Esports 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 2023
Updated on : October 16 , 2023
The esports market report share is estimated to be USD 694.2 million in 2018 and expected to reach USD 2,174.8 million by 2023, at a CAGR of 18.61% from 2018 to 2023.
The emergence of esports is expected to transform the outlook of sports industry. Major revenue streams for esports include media rights; tickets and merchandise; sponsorships; direct advertisements; and publisher fees. In revenue-generating streams, sponsorships and advertisements are the major sources of revenue generation that have witnessed burgeoning demand during the last five years. The base year considered for the study is 2017, and the forecast is for the period between 2018 and 2023.
Esport Market Dynamics
Drivers
- Increasing popularity of video games
- Growing awareness about esports
Restraints
- Threat from esport gambling/ betting
Opportunities
- Increasing number of events with large prize pools
- Long- term investment opportunity
Challenges
- Lack of standardization
Increasing popularity of video games is expected to drive the esports market
The market for online games is growing at a healthy pace owing to factors such as growing adoption of advanced gaming technologies, changing entertainment preferences among consumers, rising income levels, and growing demand for mobile gaming. The increasing smartphone penetration and better internet connectivity have led to rise in the number of gamers at a rapid pace.
The following are the major objectives of the study.
- To define, describe, and forecast the overall esports market, in terms of value, segmented on the basis of revenue streams
- To forecast the market size for the mentioned segment with regard to 4 main regions: North America, Europe, Asia Pacific (APAC), and Rest of the World (RoW)
- To provide detailed information regarding the major factors (drivers, restraints, opportunities, and challenges) influencing the growth of the esports market
- To provide the value chain analysis for the esports industry
- To strategically analyze the micromarkets1 with respect to individual growth trends, prospects, and contributions to the total market
- To analyze opportunities for stakeholders in the overall esports market by identifying the high-growth segments
- To profile key players and comprehensively analyze their market positions in terms of ranking and core competencies2 along with providing details of the competitive landscape for the market leaders
- To analyze growth strategies, such as events, game launch, expansions, sponsorship, partnership, acquisitions, contracts, and research and development (R&D), adopted by various players in the overall market
During this research study, major players operating in the esports market in various regions have been identified, and their offerings, regional presence, and distribution channels have been analyzed through in-depth discussions. Top-down and bottom-up approaches have been used to determine the overall market size. Sizes of the other individual markets have been estimated using the percentage splits obtained through secondary sources such as Hoovers, Bloomberg BusinessWeek, and Factiva, along with primary respondents. The entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews with industry experts such as CEOs, VPs, directors, and marketing executives for key insights (both qualitative and quantitative) pertaining to the market. The figure below shows the breakdown of the primaries on the basis of the company type, designation, and region considered during the research study.
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Key players in esports market
The esports market ecosystem includes game publishers, players, teams, league operators, distributors, and audiences. The market comprises major players, such as 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).
esports Market Report Scope :
Report Metric |
Details |
Market Size Value in 2018 |
USD 694.2 Million |
Revenue Forecast in 2023 | USD 2,174.8 Million |
Growth Rate | 18.61% |
Forecast period |
2018–2023 |
Units |
Value (USD) |
Segments covered |
|
Regions covered |
|
Market Leaders |
|
Major Market Developments in esports market
- In November 2017, Electronics Arts partnered with FIFA to launch an esports tournament series for the Electronics Arts FIFA video game franchise.
- In November 2017, Turner Broadcasting System-owned ELEAGUE partnered with Warner Bros. Interactive Entertainment for the live streaming of ELEAGUE Injustice 2 World Championship across TBS, Twitch, ELEAGUE.com, and YouTube.
- In February 2018, ESL organized IEM Katowice tournament, featuring USD 1 million Dota 2 tournament, USD 500,000 CS: GO tournament, USD 250,000 StarCraft II tournament, USD 100,000 Heroes of the Storm tournament, and USD 50,000 player unknown's battlegrounds tournament, along with other small competitions.
Target Audience:
The intended audience for this report includes:
- Tournament organizers
- Alliances
- Game publishers
- Sponsors
- Esports investors
- Research institutes and organizations
- Analysts and strategic business planners
- Market research and consulting firms
Report Scope:
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
Critical questions which the report answers
- Which revenue streams will contribute maximum in the growth of esports market?
- What are the revenue streams which esports companies are exploring?
Available customizations
Based on the given market data, MarketsandMarkets offers customizations in the reports as per the client’s specific requirements. The available customization options are as follows:
Company information:
- Detailed analysis and profiling of additional five market players.
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The esports market was valued at USD 694.2 million in 2017 and is expected to reach USD 2,174.8 million by 2023, at a CAGR of 18.61% between 2018 and 2023. The esports market is expected to grow because of various driving factors, such as increasing popularity of video games and growing awareness about esports.
Electronics sports (esports) are competitive tournaments organized for video game players. It imitates the experience of viewing a professional sports event, where audiences watch video gamers compete against each other. Esports events comprise competitive leagues and tournaments. The esports revenue is generated through sponsorships and advertisements, tickets and merchandise, and media rights. Sponsorships play a vital role in the esports business, as the increasing number of companies are investing in the esports industry. Further, with increasing player wages and expanding esports market, the introduction of new sponsors is critical for the future commercial success of esports. As the esports market matures in the coming years, the revenue generation opportunities would also increase.
Of all the major revenue streams for the esports market, the contribution from media rights is expected to grow at the highest CAGR during the forecast period. Media rights are significantly contributing to the global esports industry. The easy access to a communication technology has enabled fans worldwide to track live esports activities. Media organizations pay a huge amount for winning the exclusive rights to broadcast the live streaming of top esports events.
APAC dominated the global esports market, with the largest market size and highest estimated CAGR for the forecast period; the region accounted for almost one-third of the overall market in 2017. The growth of this industry can be attributed to the increasing number of esports competitions in the region. Asia has always been an attractive market for the gaming industry, especially owing to the ease of entry, compared to other markets. Moreover, a number of esports spectators, sponsors, and brands from the western countries are increasingly investing in the market in this region.
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Increasing popularity of video games and growing awareness about esports drives the growth of esports market.
Media rights
Media rights are significantly contributing to the global esports industry. The easy access to a communication technology has enabled fans to track live esports activities across the globe. Media organizations pay huge sums of money for winning the exclusive right to broadcasting the living streaming of top sporting events. In recent years, the sale of broadcasting and media rights has been the largest source of revenue for most of the esports organizers. The revenue generated from the trade of media rights is used to finance major sporting events, renovate stadiums, and contribute to the development of esports at the grassroots level.
Tickets and Merchandise
Sale of ticket and merchandise is the core aspect of the esports revenue stream. Currently, ticket sales account for a small percentage of the overall revenue of the esports market as the audience size for the events organized every year rarely exceeds 10,000 per events. Further, many esports fans aren't willing to travel or pay to watch games played live, especially when they are available to watch on Twitch and YouTube for free.
Sponsorships and Direct Advertisements
Esports is a lucrative business wherein sponsorship and direct advertisement contribute large value to the market. In recent years, sponsorship has witnessed a vast increase, bringing a whole new dimension to the concept of professional gaming. Sponsorship and direct advertisement offer various opportunities to the brand owners to directly reach to the game fans in an event. Booths, video displays, posters, freebies, interactive advertising, and many other creative methods facilitate this reach to the brands. On ground sponsoring is cheaper than an online advertisement, and tends to be influential, especially, for companies offering products and services directly related to gaming.
Publisher Fees
In the recent years, publishers have been aggressively entering into the esports business and are also looking forward to grow their titles into spectator sports to engage their existing fans while extending reach to new fans. Publishers are collaborating with esports organizers to help them organize leagues and events around their franchises. In the esports market, publishers enhance the core value of intellectual property (IP), while giving publishers an opportunity for additional exposure via revenue share, application programming interface (API) fees, and strategic investments.
Critical questions would be answered
- What could be the potential revenue streams for esports industry?
- How esports will act as a long term investment opportunity for tournament organizers and sponsors?
Threat from esports gambling/betting is the major restraining factor for the growth the esports market. Additionally, the esports market faces some challenges associated with lack of standardization associated with player’s salary. This report describes the drivers, restraints, opportunities, and challenges pertaining to the market. Moreover, the report analyzes the current scenarios and forecasts the market until 2023. Furthermore, this report includes the market segmentation based on revenue streams and region.
Some of the major companies in the esports market include 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) among others.
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TABLE OF CONTENTS
1 INTRODUCTION
1.1 INTRODUCTION TO COVID-19
1.2 COVID-19 HEALTH ASSESSMENT
1.3 COVID-19 ECONOMIC ASSESSMENT
1.3.1 COVID-19 ECONOMIC IMPACT—SCENARIO ASSESSMENT
1.4 OBJECTIVES OF THE STUDY
1.5 MARKET DEFINITION
1.5.1 INCLUSIONS AND EXCLUSIONS
1.6 MARKET SCOPE
1.6.1 MARKET SEGMENTATION
1.6.2 REGIONS COVERED
1.6.3 YEARS CONSIDERED FOR THE STUDY
1.7 CURRENCY CONSIDERED
1.8 STAKEHOLDERS
1.9 SUMMARY OF CHANGES
2 RESEARCH METHODOLOGY
2.1 RESEARCH DATA
2.1.1 SECONDARY DATA
2.1.2 PRIMARY DATA
2.1.2.1 Breakup of primary profiles
2.1.2.2 Key industry insights
2.2 MARKET BREAKUP AND DATA TRIANGULATION
2.3 MARKET SIZE ESTIMATION
2.3.1 BOTTOM UP APPROACH
2.3.2 TOP DOWN APPROACH
2.4 ASSUMPTIONS FOR THE STUDY
2.5 LIMITATIONS OF THE STUDY
3 EXECUTIVE SUMMARY
4 PREMIUM INSIGHTS
4.1 ATTRACTIVE OPPORTUNITIES IN THE ESPORTS MARKET
4.2 ESPORTS MARKET, BY REVENUE STREAMS (2021 VS. 2027)
4.3 ESPORTS MARKET, BY STREAMING TYPE (2021 VS. 2027)
4.4 ESPORTS MARKET, BY GAMING GENRES (2021 VS. 2027)
4.5 MARKET INVESTMENT SCENARIO
5 MARKET OVERVIEW AND INDUSTRY TRENDS
5.1 INTRODUCTION
5.2 MARKET DYNAMICS
5.2.1 DRIVER
5.2.2 RESTRAINTS
5.2.3 OPPORTUNITIES
5.2.4 CHALLENGES
5.3 COVID-19 IMPACT ANALYSIS
5.4 CASE STUDY ANALYSIS
5.5 ECOSYSTEM
5.6 SUPPLY CHAIN ANALYSIS
5.7 PRICING ANALYSIS
5.7.1 BY CATEGORY
5.7.1.1 BY STREAMING TYPE
5.7.1.2 BY GAMING GENRES
5.8 PATENT ANALYSIS
5.9 TECHNOLOGY ANALYSIS
5.10 EMERGING TRENDS
5.11 PORTER ANALYSIS
5.12 TARIFF & REGULATORY LANDSCAPE
5.12.1 REGULATORY BODIES, GOVERNMENT AGENCIES & OTHER ORGANIZATIONS
5.12.2 REGULATIONS, BY REGION
5.13 KEY CONFERENCES AND EVENTS IN 2022 AND 2023
5.14 KEY STAKEHOLDERS & BUYING CRITERIA
5.14.1 KEY STAKEHOLDERS IN BUYING PROCESS BY TOP 3 GAMING GENRES
5.14.2 VENDORS SELECTION CRITERIA
6 ESPORTS MARKET , BY REVENUE STREAMS
6.1 INTRODUCTION
6.1.1 MARKET DRIVERS
6.1.2 COVID-19 IMPACT
6.2 MEDIA RIGHTS
6.3 TICKETS AND MERCHANDISE
6.4 DIGITAL ADVERTISEMENT
6.5 PUBLISHER FEES
7 ESPORTS MARKET , BY STREAMING TYPE
7.1 INTRODUCTION
7.1.1 MARKET DRIVERS
7.1.2 COVID-19 IMPACT
7.2 ON DEMAND
7.3 LIVE
8 ESPORTS MARKET, BY GAMING GENRES
8.1 INTRODUCTION
8.1.1 MARKET DRIVERS
8.1.2 COVID-19 IMPACT
8.2 PLAYER VS. PLAYER (PVP)
8.3 MULTIPLAYER ONLINE BATTLE ARENA (MOBA)
8.4 REAL-TIME STRATEGY (RTS)
8.5 FIRST PERSON SHOOTER (FPS)
8.6 FANTASY SPORTS
9 ESPORTS MARKET, BY REGION
9.1 INTRODUCTION
9.2 NORTH AMERICA
9.2.1 MARKET DRIVERS
9.2.2 COVID-19 IMPACT
9.2.3 UNITED STATES
9.2.4 CANADA
9.3 EUROPE
9.3.1 MARKET DRIVERS
9.3.2 COVID-19 IMPACT
9.3.3 UNITED KINGDOM
9.3.4 GERMANY
9.3.5 FRANCE
9.3.6 REST OF EUROPE
9.4 ASIA PACIFIC
9.4.1 MARKET DRIVERS
9.4.2 COVID-19 IMPACT
9.4.3 CHINA
9.4.4 JAPAN
9.4.5 AUSTRALIA AND NEW ZEALAND
9.4.6 REST OF ASIA PACIFIC
9.5 MIDDLE EAST AND AFRICA
9.5.1 MARKET DRIVERS
9.5.2 COVID-19 IMPACT
9.5.3 UNITED ARAB EMIRATES
9.5.4 KINGDOM OF SAUDI ARABIA
9.5.5 REST OF MIDDLE EAST AND AFRICA
9.6 LATIN AMERICA
9.6.1 MARKET DRIVERS
9.6.2 COVID-19 IMPACT
9.6.3 BRAZIL
9.6.4 REST OF LATIN AMERICA
10 COMPETITIVE LANDSCAPE
10.1 INTRODUCTION
10.2 KEY PLAYER STRATEGIES/RIGHT TO WIN
10.3 MARKET SHARE ANALYSIS
10.4 HISTORIC REVENUE ANALYSIS
10.5 KEY MARKET DEVELOPMENTS
10.5.1 NEW LAUNCHES
10.5.2 DEALS
10.5.3 OTHERS
10.6 COMPANY EVALUATION QUADRANT
10.6.1 DEFINITIONS AND METHODOLOGY
10.6.2 STARS
10.6.3 EMERGING LEADERS
10.6.4 PERVASIVE
10.6.5 PARTICIPANTS
10.6.6 COMPETITIVE BENCHMARKING
10.7 STARTUP/SME EVALUATION QUADRANT
10.7.1 DEFINITIONS AND METHODOLOGY
10.7.2 PROGRESSIVE
10.7.3 RESPONSIVE
10.7.4 DYNAMIC
10.7.5 STARTING
10.7.6 COMPETITIVE BENCHMARKING
10.8 COMPETITVE BENCHMARKING
10.9 KEY MARKET DEVELOPMENTS
11 COMPANY PROFILES
11.1 INTRODUCTION
11.2 ACTIVISION BLIZZARD
11.3 MODERN TIMES GROUP
11.4 VALVE CORPORATION
11.5 ELECTRONIC ARTS
11.6 NINTENDO
11.7 TURNER BROADCASTING SYSTEM
11.8 FACEIT
11.9 GFINITY
11.10 HI REZ STUDIOS
11.11 KABUM
11.12 WARGAMING PUBLIC
11.13 ROVIO ENTERTAINMENT
11.14 GUNGHO ONLINE ENTERTAINMENT
11.15 YOUTUBE
11.16 TWITCH.TV
11.17 FACEBOOK
11.18 BEYOND THE SUMMIT (BTS)
11.19 GAMELOFT
11.20 RIOT GAMES
11.21 EPIC GAMES
11.22 GFINITY ESPORTS
11.23 CAPCOM CO. LTD
11.24 KABAM
12 ADJACENT MARKET
13 APPENDIX
13.1 DISCUSSION GUIDE
13.2 KNOWLEDGE STORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL
13.3 AVAILABLE CUSTOMIZATIONS
13.4 RELATED REPORTS
13.5 AUTHOR DETAILS
List of Tables (60 Tables)
Table 1 Top 10 Largest Prize Pools in Esports (2014–2017)
Table 2 Esports Market, By Revenue Stream, 2016–2023 (USD Million)
Table 3 Media Rights: Market, By Region, 2016–2023 (USD Million)
Table 4 North America: Revenue Generation Through Media Rights in Market, By Country, 2016–2023 (USD Million)
Table 5 Europe: Revenue Generation Through Media Rights in Market, By Country, 2016–2023 (USD Million)
Table 6 APAC: Revenue Generation Through Media Rights in Market, By Country, 2016–2023 (USD Million)
Table 7 RoW: Revenue Generation Through Media Rights in Market, By Region, 2016–2023 (USD Million)
Table 8 Tickets and Merchandise: Market, By Region,2016–2023 (USD Million)
Table 9 North America: Revenue Generation Through Tickets and Merchandise in Market, By Country, 2016–2023 (USD Million)
Table 10 Europe: Revenue Generation Through Tickets and Merchandise in Market, By Country, 2016–2023 (USD Million)
Table 11 APAC: Revenue Generation Through Tickets and Merchandise in Market, By Country, 2016–2023 (USD Million)
Table 12 RoW: Revenue Generation Through Tickets and Merchandise in Market, By Region, 2016–2023 (USD Million)
Table 13 Sponsorships and Advertisements: Market, By Region, 2016–2023 (USD Million)
Table 14 North America: Revenue Generated Through Sponsorships and Advertisements in Market, By Country, 2016–2023 (USD Million)
Table 15 Europe: Revenue Generated Through Sponsorships and Advertisements in Market, By Country, 2016–2023 (USD Million)
Table 16 APAC: Revenue Generated Through Sponsorships and Advertisements in Market, By Country, 2016–2023 (USD Million)
Table 17 RoW: Revenue Generated Through Sponsorships and Advertisements in Market, By Region, 2016–2023 (USD Million)
Table 18 Publisher Fees: Market, By Region, 2016–2023 (USD Million)
Table 19 North America: Revenue Generated Through Publisher Fees in Market, By Country, 2016–2023 (USD Million)
Table 20 Europe: Revenue Generated Through Publisher Fees in Market, By Country, 2016–2023 (USD Million)
Table 21 APAC: Revenue Generated Through Publisher Fees in Market, By Country, 2016–2023 (USD Million)
Table 22 RoW: Revenue Generated Through Publisher Fees in Market, By Region, 2016–2023 (USD Million)
Table 23 Market, By Region, 2016–2023 (USD Million)
Table 24 Esports Viewers, By Region, 2016–2023 (Million)
Table 25 Esports Market in APAC, By Country, 2016–2023 (USD Million)
Table 26 Esports Market in APAC, By Revenue Stream, 2016–2023 (USD Million)
Table 27 Market in China, By Revenue Stream, 2016–2023 (USD Million)
Table 28 Market in Japan, By Revenue Stream, 2016–2023 (USD Million)
Table 29 Market in South Korea, By Revenue Stream, 2016–2023 (USD Million)
Table 30 Esports Market in Australia, By Revenue Stream, 2016–2023 (USD Million)
Table 31 Market in Malaysia, By Revenue Stream, 2016–2023 (USD Million)
Table 32 Market in Taiwan, By Revenue Stream, 2016–2023 (USD Million)
Table 33 Market in Philippines, By Revenue Stream, 2016–2023 (USD Million)
Table 34 Market in Rest of APAC, By Revenue Stream, 2016–2023 (USD Million)
Table 35 Market in North America, By Country, 2016–2023 (USD Million)
Table 36 Market in North America, By Revenue Stream, 2016–2023 (USD Million)
Table 37 Market in US, By Revenue Stream, 2016–2023 (USD Million)
Table 38 Market in Canada, By Revenue Stream, 2016–2023 (USD Million)
Table 39 Market in Mexico, By Revenue Stream, 2016–2023 (USD Million)
Table 40 Esports Market in Europe, By Country, 2016–2023 (USD Million)
Table 41 Market in Europe, By Revenue Stream, 2016–2023 (USD Million)
Table 42 Esports Market in UK, By Revenue Stream, 2016–2023 (USD Million)
Table 43 Germany Market, By Revenue Stream, 2016–2023 (USD Million)
Table 44 France Market, By Revenue Stream, 2016–2023 (USD Million)
Table 45 Sweden Esports Market, By Revenue Stream, 2016–2023 (USD Million)
Table 46 Market in Spain, By Revenue Stream, 2016–2023 (USD Million)
Table 47 Market Italy, By Revenue Stream, 2016–2023 (USD Million)
Table 48 Market in Poland, By Revenue Stream, 2016–2023 (USD Million)
Table 49 Esports Market in Denmark, By Revenue Stream, 2016–2023 (USD Million)
Table 50 Market in Rest of Europe, By Revenue Stream, 2016–2023 (USD Million)
Table 51 Esports Market in RoW, By Region, 2016–2023 (USD Million)
Table 52 Market in RoW, By Revenue Stream, 2016–2023 (USD Million)
Table 53 Market in South America, By Revenue Stream, 2016–2023 (USD Million)
Table 54 Esports Market in Middle East and Africa, By Revenue Stream, 2016–2023 (USD Million)
Table 55 Ranking of Top 5 Players in Market (2017)
Table 56 Highest Prize Pool Events (2010–2018)
Table 57 Events and Game Launches (2015–2018)
Table 58 Expansions and Sponsorship (2015–2017)
Table 59 Partnership, Investment, Acquisition, and Contract (2016–2018)
Table 60 Others (2017)
List of Figures (32 Figures)
Figure 1 Esports Market: Research Design
Figure 2 Market Size Estimation Methodology: Bottom-Up Approach
Figure 3 Market Size Estimation Methodology: Top-Down Approach
Figure 4 Data Triangulation
Figure 5 Media Rights in Market to Grow at Highest CAGR Between 2018 and 2023
Figure 6 APAC Held Largest Share of Market in 2017
Figure 7 Market in Philippines to Grow at Highest CAGR in APAC Between 2018 and 2023
Figure 8 Growing Market for Video Games and Awareness About Esports Fueling EMarket Worldwide
Figure 9 APAC to Generate Highest Revenue in Market Through Media Rights By 2023
Figure 10 Sponsorships and Advertisements to Be Largest Contributor to Revenue of Market in North America By 2023
Figure 11 Germany to Hold Larger Size of European Market By 2023
Figure 12 Revenue Generation Through Media Rights to Grow at Highest CAGR in Market in RoW Between 2018 and 2023
Figure 13 Increasing Popularity of Video Games and Growing Awareness About Esports Drive Growth of Market
Figure 14 Value Chain: Players/Teams and League Operators/Content Producers Add Major Value to Esports
Figure 15 Media Rights to Exhibit Highest CAGR in Market During Forecast Period
Figure 16 South America to Be Larger Contributor to Market Revenue Generated Through Tickets and Merchandise in RoW By 2023
Figure 17 Revenue Generation Through Publisher Fees in APAC in Market to Grow at Highest CAGR During 2018–2023
Figure 18 Geographic Snapshot of Esports Market, 2018–2023
Figure 19 APAC: Esports Market Snapshot
Figure 20 Revenue Generation Through Media Rights in Market in Rest of APAC to Grow at Highest CAGR During Forecast Period
Figure 21 North America: Market Snapshot
Figure 22 Europe: Esports Market Snapshot
Figure 23 Revenue Generation From Media Rights in Market in Denmark to Grow at Highest CAGR Between 2018 and 2023
Figure 24 Sponsorship and Advertisement to Add Largest Revenue to Esprots Market in Middle East and Africa By 2023
Figure 25 Event and Game Launch as Key Strategy Adopted By Players in Market (2015–2018)
Figure 26 Modern Times Group: Company Snapshot
Figure 27 Activision Blizzard: Company Snapshot
Figure 28 Tencent: Company Snapshot
Figure 29 CJ Corporation: Company Snapshot
Figure 30 Electronic Arts : Company Snapshot
Figure 31 Nintendo: Company Snapshot
Figure 32 Gfinity: Company Snapshot
Growth opportunities and latent adjacency in Esports Market