Advertisement
New Zealand markets closed
  • NZX 50

    11,796.21
    -39.83 (-0.34%)
     
  • NZD/USD

    0.5896
    -0.0009 (-0.16%)
     
  • NZD/EUR

    0.5525
    -0.0020 (-0.36%)
     
  • ALL ORDS

    7,817.40
    -81.50 (-1.03%)
     
  • ASX 200

    7,567.30
    -74.80 (-0.98%)
     
  • OIL

    82.90
    +0.17 (+0.21%)
     
  • GOLD

    2,398.30
    +0.30 (+0.01%)
     
  • NASDAQ

    17,259.68
    -134.63 (-0.77%)
     
  • FTSE

    7,860.57
    -16.48 (-0.21%)
     
  • Dow Jones

    37,922.79
    +147.41 (+0.39%)
     
  • DAX

    17,757.10
    -80.30 (-0.45%)
     
  • Hang Seng

    16,224.14
    -161.73 (-0.99%)
     
  • NIKKEI 225

    37,068.35
    -1,011.35 (-2.66%)
     
  • NZD/JPY

    91.1120
    -0.1420 (-0.16%)
     

Worldwide Esports Industry to 2030 - Increasing Number of Events With Large Prize Pools Presents Opportunities

Dublin, Jan. 25, 2022 (GLOBE NEWSWIRE) -- The "Esports Market by Application, Streaming Type, Device Type, Revenue Stream: Global Opportunity Analysis and Industry Forecast, 2020-2030" report has been added to ResearchAndMarkets.com's offering.

E-sport is an online video game which is slightly different than the traditional video gaming in which the E-sports is competitive in nature that is in E-sport actual human-vs-human game is played virtually and usually has an active audience involved into it for cheering players.

E-sport tournaments usually consist of skilled or professional gamers competing against one another for a cash prize. E-sports is competitive video gaming where skill and professionalism of players is one of the most important factors. The pro gamers which played at this level know the games inside out, much like a professional footballer or athlete would in their respective fields. E-sports players can either play one-on-one or against one another or in teams.

Factors such as major shift toward video games and increase in popularity of e-sports event drives the growth of the E-sports market. However, lack of standardization in online gaming event and online threats such as gambling may restrict the market growth. Furthermore, increase in number of tournament & event with huge prize for winners and runner-up team along with long term investment opportunity in the e-sport event will create lucrative opportunity in the market during the forecast period.

The E-sports market is segmented on the basis of application, streaming type, device type, revenue stream, and region. By application, it is bifurcated into platform and service. By streaming type, it is divided into live and on demand. By device type, it is categorized into smart phone, smart TV, desktop-laptop-tablets, gaming console. By revenue stream, it is classified into media rights, game publisher fee, sponsorship, digital advertisement, tickets, and merchandise. By region, the market is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

This report gives an in-depth profile of some key players in the E-sports market are Activision Blizzard, Inc., CJ Corporation, Electronic Arts, FACEIT, Gameloft SE, Gfinity, Kabam, Modern Times Group, Nintendo, NVIDIA Corporation.

Key Benefits

  • The study provides an in-depth analysis of the E-sports market along with the current trends and future estimations to elucidate the imminent investment pockets.

  • Information about key drivers, restraints, and opportunities and their impact analysis on the E-sports market size is provided.

  • Porter's five forces analysis illustrates the potency of buyers and suppliers operating in the E-sports market.

  • The quantitative analysis from 2020 to 2030 is provided to determine the E-sports market potential.

Key Topics Covered:

CHAPTER 1: INTRODUCTION

CHAPTER 2: EXECUTIVE SUMMARY

CHAPTER 3: MARKET OVERVIEW
3.1. MARKET DEFINITION AND SCOPE
3.2. PORTER'S FIVE FORCES ANALYSIS
3.3. CASE STUDIES
3.3.1. Case study 02
3.4. MARKET DYNAMICS
3.4.1. Drivers
3.4.1.1. Increasing popularity of video games
3.4.1.2. Growing awareness about E-sports
3.4.2. Restraints
3.4.2.1. Threat from E-sport gambling/ betting
3.4.2.2. Lack of standardization
3.4.3. Opportunities
3.4.3.1. Increasing number of events with large prize pools
3.4.3.2. Long- term investment opportunity
3.5. MARKET EVOLUTION/INDUSTRY ROADMAP
3.6. IMPACT OF GOVERNMENT REGULATIONS ON THE GLOBAL E-SPORTS MARKET
3.7. COVID-19 IMPACT ANALYSIS ON THE GLOBAL E-SPORTS MARKET
3.7.1. Impact on market size
3.7.2. Consumer trends, preferences, and budget impact
3.7.3. Economic impact
3.7.4. Strategies to tackle negative impact
3.7.5. Opportunity window

CHAPTER 4: GLOBAL E-SPORTS MARKET, BY APPLICATION
4.1. OVERVIEW
4.2. PLATFORM
4.2.1. Key market trends, growth factors, and opportunities
4.2.2. Market size and forecast, by region
4.2.3. Market analysis, by country
4.3. SERVICE
4.3.1. Key market trends, growth factors, and opportunities
4.3.2. Market size and forecast, by region
4.3.3. Market analysis, by country

CHAPTER 5: E-SPORT MARKET, BY STREAMING TYPE
5.1. OVERVIEW
5.2. LIVE STREAMING
5.2.1. Key market trends, growth factors, and opportunities
5.2.2. Market size and forecast, by region
5.2.3. Market analysis, by country
5.2.4. Market analysis, by Country
5.3. ON DEMAND STREAMING
5.3.1. Key market trends, growth factors, and opportunities
5.3.2. Market size and forecast, by region
5.3.3. Market analysis, by country
5.3.4. Market analysis, by country

CHAPTER 6: E-SPORT MARKET, BY DEVICE TYPE
6.1. OVERVIEW
6.2. SMARTPHONES
6.2.1. Key market trends, growth factors, and opportunities
6.2.2. Market size and forecast, by region
6.2.3. Market size and forecast, by country
6.2.4. Market analysis, by Country
6.3. SMART TVS
6.3.1. Key market trends, growth factors, and opportunities
6.3.2. Market size and forecast, by region
6.3.3.. Market size and forecast, by country
6.3.4. Market analysis, by Country
6.4. LAPTOPS, DESKTOPS, AND TABLETS
6.4.1. Key market trends, growth factors, and opportunities
6.4.2. Market size and forecast, by region
6.4.3. Market size and forecast, by country
6.4.4. Market analysis, by country
6.5. GAMING CONSOLES
6.5.1. Key market trends, growth factors, and opportunities
6.5.2. Market size and forecast, by region
6.5.3. Market size and forecast, by country
6.5.4. Market analysis, by region

CHAPTER 7: E-SPORT MARKET, BY REVENUE STREAM
7.1. OVERVIEW
7.2. MEDIA RIGHTS
7.2.1. Key market trends, growth factors, and opportunities
7.2.2. Market size and forecast, by region
7.2.3. Market size and forecast, by country
7.2.4. Market analysis, by Country
7.3. GAME PUBLISHER FEES
7.3.1. Key market trends, growth factors, and opportunities
7.3.2. Market size and forecast, by region
7.3.3.. Market size and forecast, by country
7.3.4. Market analysis, by Country
7.4. SPONSORSHIPS
7.4.1. Key market trends, growth factors, and opportunities
7.4.2. Market size and forecast, by region
7.4.3. Market size and forecast, by country
7.4.4. Market analysis, by country
7.5. DIGITAL ADVERTISEMENTS
7.5.1. Key market trends, growth factors, and opportunities
7.5.2. Market size and forecast, by region
7.5.3. Market size and forecast, by country
7.5.4. Market analysis, by region
7.6. TICKETS AND MERCHANDISE
7.6.1. Key market trends, growth factors, and opportunities
7.6.2. Market size and forecast, by region
7.6.3. Market size and forecast, by country
7.6.4. Market analysis, by Country

CHAPTER 8: E-SPORT MARKET, BY REGION

CHAPTER 9: COMPETITIVE LANDSCAPE
9.1. KEY PLAYER POSITIONING ANALYSIS, 2020
9.2. TOP WINNING STRATEGIES
9.3. COMPETITIVE DASHBOARD
9.4. KEY DEVELOPMENTS
9.4.1. Collaboration
9.4.2. Product launch
9.4.3. Acquisition

CHAPTER 10: COMPANY PROFILE
10.1. ACTIVISION BLIZZARD, INC.
10.1.1. Company overview
10.1.2. Key executives
10.1.3. Company snapshot
10.1.4. Product portfolio
10.1.5. R&D expenditure
10.1.6. Business performance
10.1.7. Key strategic moves and developments
10.2. CJ CORPORATION
10.2.1. Company overview
10.2.2. Key executives
10.2.3. Company snapshot
10.2.4. Product portfolio
10.2.5. R&D expenditure
10.2.6. Business performance
10.2.7. Key strategic moves and developments
10.3. ELECTRONIC ARTS
10.3.1. Company overview
10.3.2. Key executive
10.3.3. Company snapshot
10.3.4. Product portfolio
10.3.5. R&D expenditure
10.3.6. Business performance
10.3.7. Key strategic moves and developments
10.4. FACEIT
10.4.1. Company overview
10.4.2. Key executive
10.4.3. Company snapshot
10.4.4. Product portfolio
10.4.5. Key strategic moves and developments
10.5. GAMELOFT SE
10.5.1. Company overview
10.5.2. Key executive
10.5.3. Company snapshot
10.5.4. Product portfolio
10.5.5. Business performance
10.5.6. Key strategic moves and developments
10.6. GFINITY
10.6.1. Company overview
10.6.2. Key executive
10.6.3. Company snapshot
10.6.4. Product portfolio
10.6.5. Business performance
10.6.6. Key strategic moves and developments
10.7. KABAM
10.7.1. Company overview
10.7.2. Key executives
10.7.3. Company snapshot
10.7.4. Product portfolio
10.7.5. Key strategic moves and developments
10.8. MODERN TIMES GROUP
10.8.1. Company overview
10.8.2. Key executives
10.8.3. Company snapshot
10.8.4. Product portfolio
10.8.5. Business performance
10.8.6. Key strategic moves and developments
10.9. NINTENDO
10.9.1. Company overview
10.9.2. Key executives
10.9.3. Company snapshot
10.9.4. Product portfolio
10.9.5. R&D expenditure
10.9.6. Business performance
10.9.7. Key strategic moves and developments
10.10. NVIDIA CORPORATION
10.10.1. Company overview
10.10.2. Key executives
10.10.3. Company snapshot
10.10.4. Product portfolio
10.10.5. R&D expenditure
10.10.6. Business performance
10.10.7. Key strategic moves and developments

ADVERTISEMENT

For more information about this report visit https://www.researchandmarkets.com/r/vndbxe

CONTACT: CONTACT: ResearchAndMarkets.com Laura Wood, Senior Press Manager press@researchandmarkets.com For E.S.T Office Hours Call 1-917-300-0470 For U.S./CAN Toll Free Call 1-800-526-8630 For GMT Office Hours Call +353-1-416-8900