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Esports Market Research Report by Revenue Stream, Platform, State - Cumulative Impact of COVID-19, Russia Ukraine Conflict, and High Inflation - United States Forecast 2023-2030

Esports Market Research Report by Revenue Stream, Platform, State - Cumulative Impact of COVID-19, Russia Ukraine Conflict, and High Inflation - United States Forecast 2023-2030
  • Publish Date:January 2023

  • Number of Pages:129

  • Report ID:6394665

  • Format:PDF

  • Publisher:360iResearch

$ 3949

Summary

Esports Market Research Report by Revenue Stream (Media Rights, Publisher Fees, and Sponsorships & Direct Advertisements), Platform, State - Cumulative Impact of COVID-19, Russia Ukraine Conflict, and High Inflation - United States Forecast 2023-2030

The United States Esports Market size was estimated at USD 245.34 million in 2022 and expected to reach USD 267.51 million in 2023, projecting growth at a CAGR of 7.21% to reach USD 428.30 million by 2030.

Cumulative Impact of COVID-19:

COVID-19 is an unprecedented global public health emergency that affected almost every industry, and the long-term impacts are projected to reflect on the growth of various end-use industries during the forecast period. This ongoing research amplifies the research framework to ensure the inclusion of underlying COVID-19 issues and potential paths forward. The report delivers insights on COVID-19, considering the changes in consumer behavior and demand, purchasing patterns, re-routing of the supply chain, dynamics of current market forces, and the significant interventions of governments. The dedicated section in the report uncovers a detailed analysis of the impact of COVID-19 and its subsequent variant outbreaks on demand, supply, price, and vendor uptake and provides recommendations for sustainable outcomes. The updated study provides insights, analysis, estimations, and forecasts, considering the COVID-19 impact on the United States Esports Market.

Cumulative Impact of Russia-Ukraine Conflict:

We continuously monitor and update reports considering unceasing political and economic uncertainty due to the Russia-Ukraine Conflict. Negative impacts are globally foreseen, especially across Eastern Europe, European Union, Eastern & Central Asia, and the United States. This contention has severely affected people’s lives and livelihoods and represents far-reaching disruptions in trade dynamics. The potential effects of ongoing war and uncertainty in Eastern Europe are expected to have an adverse impact on Ukraine and reverberate harsh long-term effects on Russia. The report uncovers the implications for demand-supply balances, pressure on pricing variants, impact on import/export and trading, and short-term recommendations to the United States Esports Market considering the current update on the conflict and its global responses.

Cumulative Impact of High Inflation:

The high inflation in developed economies globally has resulted in an overall price surge over the past two years. The cumulatively eroding overall purchasing power is expected to impact developing economies significantly and is considered helpful in numerous ways. The report uncovers the effect of high inflation on the long-term performance of the global economy and provides details on fiscal policies measuring and reducing its short-term impacts on demand/supply, cash flow, and currency exchange. The United States Esports Market report delivers the high inflation expectation considering the related impact from cost-push and demand-pull inflation.

Market Statistics:

The report provides market sizing and forecasts across 7 major currencies - USD, EUR, JPY, GBP, AUD, CAD, and CHF; multiple currency support helps organization leaders to make better decisions. In this report, the years 2018 and 2021 are considered as historical years, 2022 as the base year, 2023 as the estimated year, and years from 2024 to 2030 are considered as the forecast period.

Market Segmentation & Coverage:

The report on the United States Esports Market identifies key attributes about the customer to define the potential market and identify different needs across the industry. Understanding the potential customer group’s economies and geographies can help gain business acumen for better strategic decision-making. Our market coverage across different industry verticals reveals the hidden truth about the players’ strategies in different verticals and helps the organization decide target audience. This report gives you the composite view of sub-markets coupled with comprehensive industry coverage and provides you with the right way of accounting factors such as norms & regulations, culture, to make right coverage strategy for your market plan. This research report categorizes the United States Esports Market in order to forecast the revenues and analyze the trends in each of the following sub-markets:

Based on Revenue Stream, the market is studied across Media Rights, Publisher Fees, Sponsorships & Direct Advertisements, and Tickets & Merchandise. The Media Rights is further studied across Online Advertisements and Subscriptions.

Based on Platform, the market is studied across Offline and Online.

Based on State, the market is studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas.

FPNV Positioning Matrix:

The FPNV Positioning Matrix evaluates and categorizes vendors in the United States Esports Market. based on Business Strategy (Business Growth, Industry Coverage, Financial Viability, and Channel Support) and Product Satisfaction (Value for Money, Ease of Use, Product Features, and Customer Support) and placed into four quadrants (F: Forefront, P: Pathfinder, N: Niche, and V: Vital). The United States Esports Market FPNV Positioning Matrix representation/visualization further aids businesses in better decision-making and understanding the competitive landscape.

Market Share Analysis:

The Market Share Analysis offers the analysis of vendors considering their contribution to the overall market, providing the idea of revenue generation into the overall market compared to other vendors in the space. This provides insights on vendors performance in terms of revenue generation and customer base compared to others. The United States Esports Market Share Analysis offers an idea of the size and competitiveness of the vendors for the base year. The outcome reveals the market characteristics in terms of accumulation, fragmentation, dominance, and amalgamation traits.

Competitive Scenario:

The Competitive Scenario provides an outlook analysis of the various strategies for business growth adopted by the vendors. The news in this section covers valuable insights at various stages while keeping up with the business and engaging stakeholders in the economic debate. The United States Esports Market Competitive Scenario represents press releases or news of the companies categorized into Merger & Acquisition, Agreement, Collaboration, & Partnership, New Product Launch & Enhancement, Investment & Funding, and Award, Recognition, & Expansion. All the news collected helps vendors understand the gaps in the marketplace and competitor’s strengths and weaknesses, providing insights to enhance products and services.

Company Usability Profiles:

The report profoundly explores the recent significant developments by the leading vendors and innovation profiles in the United States Esports Market, including Activision Blizzard, Inc., Beyond the Summit (BTS), Electronic Arts Inc., Faceit by Savvy Games Group, Gameloft SE, Gfinity PLC, Hi Rez Studios, HTC Corporation by Google, Intel Corporation, Kabum, Modern Times Group, Nintendo, NVIDIA Corporation, Turner Broadcasting System, and Wargaming.net.

The report provides insights on the following pointers:

1. Market Penetration: Provides comprehensive information on the market offered by the key players
2. Market Development: Provides in-depth information about lucrative emerging markets and analyzes penetration across mature segments of the markets
3. Market Diversification: Provides detailed information about new product launches, untapped geographies, recent developments, and investments
4. Market Trends: Provides comprehensive understanding of the Cumulative Impact of COVID-19, the Russia-Ukraine Conflict, and the High Inflation
5. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, certification, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players
6. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and breakthrough product developments

The report answers questions such as:

1. What is the market size and forecast of the United States Esports Market?
2. What are the inhibiting factors and impact of COVID-19 shaping the United States Esports Market during the forecast period?
3. Which are the products/segments/applications/areas to invest in over the forecast period in the United States Esports Market?
4. What is the competitive strategic window for opportunities in the United States Esports Market?
5. What are the technology trends and regulatory frameworks in the United States Esports Market?
6. What is the market share of the leading vendors in the United States Esports Market?
7. What modes and strategic moves are considered suitable for entering the United States Esports Market?

Table of contents

1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Limitations
1.7. Assumptions
1.8. Stakeholders

2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Rising popularity of video games in the United States
5.1.1.2. Proliferation of smartphones in the United States
5.1.2. Restraints
5.1.2.1. Limitations associated with E-sports
5.1.3. Opportunities
5.1.3.1. Rising adoption of cloud gaming in the United States
5.1.4. Challenges
5.1.4.1. Health and addiction concerns
5.2. Cumulative Impact of COVID-19
5.3. Cumulative Impact of Russia-Ukraine Conflict
5.4. Cumulative Impact of High Inflation
5.5. Porter's Five Forces Analysis
5.5.1. Threat of New Entrants
5.5.2. Threat of Substitutes
5.5.3. Threat of Substitutes
5.5.4. Threat of Substitutes
5.5.5. Industry Rivalry
5.6. Value Chain & Critical Path Analysis
5.7. Regulatory Framework
5.8. Client Customization

6. Esports Market, by Revenue Stream
6.1. Introduction
6.2. Media Rights
6.3.1. Online Advertisements
6.3.2. Subscriptions
6.3. Publisher Fees
6.4. Sponsorships & Direct Advertisements
6.5. Tickets & Merchandise

7. Esports Market, by Platform
7.1. Introduction
7.2. Offline
7.3. Online

8. California Esports Market
8.1. Introduction

9. Florida Esports Market
9.1. Introduction

10. Illinois Esports Market
10.1. Introduction

11. New York Esports Market
11.1. Introduction

12. Ohio Esports Market
12.1. Introduction

13. Pennsylvania Esports Market
13.1. Introduction

14. Texas Esports Market
14.1. Introduction

15. Competitive Landscape
15.1. FPNV Positioning Matrix
15.1.1. Quadrants
15.1.2. Business Strategy
15.1.3. Product Satisfaction
15.2. Market Ranking Analysis, By Key Player
15.3. Market Share Analysis, By Key Player
15.4. Product Portfolio Analysis, By Key Player
15.5. Competitive Scenario
15.5.1. Merger & Acquisition
15.5.2. Agreement, Collaboration, & Partnership
15.5.3. New Product Launch & Enhancement
15.5.4. Investment & Funding
15.5.5. Award, Recognition, & Expansion

16. Company Usability Profiles
16.1. Activision Blizzard, Inc.
16.2. Beyond the Summit (BTS)
16.3. Electronic Arts Inc.
16.4. Faceit by Savvy Games Group
16.5. Gameloft SE
16.6. Gfinity PLC
16.7. Hi Rez Studios
16.8. HTC Corporation by Google
16.9. Intel Corporation
16.10. Kabum
16.11. Modern Times Group
16.12. Nintendo
16.13. NVIDIA Corporation
16.14. Turner Broadcasting System
16.15. Wargaming.net

17. Appendix
17.1. Discussion Guide
17.2. License & Pricing

List of Figures

FIGURE 1. UNITED STATES ESPORTS MARKET: RESEARCH PROCESS
FIGURE 2. UNITED STATES ESPORTS MARKET SIZE, 2022 VS 2030
FIGURE 3. UNITED STATES ESPORTS MARKET SIZE, 2018-2030 (USD MILLION)
FIGURE 4. UNITED STATES ESPORTS MARKET SIZE, BY STATE, 2022 VS 2030 (%)
FIGURE 5. UNITED STATES ESPORTS MARKET SIZE, BY STATE, 2022 VS 2023 VS 2030 (USD MILLION)
FIGURE 6. UNITED STATES ESPORTS MARKET COMPETITIVE STRATEGIC WINDOW, BY STATE, 2030
FIGURE 7. UNITED STATES ESPORTS MARKET DYNAMICS
FIGURE 8. UNITED STATES ESPORTS MARKET PORTER'S FIVE FORCES ANALYSIS
FIGURE 9. UNITED STATES ESPORTS MARKET SIZE, BY REVENUE STREAM, 2022 VS 2030 (%)
FIGURE 10. UNITED STATES ESPORTS MARKET SIZE, BY REVENUE STREAM, 2022 VS 2023 VS 2030 (USD MILLION)
FIGURE 11. UNITED STATES ESPORTS MARKET COMPETITIVE STRATEGIC WINDOW, BY REVENUE STREAM, 2030
FIGURE 12. UNITED STATES ESPORTS MARKET SIZE, BY MEDIA RIGHTS, 2018-2030 (USD MILLION)
FIGURE 13. UNITED STATES ESPORTS MARKET SIZE, BY ONLINE ADVERTISEMENTS, 2018-2030 (USD MILLION)
FIGURE 14. UNITED STATES ESPORTS MARKET SIZE, BY SUBSCRIPTIONS, 2018-2030 (USD MILLION)
FIGURE 15. UNITED STATES ESPORTS MARKET SIZE, BY PUBLISHER FEES, 2018-2030 (USD MILLION)
FIGURE 16. UNITED STATES ESPORTS MARKET SIZE, BY SPONSORSHIPS & DIRECT ADVERTISEMENTS, 2018-2030 (USD MILLION)
FIGURE 17. UNITED STATES ESPORTS MARKET SIZE, BY TICKETS & MERCHANDISE, 2018-2030 (USD MILLION)
FIGURE 18. UNITED STATES ESPORTS MARKET SIZE, BY PLATFORM, 2022 VS 2030 (%)
FIGURE 19. UNITED STATES ESPORTS MARKET SIZE, BY PLATFORM, 2022 VS 2023 VS 2030 (USD MILLION)
FIGURE 20. UNITED STATES ESPORTS MARKET COMPETITIVE STRATEGIC WINDOW, BY PLATFORM, 2030
FIGURE 21. UNITED STATES ESPORTS MARKET SIZE, BY OFFLINE, 2018-2030 (USD MILLION)
FIGURE 22. UNITED STATES ESPORTS MARKET SIZE, BY ONLINE, 2018-2030 (USD MILLION)
FIGURE 23. CALIFORNIA ESPORTS MARKET SIZE, 2018-2030 (USD MILLION)
FIGURE 24. FLORIDA ESPORTS MARKET SIZE, 2018-2030 (USD MILLION)
FIGURE 25. ILLINOIS ESPORTS MARKET SIZE, 2018-2030 (USD MILLION)
FIGURE 26. NEW YORK ESPORTS MARKET SIZE, 2018-2030 (USD MILLION)
FIGURE 27. OHIO ESPORTS MARKET SIZE, 2018-2030 (USD MILLION)
FIGURE 28. PENNSYLVANIA ESPORTS MARKET SIZE, 2018-2030 (USD MILLION)
FIGURE 29. TEXAS ESPORTS MARKET SIZE, 2018-2030 (USD MILLION)
FIGURE 30. UNITED STATES ESPORTS MARKET: FPNV POSITIONING MATRIX, 2022
FIGURE 31. UNITED STATES ESPORTS MARKET SHARE, BY KEY PLAYER, 2022
FIGURE 32. UNITED STATES ESPORTS MARKET COMPETITIVE SCENARIO, BY KEY TYPE, 2022

List of Tables

TABLE 1. UNITED STATES ESPORTS MARKET SEGMENTATION & COVERAGE
TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2022
TABLE 3. UNITED STATES ESPORTS MARKET SIZE, 2018-2030 (USD MILLION)
TABLE 4. UNITED STATES ESPORTS MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
TABLE 5. UNITED STATES ESPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 6. UNITED STATES ESPORTS MARKET SIZE, BY MEDIA RIGHTS, 2018-2030 (USD MILLION)
TABLE 7. UNITED STATES ESPORTS MARKET SIZE, BY MEDIA RIGHTS, BY STATE, 2018-2030 (USD MILLION)
TABLE 8. UNITED STATES ESPORTS MARKET SIZE, BY ONLINE ADVERTISEMENTS, 2018-2030 (USD MILLION)
TABLE 9. UNITED STATES ESPORTS MARKET SIZE, BY ONLINE ADVERTISEMENTS, BY STATE, 2018-2030 (USD MILLION)
TABLE 10. UNITED STATES ESPORTS MARKET SIZE, BY SUBSCRIPTIONS, 2018-2030 (USD MILLION)
TABLE 11. UNITED STATES ESPORTS MARKET SIZE, BY SUBSCRIPTIONS, BY STATE, 2018-2030 (USD MILLION)
TABLE 12. UNITED STATES ESPORTS MARKET SIZE, BY PUBLISHER FEES, 2018-2030 (USD MILLION)
TABLE 13. UNITED STATES ESPORTS MARKET SIZE, BY PUBLISHER FEES, BY STATE, 2018-2030 (USD MILLION)
TABLE 14. UNITED STATES ESPORTS MARKET SIZE, BY SPONSORSHIPS & DIRECT ADVERTISEMENTS, 2018-2030 (USD MILLION)
TABLE 15. UNITED STATES ESPORTS MARKET SIZE, BY SPONSORSHIPS & DIRECT ADVERTISEMENTS, BY STATE, 2018-2030 (USD MILLION)
TABLE 16. UNITED STATES ESPORTS MARKET SIZE, BY TICKETS & MERCHANDISE, 2018-2030 (USD MILLION)
TABLE 17. UNITED STATES ESPORTS MARKET SIZE, BY TICKETS & MERCHANDISE, BY STATE, 2018-2030 (USD MILLION)
TABLE 18. UNITED STATES ESPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 19. UNITED STATES ESPORTS MARKET SIZE, BY OFFLINE, 2018-2030 (USD MILLION)
TABLE 20. UNITED STATES ESPORTS MARKET SIZE, BY OFFLINE, BY STATE, 2018-2030 (USD MILLION)
TABLE 21. UNITED STATES ESPORTS MARKET SIZE, BY ONLINE, 2018-2030 (USD MILLION)
TABLE 22. UNITED STATES ESPORTS MARKET SIZE, BY ONLINE, BY STATE, 2018-2030 (USD MILLION)
TABLE 23. CALIFORNIA ESPORTS MARKET SIZE, 2018-2030 (USD MILLION)
TABLE 24. CALIFORNIA ESPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 25. CALIFORNIA ESPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 26. FLORIDA ESPORTS MARKET SIZE, 2018-2030 (USD MILLION)
TABLE 27. FLORIDA ESPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 28. FLORIDA ESPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 29. ILLINOIS ESPORTS MARKET SIZE, 2018-2030 (USD MILLION)
TABLE 30. ILLINOIS ESPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 31. ILLINOIS ESPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 32. NEW YORK ESPORTS MARKET SIZE, 2018-2030 (USD MILLION)
TABLE 33. NEW YORK ESPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 34. NEW YORK ESPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 35. OHIO ESPORTS MARKET SIZE, 2018-2030 (USD MILLION)
TABLE 36. OHIO ESPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 37. OHIO ESPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 38. PENNSYLVANIA ESPORTS MARKET SIZE, 2018-2030 (USD MILLION)
TABLE 39. PENNSYLVANIA ESPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 40. PENNSYLVANIA ESPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 41. TEXAS ESPORTS MARKET SIZE, 2018-2030 (USD MILLION)
TABLE 42. TEXAS ESPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 43. TEXAS ESPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 44. UNITED STATES ESPORTS MARKET: FPNV POSITIONING MATRIX - SCORES, 2022
TABLE 45. UNITED STATES ESPORTS MARKET: FPNV POSITIONING MATRIX - BUSINESS STRATEGY, 2022
TABLE 46. UNITED STATES ESPORTS MARKET: FPNV POSITIONING MATRIX - PRODUCT SATISFACTION, 2022
TABLE 47. UNITED STATES ESPORTS MARKET RANKING, BY KEY PLAYER, 2022
TABLE 48. UNITED STATES ESPORTS MARKET SHARE, BY KEY PLAYER, 2022
TABLE 49. UNITED STATES ESPORTS MARKET PRODUCT PORTFOLIO ANALYSIS, BY KEY PLAYER, 2022
TABLE 50. UNITED STATES ESPORTS MARKET MERGER & ACQUISITION
TABLE 51. UNITED STATES ESPORTS MARKET AGREEMENT, COLLABORATION, & PARTNERSHIP
TABLE 52. UNITED STATES ESPORTS MARKET NEW PRODUCT LAUNCH & ENHANCEMENT
TABLE 53. UNITED STATES ESPORTS MARKET INVESTMENT & FUNDING
TABLE 54. UNITED STATES ESPORTS MARKET AWARD, RECOGNITION, & EXPANSION
TABLE 55. UNITED STATES ESPORTS MARKET: LICENSE & PRICING

Companies Mentioned

Activision Blizzard, Inc.
Beyond the Summit (BTS)
Electronic Arts Inc.
Faceit by Savvy Games Group
Gameloft SE
Gfinity PLC
Hi Rez Studios
HTC Corporation by Google
Intel Corporation
Kabum
Modern Times Group
Nintendo
NVIDIA Corporation
Turner Broadcasting System
Wargaming.net

Methodology

Our market research methodology is designed to provide the clients with comprehensive and accurate information on various industries and markets. It includes data collection, primary interviews, macro-economic factor analysis, country-level data analysis etc.

The data is gathered from a wide range of sources, including industry reports, government statistics, and company financials. This data is then analyzed and cross-referenced to ensure its accuracy and reliability. Next, primary interviews are conducted with industry experts and key stakeholders to gather their insights and perspectives on the market. This information is then combined with the data collected to provide a complete picture of the market. Macro-economic factor analysis is also carried out to understand the impact of external factors on the market. Finally, country-level data analysis is performed to understand the market dynamics in specific regions and countries.

Reportlinker's market research methodology is designed to provide clients with a clear understanding of the market, its trends, and its future potential.