Global eSports Market (By Revenue Stream-Sponsorship & Advertising, Ticket Sales, Merchadising & Others; By Region-Europe, North America & Asia Pacific) Market Outlook 2024
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Booming eSports industry has caught attention of investors who are capitalizing on this opportunity by infusing funds majorly by angel and venture capital investors. The industry has already witnessed more than 70 deals worth billions in the year 2018, and the number continues to surge.
The report “Global eSports Market – (By Revenue Stream – Sponsorship & Advertising, Ticket Sales, Merchandising & Others; By Region- North America, Europe & Asia Pacific) Market Outlook 2024” provides in-depth analysis of the current scenario, detailed market outlook of the global eSports market overall as well as across various sub-segments such as Sponsorship & Advertising, Ticket Sales, Merchandising & Others for the period 2018-24. Regional analysis is done across major markets in North America, Europe and Asia Pacific.
The report provides comprehensive coverage on major industry drivers, restraints, and their impact on market growth during the forecast period. Furthermore, the study encompasses various market specific growth opportunities in global eSports market. The report has been segmented as following:-
Revenue Streams
The report “Global eSports Market – (By Revenue Stream – Sponsorship & Advertising, Ticket Sales, Merchandising & Others; By Region- North America, Europe & Asia Pacific) Market Outlook 2024” provides in-depth analysis of the current scenario, detailed market outlook of the global eSports market overall as well as across various sub-segments such as Sponsorship & Advertising, Ticket Sales, Merchandising & Others for the period 2018-24. Regional analysis is done across major markets in North America, Europe and Asia Pacific.
The report provides comprehensive coverage on major industry drivers, restraints, and their impact on market growth during the forecast period. Furthermore, the study encompasses various market specific growth opportunities in global eSports market. The report has been segmented as following:-
Revenue Streams
- Sponsorship & Advertising
- Ticket Sales
- Merchandising
- Others
- North America
- Europe
- Asia Pacific
- Activision Blizzard
- Nintendo Co. Ltd.
- Electronic Arts Inc.
- Disney Interactive Studios, Inc.
- Valve Corporation
- Rovio Entertainment Corporation
- Tencent Holdings Limited
1. EXECUTIVE SUMMARY
2. RESEARCH METHODOLOGY
3. ESPORTS
3.1 Overview
3.2 Stakeholders
3.3 Revenue Streams
4. ESPORTS MARKET ANALYSIS
4.1 Market Sizing (Actual and Forecasted)
4.1.1 By Volume
4.1.2 By Value
4.2 Market Share Analysis
4.2.1 Market Share by Revenue Stream
4.2.2 Market Share by Region
4.2.3 Market Share by Viewer Type
5. MARKET SEGMENTATION – REVENUE STREAM
5.1 Sponsorship & Advertising
5.1.1 Overview
5.1.2 Market Sizing (Actual & Forecasted)
5.2 Ticket Sales
5.2.1 Overview
5.2.2 Market Sizing (Actual & Forecasted)
5.3 Merchandising
5.3.1 Overview
5.3.2 Market Sizing (Actual & Forecasted)
5.4 Others
5.4.1 Overview
5.4.2 Market Sizing (Actual & Forecasted)
6. REGIONAL ANALYSIS
6.1 North America
6.1.1 Market Sizing (Actual & Forecasted)
6.1.2 Market Share by Segment
6.2 Europe
6.2.1 Market Sizing (Actual & Forecasted)
6.3 Asia Pacific
6.3.1 Market Sizing (Actual & Forecasted)
7. MARKET DYNAMICS
7.1 Industry Trends & Developments
7.1.1 Adoption of Franchise System
7.1.2 Pouring Sponsorships & Advertising Revenues
7.1.3 Mergers & Acquisition Activities
7.1.4 Capital Infusion
7.2 Growth Drivers
7.2.1 Increasing Adoption of Smartphones
7.2.2 Broadcasting & Media Rights
7.2.3 Growing Number of Millennial
7.2.4 Increasing Market Awareness
7.3 Challenges
7.3.1 Absence of eSports Governance
7.3.2 Lack of Interaction & Personalization on Existing platforms
7.3.3 Intellectual Property Issues
8. COMPETITIVE LANDSCAPE
9. COMPANY PROFILE
9.1 Activision Blizzard
9.2 Nintendo Co. Ltd.
9.3 Electronic Arts Inc.
9.4 Disney Interactive Studios, Inc.
9.5 Valve Corporation
9.6 Rovio Entertainment Corporation
9.7 Tencent Holdings Limited
2. RESEARCH METHODOLOGY
3. ESPORTS
3.1 Overview
3.2 Stakeholders
3.3 Revenue Streams
4. ESPORTS MARKET ANALYSIS
4.1 Market Sizing (Actual and Forecasted)
4.1.1 By Volume
4.1.2 By Value
4.2 Market Share Analysis
4.2.1 Market Share by Revenue Stream
4.2.2 Market Share by Region
4.2.3 Market Share by Viewer Type
5. MARKET SEGMENTATION – REVENUE STREAM
5.1 Sponsorship & Advertising
5.1.1 Overview
5.1.2 Market Sizing (Actual & Forecasted)
5.2 Ticket Sales
5.2.1 Overview
5.2.2 Market Sizing (Actual & Forecasted)
5.3 Merchandising
5.3.1 Overview
5.3.2 Market Sizing (Actual & Forecasted)
5.4 Others
5.4.1 Overview
5.4.2 Market Sizing (Actual & Forecasted)
6. REGIONAL ANALYSIS
6.1 North America
6.1.1 Market Sizing (Actual & Forecasted)
6.1.2 Market Share by Segment
6.2 Europe
6.2.1 Market Sizing (Actual & Forecasted)
6.3 Asia Pacific
6.3.1 Market Sizing (Actual & Forecasted)
7. MARKET DYNAMICS
7.1 Industry Trends & Developments
7.1.1 Adoption of Franchise System
7.1.2 Pouring Sponsorships & Advertising Revenues
7.1.3 Mergers & Acquisition Activities
7.1.4 Capital Infusion
7.2 Growth Drivers
7.2.1 Increasing Adoption of Smartphones
7.2.2 Broadcasting & Media Rights
7.2.3 Growing Number of Millennial
7.2.4 Increasing Market Awareness
7.3 Challenges
7.3.1 Absence of eSports Governance
7.3.2 Lack of Interaction & Personalization on Existing platforms
7.3.3 Intellectual Property Issues
8. COMPETITIVE LANDSCAPE
9. COMPANY PROFILE
9.1 Activision Blizzard
9.2 Nintendo Co. Ltd.
9.3 Electronic Arts Inc.
9.4 Disney Interactive Studios, Inc.
9.5 Valve Corporation
9.6 Rovio Entertainment Corporation
9.7 Tencent Holdings Limited