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Europe Esports Market By Revenue Source (Sponsorship, Media Rights, Advertising, Publisher Fees, and Merchandise & Tickets), By Country, Opportunity Analysis and Industry Forecast, 2021 - 2027

Published Date : 22-Dec-2021

Pages: 125

Formats: PDF

The Europe Esports Market would witness market growth of 20.5% CAGR during the forecast period (2021-2027).

Companies operating in this market are witnessing a surge in their revenue share due to the successful free-to-play gaming model with substantial in-game microtransactions, which would further augment the growth of the esports market. The games operating in this model do not include upfront costs, but it has charges for additional or featured content that increase the level of interest in the game.

The thriving culture of playing online video games among the younger population is estimated to propel the growth of the esports market in this region. In addition, the monetization of the esports industry is motivating gamers to become full-time professionals just like any other traditional sportsperson. Additionally, the increase in the number of esports tournaments would create more opportunities for the gamers to monetize their skills, which would accelerate the regional market growth.

The Sponsorship market dominated the UK Esports Market by Revenue Source 2020, and would continue to be a dominant market till 2027; thereby, achieving a market value of $86.4 million by 2027. The Media Rights market exhibiting a CAGR of 20.2% during (2021 - 2027). Additionally, The Advertising market would witness highest CAGR of 20.3% during (2021 - 2027).

Based on Revenue Source, the market is segmented into Sponsorship, Media Rights, Advertising, Publisher Fees, and Merchandise & Tickets. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

Free Valuable Insights: The Global Esports Market Size will Hit $3,574.9 million by 2027, at a CAGR of 21.3%

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Intel Corporation, NVIDIA Corporation, Nintendo Co., Ltd., Activision Blizzard, Inc., Valve Corporation, Modern Times Group MTG AB, Electronic Arts, Inc., Tencent Holdings Ltd., Gameloft SE (Vivendi), and AT&T, Inc.

Scope of the Study

Market Segments Covered in the Report:

By Revenue Source

  • Sponsorship
  • Media Rights
  • Advertising
  • Publisher Fees
  • Merchandise & Tickets

By Country

  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe

Key Market Players

List of Companies Profiled in the Report:

  • Intel Corporation
  • NVIDIA Corporation
  • Nintendo Co., Ltd.
  • Activision Blizzard, Inc.
  • Valve Corporation
  • Modern Times Group MTG AB
  • Electronic Arts, Inc.
  • Tencent Holdings Ltd.
  • Gameloft SE (Vivendi)
  • AT&T, Inc.
Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Europe Esports Market, by Revenue Source
1.4.2 Europe Esports Market, by Country
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. Europe Esports Market by Revenue Source
4.1 Europe Sponsorship Market by Country
4.2 Europe Media Rights Market by Country
4.3 Europe Advertising Market by Country
4.4 Europe Publisher Fees Market by Country
4.5 Europe Merchandise & Tickets Revenue Source Market by Country

Chapter 5. Europe Esports Market by Country
5.1 Germany Esports Market
5.1.1 Germany Esports Market by Revenue Source
5.2 UK Esports Market
5.2.1 UK Esports Market by Revenue Source
5.3 France Esports Market
5.3.1 France Esports Market by Revenue Source
5.4 Russia Esports Market
5.4.1 Russia Esports Market by Revenue Source
5.5 Spain Esports Market
5.5.1 Spain Esports Market by Revenue Source
5.6 Italy Esports Market
5.6.1 Italy Esports Market by Revenue Source
5.7 Rest of Europe Esports Market
5.7.1 Rest of Europe 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:
TABLE 1 Europe Esports Market, 2017 - 2020, USD Million
TABLE 2 Europe Esports Market, 2021 - 2027, USD Million
TABLE 3 Partnerships, Collaborations and Agreements– Esports Market
TABLE 4 Product Launches And Product Expansions– Esports Market
TABLE 5 Acquisition and Mergers– Esports Market
TABLE 6 Geographical Expansions– Esports Market
TABLE 7 Europe Esports Market by Revenue Source, 2017 - 2020, USD Million
TABLE 8 Europe Esports Market by Revenue Source, 2021 - 2027, USD Million
TABLE 9 Europe Sponsorship Market by Country, 2017 - 2020, USD Million
TABLE 10 Europe Sponsorship Market by Country, 2021 - 2027, USD Million
TABLE 11 Europe Media Rights Market by Country, 2017 - 2020, USD Million
TABLE 12 Europe Media Rights Market by Country, 2021 - 2027, USD Million
TABLE 13 Europe Advertising Market by Country, 2017 - 2020, USD Million
TABLE 14 Europe Advertising Market by Country, 2021 - 2027, USD Million
TABLE 15 Europe Publisher Fees Market by Country, 2017 - 2020, USD Million
TABLE 16 Europe Publisher Fees Market by Country, 2021 - 2027, USD Million
TABLE 17 Europe Merchandise & Tickets Revenue Source Market by Country, 2017 - 2020, USD Million
TABLE 18 Europe Merchandise & Tickets Revenue Source Market by Country, 2021 - 2027, USD Million
TABLE 19 Europe Esports Market by Country, 2017 - 2020, USD Million
TABLE 20 Europe Esports Market by Country, 2021 - 2027, USD Million
TABLE 21 Germany Esports Market, 2017 - 2020, USD Million
TABLE 22 Germany Esports Market, 2021 - 2027, USD Million
TABLE 23 Germany Esports Market by Revenue Source, 2017 - 2020, USD Million
TABLE 24 Germany Esports Market by Revenue Source, 2021 - 2027, USD Million
TABLE 25 UK Esports Market, 2017 - 2020, USD Million
TABLE 26 UK Esports Market, 2021 - 2027, USD Million
TABLE 27 UK Esports Market by Revenue Source, 2017 - 2020, USD Million
TABLE 28 UK Esports Market by Revenue Source, 2021 - 2027, USD Million
TABLE 29 France Esports Market, 2017 - 2020, USD Million
TABLE 30 France Esports Market, 2021 - 2027, USD Million
TABLE 31 France Esports Market by Revenue Source, 2017 - 2020, USD Million
TABLE 32 France Esports Market by Revenue Source, 2021 - 2027, USD Million
TABLE 33 Russia Esports Market, 2017 - 2020, USD Million
TABLE 34 Russia Esports Market, 2021 - 2027, USD Million
TABLE 35 Russia Esports Market by Revenue Source, 2017 - 2020, USD Million
TABLE 36 Russia Esports Market by Revenue Source, 2021 - 2027, USD Million
TABLE 37 Spain Esports Market, 2017 - 2020, USD Million
TABLE 38 Spain Esports Market, 2021 - 2027, USD Million
TABLE 39 Spain Esports Market by Revenue Source, 2017 - 2020, USD Million
TABLE 40 Spain Esports Market by Revenue Source, 2021 - 2027, USD Million
TABLE 41 Italy Esports Market, 2017 - 2020, USD Million
TABLE 42 Italy Esports Market, 2021 - 2027, USD Million
TABLE 43 Italy Esports Market by Revenue Source, 2017 - 2020, USD Million
TABLE 44 Italy Esports Market by Revenue Source, 2021 - 2027, USD Million
TABLE 45 Rest of Europe Esports Market, 2017 - 2020, USD Million
TABLE 46 Rest of Europe Esports Market, 2021 - 2027, USD Million
TABLE 47 Rest of Europe Esports Market by Revenue Source, 2017 - 2020, USD Million
TABLE 48 Rest of Europe Esports Market by Revenue Source, 2021 - 2027, USD Million
TABLE 49 Key Information – Intel Corporation
TABLE 50 Key Information – NVIDIA Corporation
TABLE 51 key information – Nintendo Co., Ltd.
TABLE 52 Key Information – Activision Blizzard, Inc.
TABLE 53 Key Information – Valve Corporation
TABLE 54 Key Information – Modern Times Group
TABLE 55 Key Information – Electronic Arts Inc.
TABLE 56 Key Information – Tencent Holdings Ltd.
TABLE 57 Key Information – Gameloft SE
TABLE 58 Key Information – AT&T, Inc.

List of Figures
FIG 1 Methodology for the research
FIG 2 KBV Cardinal Matrix
FIG 3 Key Leading Strategies: Percentage Distribution (2017-2021)
FIG 4 Key Strategic Move: (Product Launches and Product Expansions : 2017, Jun – 2021, Jun) Leading Players
FIG 5 Recent strategies and developments: Intel Corporation
FIG 6 SWOT analysis: Intel corporation
FIG 7 Recent strategies and developments: NVIDIA Corporation
FIG 8 SWOT Analysis: NVIDIA Corporation
FIG 9 Recent strategies and developments: Nintendo Co., Ltd.
FIG 10 Recent strategies and developments: Activision Blizzard, Inc.
FIG 11 Recent strategies and developments: Valve Corporation
FIG 12 Recent strategies and developments: Electronic Arts
FIG 13 Recent strategies and developments: Gameloft SE

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