Esports Market Size, Share, Trends, Industry Growth 2021-2027

Global Esports Market By Revenue Source (Sponsorship, Media Rights, Advertising, Publisher Fees, and Merchandise & Tickets), By Regional Outlook, Industry Analysis Report and Forecast, 2021 - 2027

Published Date: December-2021 | Number of Pages: 310 | Format: PDF | Report ID: KBV-16040

Special Offering: Industry Insights | Market Trends | Highest number of Tables | 24/7 Analyst Support


Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Global Esports Market, by Revenue Source
1.4.2 Global Esports Market, by Geography
1.5 Methodology for the research

Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints

Chapter 3. Competition Analysis - Global
3.1 KBV Cardinal Matrix
3.2 Recent Industry Wide Strategic Developments
3.2.1 Partnerships, Collaborations and Agreements
3.2.2 Product Launches and Product Expansions
3.2.3 Acquisition and Mergers
3.2.4 Geographical Expansions
3.3 Top Winning Strategies
3.3.1 Key Leading Strategies: Percentage Distribution (2017-2021)
3.3.2 Key Strategic Move: (Product Launches and Product Expansions : 2017, Jun – 2021, Jun) Leading Players

Chapter 4. Global Esports Market by Revenue Source
4.1 Global Sponsorship Market by Region
4.2 Global Media Rights Market by Region
4.3 Global Advertising Market by Region
4.4 Global Publisher Fees Market by Region
4.5 Global Merchandise & Tickets Revenue Source Market by Region

Chapter 5. Global Esports Market by Region
5.1 North America Esports Market
5.1.1 North America Esports Market by Revenue Source
5.1.1.1 North America Sponsorship Market by Country
5.1.1.2 North America Media Rights Market by Country
5.1.1.3 North America Advertising Market by Country
5.1.1.4 North America Publisher Fees Market by Country
5.1.1.5 North America Merchandise & Tickets Revenue Source Market by Country
5.1.2 North America Esports Market by Country
5.1.2.1 US Esports Market
5.1.2.1.1 US Esports Market by Revenue Source
5.1.2.2 Canada Esports Market
5.1.2.2.1 Canada Esports Market by Revenue Source
5.1.2.3 Mexico Esports Market
5.1.2.3.1 Mexico Esports Market by Revenue Source
5.1.2.4 Rest of North America Esports Market
5.1.2.4.1 Rest of North America Esports Market by Revenue Source
5.2 Europe Esports Market
5.2.1 Europe Esports Market by Revenue Source
5.2.1.1 Europe Sponsorship Market by Country
5.2.1.2 Europe Media Rights Market by Country
5.2.1.3 Europe Advertising Market by Country
5.2.1.4 Europe Publisher Fees Market by Country
5.2.1.5 Europe Merchandise & Tickets Revenue Source Market by Country
5.2.2 Europe Esports Market by Country
5.2.2.1 Germany Esports Market
5.2.2.1.1 Germany Esports Market by Revenue Source
5.2.2.2 UK Esports Market
5.2.2.2.1 UK Esports Market by Revenue Source
5.2.2.3 France Esports Market
5.2.2.3.1 France Esports Market by Revenue Source
5.2.2.4 Russia Esports Market
5.2.2.4.1 Russia Esports Market by Revenue Source
5.2.2.5 Spain Esports Market
5.2.2.5.1 Spain Esports Market by Revenue Source
5.2.2.6 Italy Esports Market
5.2.2.6.1 Italy Esports Market by Revenue Source
5.2.2.7 Rest of Europe Esports Market
5.2.2.7.1 Rest of Europe Esports Market by Revenue Source
5.3 Asia Pacific Esports Market
5.3.1 Asia Pacific Esports Market by Revenue Source
5.3.1.1 Asia Pacific Sponsorship Market by Country
5.3.1.2 Asia Pacific Media Rights Market by Country
5.3.1.3 Asia Pacific Advertising Market by Country
5.3.1.4 Asia Pacific Publisher Fees Market by Country
5.3.1.5 Asia Pacific Merchandise & Tickets Revenue Source Market by Country
5.3.2 Asia Pacific Esports Market by Country
5.3.2.1 China Esports Market
5.3.2.1.1 China Esports Market by Revenue Source
5.3.2.2 Japan Esports Market
5.3.2.2.1 Japan Esports Market by Revenue Source
5.3.2.3 India Esports Market
5.3.2.3.1 India Esports Market by Revenue Source
5.3.2.4 South Korea Esports Market
5.3.2.4.1 South Korea Esports Market by Revenue Source
5.3.2.5 Singapore Esports Market
5.3.2.5.1 Singapore Esports Market by Revenue Source
5.3.2.6 Malaysia Esports Market
5.3.2.6.1 Malaysia Esports Market by Revenue Source
5.3.2.7 Rest of Asia Pacific Esports Market
5.3.2.7.1 Rest of Asia Pacific Esports Market by Revenue Source
5.4 LAMEA Esports Market
5.4.1 LAMEA Esports Market by Revenue Source
5.4.1.1 LAMEA Sponsorship Market by Country
5.4.1.2 LAMEA Media Rights Market by Country
5.4.1.3 LAMEA Advertising Market by Country
5.4.1.4 LAMEA Publisher Fees Market by Country
5.4.1.5 LAMEA Merchandise & Tickets Revenue Source Market by Country
5.4.2 LAMEA Esports Market by Country
5.4.2.1 Brazil Esports Market
5.4.2.1.1 Brazil Esports Market by Revenue Source
5.4.2.2 Argentina Esports Market
5.4.2.2.1 Argentina Esports Market by Revenue Source
5.4.2.3 UAE Esports Market
5.4.2.3.1 UAE Esports Market by Revenue Source
5.4.2.4 Saudi Arabia Esports Market
5.4.2.4.1 Saudi Arabia Esports Market by Revenue Source
5.4.2.5 South Africa Esports Market
5.4.2.5.1 South Africa Esports Market by Revenue Source
5.4.2.6 Nigeria Esports Market
5.4.2.6.1 Nigeria Esports Market by Revenue Source
5.4.2.7 Rest of LAMEA Esports Market
5.4.2.7.1 Rest of LAMEA Esports Market by Revenue Source

Chapter 6. Company Profiles
6.1 Intel Corporation
6.1.5 Recent strategies and developments:
6.2 NVIDIA Corporation
6.2.5 Recent strategies and developments:
6.2.5.1 Partnerships, Collaborations, and Agreements:
6.2.5.2 Product Launches and Product Expansions:
6.2.5.3 Acquisition and Mergers:
6.2.5.4 Geographical Expansions:
6.3 Nintendo Co., Ltd.
6.3.1 Company Overview
6.3.2 Financial Analysis
6.3.3 Segmental and Regional Analysis
6.3.4 Research & Development Expenses
6.3.5 Recent strategies and developments:
6.3.5.1 Partnerships, Collaborations, and Agreements:
6.3.5.2 Acquisitions and Mergers:
6.4 Activision Blizzard, Inc.
6.4.1 Company Overview
6.4.2 Financial Analysis
6.4.3 Segmental and Regional Analysis
6.4.4 Recent strategies and developments:
6.4.4.1 Partnerships, Collaborations, and Agreements:
6.4.4.2 Product Launches and Product Expansions:
6.4.4.3 Acquisition and Mergers:
6.5 Valve Corporation
6.5.1 Company Overview
6.5.2 Recent strategies and developments:
6.5.2.1 Partnerships, Collaborations, and Agreements:
6.5.2.2 Product Launches and Product Expansions:
6.6 Modern Times Group MTG AB
6.6.1 Company Overview
6.6.2 Financial Analysis
6.6.3 Segmental and Regional Analysis
6.6.4 Recent strategies and developments:
6.6.4.1 Acquisition and Mergers:
6.7 Electronic Arts, Inc.
6.7.1 Company Overview
6.7.2 Financial Analysis
6.7.3 Segmental and Regional Analysis
6.7.4 Research & Development Expenses
6.7.5 Recent strategies and developments:
6.7.5.1 Partnerships, Collaborations, and Agreements:
6.7.5.2 Product Launches and Product Expansions:
6.7.5.3 Acquisition and Mergers:
6.8 Tencent Holdings Ltd.
6.8.1 Company Overview
6.8.2 Financial Analysis
6.8.3 Segmental and Regional Analysis
6.8.4 Research & Development Expenses
6.8.5 Recent strategies and developments:
6.8.5.1 Partnerships, Collaborations, and Agreements:
6.9 Gameloft SE (Vivendi)
6.9.1 Company Overview
6.9.2 Financial Analysis
6.9.3 Segmental and Regional Analysis
6.9.4 Research & Development Expenses
6.9.5 Recent strategies and developments:
6.9.5.1 Partnerships, Collaborations, and Agreements:
6.9.5.2 Product Launches and Product Expansions:
6.1 AT&T, Inc.
6.10.1 Company Overview
6.10.2 Financial Analysis
6.10.3 Segmental and Regional Analysis
6.10.4 Research & Development Expense
6.10.5 Recent strategies and developments:
6.10.5.1 Partnerships, Collaborations, and Agreements:

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