint
Section 17 Vendor Landscape
17.1 Competitive landscape
17.2 Market vendor analysis
17.2.1 Valve Corporation
17.2.2 Riot Games
17.2.3 Hi-Rez Studios
17.2.4 Activision Blizzard
17.2.5 Wargaming
17.2.6 Nintendo
Section 18 Other Vendors With Prominent Presence
18.1.1 Aksys Games
18.1.2 Bandai Namco
18.1.3 Bethesda Softworks
18.1.4 Capcom
18.1.5 Electronic Arts (EA)
18.1.6 Microsoft Studios
18.1.7 NCsoft
18.1.8 Neowiz Games
18.1.9 Sega
18.1.10 Ubisoft
18.2 List of game developing companies with suitable opportunities in eSports market
Section 19 Key Vendor Analysis
19.1 Activision Blizzard
19.1.1 Business overview
19.1.2 Product overview
19.1.3 Activision Blizzard in eSports
19.1.4 Strategy
19.1.5 Strengths
19.1.6 Opportunity
19.2 Hi-Rez Studios
19.2.1 Business overview
19.2.2 Product overview
19.2.3 Hi-Rez Studios in eSports
19.2.4 Strategy
19.2.5 Strengths
19.2.6 Opportunities
19.3 Nintendo
19.3.1 Business overview
19.3.2 Product overview
19.3.3 Nintendo in eSports
19.3.4 Strategy
19.3.5 Strengths
19.3.6 Opportunities
19.4 Riot Games
19.4.1 Business overview
19.4.2 Product overview
19.4.3 Riot Games in eSports
19.4.4 Strategy
19.4.5 Strength
19.4.6 Opportunity
19.5 Valve Corporation
19.5.1 Business overview
19.5.2 Product overview
19.5.3 Valve Corporation in eSports
19.5.4 Strategy
19.5.5 Strength
19.5.6 Opportunities
19.6 Wargaming
19.6.1 Business overview
19.6.2 Product overview
19.6.3 Wargaming in eSports
19.6.4 Strategy
19.6.5 Strengths
19.6.6 Opportunity
Section 20 Summary Of Report And Key Takeaways
Section 21 Appendix
21.1 List of abbreviations
21.2 eSports market by game genre
21.3 Active players