Global Esports Market By Revenue Stream (Consumer Ticket Sales, Sponsorship, Media Rights, Streaming and Advertising, Consumer Contribution); By Game Type (First Person Shooters, Real Time Strategy, Multiplayer Online Battle Arena, Racing Others (Sports, Fighting Games Etc.)); By Game Platform (PC, Consoles, Handheld); By Competition Type (Minor League, Major League); By Region (U.S., Canada, Mexico, Rest of North America, The UK, France, Germany, Italy, Spain, Nordic Countries (Denmark, Finland, Iceland, Sweden, Norway), Benelux Union (Belgium, the Netherlands, Luxembourg), Rest of Europe, China, Japan, India, New Zealand, Australia, South Korea, Southeast Asia (Indonesia, Thailand, Malaysia, Singapore, Rest of Southeast Asia), Saudi Arabia, UAE, Egypt, Kuwait, South Africa, Rest of Middle East & Africa, Brazil, Argentina, Rest of Latin America) – Global Insights, Growth, Size, Comparative Analysis, Trends and Forecast, 2019 - 2027
Industry Trends
Esports is a multiplayer game format, wherein the participants compete in different gaming tournaments in a virtual environment. The esports ecosystem comprises of game publishers or the game makers, external league organizers and the streaming platforms. The esports game players are offered lucrative incentives as prize money, to enhance their motivation in the competition. The game layout has also attracted a large number of viewers, both watching live, i.e., in person and also through online sources. The viewership of esports has seen a monumental shift over the years, and is estimated to cross more than 500 million viewers mark over the years. Hence, the worldwide growth in global audience rate of the tournaments is attracting existing and new game developers to capitalize on this trend, thereby influencing the growth of global esports market.
The prevailing pandemic outbreak has compelled the termination of sporting events globally, which also includes the Tokyo Olympics 2020. Esports has emerged as alternative filler, both for the viewers as well as the professionals. The esports market participants are experiencing massive increase in participation and viewership. Twitch, a media streaming platform for esports, observed a rise in 31% viewership in March, 2020. Moreover, few event organizers are completely diverting their esports tournaments into online formats, wherein the entire game is being played and viewed remotely. In March, 2020 League Championship Series (LCS) and Call of Duty League (CDL) cancelled their homestand events and through incorporation of requisite technology, organized the same remotely. The event organizers are viewing this as an opportunity for the coming years. Hence, the current situation enforcing social distancing among individuals globally, is driving the growth of global esports market.
The mammoth growth of the industry has lured several organizations to undertake investments and strategic initiatives to capitalize on the prevailing opportunity. Venture capital and private equity firms are investing rapidly into the start-ups operating in the sector. In 2018, an investment of about US$ 4.5 billion was brought into the industry by venture capitals, private equity firms and family offices amongst others. The areas within the esports ecosystem which attracted most funds included esports game developers, media platforms and advertising and team organizations. Integration of analytics by the game developers in their esports tournaments has enabled optimizing on the data extracted through these games. Hence, growing investments from multiple sectors in the global esports market is expected to influence the industry growth over the forecast period.
Revenue Stream Outlook:
The revenue generated strictly from the organized esports gaming format, which includes the leagues and tournaments organized at a professional-level by established organizations are categorized under this industry. The primary sources from where esports gather revenue include consumer ticket sales, sponsorship, media rights, streaming and advertising along with consumer contribution. The game publisher, either organize the event themselves or outsource the same to an event league organizer. Brands have also emerged as essential partakers in the industry through advertising partnership and sponsorship in the esports games. They majorly associate with game publishers, esports players, broadcasters, event operators and leagues among others to monetize on the given opportunity. A prominent example in the space is of BMW, a German automotive manufacturer, which in April 2020, directed a substantial part of its marketing budget towards investment in esports gaming competitions. In regards to its investment, the company has partnered with five organizations including Fnatic (the UK), G2 Esports (Germany), T1 (South Korea), FunPlus Phoenix (China) and Cloud9 (U.S). Owing to the massive audience growth rate towards the format, the company is considering esports as an essential marketing tool for their brand. In 2018, sponsorship segment held the highest market share and is expected to retain the growth over the forecast period. The increasing participation of brands, from diversified industrial verticals is expected to further proliferate the growth of global esports market over the forecast period.
Game Type Outlook
Multiplayer online battle arena (MOBA), first person shooters (FPS) and real time strategy games are among the most common and preferred esports game types in the global esports market. Racing and sports games in the layout are also gaining popularity across the globe. MOBA game type registered highest market share in 2018, and is expected to retain its share over the forecast period. The sporting game category is expected to grow at a higher growth rate over the forecast period. The MOBA game titled, “League of Legends” has been cited as the most watched esports category, globally. The individuals in such game formats can either participate individually or join a team to represent larger organizations, and thereby compete for higher prize money.
Game Platform Outlook:
The gaming platforms predominantly used in esports include PCs, consoles and handheld devices. The PCs or personal computers are most widely used platforms in the global esports market. However, mobile platforms held the highest share in global esports market in 2018. The growth is attributable to ease of accessibility along with the flexibility and convenience associated with the device. The game publishers are heavily investing towards the development of smartphone-versions of the leading esports games to capitalize on the growing interest of millennial towards the platform. The platform is further anticipated to initiate a paradigm shift in esports market, thereby escalating the penetration in esports tournaments.
Regional Outlook:
North America region registered the highest share in global esports market in 2018. Presence of large number of game developers along with large number of esports events with major prize money, held in the region is contributing the growth of the market in the region. Asia Pacific is expected to register the highest growth rate over the period of next eight years. The associations and companies in the region are largely directing investments towards the esports market and are considering this a potential growth opportunity in the coming years. The Japan eSports Federation, the eSports Promotion Organization and Japan e-Sports Association have merged together and formed a single entity, the Japan Esports Union (JESU). The association is pacing efforts towards recognition of esports gaming format in the country. In regard to the same, the country has planned to establish training and education centres across 11 prefectures in the country, to impart education pertaining to organizing esports gaming events in Japan. Hence, the growing inclination towards the gaming format, from both private and public sectors, is expected to boost the market growth over the next eight years.
In terms of revenue, global esports market was valued at US$ 866.97 Mn in 2018 and is anticipated to grow at a CAGR of 26.2% over the forecast period. The study analyses the market in terms of revenue across all the major regions, which have been bifurcated into countries.
Global Esports Market Revenue & Forecast, (US$ Million), 2015 – 2027
Competitive Landscape
The report provides both, qualitative and quantitative research of esports market, as well as provides comprehensive insights and development methods adopted by the key contenders. The report also offers extensive research on the key players in this market and details on the competitiveness of these players. Key business strategies such as mergers and acquisitions (M&A), affiliations, collaborations, and contracts adopted by these major market participants are also recognized and analyzed in the report. For each company, the report studies their global presence, competitors, service offerings and specification amongst others.
Some of the players operating in the esports market are Activision Publishing, Inc., BANDAI NAMCO Entertainment America Inc., CAPCOM CO., LTD., Electronic Arts Inc., Epic Games, Inc., Gameloft, Hi-Rez Studios, INC., Konami Digital Entertainment, Microsoft (343 Industries), mixi, Inc., NetEase, Inc., Nintendo., Psyonix LLC (Rocket League), Riot Games, Sega, Sony Corporation, Super Evil Megacorp, Supercell Oy, Take-Two Interactive Software, Inc., Tencent, Ubisoft Entertainment, Valve Corporation, Wargaming.net. and ZENIMAX MEDIA INC. amongst others.
Global Esports Market:
By Revenue Stream
- Consumer Ticket Sales
- Sponsorship
- Media Rights
- Streaming and Advertising
- Consumer Contribution
By Game Type
- First Person Shooters
- Real Time Strategy
- Multiplayer Online Battle Arena
- Racing
- Others (Sports, Fighting Games Etc.)
By Game Platform
- PC
- Consoles
- Handheld
- By Competition Type
- Minor League
- Major League
By Geography
- North America
- US
- Canada
- Mexico
- Rest of North America
- Europe
- France
- The UK
- Spain
- Germany
- Italy
- Nordic Countries
- Denmark
- Finland
- Iceland
- Sweden
- Norway
- Benelux Union
- Belgium
- The Netherlands
- Luxembourg
- Rest of Europe
- Asia Pacific
- China
- Japan
- India
- New Zealand
- Australia
- South Korea
- Southeast Asia
- Indonesia
- Thailand
- Malaysia
- Singapore
- Rest of Southeast Asia
- Rest of Asia Pacific
- Middle East and Africa
- Saudi Arabia
- UAE
- Egypt
- Kuwait
- South Africa
- Rest of Middle East & Africa
- Latin America
- Brazil
- Argentina
- Rest of Latin America
Table of Contents
1.
Market
Scope
1.1. Market Segmentation
1.2. Years Considered
1.2.1. Historic Years: 2013 - 2017
1.2.2. Base Year: 2018
1.2.3. Forecast Years: 2019 – 2027
2.
Key
Target Audiences
3.
Research
Methodology
3.1. Primary Research
3.1.1. Research Questionnaire
3.1.2. Global Percentage Breakdown
3.1.3. Primary Interviews: Key Opinion Leaders (KOLs)
3.2. Secondary Research
3.2.1. Paid Databases
3.2.2. Secondary Sources
3.3. Market Size Estimates
3.3.1. Top-Down Approach
3.3.2. Bottom-Up Approach
3.4. Data Triangulation Methodology
3.5. Research Assumptions
4.
Recommendations
and Insights from AMI’s Perspective**
5.
Holistic
Overview of Esports Market
6.
Market
Synopsis: Esports Market
7.
Esports
Market Analysis: Qualitative Perspective
7.1. Introduction
7.1.1. Product Definition
7.1.2. Industry Development
7.2. Market Dynamics
7.2.1. Drivers
7.2.2. Restraints
7.2.3. Opportunities
7.3. Trends in Esports Market
7.4. Market Determinants Radar Chart
7.5. Macro-Economic and Micro-Economic Indicators: Esports Market
7.6. Porter’s Five Force Analysis
7.7. Value Chain Analysis
7.8. Analysis
on Impact of Covid-19 on Global Esports Market
8.
Global
Esports Market Analysis and Forecasts, 2019 – 2027
8.1. Overview
8.1.1. Global Esports Market Revenue (US$ Mn)
8.2. Global Esports Market Revenue (US$ Mn) and Forecasts, By Revenue
Stream
8.2.1. Consumer Ticket Sales
8.2.1.1.
Definition
8.2.1.2.
Market
Estimation and Penetration, 2013 – 2018
8.2.1.3.
Market
Forecast, 2019 – 2027
8.2.1.4.
Compound
Annual Growth Rate (CAGR)
8.2.1.5.
Regional
Bifurcation
8.2.1.5.1.
North
America
8.2.1.5.1.1. Market Estimation, 2013 – 2018
8.2.1.5.1.2. Market Forecast, 2019 – 2027
8.2.1.5.2.
Europe
8.2.1.5.2.1. Market Estimation, 2013 – 2018
8.2.1.5.2.2. Market Forecast, 2019 – 2027
8.2.1.5.3.
Asia
Pacific
8.2.1.5.3.1. Market Estimation, 2013 – 2018
8.2.1.5.3.2. Market Forecast, 2019 – 2027
8.2.1.5.4.
Middle
East and Africa
8.2.1.5.4.1. Market Estimation, 2013 – 2018
8.2.1.5.4.2. Market Forecast, 2019 – 2027
8.2.1.5.5.
Latin
America
8.2.1.5.5.1. Market Estimation, 2013 – 2018
8.2.1.5.5.2. Market Forecast, 2019 – 2027
8.2.2. Sponsorship
8.2.2.1.
Definition
8.2.2.2.
Market
Estimation and Penetration, 2013 – 2018
8.2.2.3.
Market
Forecast, 2019 – 2027
8.2.2.4.
Compound
Annual Growth Rate (CAGR)
8.2.2.5.
Regional
Bifurcation
8.2.2.5.1.
North
America
8.2.2.5.1.1. Market Estimation, 2013 – 2018
8.2.2.5.1.2. Market Forecast, 2019 – 2027
8.2.2.5.2.
Europe
8.2.2.5.2.1. Market Estimation, 2013 – 2018
8.2.2.5.2.2. Market Forecast, 2019 – 2027
8.2.2.5.3.
Asia
Pacific
8.2.2.5.3.1. Market Estimation, 2013 – 2018
8.2.2.5.3.2. Market Forecast, 2019 – 2027
8.2.2.5.4.
Middle
East and Africa
8.2.2.5.4.1. Market Estimation, 2013 – 2018
8.2.2.5.4.2. Market Forecast, 2019 – 2027
8.2.2.5.5.
Latin
America
8.2.2.5.5.1. Market Estimation, 2013 – 2018
8.2.2.5.5.2. Market Forecast, 2019 – 2027
8.2.3. Media Rights
8.2.3.1.
Definition
8.2.3.2.
Market
Estimation and Penetration, 2013 – 2018
8.2.3.3.
Market
Forecast, 2019 – 2027
8.2.3.4.
Compound
Annual Growth Rate (CAGR)
8.2.3.5.
Regional
Bifurcation
8.2.3.5.1.
North
America
8.2.3.5.1.1. Market Estimation, 2013 – 2018
8.2.3.5.1.2. Market Forecast, 2019 – 2027
8.2.3.5.2.
Europe
8.2.3.5.2.1. Market Estimation, 2013 – 2018
8.2.3.5.2.2. Market Forecast, 2019 – 2027
8.2.3.5.3.
Asia
Pacific
8.2.3.5.3.1. Market Estimation, 2013 – 2018
8.2.3.5.3.2. Market Forecast, 2019 – 2027
8.2.3.5.4.
Middle
East and Africa
8.2.3.5.4.1. Market Estimation, 2013 – 2018
8.2.3.5.4.2. Market Forecast, 2019 – 2027
8.2.3.5.5.
Latin
America
8.2.3.5.5.1. Market Estimation, 2013 – 2018
8.2.3.5.5.2. Market Forecast, 2019 – 2027
8.2.4. Streaming and Advertising
8.2.4.1.
Definition
8.2.4.2.
Market
Estimation and Penetration, 2013 – 2018
8.2.4.3.
Market
Forecast, 2019 – 2027
8.2.4.4.
Compound
Annual Growth Rate (CAGR)
8.2.4.5.
Regional
Bifurcation
8.2.4.5.1.
North
America
8.2.4.5.1.1. Market Estimation, 2013 – 2018
8.2.4.5.1.2. Market Forecast, 2019 – 2027
8.2.4.5.2.
Europe
8.2.4.5.2.1. Market Estimation, 2013 – 2018
8.2.4.5.2.2. Market Forecast, 2019 – 2027
8.2.4.5.3.
Asia
Pacific
8.2.4.5.3.1. Market Estimation, 2013 – 2018
8.2.4.5.3.2. Market Forecast, 2019 – 2027
8.2.4.5.4.
Middle
East and Africa
8.2.4.5.4.1. Market Estimation, 2013 – 2018
8.2.4.5.4.2. Market Forecast, 2019 – 2027
8.2.4.5.5.
Latin
America
8.2.4.5.5.1. Market Estimation, 2013 – 2018
8.2.4.5.5.2. Market Forecast, 2019 – 2027
8.2.5. Consumer Contribution
8.2.5.1.
Definition
8.2.5.2.
Market
Estimation and Penetration, 2013 – 2018
8.2.5.3.
Market
Forecast, 2019 – 2027
8.2.5.4.
Compound
Annual Growth Rate (CAGR)
8.2.5.5.
Regional
Bifurcation
8.2.5.5.1.
North
America
8.2.5.5.1.1. Market Estimation, 2013 – 2018
8.2.5.5.1.2. Market Forecast, 2019 – 2027
8.2.5.5.2.
Europe
8.2.5.5.2.1. Market Estimation, 2013 – 2018
8.2.5.5.2.2. Market Forecast, 2019 – 2027
8.2.5.5.3.
Asia
Pacific
8.2.5.5.3.1. Market Estimation, 2013 – 2018
8.2.5.5.3.2. Market Forecast, 2019 – 2027
8.2.5.5.4.
Middle
East and Africa
8.2.5.5.4.1. Market Estimation, 2013 – 2018
8.2.5.5.4.2. Market Forecast, 2019 – 2027
8.2.5.5.5.
Latin
America
8.2.5.5.5.1. Market Estimation, 2013 – 2018
8.2.5.5.5.2. Market Forecast, 2019 – 2027
8.3. Key Segment for Channeling Investments
8.3.1. By Revenue Stream
9.
Global
Esports Market Analysis and Forecasts, 2019 – 2027
9.1. Overview
9.2. Global Esports Market Revenue (US$ Mn) and Forecasts, By Game Type
9.2.1. First Person Shooters
9.2.1.1.
Definition
9.2.1.2.
Market
Estimation and Penetration, 2013 – 2018
9.2.1.3.
Market
Forecast, 2019 – 2027
9.2.1.4.
Compound
Annual Growth Rate (CAGR)
9.2.1.5.
Regional
Bifurcation
9.2.1.5.1.
North
America
9.2.1.5.1.1. Market Estimation, 2013 – 2018
9.2.1.5.1.2. Market Forecast, 2019 – 2027
9.2.1.5.2.
Europe
9.2.1.5.2.1. Market Estimation, 2013 – 2018
9.2.1.5.2.2. Market Forecast, 2019 – 2027
9.2.1.5.3.
Asia
Pacific
9.2.1.5.3.1. Market Estimation, 2013 – 2018
9.2.1.5.3.2. Market Forecast, 2019 – 2027
9.2.1.5.4.
Middle
East and Africa
9.2.1.5.4.1. Market Estimation, 2013 – 2018
9.2.1.5.4.2. Market Forecast, 2019 – 2027
9.2.1.5.5.
Latin
America
9.2.1.5.5.1. Market Estimation, 2013 – 2018
9.2.1.5.5.2. Market Forecast, 2019 – 2027
9.2.2. Real Time Strategy
9.2.2.1.
Definition
9.2.2.2.
Market
Estimation and Penetration, 2013 – 2018
9.2.2.3.
Market
Forecast, 2019 – 2027
9.2.2.4.
Compound
Annual Growth Rate (CAGR)
9.2.2.5.
Regional
Bifurcation
9.2.2.5.1.
North
America
9.2.2.5.1.1. Market Estimation, 2013 – 2018
9.2.2.5.1.2. Market Forecast, 2019 – 2027
9.2.2.5.2.
Europe
9.2.2.5.2.1. Market Estimation, 2013 – 2018
9.2.2.5.2.2. Market Forecast, 2019 – 2027
9.2.2.5.3.
Asia
Pacific
9.2.2.5.3.1. Market Estimation, 2013 – 2018
9.2.2.5.3.2. Market Forecast, 2019 – 2027
9.2.2.5.4.
Middle
East and Africa
9.2.2.5.4.1. Market Estimation, 2013 – 2018
9.2.2.5.4.2. Market Forecast, 2019 – 2027
9.2.2.5.5.
Latin
America
9.2.2.5.5.1. Market Estimation, 2013 – 2018
9.2.2.5.5.2. Market Forecast, 2019 – 2027
9.2.3. Multiplayer Online Battle Arena
9.2.3.1.
Definition
9.2.3.2.
Market
Estimation and Penetration, 2013 – 2018
9.2.3.3.
Market
Forecast, 2019 – 2027
9.2.3.4.
Compound
Annual Growth Rate (CAGR)
9.2.3.5.
Regional
Bifurcation
9.2.3.5.1.
North
America
9.2.3.5.1.1. Market Estimation, 2013 – 2018
9.2.3.5.1.2. Market Forecast, 2019 – 2027
9.2.3.5.2.
Europe
9.2.3.5.2.1. Market Estimation, 2013 – 2018
9.2.3.5.2.2. Market Forecast, 2019 – 2027
9.2.3.5.3.
Asia
Pacific
9.2.3.5.3.1. Market Estimation, 2013 – 2018
9.2.3.5.3.2. Market Forecast, 2019 – 2027
9.2.3.5.4.
Middle
East and Africa
9.2.3.5.4.1. Market Estimation, 2013 – 2018
9.2.3.5.4.2. Market Forecast, 2019 – 2027
9.2.3.5.5.
Latin
America
9.2.3.5.5.1. Market Estimation, 2013 – 2018
9.2.3.5.5.2. Market Forecast, 2019 – 2027
9.2.4. Racing
9.2.4.1.
Definition
9.2.4.2.
Market
Estimation and Penetration, 2013 – 2018
9.2.4.3.
Market
Forecast, 2019 – 2027
9.2.4.4.
Compound
Annual Growth Rate (CAGR)
9.2.4.5.
Regional
Bifurcation
9.2.4.5.1.
North
America
9.2.4.5.1.1. Market Estimation, 2013 – 2018
9.2.4.5.1.2. Market Forecast, 2019 – 2027
9.2.4.5.2.
Europe
9.2.4.5.2.1. Market Estimation, 2013 – 2018
9.2.4.5.2.2. Market Forecast, 2019 – 2027
9.2.4.5.3.
Asia
Pacific
9.2.4.5.3.1. Market Estimation, 2013 – 2018
9.2.4.5.3.2. Market Forecast, 2019 – 2027
9.2.4.5.4.
Middle
East and Africa
9.2.4.5.4.1. Market Estimation, 2013 – 2018
9.2.4.5.4.2. Market Forecast, 2019 – 2027
9.2.4.5.5.
Latin
America
9.2.4.5.5.1. Market Estimation, 2013 – 2018
9.2.4.5.5.2. Market Forecast, 2019 – 2027
9.2.5. Others (Sports, Fighting Games Etc.)
9.2.5.1.
Definition
9.2.5.2.
Market
Estimation and Penetration, 2013 – 2018
9.2.5.3.
Market
Forecast, 2019 – 2027
9.2.5.4.
Compound
Annual Growth Rate (CAGR)
9.2.5.5.
Regional
Bifurcation
9.2.5.5.1.
North
America
9.2.5.5.1.1. Market Estimation, 2013 – 2018
9.2.5.5.1.2. Market Forecast, 2019 – 2027
9.2.5.5.2.
Europe
9.2.5.5.2.1. Market Estimation, 2013 – 2018
9.2.5.5.2.2. Market Forecast, 2019 – 2027
9.2.5.5.3.
Asia
Pacific
9.2.5.5.3.1. Market Estimation, 2013 – 2018
9.2.5.5.3.2. Market Forecast, 2019 – 2027
9.2.5.5.4.
Middle
East and Africa
9.2.5.5.4.1. Market Estimation, 2013 – 2018
9.2.5.5.4.2. Market Forecast, 2019 – 2027
9.2.5.5.5.
Latin
America
9.2.5.5.5.1. Market Estimation, 2013 – 2018
9.2.5.5.5.2. Market Forecast, 2019 – 2027
9.3. Key Segment for Channeling Investments
9.3.1. By Game Type
10.
Global
Esports Market Analysis and Forecasts, 2019 – 2027
10.1. Overview
10.2. Global Esports Market Revenue (US$ Mn) and Forecasts, By Game
Platform
10.2.1. PC
10.2.1.1.
Definition
10.2.1.2.
Market
Estimation and Penetration, 2013 – 2018
10.2.1.3.
Market
Forecast, 2019 – 2027
10.2.1.4.
Compound
Annual Growth Rate (CAGR)
10.2.1.5.
Regional
Bifurcation
10.2.1.5.1.
North
America
10.2.1.5.1.1. Market Estimation, 2013 – 2018
10.2.1.5.1.2. Market Forecast, 2019 – 2027
10.2.1.5.2.
Europe
10.2.1.5.2.1. Market Estimation, 2013 – 2018
10.2.1.5.2.2. Market Forecast, 2019 – 2027
10.2.1.5.3.
Asia
Pacific
10.2.1.5.3.1. Market Estimation, 2013 – 2018
10.2.1.5.3.2. Market Forecast, 2019 – 2027
10.2.1.5.4.
Middle
East and Africa
10.2.1.5.4.1. Market Estimation, 2013 – 2018
10.2.1.5.4.2. Market Forecast, 2019 – 2027
10.2.1.5.5.
Latin
America
10.2.1.5.5.1. Market Estimation, 2013 – 2018
10.2.1.5.5.2. Market Forecast, 2019 – 2027
10.2.2. Consoles
10.2.2.1.
Definition
10.2.2.2.
Market
Estimation and Penetration, 2013 – 2018
10.2.2.3.
Market
Forecast, 2019 – 2027
10.2.2.4.
Compound
Annual Growth Rate (CAGR)
10.2.2.5.
Regional
Bifurcation
10.2.2.5.1.
North
America
10.2.2.5.1.1. Market Estimation, 2013 – 2018
10.2.2.5.1.2. Market Forecast, 2019 – 2027
10.2.2.5.2.
Europe
10.2.2.5.2.1. Market Estimation, 2013 – 2018
10.2.2.5.2.2. Market Forecast, 2019 – 2027
10.2.2.5.3.
Asia
Pacific
10.2.2.5.3.1. Market Estimation, 2013 – 2018
10.2.2.5.3.2. Market Forecast, 2019 – 2027
10.2.2.5.4.
Middle
East and Africa
10.2.2.5.4.1. Market Estimation, 2013 – 2018
10.2.2.5.4.2. Market Forecast, 2019 – 2027
10.2.2.5.5.
Latin
America
10.2.2.5.5.1. Market Estimation, 2013 – 2018
10.2.2.5.5.2. Market Forecast, 2019 – 2027
10.2.3. Handheld
10.2.3.1.
Definition
10.2.3.2.
Market
Estimation and Penetration, 2013 – 2018
10.2.3.3.
Market
Forecast, 2019 – 2027
10.2.3.4.
Compound
Annual Growth Rate (CAGR)
10.2.3.5.
Regional
Bifurcation
10.2.3.5.1.
North
America
10.2.3.5.1.1. Market Estimation, 2013 – 2018
10.2.3.5.1.2. Market Forecast, 2019 – 2027
10.2.3.5.2.
Europe
10.2.3.5.2.1. Market Estimation, 2013 – 2018
10.2.3.5.2.2. Market Forecast, 2019 – 2027
10.2.3.5.3.
Asia
Pacific
10.2.3.5.3.1. Market Estimation, 2013 – 2018
10.2.3.5.3.2. Market Forecast, 2019 – 2027
10.2.3.5.4.
Middle
East and Africa
10.2.3.5.4.1. Market Estimation, 2013 – 2018
10.2.3.5.4.2. Market Forecast, 2019 – 2027
10.2.3.5.5.
Latin
America
10.2.3.5.5.1. Market Estimation, 2013 – 2018
10.2.3.5.5.2. Market Forecast, 2019 – 2027
10.3. Key Segment for Channeling Investments
10.3.1. By Game Platform
11.
Global
Esports Market Analysis and Forecasts, 2019 – 2027
11.1. Overview
11.2. Global Esports Market Revenue (US$ Mn) and Forecasts, By Competition
Type
11.2.1. Minor League
11.2.1.1.
Definition
11.2.1.2.
Market
Estimation and Penetration, 2013 – 2018
11.2.1.3.
Market
Forecast, 2019 – 2027
11.2.1.4.
Compound
Annual Growth Rate (CAGR)
11.2.1.5.
Regional
Bifurcation
11.2.1.5.1.
North
America
11.2.1.5.1.1. Market Estimation, 2013 – 2018
11.2.1.5.1.2. Market Forecast, 2019 – 2027
11.2.1.5.2.
Europe
11.2.1.5.2.1. Market Estimation, 2013 – 2018
11.2.1.5.2.2. Market Forecast, 2019 – 2027
11.2.1.5.3.
Asia
Pacific
11.2.1.5.3.1. Market Estimation, 2013 – 2018
11.2.1.5.3.2. Market Forecast, 2019 – 2027
11.2.1.5.4.
Middle
East and Africa
11.2.1.5.4.1. Market Estimation, 2013 – 2018
11.2.1.5.4.2. Market Forecast, 2019 – 2027
11.2.1.5.5.
Latin
America
11.2.1.5.5.1. Market Estimation, 2013 – 2018
11.2.1.5.5.2. Market Forecast, 2019 – 2027
11.2.2. Major League
11.2.2.1.
Definition
11.2.2.2.
Market
Estimation and Penetration, 2013 – 2018
11.2.2.3.
Market
Forecast, 2019 – 2027
11.2.2.4.
Compound
Annual Growth Rate (CAGR)
11.2.2.5.
Regional
Bifurcation
11.2.2.5.1.
North
America
11.2.2.5.1.1. Market Estimation, 2013 – 2018
11.2.2.5.1.2. Market Forecast, 2019 – 2027
11.2.2.5.2.
Europe
11.2.2.5.2.1. Market Estimation, 2013 – 2018
11.2.2.5.2.2. Market Forecast, 2019 – 2027
11.2.2.5.3.
Asia
Pacific
11.2.2.5.3.1. Market Estimation, 2013 – 2018
11.2.2.5.3.2. Market Forecast, 2019 – 2027
11.2.2.5.4.
Middle
East and Africa
11.2.2.5.4.1. Market Estimation, 2013 – 2018
11.2.2.5.4.2. Market Forecast, 2019 – 2027
11.2.2.5.5.
Latin
America
11.2.2.5.5.1. Market Estimation, 2013 – 2018
11.2.2.5.5.2. Market Forecast, 2019 – 2027
11.3. Key Segment for Channeling Investments
11.3.1. By Competition Type
12.
North
America Esports Market Analysis and Forecasts, 2019 - 2027
12.1. Overview
12.1.1. North America Esports Market Revenue (US$ Mn)
12.2. North America Esports Market Revenue (US$ Mn) and Forecasts, By
Revenue Stream
12.2.1. Consumer Ticket Sales
12.2.2. Sponsorship
12.2.3. Media Rights
12.2.4. Streaming and Advertising
12.2.5. Consumer Contribution
12.3. North America Esports Market Revenue (US$ Mn) and Forecasts, By Game
Type
12.3.1. First Person Shooters
12.3.2. Real Time Strategy
12.3.3. Multiplayer Online Battle Arena
12.3.4. Racing
12.3.5. Others (Sports, Fighting Games Etc.)
12.4. North America Esports Market Revenue (US$ Mn) and Forecasts, By Game
Platform
12.4.1. PC
12.4.2. Consoles
12.4.3. Handheld
12.5. North America Esports Market Revenue (US$ Mn) and Forecasts, By
Competition Type
12.5.1. Minor League
12.5.2. Major League
12.6. North America Esports Market Revenue (US$ Mn) and Forecasts, By
Country
12.6.1. U.S
12.6.1.1.
U.S
Esports Market Revenue (US$ Mn) and Forecasts, By Revenue Stream
12.6.1.1.1.
Consumer
Ticket Sales
12.6.1.1.2.
Sponsorship
12.6.1.1.3.
Media
Rights
12.6.1.1.4.
Streaming
and Advertising
12.6.1.1.5.
Consumer
Contribution
12.6.1.2.
U.S
Esports Market Revenue (US$ Mn) and Forecasts, By Game Type
12.6.1.2.1.
First Person
Shooters
12.6.1.2.2.
Real
Time Strategy
12.6.1.2.3.
Multiplayer
Online Battle Arena
12.6.1.2.4.
Racing
12.6.1.2.5.
Others
(Sports, Fighting Games Etc.)
12.6.1.3.
U.S
Esports Market Revenue (US$ Mn) and Forecasts, By Game Platform
12.6.1.3.1.
PC
12.6.1.3.2.
Consoles
12.6.1.3.3.
Handheld
12.6.1.4.
U.S
Esports Market Revenue (US$ Mn) and Forecasts, By Competition Type
12.6.1.4.1.
Minor
League
12.6.1.4.2.
Major
League
12.6.2. Canada
12.6.2.1.
Canada
Esports Market Revenue (US$ Mn) and Forecasts, By Revenue Stream
12.6.2.1.1.
Consumer
Ticket Sales
12.6.2.1.2.
Sponsorship
12.6.2.1.3.
Media
Rights
12.6.2.1.4.
Streaming
and Advertising
12.6.2.1.5.
Consumer
Contribution
12.6.2.2.
Canada
Esports Market Revenue (US$ Mn) and Forecasts, By Game Type
12.6.2.2.1.
First
Person Shooters
12.6.2.2.2.
Real
Time Strategy
12.6.2.2.3.
Multiplayer
Online Battle Arena
12.6.2.2.4.
Racing
12.6.2.2.5.
Others
(Sports, Fighting Games Etc.)
12.6.2.3.
Canada
Esports Market Revenue (US$ Mn) and Forecasts, By Game Platform
12.6.2.3.1.
PC
12.6.2.3.2.
Consoles
12.6.2.3.3.
Handheld
12.6.2.4.
Canada
Esports Market Revenue (US$ Mn) and Forecasts, By Competition Type
12.6.2.4.1.
Minor
League
12.6.2.4.2.
Major
League
12.6.3. Mexico
12.6.3.1.
Mexico
Esports Market Revenue (US$ Mn) and Forecasts, By Revenue Stream
12.6.3.1.1.
Consumer
Ticket Sales
12.6.3.1.2.
Sponsorship
12.6.3.1.3.
Media
Rights
12.6.3.1.4.
Streaming
and Advertising
12.6.3.1.5.
Consumer
Contribution
12.6.3.2.
Mexico
Esports Market Revenue (US$ Mn) and Forecasts, By Game Type
12.6.3.2.1.
First
Person Shooters
12.6.3.2.2.
Real
Time Strategy
12.6.3.2.3.
Multiplayer
Online Battle Arena
12.6.3.2.4.
Racing
12.6.3.2.5.
Others
(Sports, Fighting Games Etc.)
12.6.3.3.
Mexico
Esports Market Revenue (US$ Mn) and Forecasts, By Game Platform
12.6.3.3.1.
PC
12.6.3.3.2.
Consoles
12.6.3.3.3.
Handheld
12.6.3.4.
Mexico
Esports Market Revenue (US$ Mn) and Forecasts, By Competition Type
12.6.3.4.1.
Minor
League
12.6.3.4.2.
Major
League
12.6.4. Rest of North America
12.6.4.1.
Rest of
North America Esports Market Revenue (US$ Mn) and Forecasts, By Revenue Stream
12.6.4.1.1.
Consumer
Ticket Sales
12.6.4.1.2.
Sponsorship
12.6.4.1.3.
Media
Rights
12.6.4.1.4.
Streaming
and Advertising
12.6.4.1.5.
Consumer
Contribution
12.6.4.2.
Rest of
North America Esports Market Revenue (US$ Mn) and Forecasts, By Game Type
12.6.4.2.1.
First
Person Shooters
12.6.4.2.2.
Real
Time Strategy
12.6.4.2.3.
Multiplayer
Online Battle Arena
12.6.4.2.4.
Racing
12.6.4.2.5.
Others
(Sports, Fighting Games Etc.)
12.6.4.3.
Rest of
North America Esports Market Revenue (US$ Mn) and Forecasts, By Game Platform
12.6.4.3.1.
PC
12.6.4.3.2.
Consoles
12.6.4.3.3.
Handheld
12.6.4.4.
Rest of
North America Esports Market Revenue (US$ Mn) and Forecasts, By Competition
Type
12.6.4.4.1.
Minor
League
12.6.4.4.2.
Major
League
12.7. Key Segment for Channeling Investments
12.7.1. By Country
12.7.2. By Revenue Stream
12.7.3. By Game Type
12.7.4. By Game Platform
12.7.5. By Competition Type
13.
Europe
Esports Market Analysis and Forecasts, 2019 - 2027
13.1. Overview
13.1.1. Europe Esports Market Revenue (US$ Mn)
13.2. Europe Esports Market Revenue (US$ Mn) and Forecasts, By Revenue
Stream
13.2.1. Consumer Ticket Sales
13.2.2. Sponsorship
13.2.3. Media Rights
13.2.4. Streaming and Advertising
13.2.5. Consumer Contribution
13.3. Europe Esports Market Revenue (US$ Mn) and Forecasts, By Game Type
13.3.1. First Person Shooters
13.3.2. Real Time Strategy
13.3.3. Multiplayer Online Battle Arena
13.3.4. Racing
13.3.5. Others (Sports, Fighting Games Etc.)
13.4. Europe Esports Market Revenue (US$ Mn) and Forecasts, By Game
Platform
13.4.1. PC
13.4.2. Consoles
13.4.3. Handheld
13.5. Europe Esports Market Revenue (US$ Mn) and Forecasts, By Competition
Type
13.5.1. Minor League
13.5.2. Major League
13.6. Europe Esports Market Revenue (US$ Mn) and Forecasts, By Country
13.6.1. France
13.6.1.1.
France
Esports Market Revenue (US$ Mn) and Forecasts, By Revenue Stream
13.6.1.1.1.
Consumer
Ticket Sales
13.6.1.1.2.
Sponsorship
13.6.1.1.3.
Media
Rights
13.6.1.1.4.
Streaming
and Advertising
13.6.1.1.5.
Consumer
Contribution
13.6.1.2.
France
Esports Market Revenue (US$ Mn) and Forecasts, By Game Type
13.6.1.2.1.
First
Person Shooters
13.6.1.2.2.
Real
Time Strategy
13.6.1.2.3.
Multiplayer
Online Battle Arena
13.6.1.2.4.
Racing
13.6.1.2.5.
Others
(Sports, Fighting Games Etc.)
13.6.1.3.
France
Esports Market Revenue (US$ Mn) and Forecasts, By Game Platform
13.6.1.3.1.
PC
13.6.1.3.2.
Consoles
13.6.1.3.3.
Handheld
13.6.1.4.
France
Esports Market Revenue (US$ Mn) and Forecasts, By Competition Type
13.6.1.4.1.
Minor
League
13.6.1.4.2.
Major
League
13.6.2. The UK
13.6.2.1.
The UK
Esports Market Revenue (US$ Mn) and Forecasts, By Revenue Stream
13.6.2.1.1.
Consumer
Ticket Sales
13.6.2.1.2.
Sponsorship
13.6.2.1.3.
Media
Rights
13.6.2.1.4.
Streaming
and Advertising
13.6.2.1.5.
Consumer
Contribution
13.6.2.2.
The UK
Esports Market Revenue (US$ Mn) and Forecasts, By Game Type
13.6.2.2.1.
First
Person Shooters
13.6.2.2.2.
Real
Time Strategy
13.6.2.2.3.
Multiplayer
Online Battle Arena
13.6.2.2.4.
Racing
13.6.2.2.5.
Others
(Sports, Fighting Games Etc.)
13.6.2.3.
The UK
Esports Market Revenue (US$ Mn) and Forecasts, By Game Platform
13.6.2.3.1.
PC
13.6.2.3.2.
Consoles
13.6.2.3.3.
Handheld
13.6.2.4.
The UK
Esports Market Revenue (US$ Mn) and Forecasts, By Competition Type
13.6.2.4.1.
Minor
League
13.6.2.4.2.
Major
League
13.6.3. Spain
13.6.3.1.
Spain
Esports Market Revenue (US$ Mn) and Forecasts, By Revenue Stream
13.6.3.1.1.
Consumer
Ticket Sales
13.6.3.1.2.
Sponsorship
13.6.3.1.3.
Media
Rights
13.6.3.1.4.
Streaming
and Advertising
13.6.3.1.5.
Consumer
Contribution
13.6.3.2.
Spain
Esports Market Revenue (US$ Mn) and Forecasts, By Game Type
13.6.3.2.1.
First
Person Shooters
13.6.3.2.2.
Real
Time Strategy
13.6.3.2.3.
Multiplayer
Online Battle Arena
13.6.3.2.4.
Racing
13.6.3.2.5.
Others
(Sports, Fighting Games Etc.)
13.6.3.3.
Spain
Esports Market Revenue (US$ Mn) and Forecasts, By Game Platform
13.6.3.3.1.
PC
13.6.3.3.2.
Consoles
13.6.3.3.3.
Handheld
13.6.3.4.
Spain
Esports Market Revenue (US$ Mn) and Forecasts, By Competition Type
13.6.3.4.1.
Minor
League
13.6.3.4.2.
Major
League
13.6.4. Germany
13.6.4.1.
Germany
Esports Market Revenue (US$ Mn) and Forecasts, By Revenue Stream
13.6.4.1.1.
Consumer
Ticket Sales
13.6.4.1.2.
Sponsorship
13.6.4.1.3.
Media
Rights
13.6.4.1.4.
Streaming
and Advertising
13.6.4.1.5.
Consumer
Contribution
13.6.4.2.
Germany
Esports Market Revenue (US$ Mn) and Forecasts, By Game Type
13.6.4.2.1.
First
Person Shooters
13.6.4.2.2.
Real
Time Strategy
13.6.4.2.3.
Multiplayer
Online Battle Arena
13.6.4.2.4.
Racing
13.6.4.2.5.
Others
(Sports, Fighting Games Etc.)
13.6.4.3.
Germany
Esports Market Revenue (US$ Mn) and Forecasts, By Game Platform
13.6.4.3.1.
PC
13.6.4.3.2.
Consoles
13.6.4.3.3.
Handheld
13.6.4.4.
Germany
Esports Market Revenue (US$ Mn) and Forecasts, By Competition Type
13.6.4.4.1.
Minor
League
13.6.4.4.2.
Major
League
13.6.5. Italy
13.6.5.1.
Italy
Esports Market Revenue (US$ Mn) and Forecasts, By Revenue Stream
13.6.5.1.1.
Consumer
Ticket Sales
13.6.5.1.2.
Sponsorship
13.6.5.1.3.
Media
Rights
13.6.5.1.4.
Streaming
and Advertising
13.6.5.1.5.
Consumer
Contribution
13.6.5.2.
Italy
Esports Market Revenue (US$ Mn) and Forecasts, By Game Type
13.6.5.2.1.
First
Person Shooters
13.6.5.2.2.
Real
Time Strategy
13.6.5.2.3.
Multiplayer
Online Battle Arena
13.6.5.2.4.
Racing
13.6.5.2.5.
Others
(Sports, Fighting Games Etc.)
13.6.5.3.
Italy
Esports Market Revenue (US$ Mn) and Forecasts, By Game Platform
13.6.5.3.1.
PC
13.6.5.3.2.
Consoles
13.6.5.3.3.
Handheld
13.6.5.4.
Italy
Esports Market Revenue (US$ Mn) and Forecasts, By Competition Type
13.6.5.4.1.
Minor League
13.6.5.4.2.
Major
League
13.6.6. Nordic Countries
13.6.6.1.
Nordic
Countries Esports Market Revenue (US$ Mn) and Forecasts, By Revenue Stream
13.6.6.1.1.
Consumer
Ticket Sales
13.6.6.1.2.
Sponsorship
13.6.6.1.3.
Media
Rights
13.6.6.1.4.
Streaming
and Advertising
13.6.6.1.5.
Consumer
Contribution
13.6.6.2.
Nordic
Countries Esports Market Revenue (US$ Mn) and Forecasts, By Game Type
13.6.6.2.1.
First
Person Shooters
13.6.6.2.2.
Real
Time Strategy
13.6.6.2.3.
Multiplayer
Online Battle Arena
13.6.6.2.4.
Racing
13.6.6.2.5.
Others
(Sports, Fighting Games Etc.)
13.6.6.3.
Nordic
Countries Esports Market Revenue (US$ Mn) and Forecasts, By Game Platform
13.6.6.3.1.
PC
13.6.6.3.2.
Consoles
13.6.6.3.3.
Handheld
13.6.6.4.
Nordic
Countries Esports Market Revenue (US$ Mn) and Forecasts, By Competition Type
13.6.6.4.1.
Minor
League
13.6.6.4.2.
Major
League
13.6.6.5.
Nordic
Countries Esports Market Revenue (US$ Mn) and Forecasts, By Country
13.6.6.5.1.
Denmark
13.6.6.5.2.
Finland
13.6.6.5.3.
Iceland
13.6.6.5.4.
Sweden
13.6.6.5.5.
Norway
13.6.7. Benelux Union
13.6.7.1.
Benelux
Union Esports Market Revenue (US$ Mn) and Forecasts, By Revenue Stream
13.6.7.1.1.
Consumer
Ticket Sales
13.6.7.1.2.
Sponsorship
13.6.7.1.3.
Media
Rights
13.6.7.1.4.
Streaming
and Advertising
13.6.7.1.5.
Consumer
Contribution
13.6.7.2.
Benelux
Union Esports Market Revenue (US$ Mn) and Forecasts, By Game Type
13.6.7.2.1.
First
Person Shooters
13.6.7.2.2.
Real Time
Strategy
13.6.7.2.3.
Multiplayer
Online Battle Arena
13.6.7.2.4.
Racing
13.6.7.2.5.
Others
(Sports, Fighting Games Etc.)
13.6.7.3.
Benelux
Union Esports Market Revenue (US$ Mn) and Forecasts, By Game Platform
13.6.7.3.1.
PC
13.6.7.3.2.
Consoles
13.6.7.3.3.
Handheld
13.6.7.4.
Benelux
Union Esports Market Revenue (US$ Mn) and Forecasts, By Competition Type
13.6.7.4.1.
Minor
League
13.6.7.4.2.
Major
League
13.6.7.5.
Benelux
Union Esports Market Revenue (US$ Mn) and Forecasts, By Country
13.6.7.5.1.
Belgium
13.6.7.5.2.
The
Netherlands
13.6.7.5.3.
Luxembourg
13.6.8. Rest of Europe
13.6.8.1.
Rest of
Europe Esports Market Revenue (US$ Mn) and Forecasts, By Revenue Stream
13.6.8.1.1.
Consumer
Ticket Sales
13.6.8.1.2.
Sponsorship
13.6.8.1.3.
Media
Rights
13.6.8.1.4.
Streaming
and Advertising
13.6.8.1.5.
Consumer
Contribution
13.6.8.2.
Rest of
Europe Esports Market Revenue (US$ Mn) and Forecasts, By Game Type
13.6.8.2.1.
First
Person Shooters
13.6.8.2.2.
Real
Time Strategy
13.6.8.2.3.
Multiplayer
Online Battle Arena
13.6.8.2.4.
Racing
13.6.8.2.5.
Others
(Sports, Fighting Games Etc.)
13.6.8.3.
Rest of
Europe Esports Market Revenue (US$ Mn) and Forecasts, By Game Platform
13.6.8.3.1.
PC
13.6.8.3.2.
Consoles
13.6.8.3.3.
Handheld
13.6.8.4.
Rest of
Europe Esports Market Revenue (US$ Mn) and Forecasts, By Competition Type
13.6.8.4.1.
Minor
League
13.6.8.4.2.
Major
League
13.7. Key Segment for Channeling Investments
13.7.1. By Country
13.7.2. By Revenue Stream
13.7.3. By Game Type
13.7.4. By Game Platform
13.7.5. By Competition Type
14.
Asia
Pacific Esports Market Analysis and Forecasts, 2019 - 2027
14.1. Overview
14.1.1. Asia Pacific Esports Market Revenue (US$ Mn)
14.2. Asia Pacific Esports Market Revenue (US$ Mn) and Forecasts, By
Revenue Stream
14.2.1. Consumer Ticket Sales
14.2.2. Sponsorship
14.2.3. Media Rights
14.2.4. Streaming and Advertising
14.2.5. Consumer Contribution
14.3. Asia Pacific Esports Market Revenue (US$ Mn) and Forecasts, By Game
Type
14.3.1. First Person Shooters
14.3.2. Real Time Strategy
14.3.3. Multiplayer Online Battle Arena
14.3.4. Racing
14.3.5. Others (Sports, Fighting Games Etc.)
14.4. Asia Pacific Esports Market Revenue (US$ Mn) and Forecasts, By Game
Platform
14.4.1. PC
14.4.2. Consoles
14.4.3. Handheld
14.5. Asia Pacific Esports Market Revenue (US$ Mn) and Forecasts, By
Competition Type
14.5.1. Minor League
14.5.2. Major League
14.6. Asia Pacific Esports Market Revenue (US$ Mn) and Forecasts, By
Country
14.6.1. China
14.6.1.1.
China
Esports Market Revenue (US$ Mn) and Forecasts, By Revenue Stream
14.6.1.1.1.
Consumer
Ticket Sales
14.6.1.1.2.
Sponsorship
14.6.1.1.3.
Media
Rights
14.6.1.1.4.
Streaming
and Advertising
14.6.1.1.5.
Consumer
Contribution
14.6.1.2.
China
Esports Market Revenue (US$ Mn) and Forecasts, By Game Type
14.6.1.2.1.
First
Person Shooters
14.6.1.2.2.
Real
Time Strategy
14.6.1.2.3.
Multiplayer
Online Battle Arena
14.6.1.2.4.
Racing
14.6.1.2.5.
Others
(Sports, Fighting Games Etc.)
14.6.1.3.
China
Esports Market Revenue (US$ Mn) and Forecasts, By Game Platform
14.6.1.3.1.
PC
14.6.1.3.2.
Consoles
14.6.1.3.3.
Handheld
14.6.1.4.
China
Esports Market Revenue (US$ Mn) and Forecasts, By Competition Type
14.6.1.4.1.
Minor
League
14.6.1.4.2.
Major
League
14.6.2. Japan
14.6.2.1.
Japan
Esports Market Revenue (US$ Mn) and Forecasts, By Revenue Stream
14.6.2.1.1.
Consumer
Ticket Sales
14.6.2.1.2.
Sponsorship
14.6.2.1.3.
Media
Rights
14.6.2.1.4.
Streaming
and Advertising
14.6.2.1.5.
Consumer
Contribution
14.6.2.2.
Japan
Esports Market Revenue (US$ Mn) and Forecasts, By Game Type
14.6.2.2.1.
First
Person Shooters
14.6.2.2.2.
Real
Time Strategy
14.6.2.2.3.
Multiplayer
Online Battle Arena
14.6.2.2.4.
Racing
14.6.2.2.5.
Others
(Sports, Fighting Games Etc.)
14.6.2.3.
Japan
Esports Market Revenue (US$ Mn) and Forecasts, By Game Platform
14.6.2.3.1.
PC
14.6.2.3.2.
Consoles
14.6.2.3.3.
Handheld
14.6.2.4.
Japan
Esports Market Revenue (US$ Mn) and Forecasts, By Competition Type
14.6.2.4.1.
Minor
League
14.6.2.4.2.
Major
League
14.6.3. India
14.6.3.1.
India
Esports Market Revenue (US$ Mn) and Forecasts, By Revenue Stream
14.6.3.1.1.
Consumer
Ticket Sales
14.6.3.1.2.
Sponsorship
14.6.3.1.3.
Media
Rights
14.6.3.1.4.
Streaming
and Advertising
14.6.3.1.5.
Consumer
Contribution
14.6.3.2.
India
Esports Market Revenue (US$ Mn) and Forecasts, By Game Type
14.6.3.2.1.
First
Person Shooters
14.6.3.2.2.
Real
Time Strategy
14.6.3.2.3.
Multiplayer
Online Battle Arena
14.6.3.2.4.
Racing
14.6.3.2.5.
Others
(Sports, Fighting Games Etc.)
14.6.3.3.
India
Esports Market Revenue (US$ Mn) and Forecasts, By Game Platform
14.6.3.3.1.
PC
14.6.3.3.2.
Consoles
14.6.3.3.3.
Handheld
14.6.3.4.
India
Esports Market Revenue (US$ Mn) and Forecasts, By Competition Type
14.6.3.4.1.
Minor
League
14.6.3.4.2.
Major
League
14.6.4. New Zealand
14.6.4.1.
New
Zealand Esports Market Revenue (US$ Mn) and Forecasts, By Revenue Stream
14.6.4.1.1.
Consumer
Ticket Sales
14.6.4.1.2.
Sponsorship
14.6.4.1.3.
Media
Rights
14.6.4.1.4.
Streaming
and Advertising
14.6.4.1.5.
Consumer
Contribution
14.6.4.2.
New
Zealand Esports Market Revenue (US$ Mn) and Forecasts, By Game Type
14.6.4.2.1.
First
Person Shooters
14.6.4.2.2.
Real
Time Strategy
14.6.4.2.3.
Multiplayer
Online Battle Arena
14.6.4.2.4.
Racing
14.6.4.2.5.
Others
(Sports, Fighting Games Etc.)
14.6.4.3.
New
Zealand Esports Market Revenue (US$ Mn) and Forecasts, By Game Platform
14.6.4.3.1.
PC
14.6.4.3.2.
Consoles
14.6.4.3.3.
Handheld
14.6.4.4.
New
Zealand Esports Market Revenue (US$ Mn) and Forecasts, By Competition Type
14.6.4.4.1.
Minor
League
14.6.4.4.2.
Major
League
14.6.5. Australia
14.6.5.1.
Australia
Esports Market Revenue (US$ Mn) and Forecasts, By Revenue Stream
14.6.5.1.1.
Consumer
Ticket Sales
14.6.5.1.2.
Sponsorship
14.6.5.1.3.
Media
Rights
14.6.5.1.4.
Streaming
and Advertising
14.6.5.1.5.
Consumer
Contribution
14.6.5.2.
Australia
Esports Market Revenue (US$ Mn) and Forecasts, By Game Type
14.6.5.2.1.
First Person
Shooters
14.6.5.2.2.
Real
Time Strategy
14.6.5.2.3.
Multiplayer
Online Battle Arena
14.6.5.2.4.
Racing
14.6.5.2.5.
Others
(Sports, Fighting Games Etc.)
14.6.5.3.
Australia
Esports Market Revenue (US$ Mn) and Forecasts, By Game Platform
14.6.5.3.1.
PC
14.6.5.3.2.
Consoles
14.6.5.3.3.
Handheld
14.6.5.4.
Australia
Esports Market Revenue (US$ Mn) and Forecasts, By Competition Type
14.6.5.4.1.
Minor
League
14.6.5.4.2.
Major
League
14.6.6. South Korea
14.6.6.1.
South
Korea Esports Market Revenue (US$ Mn) and Forecasts, By Revenue Stream
14.6.6.1.1.
Consumer
Ticket Sales
14.6.6.1.2.
Sponsorship
14.6.6.1.3.
Media
Rights
14.6.6.1.4.
Streaming
and Advertising
14.6.6.1.5.
Consumer
Contribution
14.6.6.2.
South
Korea Esports Market Revenue (US$ Mn) and Forecasts, By Game Type
14.6.6.2.1.
First
Person Shooters
14.6.6.2.2.
Real
Time Strategy
14.6.6.2.3.
Multiplayer
Online Battle Arena
14.6.6.2.4.
Racing
14.6.6.2.5.
Others
(Sports, Fighting Games Etc.)
14.6.6.3.
South
Korea Esports Market Revenue (US$ Mn) and Forecasts, By Game Platform
14.6.6.3.1.
PC
14.6.6.3.2.
Consoles
14.6.6.3.3.
Handheld
14.6.6.4.
South
Korea Esports Market Revenue (US$ Mn) and Forecasts, By Competition Type
14.6.6.4.1.
Minor
League
14.6.6.4.2.
Major
League
14.6.7. Southeast Asia
14.6.7.1.
Southeast
Asia Esports Market Revenue (US$ Mn) and Forecasts, By Revenue Stream
14.6.7.1.1.
Consumer
Ticket Sales
14.6.7.1.2.
Sponsorship
14.6.7.1.3.
Media
Rights
14.6.7.1.4.
Streaming
and Advertising
14.6.7.1.5.
Consumer
Contribution
14.6.7.2.
Southeast
Asia Esports Market Revenue (US$ Mn) and Forecasts, By Game Type
14.6.7.2.1.
First
Person Shooters
14.6.7.2.2.
Real
Time Strategy
14.6.7.2.3.
Multiplayer
Online Battle Arena
14.6.7.2.4.
Racing
14.6.7.2.5.
Others
(Sports, Fighting Games Etc.)
14.6.7.3.
Southeast
Asia Esports Market Revenue (US$ Mn) and Forecasts, By Game Platform
14.6.7.3.1.
PC
14.6.7.3.2.
Consoles
14.6.7.3.3.
Handheld
14.6.7.4.
Southeast
Asia Esports Market Revenue (US$ Mn) and Forecasts, By Competition Type
14.6.7.4.1.
Minor
League
14.6.7.4.2.
Major
League
14.6.7.5.
Southeast
Asia Esports Market Revenue (US$ Mn) and Forecasts, By Country
14.6.7.5.1.
Indonesia
14.6.7.5.2.
Thailand
14.6.7.5.3.
Malaysia
14.6.7.5.4.
Singapore
14.6.7.5.5.
Rest of
Southeast Asia
14.6.8. Rest of Asia Pacific
14.6.8.1.
Rest of
Asia Pacific Esports Market Revenue (US$ Mn) and Forecasts, By Revenue Stream
14.6.8.1.1.
Consumer
Ticket Sales
14.6.8.1.2.
Sponsorship
14.6.8.1.3.
Media
Rights
14.6.8.1.4.
Streaming
and Advertising
14.6.8.1.5.
Consumer
Contribution
14.6.8.2.
Rest of
Asia Pacific Esports Market Revenue (US$ Mn) and Forecasts, By Game Type
14.6.8.2.1.
First
Person Shooters
14.6.8.2.2.
Real
Time Strategy
14.6.8.2.3.
Multiplayer
Online Battle Arena
14.6.8.2.4.
Racing
14.6.8.2.5.
Others
(Sports, Fighting Games Etc.)
14.6.8.3.
Rest of
Asia Pacific Esports Market Revenue (US$ Mn) and Forecasts, By Game Platform
14.6.8.3.1.
PC
14.6.8.3.2.
Consoles
14.6.8.3.3.
Handheld
14.6.8.4.
Rest of
Asia Pacific Esports Market Revenue (US$ Mn) and Forecasts, By Competition Type
14.6.8.4.1.
Minor
League
14.6.8.4.2.
Major
League
14.7. Key Segment for Channeling Investments
14.7.1. By Country
14.7.2. By Revenue Stream
14.7.3. By Game Type
14.7.4. By Game Platform
14.7.5. By Competition Type
15.
Middle
East and Africa Esports Market Analysis and Forecasts, 2019 - 2027
15.1. Overview
15.1.1. Middle East and Africa Esports Market Revenue (US$ Mn)
15.2. Middle East and Africa Esports Market Revenue (US$ Mn) and
Forecasts, By Revenue Stream
15.2.1. Consumer Ticket Sales
15.2.2. Sponsorship
15.2.3. Media Rights
15.2.4. Streaming and Advertising
15.2.5. Consumer Contribution
15.3. Middle East and Africa Esports Market Revenue (US$ Mn) and
Forecasts, By Game Type
15.3.1. First Person Shooters
15.3.2. Real Time Strategy
15.3.3. Multiplayer Online Battle Arena
15.3.4. Racing
15.3.5. Others (Sports, Fighting Games Etc.)
15.4. Middle East and Africa Esports Market Revenue (US$ Mn) and
Forecasts, By Game Platform
15.4.1. PC
15.4.2. Consoles
15.4.3. Handheld
15.5. Middle East and Africa Esports Market Revenue (US$ Mn) and
Forecasts, By Competition Type
15.5.1. Minor League
15.5.2. Major League
15.6. Middle East and Africa Esports Market Revenue (US$ Mn) and
Forecasts, By Country
15.6.1. Saudi Arabia
15.6.1.1.
Saudi
Arabia Esports Market Revenue (US$ Mn) and Forecasts, By Revenue Stream
15.6.1.1.1.
Consumer
Ticket Sales
15.6.1.1.2.
Sponsorship
15.6.1.1.3.
Media Rights
15.6.1.1.4.
Streaming
and Advertising
15.6.1.1.5.
Consumer
Contribution
15.6.1.2.
Saudi
Arabia Esports Market Revenue (US$ Mn) and Forecasts, By Game Type
15.6.1.2.1.
First
Person Shooters
15.6.1.2.2.
Real
Time Strategy
15.6.1.2.3.
Multiplayer
Online Battle Arena
15.6.1.2.4.
Racing
15.6.1.2.5.
Others
(Sports, Fighting Games Etc.)
15.6.1.3.
Saudi
Arabia Esports Market Revenue (US$ Mn) and Forecasts, By Game Platform
15.6.1.3.1.
PC
15.6.1.3.2.
Consoles
15.6.1.3.3.
Handheld
15.6.1.4.
Saudi
Arabia Esports Market Revenue (US$ Mn) and Forecasts, By Competition Type
15.6.1.4.1.
Minor
League
15.6.1.4.2.
Major
League
15.6.2. UAE
15.6.2.1.
UAE
Esports Market Revenue (US$ Mn) and Forecasts, By Revenue Stream
15.6.2.1.1.
Consumer
Ticket Sales
15.6.2.1.2.
Sponsorship
15.6.2.1.3.
Media
Rights
15.6.2.1.4.
Streaming
and Advertising
15.6.2.1.5.
Consumer
Contribution
15.6.2.2.
UAE
Esports Market Revenue (US$ Mn) and Forecasts, By Game Type
15.6.2.2.1.
First
Person Shooters
15.6.2.2.2.
Real
Time Strategy
15.6.2.2.3.
Multiplayer
Online Battle Arena
15.6.2.2.4.
Racing
15.6.2.2.5.
Others
(Sports, Fighting Games Etc.)
15.6.2.3.
UAE
Esports Market Revenue (US$ Mn) and Forecasts, By Game Platform
15.6.2.3.1.
PC
15.6.2.3.2.
Consoles
15.6.2.3.3.
Handheld
15.6.2.4.
UAE
Esports Market Revenue (US$ Mn) and Forecasts, By Competition Type
15.6.2.4.1.
Minor
League
15.6.2.4.2.
Major
League
15.6.3. Egypt
15.6.3.1.
Egypt
Esports Market Revenue (US$ Mn) and Forecasts, By Revenue Stream
15.6.3.1.1.
Consumer
Ticket Sales
15.6.3.1.2.
Sponsorship
15.6.3.1.3.
Media
Rights
15.6.3.1.4.
Streaming
and Advertising
15.6.3.1.5.
Consumer
Contribution
15.6.3.2.
Egypt
Esports Market Revenue (US$ Mn) and Forecasts, By Game Type
15.6.3.2.1.
First
Person Shooters
15.6.3.2.2.
Real
Time Strategy
15.6.3.2.3.
Multiplayer
Online Battle Arena
15.6.3.2.4.
Racing
15.6.3.2.5.
Others
(Sports, Fighting Games Etc.)
15.6.3.3.
Egypt
Esports Market Revenue (US$ Mn) and Forecasts, By Game Platform
15.6.3.3.1.
PC
15.6.3.3.2.
Consoles
15.6.3.3.3.
Handheld
15.6.3.4.
Egypt
Esports Market Revenue (US$ Mn) and Forecasts, By Competition Type
15.6.3.4.1.
Minor
League
15.6.3.4.2.
Major
League
15.6.4. Kuwait
15.6.4.1.
Kuwait
Esports Market Revenue (US$ Mn) and Forecasts, By Revenue Stream
15.6.4.1.1.
Consumer
Ticket Sales
15.6.4.1.2.
Sponsorship
15.6.4.1.3.
Media
Rights
15.6.4.1.4.
Streaming
and Advertising
15.6.4.1.5.
Consumer
Contribution
15.6.4.2.
Kuwait
Esports Market Revenue (US$ Mn) and Forecasts, By Game Type
15.6.4.2.1.
First
Person Shooters
15.6.4.2.2.
Real
Time Strategy
15.6.4.2.3.
Multiplayer
Online Battle Arena
15.6.4.2.4.
Racing
15.6.4.2.5.
Others
(Sports, Fighting Games Etc.)
15.6.4.3.
Kuwait
Esports Market Revenue (US$ Mn) and Forecasts, By Game Platform
15.6.4.3.1.
PC
15.6.4.3.2.
Consoles
15.6.4.3.3.
Handheld
15.6.4.4.
Kuwait
Esports Market Revenue (US$ Mn) and Forecasts, By Competition Type
15.6.4.4.1.
Minor
League
15.6.4.4.2.
Major
League
15.6.5. South Africa
15.6.5.1.
South
Africa Esports Market Revenue (US$ Mn) and Forecasts, By Revenue Stream
15.6.5.1.1.
Consumer
Ticket Sales
15.6.5.1.2.
Sponsorship
15.6.5.1.3.
Media
Rights
15.6.5.1.4.
Streaming
and Advertising
15.6.5.1.5.
Consumer
Contribution
15.6.5.2.
South
Africa Esports Market Revenue (US$ Mn) and Forecasts, By Game Type
15.6.5.2.1.
First
Person Shooters
15.6.5.2.2.
Real
Time Strategy
15.6.5.2.3.
Multiplayer
Online Battle Arena
15.6.5.2.4.
Racing
15.6.5.2.5.
Others
(Sports, Fighting Games Etc.)
15.6.5.3.
South
Africa Esports Market Revenue (US$ Mn) and Forecasts, By Game Platform
15.6.5.3.1.
PC
15.6.5.3.2.
Consoles
15.6.5.3.3.
Handheld
15.6.5.4.
South
Africa Esports Market Revenue (US$ Mn) and Forecasts, By Competition Type
15.6.5.4.1.
Minor
League
15.6.5.4.2.
Major
League
15.6.6. Rest of Middle East & Africa
15.6.6.1.
Rest of
Middle East & Africa Esports Market Revenue (US$ Mn) and Forecasts, By
Revenue Stream
15.6.6.1.1.
Consumer
Ticket Sales
15.6.6.1.2.
Sponsorship
15.6.6.1.3.
Media
Rights
15.6.6.1.4.
Streaming
and Advertising
15.6.6.1.5.
Consumer
Contribution
15.6.6.2.
Rest of
Middle East & Africa Esports Market Revenue (US$ Mn) and Forecasts, By Game
Type
15.6.6.2.1.
First
Person Shooters
15.6.6.2.2.
Real
Time Strategy
15.6.6.2.3.
Multiplayer
Online Battle Arena
15.6.6.2.4.
Racing
15.6.6.2.5.
Others
(Sports, Fighting Games Etc.)
15.6.6.3.
Rest of
Middle East & Africa Esports Market Revenue (US$ Mn) and Forecasts, By Game
Platform
15.6.6.3.1.
PC
15.6.6.3.2.
Consoles
15.6.6.3.3.
Handheld
15.6.6.4.
Rest of
Middle East & Africa Esports Market Revenue (US$ Mn) and Forecasts, By
Competition Type
15.6.6.4.1.
Minor
League
15.6.6.4.2.
Major
League
15.7. Key Segment for Channeling Investments
15.7.1. By Country
15.7.2. By Revenue Stream
15.7.3. By Game Type
15.7.4. By Game Platform
15.7.5. By Competition Type
16.
Latin
America Esports Market Analysis and Forecasts, 2019 - 2027
16.1. Overview
16.1.1. Latin America Esports Market Revenue (US$ Mn)
16.2. Latin America Esports Market Revenue (US$ Mn) and Forecasts, By
Revenue Stream
16.2.1. Consumer Ticket Sales
16.2.2. Sponsorship
16.2.3. Media Rights
16.2.4. Streaming and Advertising
16.2.5. Consumer Contribution
16.3. Latin America Esports Market Revenue (US$ Mn) and Forecasts, By Game
Type
16.3.1. First Person Shooters
16.3.2. Real Time Strategy
16.3.3. Multiplayer Online Battle Arena
16.3.4. Racing
16.3.5. Others (Sports, Fighting Games Etc.)
16.4. Latin America Esports Market Revenue (US$ Mn) and Forecasts, By Game
Platform
16.4.1. PC
16.4.2. Consoles
16.4.3. Handheld
16.5. Latin America Esports Market Revenue (US$ Mn) and Forecasts, By
Competition Type
16.5.1. Minor League
16.5.2. Major League
16.6. Latin America Esports Market Revenue (US$ Mn) and Forecasts, By
Country
16.6.1. Brazil
16.6.1.1.
Brazil
Esports Market Revenue (US$ Mn) and Forecasts, By Revenue Stream
16.6.1.1.1.
Consumer
Ticket Sales
16.6.1.1.2.
Sponsorship
16.6.1.1.3.
Media
Rights
16.6.1.1.4.
Streaming
and Advertising
16.6.1.1.5.
Consumer
Contribution
16.6.1.2.
Brazil
Esports Market Revenue (US$ Mn) and Forecasts, By Game Type
16.6.1.2.1.
First
Person Shooters
16.6.1.2.2.
Real
Time Strategy
16.6.1.2.3.
Multiplayer
Online Battle Arena
16.6.1.2.4.
Racing
16.6.1.2.5.
Others (Sports,
Fighting Games Etc.)
16.6.1.3.
Brazil
Esports Market Revenue (US$ Mn) and Forecasts, By Game Platform
16.6.1.3.1.
PC
16.6.1.3.2.
Consoles
16.6.1.3.3.
Handheld
16.6.1.4.
Brazil
Esports Market Revenue (US$ Mn) and Forecasts, By Competition Type
16.6.1.4.1.
Minor
League
16.6.1.4.2.
Major
League
16.6.2. Argentina
16.6.2.1.
Argentina
Esports Market Revenue (US$ Mn) and Forecasts, By Revenue Stream
16.6.2.1.1.
Consumer
Ticket Sales
16.6.2.1.2.
Sponsorship
16.6.2.1.3.
Media
Rights
16.6.2.1.4.
Streaming
and Advertising
16.6.2.1.5.
Consumer
Contribution
16.6.2.2.
Argentina
Esports Market Revenue (US$ Mn) and Forecasts, By Game Type
16.6.2.2.1.
First
Person Shooters
16.6.2.2.2.
Real
Time Strategy
16.6.2.2.3.
Multiplayer
Online Battle Arena
16.6.2.2.4.
Racing
16.6.2.2.5.
Others
(Sports, Fighting Games Etc.)
16.6.2.3.
Argentina
Esports Market Revenue (US$ Mn) and Forecasts, By Game Platform
16.6.2.3.1.
PC
16.6.2.3.2.
Consoles
16.6.2.3.3.
Handheld
16.6.2.4.
Argentina
Esports Market Revenue (US$ Mn) and Forecasts, By Competition Type
16.6.2.4.1.
Minor League
16.6.2.4.2.
Major
League
16.6.3. Rest of Latin America
16.6.3.1.
Rest of
Latin America Esports Market Revenue (US$ Mn) and Forecasts, By Revenue Stream
16.6.3.1.1.
Consumer
Ticket Sales
16.6.3.1.2.
Sponsorship
16.6.3.1.3.
Media
Rights
16.6.3.1.4.
Streaming
and Advertising
16.6.3.1.5.
Consumer
Contribution
16.6.3.2.
Rest of
Latin America Esports Market Revenue (US$ Mn) and Forecasts, By Game Type
16.6.3.2.1.
First
Person Shooters
16.6.3.2.2.
Real
Time Strategy
16.6.3.2.3.
Multiplayer
Online Battle Arena
16.6.3.2.4.
Racing
16.6.3.2.5.
Others
(Sports, Fighting Games Etc.)
16.6.3.3.
Rest of
Latin America Esports Market Revenue (US$ Mn) and Forecasts, By Game Platform
16.6.3.3.1.
PC
16.6.3.3.2.
Consoles
16.6.3.3.3.
Handheld
16.6.3.4.
Rest of
Latin America Esports Market Revenue (US$ Mn) and Forecasts, By Competition
Type
16.6.3.4.1.
Minor
League
16.6.3.4.2.
Major
League
16.7. Key Segment for Channeling Investments
16.7.1. By Country
16.7.2. By Revenue Stream
16.7.3. By Game Type
16.7.4. By Game Platform
16.7.5. By Competition Type
17.
Competitive
Benchmarking
17.1. Brand Benchmarking
17.2. Market Share Analysis, 2018
17.3. Global Presence and Growth Strategies
17.3.1. Mergers and Acquisitions
17.3.2. Product Launches
17.3.3. Investments Trends
17.3.4. R&D Initiatives
18.
Player
Profiles
18.1. Activision Publishing, Inc.
18.1.1. Company Details
18.1.2. Company Overview
18.1.3. Product Offerings
18.1.4. Key Developments
18.1.5. Financial Analysis
18.1.6. SWOT Analysis
18.1.7. Business Strategies
18.2. BANDAI NAMCO Entertainment America Inc.
18.2.1. Company Details
18.2.2. Company Overview
18.2.3. Product Offerings
18.2.4. Key Developments
18.2.5. Financial Analysis
18.2.6. SWOT Analysis
18.2.7. Business Strategies
18.3. CAPCOM
CO., LTD.
18.3.1. Company Details
18.3.2. Company Overview
18.3.3. Product Offerings
18.3.4. Key Developments
18.3.5. Financial Analysis
18.3.6. SWOT Analysis
18.3.7. Business Strategies
18.4. Electronic
Arts Inc.
18.4.1. Company Details
18.4.2. Company Overview
18.4.3. Product Offerings
18.4.4. Key Developments
18.4.5. Financial Analysis
18.4.6. SWOT Analysis
18.4.7. Business Strategies
18.5. Epic
Games, Inc.
18.5.1. Company Details
18.5.2. Company Overview
18.5.3. Product Offerings
18.5.4. Key Developments
18.5.5. Financial Analysis
18.5.6. SWOT Analysis
18.5.7. Business Strategies
18.6. Gameloft
18.6.1. Company Details
18.6.2. Company Overview
18.6.3. Product Offerings
18.6.4. Key Developments
18.6.5. Financial Analysis
18.6.6. SWOT Analysis
18.6.7. Business Strategies
18.7. Hi-Rez
Studios, INC.
18.7.1. Company Details
18.7.2. Company Overview
18.7.3. Product Offerings
18.7.4. Key Developments
18.7.5. Financial Analysis
18.7.6. SWOT Analysis
18.7.7. Business Strategies
18.8. Konami
Digital Entertainment
18.8.1. Company Details
18.8.2. Company Overview
18.8.3. Product Offerings
18.8.4. Key Developments
18.8.5. Financial Analysis
18.8.6. SWOT Analysis
18.8.7. Business Strategies
18.9. Microsoft
(343 Industries)
18.9.1. Company Details
18.9.2. Company Overview
18.9.3. Product Offerings
18.9.4. Key Developments
18.9.5. Financial Analysis
18.9.6. SWOT Analysis
18.9.7. Business Strategies
18.10. mixi, Inc.
18.10.1. Company Details
18.10.2. Company Overview
18.10.3. Product Offerings
18.10.4. Key Developments
18.10.5. Financial Analysis
18.10.6. SWOT Analysis
18.10.7. Business Strategies
18.11. NetEase,
Inc.
18.11.1. Company Details
18.11.2. Company Overview
18.11.3. Product Offerings
18.11.4. Key Developments
18.11.5. Financial Analysis
18.11.6. SWOT Analysis
18.11.7. Business Strategies
18.12. Nintendo.
18.12.1. Company Details
18.12.2. Company Overview
18.12.3. Product Offerings
18.12.4. Key Developments
18.12.5. Financial Analysis
18.12.6. SWOT Analysis
18.12.7. Business Strategies
18.13. Psyonix
LLC (Rocket League)
18.13.1. Company Details
18.13.2. Company Overview
18.13.3. Product Offerings
18.13.4. Key Developments
18.13.5. Financial Analysis
18.13.6. SWOT Analysis
18.13.7. Business Strategies
18.14. Riot
Games
18.14.1. Company Details
18.14.2. Company Overview
18.14.3. Product Offerings
18.14.4. Key Developments
18.14.5. Financial Analysis
18.14.6. SWOT Analysis
18.14.7. Business Strategies
18.15. Sega
18.15.1. Company Details
18.15.2. Company Overview
18.15.3. Product Offerings
18.15.4. Key Developments
18.15.5. Financial Analysis
18.15.6. SWOT Analysis
18.15.7. Business Strategies
18.16. Sony
Corporation
18.16.1. Company Details
18.16.2. Company Overview
18.16.3. Product Offerings
18.16.4. Key Developments
18.16.5. Financial Analysis
18.16.6. SWOT Analysis
18.16.7. Business Strategies
18.17. Super
Evil Megacorp
18.17.1. Company Details
18.17.2. Company Overview
18.17.3. Product Offerings
18.17.4. Key Developments
18.17.5. Financial Analysis
18.17.6. SWOT Analysis
18.17.7. Business Strategies
18.18. Supercell
Oy
18.18.1. Company Details
18.18.2. Company Overview
18.18.3. Product Offerings
18.18.4. Key Developments
18.18.5. Financial Analysis
18.18.6. SWOT Analysis
18.18.7. Business Strategies
18.19. Take-Two
Interactive Software, Inc.
18.19.1. Company Details
18.19.2. Company Overview
18.19.3. Product Offerings
18.19.4. Key Developments
18.19.5. Financial Analysis
18.19.6. SWOT Analysis
18.19.7. Business Strategies
18.20. Tencent
18.20.1. Company Details
18.20.2. Company Overview
18.20.3. Product Offerings
18.20.4. Key Developments
18.20.5. Financial Analysis
18.20.6. SWOT Analysis
18.20.7. Business Strategies
18.21. Ubisoft
Entertainment
18.21.1. Company Details
18.21.2. Company Overview
18.21.3. Product Offerings
18.21.4. Key Developments
18.21.5. Financial Analysis
18.21.6. SWOT Analysis
18.21.7. Business Strategies
18.22. Valve
Corporation
18.22.1. Company Details
18.22.2. Company Overview
18.22.3. Product Offerings
18.22.4. Key Developments
18.22.5. Financial Analysis
18.22.6. SWOT Analysis
18.22.7. Business Strategies
18.23. Wargaming.net.
18.23.1. Company Details
18.23.2. Company Overview
18.23.3. Product Offerings
18.23.4. Key Developments
18.23.5. Financial Analysis
18.23.6. SWOT Analysis
18.23.7. Business Strategies
18.24. ZENIMAX
MEDIA INC.
18.24.1. Company Details
18.24.2. Company Overview
18.24.3. Product Offerings
18.24.4. Key Developments
18.24.5. Financial Analysis
18.24.6. SWOT Analysis
18.24.7. Business Strategies
18.25. Other
Industry Participants
19.
Key
Findings
Note: This ToC is tentative
and can be changed according to the research study conducted during the course
of report completion.
**Exclusive for Multi-User and
Enterprise User.
At Absolute Markets Insights, we are engaged in building both global as well as country specific reports. As a result, the approach taken for deriving the estimation and forecast for a specific country is a bit unique and different in comparison to the global research studies. In this case, we not only study the concerned market factors & trends prevailing in a particular country (from secondary research) but we also tend to calculate the actual market size & forecast from the revenue generated from the market participants involved in manufacturing or distributing the any concerned product. These companies can also be service providers. For analyzing any country specifically, we do consider the growth factors prevailing under the states/cities/county for the same. For instance, if we are analyzing an industry specific to United States, we primarily need to study about the states present under the same(where the product/service has the highest growth). Similar analysis will be followed by other countries. Our scope of the report changes with different markets.
Our research study is mainly implement through a mix of both secondary and primary research. Various sources such as industry magazines, trade journals, and government websites and trade associations are reviewed for gathering precise data. Primary interviews are conducted to validate the market size derived from secondary research. Industry experts, major manufacturers and distributors are contacted for further validation purpose on the current market penetration and growth trends.
Prominent participants in our primary research process include:
- Key Opinion Leaders namely the CEOs, CSOs, VPs, purchasing managers, amongst others
- Research and development participants, distributors/suppliers and subject matter experts
Secondary Research includes data extracted from paid data sources:
- Reuters
- Factiva
- Bloomberg
- One Source
- Hoovers
Research Methodology
Key Inclusions
Reach to us
Call us on
+91-74002-42424
Drop us an email at
sales@absolutemarketsinsights.com
Why Absolute Markets Insights?
An effective strategy is the entity that influences a business to stand out of the crowd. An organization with a phenomenal strategy for success dependably has the edge over the rivals in the market. It offers the organizations a head start in planning their strategy. Absolute Market Insights is the new initiation in the industry that will furnish you with the lead your business needs. Absolute Market Insights is the best destination for your business intelligence and analytical solutions; essentially because our qualitative and quantitative sources of information are competent to give one-stop solutions. We inventively combine qualitative and quantitative research in accurate proportions to have the best report, which not only gives the most recent insights but also assists you to grow.