Strategic Assessment of Worldwide eSports Market - Forecast Till 2021



Beige Market Intelligence

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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

  • Regular viewers/participants
  • By Demography

Occasional viewers/participants

  • Regular viewers
  • 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.

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


Exhibit 1 Summary of the global eSports market 2015-2021
Exhibit 2 Global eSports market at a glance 2015
Exhibit 3 Various countries considered in different geographies
Exhibit 4 Definitions of various terminologies
Exhibit 5 Market size calculation
Exhibit 6 Currency conversion 2013-2015
Exhibit 7 eSports ecosystem
Exhibit 8 eSports Sponsors and channels
Exhibit 9 Rise in eSports tournaments 1998-2015
Exhibit 10 Increase in eSports viewership 2013 (millions)
Exhibit 11 Increase in number of active players in eSports 2006-2015
Exhibit 12 Increase in average earning per eSports player 2006-2015 ($)
Exhibit 13 Instances of unethical behavior caught in eSports tournaments worldwide 2010-2014
Exhibit 14 Value chain analysis of video gaming market
Exhibit 15 Various entities in value chain of eSports
Exhibit 16 Global eSports market: Value chain analysis 2015
Exhibit 17 Business model for online competition
Exhibit 18 Business model: Offline competition
Exhibit 19 Global eSports market by revenue: Historical data 2013-2014
Exhibit 20 Global eSports market 2015-2021 ($ millions)
Exhibit 21 Funding in eSports market till 2015
Exhibit 22 Prize money: eSports vis--vis traditional sports 2015 ($ millions)
Exhibit 23 Revenue segmentation of global eSports market 2015
Exhibit 24 eSports market revenue by geography 2015 and 2021
Exhibit 25 Global number of eSports enthusiasts: Historic data 2013-2014
Exhibit 26 Global number of eSports enthusiasts 2015-2021 (millions)
Exhibit 27 eSports demography 2015
Exhibit 28 eSports gender demographics in North America by game titles (% male) 2015
Exhibit 29 eSports: Audience participation in gaming titles 2015
Exhibit 30 eSports enthusiasts demography by region 2015
Exhibit 31 Global eSports occasional watchers 2015-2021 (millions)
Exhibit 32 Demography: Occasional watchers in UK 2015
Exhibit 33 Spending eSports enthusiasts vis--vis traditional sports 2015
Exhibit 34 Rise in eSports viewership worldwide 2015-2021 (billions of hours)
Exhibit 35 Five forces analysis of global eSports market 2015
Exhibit 36 Market share of various regions in global eSports market 2015 and 2021
Exhibit 37 eSports spending per enthusiasts by region 2015 and 2021
Exhibit 38 eSports market in North America: Historical data 2013-2013
Exhibit 39 eSports market in North America 2015-2021 ($ millions)
Exhibit 40 Number of enthusiasts in eSports market in North America 2015-2021 (millions)
Exhibit 41 Revenue segmentation of eSports market in North America 2015
Exhibit 42 eSports market in US 2015-2021 ($ millions)
Exhibit 43 eSports market in Canada 2015-2021 ($ millions)
Exhibit 44 eSports market North America by region: US vis--vis Canada 2015 and 2021
Exhibit 45 eSports market in APAC: Historical data 2013-2014
Exhibit 46 eSports market in APAC 2015-2021 ($ millions)
Exhibit 47 Number of eSports enthusiasts in APAC 2015-2021 (millions)
Exhibit 48 Revenue segmentation of eSports market in APAC 2015
Exhibit 49 eSports market in South Korea 2015-2021 ($ millions)
Exhibit 50 eSports market in China 2015-2021 ($ millions)
Exhibit 51 eSports market APAC by region: South Korea vis--vis China 2015 and 2021
Exhibit 52 eSports market in Europe: Historical data 2013-2014
Exhibit 53 eSports market in Europe 2015-2021 ($ millions)
Exhibit 54 Revenue segmentation of eSports market in Europe 2015
Exhibit 55 Number of eSports enthusiasts I Europe 2015-2021 (millions)
Exhibit 56 eSports market in Sweden 2015-2021 ($ millions)
Exhibit 57 eSports market in Sweden 2015-2021 ($ millions)
Exhibit 58 eSports market Europe by region: Sweden vis--vis Russia 2015 and 2021
Exhibit 59 eSports market in ROW: Historical data 2013-2014
Exhibit 60 eSports market in ROW 2015-2021 ($ millions)
Exhibit 61 Number of eSports enthusiasts in ROW 2015-2021 (millions)
Exhibit 62 Revenue segmentation of eSports market in ROW 2015
Exhibit 63 Statistics: The International Tournament 2011-2015
Exhibit 64 Global eSports market vendor share (by prize pool offered) 2015
Exhibit 65 Global eSports market vendor share (by tournaments where games were played) 2015
Exhibit 66 Activision Blizzard: Product overview
Exhibit 67 Hi-Rez Studios: Product overview
Exhibit 68 Nintendo: Product overview
Exhibit 69 Riot Games: Product overview
Exhibit 70 Valve Corporation: Product overview
Exhibit 71 Wargaming: Product overview
Exhibit 72 Descriptive summary of global eSports market
Exhibit 73 Summary of global eSports market by geography 2015-2021 ($ millions)
Exhibit 74 Summary of global eSports market by geography 2015-2021 (revenue)
Exhibit 75 Summary of global eSports market by geography 2015-2021 (number of enthusiasts)
Exhibit 76 Summary of global eSports market by geography 2015-2021 (number of enthusiasts)
Exhibit 77 Performance of MOBA and RPG in eSports 2013-2015
Exhibit 78 Active players playing eSports by game title 2015