NEW YORK, May 12, 2022 /PRNewswire/ — The “E-Sports Market by Geographic (APAC, Europe, North America, South America, MEA, APAC, Europe, North America, South America, and MEA) – Forecast and Analysis 2021-2025” report has been added to Technavio’s offering. With ISO 9001:2015 certification, Technavio has been proudly partnering with more than 100 Fortune 500 companies for over 16 years. The e-sports market potential growth difference will be USD 2058.18 mn between 2020 and 2025.
For more insights related to market dynamics, Read our Sample Report
Vendor Insights
The market is fragmented, and the vendors are deploying growth strategies such as to compete in the market. The report analyzes the market’s competitive landscape and offers information on several market vendors, including:
- Activision Blizzard Inc.
- Electronic Arts Inc.
- Epic Games Inc.
- Gfinity plc
- Intergalactic Gaming Ltd.
- Modern Times Group MTG AB
- Nintendo Co. Ltd.
- Take-Two Interactive Software Inc.
- Tencent Holdings Ltd.
- Valve Corp.
Find additional highlights on the growth strategies adopted by vendors and their product offerings, Read a Sample Report.
Geographical Market Analysis
APAC will provide maximum growth opportunities in the e-sports market during the forecast period. According to our research, the region will contribute 43% of the global market growth during the forecast period. The prominent growth of the market in APAC can be mainly attributed to the increased introduction of global brands and products in the market, the rising adoption of online gaming, the growing knowledge and awareness of e-sports and their popularity among millennials, and the development of the gaming industry.
Know more about this market’s geographical distribution along with a detailed analysis of the top regions. View our Report Snapshot
Key Segment Analysis
The MOBA segment will have significant market share growth during the forecast period. MOBA is a game in which teams of individual players control characters and then compete against another team of individual players. Smite, Heroes of the Storm, and League of Legends are popular MOBA games in the global e-sports market.
View our Sample: to know additional highlights and key points on various market segments and their impact in coming years.
Key Market Drivers & Challenges:
Branding through e-sports is driving the global e-sports market growth. Sponsoring an e-sports event is one of the successful branding techniques. Successful brand promotion can provide new revenue opportunities for e-sports events and, in turn, drive the global e-sports market. HTC Corp, Twitch, Intel, Adidas AG, Vodafone Plc, The Coca-Cola Co., and Mercedes-Benz are some of the top sponsors of e-sports events. For instance, in May 2021, Over Active Media entered into a multi-year partnership with the Red Bull Gaming Studio.
The growing cost of game development will challenge the growth of the global e-sports market. The demand for various quality enhancements and innovations in game content has increased the cost of game development. Developers need to hire specialized artists for art designing in games, further augmenting production costs. The increasing game development cost is resulting in the high cost for the game franchise, thus creating a challenge for the global e-sports market.
Download a report sample for highlights on market drivers & challenges impacting the market.
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Market Scope |
|
Report Coverage |
Details |
Page number |
120 |
Base year |
2020 |
Forecast period |
2021-2025 |
Growth momentum & CAGR |
Decelerate at a CAGR of 18.22% |
Market growth 2021-2025 |
USD 2058.18 million |
Market structure |
Fragmented |
YoY growth (%) |
22.12 |
Regional analysis |
APAC, Europe, North America, South America, MEA, APAC, Europe, North America, South America, and MEA |
Performing market contribution |
APAC at 43% |
Key consumer countries |
US, China, Germany, Japan, and UK |
Competitive landscape |
Leading companies, Competitive strategies, Consumer engagement scope |
Key companies profiled |
Activision Blizzard Inc., Electronic Arts Inc., Epic Games Inc., Gfinity plc, Intergalactic Gaming Ltd., Modern Times Group MTG AB, Nintendo Co. Ltd., Take-Two Interactive Software Inc., Tencent Holdings Ltd., and Valve Corp. |
Market dynamics |
Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID 19 impact and recovery analysis and future consumer dynamics, Market condition analysis for forecast period |
Customization purview |
If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized. |
Table of Contents
1 Executive Summary
2 Market Landscape
- 2.1 Market ecosystem
- Exhibit 01: Parent market
- Exhibit 02: Market characteristics
- 2.2 Value chain analysis
- Exhibit 03: Value Chain Analysis: Interactive home entertainment
3 Market Sizing
- 3.1 Market definition
- Exhibit 04: Offerings of vendors included in the market definition
- 3.2 Market segment analysis
- Exhibit 05: Market segments
- 3.4 Market outlook: Forecast for 2020 – 2025
- Exhibit 06: Global – Market size and forecast 2020 – 2025 ($ million)
- Exhibit 07: Global market: Year-over-year growth 2020 – 2025 (%)
4 Five Forces Analysis
- 4.1 Five forces summary
- Exhibit 08: Five forces analysis 2020 & 2025
- 4.2 Bargaining power of buyers
- Exhibit 09: Bargaining power of buyers
- 4.3 Bargaining power of suppliers
- Exhibit 10: Bargaining power of suppliers
- 4.4 Threat of new entrants
- Exhibit 11: Threat of new entrants
- 4.5 Threat of substitutes
- Exhibit 12: Threat of substitutes
- 4.6 Threat of rivalry
- Exhibit 13: Threat of rivalry
- 4.7 Market condition
- Exhibit 14: Market condition – Five forces 2020
5 Market Segmentation by Game genre
- 5.1 Market segments
- Exhibit 15: Game genre – Market share 2020-2025 (%)
- 5.2 Comparison by Game genre
- Exhibit 16: Comparison by Game genre
- 5.3 MOBA – Market size and forecast 2020-2025
- Exhibit 17: MOBA – Market size and forecast 2020-2025 ($ million)
- Exhibit 18: MOBA – Year-over-year growth 2020-2025 (%)
- 5.4 FPS – Market size and forecast 2020-2025
- Exhibit 19: FPS – Market size and forecast 2020-2025 ($ million)
- Exhibit 20: FPS – Year-over-year growth 2020-2025 (%)
- 5.5 RTS – Market size and forecast 2020-2025
- Exhibit 21: RTS – Market size and forecast 2020-2025 ($ million)
- Exhibit 22: RTS – Year-over-year growth 2020-2025 (%)
- 5.6 Others – Market size and forecast 2020-2025
- Exhibit 23: Others – Market size and forecast 2020-2025 ($ million)
- Exhibit 24: Others – Year-over-year growth 2020-2025 (%)
- 5.7 Market opportunity by Game genre
- Exhibit 25: Market opportunity by Game genre
6 Market Segmentation by Revenue stream
- 6.1 Market segments
- Exhibit 26: Revenue stream – Market share 2020-2025 (%)
- 6.2 Comparison by Revenue stream
- Exhibit 27: Comparison by Revenue stream
- 6.3 Sponsorships – Market size and forecast 2020-2025
- Exhibit 28: Sponsorships – Market size and forecast 2020-2025 ($ million)
- Exhibit 29: Sponsorships – Year-over-year growth 2020-2025 (%)
- 6.4 Media rights – Market size and forecast 2020-2025
- Exhibit 30: Media rights – Market size and forecast 2020-2025 ($ million)
- Exhibit 31: Media rights – Year-over-year growth 2020-2025 (%)
- 6.5 Advertising – Market size and forecast 2020-2025
- Exhibit 32: Advertising – Market size and forecast 2020-2025 ($ million)
- Exhibit 33: Advertising – Year-over-year growth 2020-2025 (%)
- 6.6 Publisher fees – Market size and forecast 2020-2025
- Exhibit 34: Publisher fees – Market size and forecast 2020-2025 ($ million)
- Exhibit 35: Publisher fees – Year-over-year growth 2020-2025 (%)
- 6.7 Merchandise and ticket sales – Market size and forecast 2020-2025
- Exhibit 36: Merchandise and ticket sales – Market size and forecast 2020-2025 ($ million)
- Exhibit 37: Merchandise and ticket sales – Year-over-year growth 2020-2025 (%)
- 6.8 Market opportunity by Revenue stream
- Exhibit 38: Market opportunity by Revenue stream
7 Customer landscape
8 Geographic Landscape
- 8.1 Geographic segmentation
- Exhibit 40: Market share by geography 2020-2025 (%)
- 8.2 Geographic comparison
- Exhibit 41: Geographic comparison
- 8.3 APAC – Market size and forecast 2020-2025
- Exhibit 42: APAC – Market size and forecast 2020-2025 ($ million)
- Exhibit 43: APAC – Year-over-year growth 2020-2025 (%)
- 8.4 Europe – Market size and forecast 2020-2025
- Exhibit 44: Europe – Market size and forecast 2020-2025 ($ million)
- Exhibit 45: Europe – Year-over-year growth 2020-2025 (%)
- 8.5 North America – Market size and forecast 2020-2025
- Exhibit 46: North America – Market size and forecast 2020-2025 ($ million)
- Exhibit 47: North America – Year-over-year growth 2020-2025 (%)
- 8.6 South America – Market size and forecast 2020-2025
- Exhibit 48: South America – Market size and forecast 2020-2025 ($ million)
- Exhibit 49: South America – Year-over-year growth 2020-2025 (%)
- 8.7 MEA – Market size and forecast 2020-2025
- Exhibit 50: MEA – Market size and forecast 2020-2025 ($ million)
- Exhibit 51: MEA – Year-over-year growth 2020-2025 (%)
- 8.8 Key leading countries
- 8.9 Market opportunity by geography
- Exhibit 53: Market opportunity by geography ($ million)
9 Drivers, Challenges, and Trends
- 9.2 Market challenges
- Exhibit 54: Impact of drivers and challenges
10 Vendor Landscape
- 10.1 Overview
- Exhibit 55: Vendor landscape
- 10.2 Landscape disruption
- Exhibit 56: Landscape disruption
- Exhibit 57: Industry risks
- 10.3 Competitive scenario
11 Vendor Analysis
- 11.1 Vendors covered
- Exhibit 58: Vendors covered
- 11.2 Market positioning of vendors
- Exhibit 59: Market positioning of vendors
- 11.3 Activision Blizzard Inc.
- Exhibit 60: Activision Blizzard Inc. – Overview
- Exhibit 61: Activision Blizzard Inc. – Business segments
- Exhibit 62: Activision Blizzard Inc. – Key offerings
- Exhibit 63: Activision Blizzard Inc. – Segment focus
- 11.4 Electronic Arts Inc.
- Exhibit 64: Electronic Arts Inc. – Overview
- Exhibit 65: Electronic Arts Inc. – Business segments
- Exhibit 66: Electronic Arts Inc. – Key news
- Exhibit 67: Electronic Arts Inc. – Key offerings
- Exhibit 68: Electronic Arts Inc. – Segment focus
- 11.5 Epic Games Inc.
- Exhibit 69: Epic Games Inc. – Overview
- Exhibit 70: Epic Games Inc. – Product and service
- Exhibit 71: Epic Games Inc. – Key offerings
- 11.6 Gfinity plc
- Exhibit 72: Gfinity plc – Overview
- Exhibit 73: Gfinity plc – Business segments
- Exhibit 74: Gfinity plc– Key news
- Exhibit 75: Gfinity plc – Key offerings
- Exhibit 76: Gfinity plc – Segment focus
- 11.7 Intergalactic Gaming Ltd.
- Exhibit 77: Intergalactic Gaming Ltd. – Overview
- Exhibit 78: Intergalactic Gaming Ltd. – Product and service
- Exhibit 79: Intergalactic Gaming Ltd. – Key offerings
- 11.8 Modern Times Group MTG AB
- Exhibit 80: Modern Times Group MTG AB – Overview
- Exhibit 81: Modern Times Group MTG AB – Business segments
- Exhibit 82: Modern Times Group MTG AB – Key news
- Exhibit 83: Modern Times Group MTG AB – Key offerings
- Exhibit 84: Modern Times Group MTG AB – Segment focus
- 11.9 Nintendo Co. Ltd.
- Exhibit 85: Nintendo Co. Ltd. – Overview
- Exhibit 86: Nintendo Co. Ltd. – Business segments
- Exhibit 87: Nintendo Co. Ltd. – Key offerings
- 11.10 Take-Two Interactive Software Inc.
- Exhibit 88: Take-Two Interactive Software Inc. – Overview
- Exhibit 89: Take-Two Interactive Software Inc. – Business segments
- Exhibit 90: Take-Two Interactive Software Inc.– Key news
- Exhibit 91: Take-Two Interactive Software Inc. – Key offerings
- 11.11 Tencent Holdings Ltd.
- Exhibit 92: Tencent Holdings Ltd. – Overview
- Exhibit 93: Tencent Holdings Ltd. – Business segments
- Exhibit 94: Tencent Holdings Ltd. – Key news
- Exhibit 95: Tencent Holdings Ltd. – Key offerings
- Exhibit 96: Tencent Holdings Ltd. – Segment focus
- 11.12 Valve Corp.
- Exhibit 97: Valve Corp. – Overview
- Exhibit 98: Valve Corp. – Product and service
- Exhibit 99: Valve Corp. – Key offerings
12 Appendix
- 12.2 Currency conversion rates for US$
- Exhibit 100: Currency conversion rates for US$
- 12.3 Research methodology
- Exhibit 101: Research Methodology
- Exhibit 102: Validation techniques employed for market sizing
- Exhibit 103: Information sources
- 12.4 List of abbreviations
- Exhibit 104: List of abbreviations
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Technavio is a leading global technology research and advisory company. Their research and analysis focus on emerging market trends and provides actionable insights to help businesses identify market opportunities and develop effective strategies to optimize their market positions. With over 500 specialized analysts, Technavio’s report library consists of more than 17,000 reports and counting, covering 800 technologies, spanning across 50 countries. Their client base consists of enterprises of all sizes, including more than 100 Fortune 500 companies. This growing client base relies on Technavio’s comprehensive coverage, extensive research, and actionable market insights to identify opportunities in existing and potential markets and assess their competitive positions within changing market scenarios.
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