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Esports Market Size - By Streaming Type (Live, Video-on-Demand), By Revenue Streaming (Sponsorship, Advertising, Merchandise & Tickets, Publisher Fees, Media Rights), By Gaming Genre & Forecast, 2024 - 2032

  • Report ID: GMI10128
  • Published Date: Jul 2024
  • Report Format: PDF

Report Content

Chapter 1   Methodology & Scope

1.1    Market scope & definition

1.2    Base estimates & calculations

1.3    Forecast calculation

1.4    Data sources

1.4.1    Primary

1.4.2    Secondary

1.4.2.1    Paid sources

1.4.2.2    Public sources

Chapter 2   Executive Summary

2.1    Industry 3600 synopsis, 2021 - 2032

Chapter 3   Industry Insights

3.1    Industry ecosystem analysis

3.2    Vendor matrix

3.3    Profit margin analysis

3.4    Technology & innovation landscape

3.5    Patent analysis

3.6    Key news and initiatives

3.7    Regulatory landscape

3.8    Impact forces

3.8.1    Growth drivers

3.8.1.1    Rising popularity and viewership

3.8.1.2    Increased media coverage

3.8.1.3    Professionalization and infrastructure development

3.8.1.4    Cross-industry collaborations

3.8.1.5    Youth engagement and cultural shift

3.8.2    Industry pitfalls & challenges

3.8.2.1    Sustainability and profitability

3.8.2.2    Regulatory and legal issues

3.9    Growth potential analysis

3.10    Porter’s analysis

3.10.1    Supplier power

3.10.2    Buyer power

3.10.3    Threat of new entrants

3.10.4    Threat of substitutes

3.10.5    Industry rivalry

3.11    PESTEL analysis

Chapter 4   Competitive Landscape, 2023

4.1    Introduction

4.2    Company market share analysis

4.3    Competitive positioning matrix

4.4    Strategic outlook matrix

Chapter 5   Market Estimates & Forecast, By Streaming Type, 2021 - 2032 (USD Billion)

5.1    Live

5.2    Video-on-demand

Chapter 6   Market Estimates & Forecast, By Revenue Streaming, 2021 - 2032 (USD Billion)

6.1    Sponsorship

6.2    Advertising

6.3    Merchandise & tickets

6.4    Publisher fees

6.5    Media rights

6.6    Others

Chapter 7   Market Estimates & Forecast, By Gaming Genre, 2021 - 2032 (USD billion)

7.1    Real-time strategy games

7.2    First person shooter games

7.3    Fighting games

7.4    Multiplayer online battle arena games

7.5    Others

Chapter 8   Market Estimates & Forecast, By Region, 2021 - 2032 (USD Billion)

8.1    Key trends

8.2    North America

8.2.1    U.S.

8.2.2    Canada

8.3    Europe

8.3.1    UK

8.3.2    Germany

8.3.3    France

8.3.4    Italy

8.3.5    Spain

8.3.6    Rest of Europe

8.4    Asia Pacific

8.4.1    China

8.4.2    India

8.4.3    Japan

8.4.4    South Korea

8.4.5    ANZ

8.4.6    Rest of Asia Pacific

8.5    Latin America

8.5.1    Brazil

8.5.2    Mexico

8.5.3    Rest of Latin America

8.6    MEA

8.6.1    UAE

8.6.2    South Africa

8.6.3    Saudi Arabia

8.6.4    Rest of MEA

Chapter 9   Company Profiles

9.1    100 Thieves

9.2    Activision Publishing, Inc.

9.3    Caffeine

9.4    DLive Entertainment Pte. Ltd.

9.5    Electronic Arts Inc.

9.6    Esports Holding GmbH

9.7    Evil Geniuses

9.8    FaZe Clan

9.9    Fnatic Ltd.

9.10    Gameloft

9.11    Gfinity plc

9.12    HTC Corporation

9.13    Intel Corporation

9.14    Modern Times Group

9.15    Nintendo

9.16    NVIDIA Corporation

9.17    OPTIC Gaming

9.18    Riot Games, Inc.

9.19    SK Gaming

9.20    Sony Group Corporation

9.21    Tencent Holding Limited

9.22    TSM

9.23    Twitch Interactive, Inc.

9.24    Valve Corporation

9.25    X1 Entertainment Group
 

Authors: Suraj Gujar, Kanhaiya Kathoke

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Premium Report Details

  • Base Year: 2023
  • Companies covered: 25
  • Tables & Figures: 250
  • Countries covered: 21
  • Pages: 220
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