Esports Market by Revenue Streams (Media Rights (Subscription & Online Advertisement), Tickets and Merchandise, Sponsorship & Direct Advertisement, and Publisher Fees), and Geography (North America, Europe, APAC, and RoW) - Global Forecast to 2023

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Date: 19-Jun-2018
No. of pages: 132
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Esports market to grow at 18.61% CAGR during forecast period

According to the new market research report, the esports market is expected to reach USD 2,174.8 million by 2023 from USD 926.3 million by2018, at a CAGR of 18.61% between 2018 and 2023. The growth of this market is attributed to the increasing popularity of video games and growing awareness about esports. However, the threat from esports gambling/betting is restraining the growth of the market.

Revenue contribution from media rights to grow at highest CAGR during 2018–2023

This report covers the following revenue streams: media rights (subscription and online advertisement), tickets and merchandise, sponsorship and direct advertisement, and publisher fees. Currently, media rights are significantly contributing to the global esports industry. In recent years, the sale of broadcasting and media rights has been the largest source of revenue for most of the esports organizers. The revenue generated from the trade of media rights is used to finance major sporting events, renovate stadiums, and contribute to the development of esports at the grassroots level.

Esports market in APAC to grow at highest CAGR between 2018 and 2023

This report covers the esports market segmented on the basis of following regions: North America, Europe, APAC, and RoW. The market in APAC is expected to grow at the highest CAGR between 2018 and 2023. In 2017, Rest of APAC accounted for a substantial share of the esports market in APAC. The growth of this industry can be attributed to the increasing number of esports competitions in the region. Further, the increasing investment from sponsors and advertisers is fueling the demand for esports in the region.

Breakdown of profiles of primary participants


  • By Company Type: Tier 1—55%, Tier 2—25%, and Tier 3—20%

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

  • By Region: North America—40%, APAC—15%, Europe—35%, and RoW—10%


The major companies profiled in the report are Modern Times Group (Sweden), Activision Blizzard (US), FACEIT (UK), Nintendo (Japan), Gfinity (UK), Turner Broadcasting System (US), CJ Corporation (South Korea), Valve Corporation (US), Tencent (China), and Electronic Arts (EA) (US).This report also covers the following prominent players:Hi-Rez Studios (US), KaBuM (Canada), Wargaming Public (Cyprus), Rovio Entertainment (Finland), GungHo Online Entertainment (Japan), and Alisports (China). The roles of online streaming companies such as YouTube (US), Twitch (US), Facebook (US), and Beyond the Summit (BTS) (US) have also been included in this report.

Research coverage

Esports mainly generates revenue through streams such as media rights (subscription and online advertisement), tickets and merchandise, sponsorships and direct advertisements, and publisher fees. The market has been segmented, on the basis ofregion, into North America, Europe, APAC, and RoW.

Reasons to buy the report


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

  • The value chain analysis has been provided with an in-depth insight into the esports market.

  • Major drivers, restraints, challenges, and opportunities pertaining to the esports market have been detailed in this report.

  • Illustrative segmentation, analysis, and forecast for the esports market based on revenue streams and geography have been carried out to provide an overall view of the esports market.

  • A detailed competitive landscape has been provided for the top 5 companies, including their revenues.

Esports Market by Revenue Streams (Media Rights (Subscription & Online Advertisement), Tickets and Merchandise, Sponsorship & Direct Advertisement, and Publisher Fees), and Geography (North America, Europe, APAC, and RoW) - Global Forecast to 2023

Table of Contents

1 Introduction
1.1 Objectives of Study
1.2 Definition
1.3 Scope of Study
1.3.1 Markets Covered
1.3.2 Geographic Scope
1.3.3 Years Considered for Study
1.4 Currency
1.5 Market Stakeholders

2 Research Methodology
2.1 Research Data
2.1.1 Secondary Data
2.1.1.1 List of Major Secondary Sources
2.1.1.2 Secondary Sources
2.1.2 Primary Data
2.1.2.1 Primary Interviews With Experts
2.1.2.2 Breakdown of Primaries
2.1.2.3 Key Data From Primary Sources
2.1.3 Secondary and Primary Research
2.1.3.1 Key Industry Insights
2.2 Market Size Estimation
2.2.1 Bottom-Up Approach
2.2.1.1 Approach for Capturing Market Size By Bottom-Up Analysis (Demand Side)
2.2.1.2 Approach for Capturing Market Size With the Help of Various Players in the Value Chain of Esports Market
2.2.2 Top-Down Approach
2.2.2.1 Approach for Capturing Market Share By Top-Down Analysis (Supply Side)
2.3 Market Breakdown and Data Triangulation
2.4 Research Assumptions

3 Executive Summary

4 Premium Insights
4.1 Attractive Opportunities in Esports Market (2018–2023)
4.2 Media Rights: Esports Market, By Region
4.3 Esports Market in North America, By Revenue Stream
4.4 Esports Market in Europe, By Country
4.5 Esports Market in RoW, By Revenue Stream

5 Market Overview
5.1 Introduction
5.2 Market Dynamics
5.2.1 Drivers
5.2.1.1 Increasing Popularity of Video Games
5.2.1.2 Growing Awareness About Esports
5.2.2 Restraint
5.2.2.1 Threat From Esport Gambling/Betting
5.2.3 Opportunities
5.2.3.1 Increasing Number of Events With Large Prize Pools
5.2.3.2 Long-Term Investment Opportunity
5.2.4 Challenge
5.2.4.1 Lack of Standardization
5.3 Value Chain Analysis

6 Esports Market, By Revenue Stream
6.1 Introduction
6.2 Media Rights
6.2.1 Subscriptions
6.2.2 Online Advertisements
6.3 Tickets and Merchandise
6.4 Sponsorships and Direct Advertisements
6.5 Publisher Fees

7 Geographic Analysis
7.1 Introduction
7.2 Asia Pacific
7.2.1 China
7.2.2 Japan
7.2.3 South Korea
7.2.4 Australia
7.2.5 Malaysia
7.2.6 Taiwan
7.2.7 Philippines
7.2.8 Rest of APAC
7.3 North America
7.3.1 US
7.3.2 Canada
7.3.3 Mexico
7.4 Europe
7.4.1 UK
7.4.2 Germany
7.4.3 France
7.4.4 Sweden
7.4.5 Spain
7.4.6 Italy
7.4.7 Poland
7.4.8 Denmark
7.4.9 Rest of Europe
7.5 Rest of the World (RoW)
7.5.1 South America
7.5.2 Middle East and Africa

8 Competitive Landscape
8.1 Introduction
8.2 Ranking Analysis
8.3 Competitive Scenario
8.3.1 Events and Game Launch
8.3.2 Expansions and Sponsorships
8.3.3 Partnership, Investment, Acquisition, and Contract
8.3.4 Others (Franchises)

9 Company Profiles
(Business Overview, Products Offered, Recent Developments, Key Relationships, SWOT Analysis, and MnM View)*
9.1 Key Players
9.1.1 Modern Times Group
9.1.2 Activision Blizzard
9.1.3 Valve Corporation
9.1.5 CJ Corporation
9.1.6 Electronic Arts
9.1.7 Nintendo
9.1.8 Turner Broadcasting System
9.1.9 Faceit
9.1.10 Gfinity
9.2 Other Key Companies
9.2.1 Hi Rez Studios
9.2.2 Kabum
9.2.3 Wargaming Public
9.2.4 Rovio Entertainment
9.2.5 Gungho Online Entertainment
9.2.6 Alisports
9.3 Online Streaming Companies
9.3.1 Youtube
9.3.2 Twitch.TV
9.3.3 Facebook
9.3.4 Beyond the Summit (BTS)

10 Appendix
10.1 Insights From Industry Experts
10.2 Discussion Guide
10.3 Knowledge Store: Marketsandmarkets’ Subscription Portal
10.4 Introducing RT: Real-Time Market Intelligence
10.5 Available Customizations
10.6 Related Reports
10.7 Author Details

List of Tables

Table 1 Top 10 Largest Prize Pools in Esports (2014–2017)
Table 2 Esports Market, By Revenue Stream, 2016–2023 (USD Million)
Table 3 Media Rights: Esports Market, By Region, 2016–2023 (USD Million)
Table 4 North America: Revenue Generation Through Media Rights in Esports Market, By Country, 2016–2023 (USD Million)
Table 5 Europe: Revenue Generation Through Media Rights in Esports Market, By Country, 2016–2023 (USD Million)
Table 6 APAC: Revenue Generation Through Media Rights in Esports Market, By Country, 2016–2023 (USD Million)
Table 7 RoW: Revenue Generation Through Media Rights in Esports Market, By Region, 2016–2023 (USD Million)
Table 8 Tickets and Merchandise: Esports Market, By Region,2016–2023 (USD Million)
Table 9 North America: Revenue Generation Through Tickets and Merchandise in Esports Market, By Country, 2016–2023 (USD Million)
Table 10 Europe: Revenue Generation Through Tickets and Merchandise in Esports Market, By Country, 2016–2023 (USD Million)
Table 11 APAC: Revenue Generation Through Tickets and Merchandise in Esports Market, By Country, 2016–2023 (USD Million)
Table 12 RoW: Revenue Generation Through Tickets and Merchandise in Esports Market, By Region, 2016–2023 (USD Million)
Table 13 Sponsorships and Advertisements: Esports Market, By Region, 2016–2023 (USD Million)
Table 14 North America: Revenue Generated Through Sponsorships and Advertisements in Esports Market, By Country, 2016–2023 (USD Million)
Table 15 Europe: Revenue Generated Through Sponsorships and Advertisements in Esports Market, By Country, 2016–2023 (USD Million)
Table 16 APAC: Revenue Generated Through Sponsorships and Advertisements in Esports Market, By Country, 2016–2023 (USD Million)
Table 17 RoW: Revenue Generated Through Sponsorships and Advertisements in Esports Market, By Region, 2016–2023 (USD Million)
Table 18 Publisher Fees: Esports Market, By Region, 2016–2023 (USD Million)
Table 19 North America: Revenue Generated Through Publisher Fees in Esports Market, By Country, 2016–2023 (USD Million)
Table 20 Europe: Revenue Generated Through Publisher Fees in Esports Market, By Country, 2016–2023 (USD Million)
Table 21 APAC: Revenue Generated Through Publisher Fees in Esports Market, By Country, 2016–2023 (USD Million)
Table 22 RoW: Revenue Generated Through Publisher Fees in Esports Market, By Region, 2016–2023 (USD Million)
Table 23 Esports Market, By Region, 2016–2023 (USD Million)
Table 24 Esports Viewers, By Region, 2016–2023 (Million)
Table 25 Esports Market in APAC, By Country, 2016–2023 (USD Million)
Table 26 Esports Market in APAC, By Revenue Stream, 2016–2023 (USD Million)
Table 27 Esports Market in China, By Revenue Stream, 2016–2023 (USD Million)
Table 28 Esports Market in Japan, By Revenue Stream, 2016–2023 (USD Million)
Table 29 Esports Market in South Korea, By Revenue Stream, 2016–2023 (USD Million)
Table 30 Esports Market in Australia, By Revenue Stream, 2016–2023 (USD Million)
Table 31 Esports Market in Malaysia, By Revenue Stream, 2016–2023 (USD Million)
Table 32 Esports Market in Taiwan, By Revenue Stream, 2016–2023 (USD Million)
Table 33 Esports Market in Philippines, By Revenue Stream, 2016–2023 (USD Million)
Table 34 Esports Market in Rest of APAC, By Revenue Stream, 2016–2023 (USD Million)
Table 35 Esports Market in North America, By Country, 2016–2023 (USD Million)
Table 36 Esports Market in North America, By Revenue Stream, 2016–2023 (USD Million)
Table 37 Esports Market in US, By Revenue Stream, 2016–2023 (USD Million)
Table 38 Esports Market in Canada, By Revenue Stream, 2016–2023 (USD Million)
Table 39 Esports Market in Mexico, By Revenue Stream, 2016–2023 (USD Million)
Table 40 Esports Market in Europe, By Country, 2016–2023 (USD Million)
Table 41 Esports Market in Europe, By Revenue Stream, 2016–2023 (USD Million)
Table 42 Esports Market in UK, By Revenue Stream, 2016–2023 (USD Million)
Table 43 Germany Esports Market, By Revenue Stream, 2016–2023 (USD Million)
Table 44 France Esports Market, By Revenue Stream, 2016–2023 (USD Million)
Table 45 Sweden Esports Market, By Revenue Stream, 2016–2023 (USD Million)
Table 46 Esports Market in Spain, By Revenue Stream, 2016–2023 (USD Million)
Table 47 Esports Market Italy, By Revenue Stream, 2016–2023 (USD Million)
Table 48 Esports Market in Poland, By Revenue Stream, 2016–2023 (USD Million)
Table 49 Esports Market in Denmark, By Revenue Stream, 2016–2023 (USD Million)
Table 50 Esports Market in Rest of Europe, By Revenue Stream, 2016–2023 (USD Million)
Table 51 Esports Market in RoW, By Region, 2016–2023 (USD Million)
Table 52 Esports Market in RoW, By Revenue Stream, 2016–2023 (USD Million)
Table 53 Esports Market in South America, By Revenue Stream, 2016–2023 (USD Million)
Table 54 Esports Market in Middle East and Africa, By Revenue Stream, 2016–2023 (USD Million)
Table 55 Ranking of Top 5 Players in Esports Market (2017)
Table 56 Highest Prize Pool Events (2010–2018)
Table 57 Events and Game Launches (2015–2018)
Table 58 Expansions and Sponsorship (2015–2017)
Table 59 Partnership, Investment, Acquisition, and Contract (2016–2018)
Table 60 Others (2017)

List of Figures

Figure 1 Esports Market: Research Design
Figure 2 Market Size Estimation Methodology: Bottom-Up Approach
Figure 3 Market Size Estimation Methodology: Top-Down Approach
Figure 4 Data Triangulation
Figure 5 Media Rights in Esports Market to Grow at Highest CAGR Between 2018 and 2023
Figure 6 APAC Held Largest Share of Esports Market in 2017
Figure 7 Esports Market in Philippines to Grow at Highest CAGR in APAC Between 2018 and 2023
Figure 8 Growing Market for Video Games and Awareness About Esports Fueling Esports Market Worldwide
Figure 9 APAC to Generate Highest Revenue in Esports Market Through Media Rights By 2023
Figure 10 Sponsorships and Advertisements to Be Largest Contributor to Revenue of Esports Market in North America By 2023
Figure 11 Germany to Hold Larger Size of European Esports Market By 2023
Figure 12 Revenue Generation Through Media Rights to Grow at Highest CAGR in Esports Market in RoW Between 2018 and 2023
Figure 13 Increasing Popularity of Video Games and Growing Awareness About Esports Drive Growth of Esports Market
Figure 14 Value Chain: Players/Teams and League Operators/Content Producers Add Major Value to Esports
Figure 15 Media Rights to Exhibit Highest CAGR in Esports Market During Forecast Period
Figure 16 South America to Be Larger Contributor to Esports Market Revenue Generated Through Tickets and Merchandise in RoW By 2023
Figure 17 Revenue Generation Through Publisher Fees in APAC in Esports Market to Grow at Highest CAGR During 2018–2023
Figure 18 Geographic Snapshot of Esports Market, 2018–2023
Figure 19 APAC: Esports Market Snapshot
Figure 20 Revenue Generation Through Media Rights in Esports Market in Rest of APAC to Grow at Highest CAGR During Forecast Period
Figure 21 North America: Esports Market Snapshot
Figure 22 Europe: Esports Market Snapshot
Figure 23 Revenue Generation From Media Rights in Esports Market in Denmark to Grow at Highest CAGR Between 2018 and 2023
Figure 24 Sponsorship and Advertisement to Add Largest Revenue to Esprots Market in Middle East and Africa By 2023
Figure 25 Event and Game Launch as Key Strategy Adopted By Players in Esports Market (2015–2018)
Figure 26 Modern Times Group: Company Snapshot
Figure 27 Activision Blizzard: Company Snapshot
Figure 28 Tencent: Company Snapshot
Figure 29 CJ Corporation: Company Snapshot
Figure 30 Electronic Arts : Company Snapshot
Figure 31 Nintendo: Company Snapshot
Figure 32 Gfinity: Company Snapshot

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