HOME Top Market Reports 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

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

By: marketsandmarkets.com
Publishing Date: June 2018
Report Code: SE 6383

 

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According to the new market research report, the esports market was valued at 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 base year considered for this study is 2017, and the forecast period is between 2018 and 2023.

Objectives of esports market study are as follows:

  • 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 esports market

The top-down and bottom-up approaches have been considered in the study to estimate the size of the esports market. This entire research methodology includes the study of annual and financial reports of top players, presentations, press releases, journals, paid databases, associations, such as World eSports Association (WESA) Professional eSports Association (PEA) , Esports Federation of India (ESFI), British Esports Association, Guernsey eSports Association, International e-Sports Federation, eSports Association, the University of Oklahoma, and National Collegiate eSports Association, and interviews with industry experts. The top-down approach was implemented to estimate the overall esports market from the addition of estimated market sizes of all the segments via percentage splits from secondary and primary research.

Esports Market

To know about the assumptions considered for the study, download the pdf brochure

Modern Times Group (Sweden), Activision Blizzard (US), FACEIT (UK), Total Entertainment Network (US), Gfinity (UK), Turner Broadcasting System (US), CJ Corporation (South Korea), Valve Corporation (US), Tencent (China), and Electronic Arts (EA) (US) are the major companies operating in the esports ecosystem. This report also covers the following prominent players: Hi-Rez Studios (US), KaBuM (Canada), Wargaming Public (Cyprus), Rovio Entertainment (Finland), GungHo Online Entertainment (Japan), and Alisports (China). Online streaming companies such as YouTube(US), Twitch (US), Facebook (US), and Beyond the Summit (BTS) (US) have also been profiled in this report.

Target Audience

  • Tournament organizers
  • Alliances
  • Game publishers
  • Sponsors
  • Esports investors
  • Research institutes and organizations
  • Analysts and strategic business planners
  • Market research and consulting firms

This study answers several questions for stakeholders, primarily which market segments to focus on in the next 2–5 years for prioritizing efforts and investments.

Esports Market

By Revenue Streams

  • Media Rights
    • Subscriptions
    • Online Advertisements
  • Tickets and Merchandise
  • Sponsorships and Direct Advertisements
  • Publisher Fees

Esports Market 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

Available Customizations:

With the given market data, MarketsandMarkets offers customizations according to the company’s specific needs. The following customization options are available for this report:

Game Analysis

  • Game matrix that gives a detailed comparison of the games offered of each company

Geographic Analysis

  • Further breakdown of the Rest of APAC can be provided for the esports market in New Zealand and Singapore.
  • Further breakdown of RoW can be provided for the esports market in Brazil and Argentina.

Company Information

  • Detailed analysis and profiling of additional market players (up to 5)

Table of Contents

1 Introduction (Page No. - 13)
    1.1 Objectives of Study
    1.2 Definition
    1.3 Scope of Study
           1.3.1 Markets Covered
           1.3.2 Geographic Scope
           1.3.3 Years Considered for Study
    1.4 Currency
    1.5 Market Stakeholders

2 Research Methodology (Page No. - 16)
    2.1 Research Data
           2.1.1 Secondary Data
                    2.1.1.1 List of Major Secondary Sources
                    2.1.1.2 Secondary Sources
           2.1.2 Primary Data
                    2.1.2.1 Primary Interviews With Experts
                    2.1.2.2 Breakdown of Primaries
                    2.1.2.3 Key Data From Primary Sources
           2.1.3 Secondary and Primary Research
                    2.1.3.1 Key Industry Insights
    2.2 Market Size Estimation
           2.2.1 Bottom-Up Approach
                    2.2.1.1 Approach for Capturing Market Size By Bottom-Up Analysis (Demand Side)
                    2.2.1.2 Approach for Capturing Market Size With the Help of Various Players in the Value Chain of Esports Market
           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

3 Executive Summary (Page No. - 26)

4 Premium Insights (Page No. - 29)
    4.1 Attractive Opportunities in Esports Market (2018–2023)
    4.2 Media Rights: Esports Market, By Region
    4.3 Market in North America, By Revenue Stream
    4.4 Esports Market in Europe, By Country
    4.5 Market in RoW, By Revenue Stream

5 Market Overview (Page No. - 32)
    5.1 Introduction
    5.2 Market Dynamics
           5.2.1 Drivers
                    5.2.1.1 Increasing Popularity of Video Games
                    5.2.1.2 Growing Awareness About Esports
           5.2.2 Restraint
                    5.2.2.1 Threat From Esport Gambling/Betting
           5.2.3 Opportunities
                    5.2.3.1 Increasing Number of Events With Large Prize Pools
                    5.2.3.2 Long-Term Investment Opportunity
           5.2.4 Challenge
                    5.2.4.1 Lack of Standardization
    5.3 Value Chain Analysis

6 Esports Market, By Revenue Stream (Page No. - 38)
    6.1 Introduction
    6.2 Media Rights
           6.2.1 Subscriptions
           6.2.2 Online Advertisements
    6.3 Tickets and Merchandise
    6.4 Sponsorships and Direct Advertisements
    6.5 Publisher Fees

7 Geographic Analysis (Page No. - 52)
    7.1 Introduction
    7.2 Asia Pacific
           7.2.1 China
           7.2.2 Japan
           7.2.3 South Korea
           7.2.4 Australia
           7.2.5 Malaysia
           7.2.6 Taiwan
           7.2.7 Philippines
           7.2.8 Rest of APAC
    7.3 North America
           7.3.1 US
           7.3.2 Canada
           7.3.3 Mexico
    7.4 Europe
           7.4.1 UK
           7.4.2 Germany
           7.4.3 France
           7.4.4 Sweden
           7.4.5 Spain
           7.4.6 Italy
           7.4.7 Poland
           7.4.8 Denmark
           7.4.9 Rest of Europe
    7.5 Rest of the World (RoW)
           7.5.1 South America
           7.5.2 Middle East and Africa

8 Competitive Landscape (Page No. - 80)
    8.1 Introduction
    8.2 Ranking Analysis
    8.3 Competitive Scenario
           8.3.1 Events and Game Launch
           8.3.2 Expansions and Sponsorships
           8.3.3 Partnership, Investment, Acquisition, and Contract
           8.3.4 Others (Franchises)

9 Company Profiles (Page No. - 86)
(Business Overview, Products Offered, Recent Developments, Key Relationships, SWOT Analysis, and MnM View)*
    9.1 Key Players
           9.1.1 Modern Times Group
           9.1.2 Activision Blizzard
           9.1.3 Valve Corporation
           9.1.5 CJ Corporation
           9.1.6 Electronic Arts
           9.1.7 Nintendo
           9.1.8 Turner Broadcasting System
           9.1.9 Faceit
           9.1.10 Gfinity
    9.2 Other Key Companies
           9.2.1 Hi Rez Studios
           9.2.2 Kabum
           9.2.3 Wargaming Public
           9.2.4 Rovio Entertainment
           9.2.5 Gungho Online Entertainment
           9.2.6 Alisports
    9.3 Online Streaming Companies
           9.3.1 Youtube
           9.3.2 Twitch.TV
           9.3.3 Facebook
           9.3.4 Beyond the Summit (BTS)

10 Appendix (Page No. - 122)
     10.1 Insights From Industry Experts
     10.2 Discussion Guide
     10.3 Knowledge Store: Marketsandmarkets’ Subscription Portal
     10.4 Introducing RT: Real-Time Market Intelligence
     10.5 Available Customizations
     10.6 Related Reports
     10.7 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: Esports 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: Esports 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: Esports 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 Esports 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 Esports 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 Market in APAC, By Revenue Stream, 2016–2023 (USD Million)
Table 27 Market in China, By Revenue Stream, 2016–2023 (USD Million)
Table 28 Esports Market in Japan, By Revenue Stream, 2016–2023 (USD Million)
Table 29 Esports 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 Esports Market in Malaysia, By Revenue Stream, 2016–2023 (USD Million)
Table 32 Esports Market in Taiwan, By Revenue Stream, 2016–2023 (USD Million)
Table 33 Market in Philippines, By Revenue Stream, 2016–2023 (USD Million)
Table 34 Esports 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 Esports Market in North America, By Revenue Stream, 2016–2023 (USD Million)
Table 37 Esports Market in US, By Revenue Stream, 2016–2023 (USD Million)
Table 38 Esports Market in Canada, By Revenue Stream, 2016–2023 (USD Million)
Table 39 Esports 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 Esports 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 Esports Market in Spain, By Revenue Stream, 2016–2023 (USD Million)
Table 47 Market Italy, By Revenue Stream, 2016–2023 (USD Million)
Table 48 Esports 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 Esports 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 Esports Market in RoW, By Revenue Stream, 2016–2023 (USD Million)
Table 53 Esports 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 Esports Market in 2017
Figure 7 Esports 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 Esports Market 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 Esports 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 Esports 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 Esports 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 Esports Market in Rest of APAC to Grow at Highest CAGR During Forecast Period
Figure 21 North America: Esports 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 Esports 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

The esports market was valued at USD 926.3 million in 2018 and is expected to reach USD 2,174.8 million by 2023, at a CAGR of 18.61% between 2018 and 2023. The market is mainly driven by the increasing popularity of video games and growing awareness about esports.

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. In the 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. The monetization of rights by increasing the network of partners and distributors is the key driver for the growth in the revenue generation from the trade of media rights.

Esports Market

The esports market in APAC is expected to grow rapidly between 2018 and 2023. The increasing investments from sponsors and advertisers are fueling the demand for esports in this region.

The key restraining factor for this market is the threat of esports gambling/betting. The lack of standardization is a major challenge for the market growth.

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) are the major companies profiled in the report. Moreover, Hi-Rez Studios (US), KaBuM (Canada), Wargaming Public (Cyprus), Rovio Entertainment (Finland), GungHo Online Entertainment (Japan), and Alisports (China) are the other companies profiled in this report. Online streaming companies such as YouTube(US), Twitch (US), Facebook (US), and Beyond the Summit (BTS) (US) have also been profiled in this report.

Modern Times Group (MTG) was a leading player in the esports business in 2017. It is an international digital entertainment company. In November 2015, MTG acquired DreamHack (Sweden) for USD 28 million.  It also acquired 74% share of Turtle Entertainment (Germany) in July 2015 for USD 87 million to strengthen its esports business. Turtle Entertainment is the owner of ESL brand. The business of MTG is mainly driven by its strategic partnerships with global brands and event organizing companies. The company is striving to be in line with the latest market trends by organizing major esports events.

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