Report

Global Esports Market Size study, by Revenue source (Sponsorship, Advertising, Merchandise & Tickets, Publisher Fees, Media Rights), and Regional Forecasts 2021-2027

  • Publish Date: Mar,2022
  • Report ID: QI037
  • Page : 250
  • Report Type : PDF (Email)
Chapter 1. Executive Summary
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2019-2027 (USD Billion)
1.2.1. Esports Market , by Region, 2019-2027 (USD Billion)
1.2.2. Esports Market , by Revenue Source, 2019-2027 (USD Billion)
1.3. Key Trends
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. Global Esports Market Definition and Scope
2.1. Objective of the Study
2.2. Market Definition & Scope
2.2.1. Scope of the Study
2.2.2. Industry Evolution
2.3. Years Considered for the Study
2.4. Currency Conversion Rates
Chapter 3. Global Esports Market Dynamics
3.1. Esports Market Impact Analysis (2019-2027)
3.1.1. Market Drivers
3.1.1.1. Increasing mobile usage in the gaming industry
3.1.1.2. Increasing number of tournaments and prize pool
3.1.2. Market Restraint
3.1.2.1. Rising incidences of Cyberattacks
3.1.3. Market Opportunities
3.1.3.1. Cloud gaming enabling new opportunities
Chapter 4. Global Esports Market Industry Analysis
4.1. Porter's 5 Force Model
4.1.1. Bargaining Power of Suppliers
4.1.2. Bargaining Power of Buyers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.1.6. Futuristic Approach to Porter's 5 Force Model (2018-2027)
4.2. PEST Analysis
4.2.1. Political
4.2.2. Economical
4.2.3. Social
4.2.4. Technological
4.3. Investment Adoption Model
4.4. Analyst Recommendation & Conclusion
Chapter 5. Global Esports Market , by Revenue Source
5.1. Market Snapshot
5.2. Global Esports Market by Revenue Source, Performance - Potential Analysis
5.3. Global Esports Market Estimates & Forecasts by Revenue Source 2018-2027 (USD Billion)
5.4. Esports Market , Sub Segment Analysis
5.4.1. Sponsorship
5.4.2. Advertising
5.4.3. Merchandise & Tickets
5.4.4. Publisher Fees
5.4.5. Media Rights
Chapter 6. Global Esports Market , Regional Analysis
6.1. Esports Market , Regional Market Snapshot
6.2. North America Esports Market
6.2.1. U.S. Esports Market
6.2.1.1. Revenue Source breakdown estimates & forecasts, 2018-2027
6.2.2. Canada Esports Market
6.3. Europe Esports Market Snapshot
6.3.1. U.K. Esports Market
6.3.2. Germany Esports Market
6.3.3. France Esports Market
6.3.4. Spain Esports Market
6.3.5. Italy Esports Market
6.3.6. Rest of Europe Esports Market
6.4. Asia-Pacific Esports Market Snapshot
6.4.1. China Esports Market
6.4.2. India Esports Market
6.4.3. Japan Esports Market
6.4.4. Australia Esports Market
6.4.5. South Korea Esports Market
6.4.6. Rest of Asia Pacific Esports Market
6.5. Latin America Esports Market Snapshot
6.5.1. Brazil Esports Market
6.5.2. Mexico Esports Market
6.6. Rest of The World Esports Market
Chapter 7. Competitive Intelligence
7.1. Top Market Strategies
7.2. Company Profiles
7.2.1. Activision Blizzard, Inc.
7.2.1.1. Key Information
7.2.1.2. Overview
7.2.1.3. Financial (Subject to Data Availability)
7.2.1.4. Product Summary
7.2.1.5. Recent Developments
7.2.2. Electronic Arts Inc.
7.2.3. Gameloft SE
7.2.4. HTC corporation
7.2.5. Intel corporation
7.2.6. Modern Times Group (MTG)
7.2.7. Nintendo of America Inc.
7.2.8. NVIDIA Corporation
7.2.9. Tencent Holdings Limited
7.2.10. Valve Corporation

Chapter 8. Research Process
8.1. Research Process
8.1.1. Data Mining
8.1.2. Analysis
8.1.3. Market Estimation
8.1.4. Validation
8.1.5. Publishing
8.2. Research Attributes
8.3. Research Assumption