TABLE OF CONTENTS
1 INTRODUCTION
1.1. Study Objectives
1.2. Market Definition and Scope
1.2.1. Inclusion and Exclusion
1.3. Study Scope
1.3.1. Markets Covered
1.3.2. Geographic Segmentation
1.3.3. Years Considered
1.4. Currency
1.5. Limitations
1.6. Stakeholders
1.7. Summary of Changes
2 RESEARCH METHODOLOGY
2.1. Research Data
2.1.1. Secondary Data
2.1.1.1. Major Secondary Sources
2.1.1.2. Key data from secondary sources
2.1.2. Primary Data
2.1.2.1. Primary Interviews with Experts
2.1.2.2. Key data from primary sources
2.1.2.3. Key Industry Insights
2.1.2.4. Breakdown of primaries
2.2. Market Size Estimation
2.2.1. Bottom-Up Approach
2.2.1.1. Approach for Capturing Market Share by Bottom-Up Analysis (Demand Side)
2.2.2. Top-Down Approach
2.2.2.1. Approach for Capturing Market Share by Top-Down Analysis (Supply Side)
2.3. Market Breakdown and Data Triangulation
2.4. Research Assumptions
2.5. Risk Assessment
2.6. Limitations of Research
3 EXECUTIVE SUMMARY
4 PREMIUM INSIGHTS
5 MARKET OVERVIEW
5.1. Introduction
5.2. Market Dynamics
5.3. Trends/Disruptions Impacting Customer’s Business
5.4. Pricing Analysis
5.4.1. Average Selling Price Trend of Key Players
5.4.2. Average Selling Price Trend, By Region
5.5. Value Chain Analysis
5.6. Ecosystem Analysis
5.7. Technology Analysis
5.7.1. Key Technologies
5.7.2. Complementary Technologies
5.7.3. Adjacent Technologies
5.8. Patent Analysis
5.9. Trade Analysis
5.10. Key Conferences and Events (2023-2024)
5.11. Case Study Analysis
5.12. Investment and Funding Scenario
5.13. Tariff and Regulatory Landscape
5.13.1. Tariff Data
5.13.2. Regulatory Bodies, Government Agencies, and Other Organizations
5.13.3. Key Regulations
5.14. Porters Five Force Analysis
5.14.1. Threat from New Entrants
5.14.2. Threat of Substitutes
5.14.3. Bargaining Power of Suppliers
5.14.4. Bargaining Power of Buyers
5.14.5. Intensity of Competitive Rivalry
5.15. Key Stakeholders and Buying Criteria
5.15.1. Key Stakeholders in Buying Process
5.15.2. Buying Criteria
5.16. Impact of Esports Market
6 Esports Market, By Revenue Stream
6.1. Introduction
6.2. Media Rights
6.3. Tickets & Merchandise
6.4. Digital Advertisement
6.5. Publisher Fees
7 Esports Market, By Streaming Type
7.1. Introduction
7.2. On-demand
7.3. Live Streaming
8 Esports Market, By Gaming Genre
8.1. Introduction
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 By Region
9.1. Introduction
9.2. North America
9.2.1. US
9.2.2. Canada
9.2.3. Mexico
9.3. Europe
9.3.1. UK
9.3.2. Germany
9.3.3. France
9.3.4. Rest of Europe
9.4. Asia Pacific
9.4.1. China
9.4.2. Japan
9.4.3. South Korea
9.4.4. India
9.4.5. Rest of Asia Pacific
9.5. RoW
9.5.1. Middle East & Africa
9.5.2. South America
10 Esports Market, Competitive Landscape
10.1. Introduction
10.2. Key player strategies/right to win
10.3. Revenue Analysis
10.4. Market Share Analysis
10.5.Company Valuation and Financial Metrics
10.6. Brand/Product Comparison
10.7. Company Evaluation Matrix: Key Players, 2023
10.7.1. Stars
10.7.2. Emerging Leaders
10.7.3. Pervasive Players
10.7.4. Participants
10.7.5. Company Footprint: Key Players, 2023
10.8. Company Evaluation Matrix: Startups/SMEs, 2023
10.8.1. Progressive Companies
10.8.2. Responsive Companies
10.8.3. Dynamic Companies
10.8.4. Starting Blocks
10.8.5. Competitive Benchmarking: Startups/SMEs, 2023
10.8.5.1. Detailed List of Key Startups/SMEs
10.8.5.2. Competitive Benchmarking of Key Startups/SMEs
10.9. Competitive Situation and Trends
10.9.1. Product launches
10.9.2. Acquisitions
10.9.3. Partnerships, Collaborations, Alliances, and Joint Ventures
11 Esports Market, Company Profiles
11.1. Key Players
11.1.1. Activision Blizzard
11.1.2. Modern Times Group
11.1.3. Valve Corporation
11.1.4. Electronic Arts
11.1.5. Nintendo
11.1.6. Turner Broadcasting System
11.1.7. Faceit
11.1.8. Gfinity
11.1.9. Hi Rez Studios
11.2. Other Players
11.2.1. Kabum
11.2.2. Wargaming Public
11.2.3. Rovio Entertainment
11.2.4. Gungho Online Entertainment
11.2.5. Youtube
11.2.6. Twitch.Tv
11.2.7. Facebook
11.2.8. Beyond The Summit (Bts)
11.2.9. Gameloft
11.2.10. Riot Games
11.2.11. Epic Games
11.2.12. Gfinity Esports
11.2.13. Capcom Co. Ltd
12 Appendix
12.1. Discussion Guide
12.2. Knowledge Store: MarketsandMarkets’ Subscription Portal
12.3. Available Customizations
12.4. Related Reports
12.5. Author Details
Growth opportunities and latent adjacency in Esports Market