The eSports market: A dynamic ecosystem appealing to Big Tech, Telcos and Media
This report explores the rapid growth of the market for video game tournaments as a spectator sport, known as eSports.
It begins by examining the key dynamics of the sector in terms of usage and volume. It then analyses the state of the eSports market in Asia, the US and Europe.
Disruptive technologies in eSports are also discussed, with a closer look at the advances made by artificial intelligence and immersive technologies.
The role of the various players in the eSports ecosystem is then explored in detail, as well as the very specific business models of the sector.
Finally, the report analyses the strategies of telecoms operators, media companies and large technology firms with regard to market opportunities and positioning possibilities, as well as the keys to success in the eSports market.
It begins by examining the key dynamics of the sector in terms of usage and volume. It then analyses the state of the eSports market in Asia, the US and Europe.
Disruptive technologies in eSports are also discussed, with a closer look at the advances made by artificial intelligence and immersive technologies.
The role of the various players in the eSports ecosystem is then explored in detail, as well as the very specific business models of the sector.
Finally, the report analyses the strategies of telecoms operators, media companies and large technology firms with regard to market opportunities and positioning possibilities, as well as the keys to success in the eSports market.
1. EXECUTIVE SUMMARY
2. THE ESPORTS MARKET
2.1. Definition
2.2. eSports market scope
2.3. Market dynamics
2.4. Audience
2.5. Mobile eSports
2.6. The impact of new technologies in eSports
2.7. The eSports phenomenon in Asia
2.8. The eSports phenomenon in North America
2.9. The eSports phenomenon in Europe
3. THE ESPORTS ECOSYSTEM
3.1. A unique ecosystem
3.2. Video game industry
3.3. Event organisers and franchises
3.4. The distributors
3.5. Top brands
3.6. Players and teams
3.7. The business model
4. TECH GIANTS AND ESPORTS
4.1. Amazon
4.2. Alphabet Inc.
4.3. Alibaba
4.4. Microsoft
4.5. Tencent
4.6. Synthesis
5. TELECOM COMPANIES AND ESPORTS
5.1. Telcos and eSports in the United States
5.2. Telcos and eSports in Europe
5.3. Telcos and eSports in Asia
5.4. Telcos’ eSports strategies
6. MEDIA COMPANIES AND ESPORTS
6.1. Media companies and eSports in the United States
6.2. Media companies and eSports in France
6.3. Media companies and eSports in the UK
6.4. Media companies and eSports in the rest of Europe
6.5. Media companies’ eSports strategies
2. THE ESPORTS MARKET
2.1. Definition
2.2. eSports market scope
2.3. Market dynamics
2.4. Audience
2.5. Mobile eSports
2.6. The impact of new technologies in eSports
2.7. The eSports phenomenon in Asia
2.8. The eSports phenomenon in North America
2.9. The eSports phenomenon in Europe
3. THE ESPORTS ECOSYSTEM
3.1. A unique ecosystem
3.2. Video game industry
3.3. Event organisers and franchises
3.4. The distributors
3.5. Top brands
3.6. Players and teams
3.7. The business model
4. TECH GIANTS AND ESPORTS
4.1. Amazon
4.2. Alphabet Inc.
4.3. Alibaba
4.4. Microsoft
4.5. Tencent
4.6. Synthesis
5. TELECOM COMPANIES AND ESPORTS
5.1. Telcos and eSports in the United States
5.2. Telcos and eSports in Europe
5.3. Telcos and eSports in Asia
5.4. Telcos’ eSports strategies
6. MEDIA COMPANIES AND ESPORTS
6.1. Media companies and eSports in the United States
6.2. Media companies and eSports in France
6.3. Media companies and eSports in the UK
6.4. Media companies and eSports in the rest of Europe
6.5. Media companies’ eSports strategies
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