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Esports Market by Revenue And Geography - Global Forecast to 2023

Esports Market: Global Forecast until 2023

  • June 2018
  • 133 pages
  • ID: 5445382
In this report:
In 2017, Malaysia held a share of ##.##% in the esports market in APAC, and the Malaysian market is expected to grow at a CAGR of ##.##% during the forecast period.
The region accounted for ##.##% of the overall esports market in 2017, and the market in this region is expected to grow at a CAGR of ##.##% between 2018 and 2023.

Summary

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Esports market to grow at ~18.6 percent Compound annual growth rate during projection period

According to the new market research report, the esports market is forecasted to reach $2174.80M by 2023 from $926.30M by 2018, at a compound annual growth rate (CAGR) of ~18.6 percent between 2018 and 2023. The increase of this market is assigned to the growing popularity of video games and increasing awareness about esports. Nevertheless, the threat from esports gambling/betting is restraining the increase of the market.

Revenue contribution from media rights to grow at topmost cagr during 2018-2023

This study contains the following revenue streams: media rights (subscription and online advertisement), tickets and merchandise, sponsorship and direct advertisement, and publisher fees.Presently, media rights are significantly contributing to the overall esports market.

In recent years, the sale of broadcasting and media rights has been the biggest source of revenue for most of the esports organizers. The income generated from the trade of media rights is used to finance main sporting events, renovate stadiums, and contribute to the development of esports at the grassroots level.

Esports market in Asia-Pacific to grow at topmost cagr between 2018 and 2023

This analysis includes the esports market divided on the basis of following regions: North America (NA), EU, Asia-Pac, and RoW.The industry in Asia-Pacific is anticipated to grow at the highest compound annual growth rate (CAGR) between 2018 and 2023.

In 2017, Rest of Asia-Pac recorded for a substantial share of the esports market in Asia-Pacific.The increase of this sector can be accredited to the rising number of esports competitions in the area.

Futhermore, the growing investment from sponsors and advertisers is fueling the industry demand for esports in the territory.

Breakdown of profiles of primary members taking part

• By Company category: Tier 1-55.0 percent, Tier 2-25.0 percent, and Tier 3-20.0 percent

• By Description: C-Level Executives-50%, Directors-20%, and Others-30%

• By Area: North America-40%, APAC-15%, Europe-35%, and RoW-10%

The main firms decribed in the study are Modern Times Group, Activision Blizzard, FACEIT, Nintendo, Gfinity, Turner Broadcasting System, CJ Corporation, Valve Corporation, Tencent, and Electronic Arts.This market report also covers the following major players: Hi-Rez Studios, KaBuM, Wargaming Public, Rovio Entertainment, GungHo Online Entertainment, and Alisports.

The roles of online streaming companies including YouTube, Twitch, Facebook, and Beyond the Summit.ave also been included in this business report.

Research coverage

Esports primarily generates revenue through streams including media rights (subscription and online advertisement), tickets and merchandise, sponsorships and direct advertisements, and publisher fees. The sector has been broken down, on the basis of area, into North America continent, Europe (EU), Asia-Pac, and RoW.

Why acquiring this study can help you

• The market statistics pertaining to revenue streams of esports and area have been provided in the market research.

• The value chain study has been provided with a detailed insight into the esports market.

• Major drivers, market restraints, opportunities, and alternatives pertaining to the esports market have been precised in this industry report.

• Illustrative segmentation, review, and estimate for the esports market established on revenue streams and area have been carried out to provide an global view of the esports market.

• A in-depth competitive landscape has been provided for the top 5 firms, containing their revenues

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