E-sports

E-sports Market 2019 By Revenue Streams (Media Rights, Tickets and Merchandise, Sponsorships and Direct Advertisements, Publisher Fees) Forecast to 2025

Report ID: BMRC 2750 | Number of pages: 198 | Publish Date: Mar 2020 | Category: Consumer Goods

E-sports Market applies the most effective of each primary and secondary analysis to weighs upon the competitive landscape and also the outstanding market players expected to dominate E-sports Market place for the forecast 2019– 2025.

Scope of The Report:

The global e-sports market has been escalating at an unprecedented level and is also going to show a great amount of headway in the coming years. The reason for such good growth is that the market is still in its initial stages but already a lot of demand can be witnessed especially on the online platforms such as YouTube. The gaming channels have been growing leaps and bounds in the last few years and the viewership has skyrocketed and the expectation is for this to keep happening in the coming years.

A lot of contribution comes from the direct advertisements and sponsorships to the market revenue overall for the e-sports market. In last few years, the sponsorship segment has been seeing a great amount of increase and that is going to bring a complete new dimension for the concepts of professional gaming. The direct advertisements have been giving the opportunities to all the brand owners for reaching the viewers directly in events and also the video displays, freebies and posters. The interactive advertisement and the other methods have bene facilitating this to reach the brands.

The global e-sports market has been segmented on the basis of revenue streams which are media rights, online advertisements and subscriptions, tickets and merchandise, direct advertisements and sponsorships and also geography.

Key Players in the E-sports Market Report

A few of the major players in the global e-sports market are the Activision Blizzard, Modern Times Group and the Riot Games Inc., and a few others.

Market by Regional Analysis

North America (USA, Canada, Mexico), Europe (UK, France, Germany, Russia, Rest of Europe), Asia-Pacific (China, South Korea, India, Japan, Rest of Asia-Pacific), LAMEA, Latin America, Middle East, Africa

Increasing Gamers Propelling The Global E-Sports Market Growth

There is an overwhelming majority of millennials who are playing the e-sports. Therefore, the publishers who of the e-sports have been targeting the base of customers by them personalizing the user gameplay experience and offering these games on a lot of platforms like the PC, Console and mobile. The revenue of the games spreads across the platforms and the revenue is due to the gamers adding everyday into this ecosystem. The revenue at times is more than any major gaming console or even PC.

For making this games a lot more organized, the organizations have been emerging to govern. There is an example of the WESA coalition which works on the stakeholders for the protection of the integrity of competitors and the investigation in case any form of cheating or manipulation takes place. This is going to be a positive outlook for the global e-sports market and is going to be a major driving force for the growth in the market. Though for the restraints, there isn’t any infrastructure which exists in the world as there is a great lack of awareness when it comes to these sports. This is a factor which is going to restrain the growth in the global e-sports market.

Asia Pacific Dominating The Global E-Sports Market In Terms Of Growth

The region for Asia Pacific is going to be a major market for the e-sports. The reason for this is the youth taking to the e-sports in the younger population and the supportive government policies leading to global e-sports market growth in this region. The region has been seeing an infrastructural development in the field as there are facilities expected to be built in the city of Hangzhou in China. Further adding to the market is the Asian games which are going to place in 2022 and going to recognize e-sports as an event.

E-sports Market Key Market Segments:

By Revenue Streams:

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

By Regional & Country Analysis:

  • North America
    • US.
    • Canada
  • Europe
    • UK.
    • France
    • Germany
    • Italy
  • Asia Pacific
    • China
    • Japan
    • India
    • Southeast Asia
  • Latin America
    • Brazil
    • Mexico
  • Middle East and Africa
    • GCC
    • Africa
    • Rest of Middle East and Africa
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