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North America 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: 106

Formats: PDF

The North America Esports Market would witness market growth of 19.7% CAGR during the forecast period (2021-2027).

The growing popularity of esports and rise in awareness about video games are some of the key aspects accelerating the growth of the esports market. In addition, the rising number of tournaments & events with attractive prizes and long-term investment initiatives undertaken by market players are estimated to open new growth avenues for the esports market during the forecast period.

The constantly growing esport industry across various nations of this region is attracting more people towards this industry and opt it as their professional career. In addition, many universities and colleges in this region are offering professional courses for students as well as scholarships for the top gamers or esports players, which is fueling the growth of the regional escorts market in the upcoming years.

The US market dominated the North America Merchandise & Tickets Revenue Source Market by Country 2020, and would continue to be a dominant market till 2027; thereby, achieving a market value of $66 million by 2027.The Canada market is anticipated to grow a CAGR of 23% during (2021 - 2027). Additionally, The Mexico market would showcase a CAGR of 22.3% 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 U.S., Mexico, Canada, and Rest of North America.

Free Valuable Insights: The Global Esports Market is Estimated to reach $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

  • US
  • Canada
  • Mexico
  • Rest of North America

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 North America Esports Market, by Revenue Source
1.4.2 North America 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. North America Esports Market by Revenue Source
4.1 North America Sponsorship Market by Country
4.2 North America Media Rights Market by Country
4.3 North America Advertising Market by Country
4.4 North America Publisher Fees Market by Country
4.5 North America Merchandise & Tickets Revenue Source Market by Country

Chapter 5. North America Esports Market by Country
5.1 US Esports Market
5.1.1 US Esports Market by Revenue Source
5.2 Canada Esports Market
5.2.1 Canada Esports Market by Revenue Source
5.3 Mexico Esports Market
5.3.1 Mexico Esports Market by Revenue Source
5.4 Rest of North America Esports Market
5.4.1 Rest of North America 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 North America Esports Market, 2017 - 2020, USD Million
TABLE 2 North America 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 North America Esports Market by Revenue Source, 2017 - 2020, USD Million
TABLE 8 North America Esports Market by Revenue Source, 2021 - 2027, USD Million
TABLE 9 North America Sponsorship Market by Country, 2017 - 2020, USD Million
TABLE 10 North America Sponsorship Market by Country, 2021 - 2027, USD Million
TABLE 11 North America Media Rights Market by Country, 2017 - 2020, USD Million
TABLE 12 North America Media Rights Market by Country, 2021 - 2027, USD Million
TABLE 13 North America Advertising Market by Country, 2017 - 2020, USD Million
TABLE 14 North America Advertising Market by Country, 2021 - 2027, USD Million
TABLE 15 North America Publisher Fees Market by Country, 2017 - 2020, USD Million
TABLE 16 North America Publisher Fees Market by Country, 2021 - 2027, USD Million
TABLE 17 North America Merchandise & Tickets Revenue Source Market by Country, 2017 - 2020, USD Million
TABLE 18 North America Merchandise & Tickets Revenue Source Market by Country, 2021 - 2027, USD Million
TABLE 19 North America Esports Market by Country, 2017 - 2020, USD Million
TABLE 20 North America Esports Market by Country, 2021 - 2027, USD Million
TABLE 21 US Esports Market, 2017 - 2020, USD Million
TABLE 22 US Esports Market, 2021 - 2027, USD Million
TABLE 23 US Esports Market by Revenue Source, 2017 - 2020, USD Million
TABLE 24 US Esports Market by Revenue Source, 2021 - 2027, USD Million
TABLE 25 Canada Esports Market, 2017 - 2020, USD Million
TABLE 26 Canada Esports Market, 2021 - 2027, USD Million
TABLE 27 Canada Esports Market by Revenue Source, 2017 - 2020, USD Million
TABLE 28 Canada Esports Market by Revenue Source, 2021 - 2027, USD Million
TABLE 29 Mexico Esports Market, 2017 - 2020, USD Million
TABLE 30 Mexico Esports Market, 2021 - 2027, USD Million
TABLE 31 Mexico Esports Market by Revenue Source, 2017 - 2020, USD Million
TABLE 32 Mexico Esports Market by Revenue Source, 2021 - 2027, USD Million
TABLE 33 Rest of North America Esports Market, 2017 - 2020, USD Million
TABLE 34 Rest of North America Esports Market, 2021 - 2027, USD Million
TABLE 35 Rest of North America Esports Market by Revenue Source, 2017 - 2020, USD Million
TABLE 36 Rest of North America Esports Market by Revenue Source, 2021 - 2027, USD Million
TABLE 37 Key Information – Intel Corporation
TABLE 38 Key Information – NVIDIA Corporation
TABLE 39 key information – Nintendo Co., Ltd.
TABLE 40 Key Information – Activision Blizzard, Inc.
TABLE 41 Key Information – Valve Corporation
TABLE 42 Key Information – Modern Times Group
TABLE 43 Key Information – Electronic Arts Inc.
TABLE 44 Key Information – Tencent Holdings Ltd.
TABLE 45 Key Information – Gameloft SE
TABLE 46 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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