Esports Market Size, Share, Growth Rate, Market Value, and Trend Analysis Report by Revenue Stream (Sponsorships, Advertising, Media Rights, Game Publisher Fees, and Merchandise & Tickets), By Age Group (Below 15, 16 – 35, and Above 35), and By Region – Global Opportunities & Forecast, 2020-2027
1. Executive Summary
1.1. Key Market Insights
2. Introduction
2.1. Study Objectives
2.2. Market Definition
2.2.1. Market Covered
2.2.2. Regional Coverage
2.2.3. Study Years & Currency
2.3. Market Stakeholders
2.4. Key Questions this Study will Answer
2.5. GMI Research’s Approach & Methodology
2.5.1. Research Data
2.5.2. Primary Data
2.5.3. Demand Side and Supply Side Analysis
2.5.4. Market Size Estimation
2.5.5. Research Assumptions
3. Global Esports Market- Overview
3.1. Introduction
3.2. Market Segmentation
3.3. Value Chain Analysis
3.4. Market Drivers
3.5. Market Restraints
3.6. Market Trends
4. Global Esports Market Revenue Forecast till 2027
5. Global Esports Market by Revenue Stream Revenue Forecast till 2027
5.1. Sponsorships
5.2. Advertising
5.3. Media Rights
5.4. Game Publisher Fees
5.5. Merchandise & Tickets
6. Global Esports Market by Age Group Revenue Forecast till 2027
6.1. Below 15
6.2. 16 – 35
6.3. Above 35
7. Global Esports Market by Region Forecast till 2027
7.1. North America Esports Market Revenue Forecast till 2027
(Option 1: As a part of the free 25% customization)
7.1.1. North America Esports Market by Revenue Stream
7.1.1.1. Sponsorships
7.1.1.2. Advertising
7.1.1.3. Media Rights
7.1.1.4. Game Publisher Fees
7.1.1.5. Merchandise & Tickets
7.1.2. North America Esports Market by Age Group
7.1.2.1. Below 15
7.1.2.2. 16 – 35
7.1.2.3. Above 35
7.1.3. US Esports Market All-Up
7.1.4. Canada Esports Market All-Up
7.2. Europe Esports Market Revenue Forecast till 2027
(Option 2: As a part of the free 25% customization)
7.2.1. Europe Esports Market by Revenue Stream
7.2.1.1. Sponsorships
7.2.1.2. Advertising
7.2.1.3. Media Rights
7.2.1.4. Game Publisher Fees
7.2.1.5. Merchandise & Tickets
7.2.2. Europe Esports Market by Age Group
7.2.2.1. Below 15
7.2.2.2. 16 – 35
7.2.2.3. Above 35
7.2.3. UK Esports Market All-Up
7.2.4. Germany Esports Market All-Up
7.2.5. France Esports Market All-Up
7.2.6. Spain Esports Market All-Up
7.2.7. Rest of Europe Esports Market All-Up
7.3. Asia-Pacific Esports Market Revenue Forecast till 2027
(Option 3: As a part of the free 25% customization)
7.3.1. Asia-Pacific Esports Market by Revenue Stream
7.3.1.1. Sponsorships
7.3.1.2. Advertising
7.3.1.3. Media Rights
7.3.1.4. Game Publisher Fees
7.3.1.5. Merchandise & Tickets
7.3.2. Asia-Pacific Esports Market by Age Group
7.3.2.1. Below 15
7.3.2.2. 16 – 35
7.3.2.3. Above 35
7.3.3. China Esports Market All-Up
7.3.4. India Esports Market All-Up
7.3.5. Japan Esports Market All-Up
7.3.6. Rest of APAC Esports Market All-Up
7.4. RoW Esports Market Revenue Forecast till 2027
(Option 4: As a part of the free 25% customization)
7.4.1. RoW Esports Market by Revenue Stream
7.4.1.1. Sponsorships
7.4.1.2. Advertising
7.4.1.3. Media Rights
7.4.1.4. Game Publisher Fees
7.4.1.5. Merchandise & Tickets
7.4.2. RoW Esports Market by Age Group
7.4.2.1. Below 15
7.4.2.2. 16 – 35
7.4.2.3. Above 35
7.4.3. Brazil Esports Market All-Up
7.4.4. South Africa Esports Market All-Up
7.4.5. Saudi Arabia Esports Market All-Up
7.4.6. UAE Esports Market All-Up
7.4.7. Rest of world (remaining countries of the LAMEA region) Esports Market All-Up
8. Competitive Landscape Analysis
8.1. Porter’s Five Forces Analysis
8.2. Industry – Competitive Landscape
8.3. Market Presence (Intensity Mapping)
8.4. Key Strategic Market Developments
9. Company Profiles (Option 5: Free 25% Customization - Profiles of 5 Additional Companies of your Choice)
9.1. Blizzard Entertainment, Inc.
9.1.1. Company Overview
9.1.2. Key Executives
9.1.3. Footprint & Employee Strength
9.1.4. Product Offerings
9.1.5. Financials
9.1.6. Key Company Developments
9.2. Modern Times Group
9.2.1. Company Overview
9.2.2. Key Executives
9.2.3. Footprint & Employee Strength
9.2.4. Product Offerings
9.2.5. Financials
9.2.6. Key Company Developments
9.3. CJ Corporation
9.3.1. Company Overview
9.3.2. Key Executives
9.3.3. Footprint & Employee Strength
9.3.4. Product Offerings
9.3.5. Financials
9.3.6. Key Company Developments
9.4. Valve Corporation
9.4.1. Company Overview
9.4.2. Key Executives
9.4.3. Footprint & Employee Strength
9.4.4. Product Offerings
9.4.5. Financials
9.4.6. Key Company Developments
9.5. Nintendo
9.5.1. Company Overview
9.5.2. Key Executives
9.5.3. Footprint & Employee Strength
9.5.4. Product Offerings
9.5.5. Financials
9.5.6. Key Company Developments
9.6. Electronic Arts
9.6.1. Company Overview
9.6.2. Key Executives
9.6.3. Footprint & Employee Strength
9.6.4. Product Offerings
9.6.5. Financials
9.6.6. Key Company Developments
9.7. Faceit
9.7.1. Company Overview
9.7.2. Key Executives
9.7.3. Footprint & Employee Strength
9.7.4. Product Offerings
9.7.5. Financials
9.7.6. Key Company Developments
9.8. Gfinity
9.8.1. Company Overview
9.8.2. Key Executives
9.8.3. Footprint & Employee Strength
9.8.4. Product Offerings
9.8.5. Financials
9.8.6. Key Company Developments
9.9. Rovio Entertainment
9.9.1. Company Overview
9.9.2. Key Executives
9.9.3. Footprint & Employee Strength
9.9.4. Product Offerings
9.9.5. Financials
9.9.6. Key Company Developments
9.10. Riot Games, Inc.
9.10.1. Company Overview
9.10.2. Key Executives
9.10.3. Footprint & Employee Strength
9.10.4. Product Offerings
9.10.5. Financials
9.10.6. Key Company Developments
10. About GMI Research
*Details on Financials might not be available in case of unlisted/private companies.
- Published Date: Mar - 2021
- Report Format: Excel/PPT
- Report Code: UP1684-001001
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The report is used by the purchaser (One Individual) only
Multi-User License:Report is shared with maximum 5 users (employees) including the purchaser of the purchasing corporation only
Corporate License:
Report is shared with unlimited user (employees) of the purchasing corporation only
Esports Market Size, Share, Growth Rate, Market Value, and Trend Analysis Report by Revenue Stream (Sponsorships, Advertising, Media Rights, Game Publisher Fees, and Merchandise & Tickets), By Age Group (Below 15, 16 – 35, and Above 35), and By Region – Global Opportunities & Forecast, 2020-2027
$ 4,499.00 – $ 6,649.00