eSports - The spectacular rise of a social phenomenon

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Date: 30-Sep-2018
No. of pages: 42
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eSports, the practice of playing video games competitively, attracts an audience of nearly 350 million people worldwide, mainly on the Web.

In addition to considering the audience potential, this report analyses the social phenomenon at an economic level.

It also examines the major industry players: game publishers, Web and TV broadcasters, advertisers, event organisers and betting companies.

This market forecasts for 2022 by segment: publisher/developer investment in eSports, media rights, ticketing and merchandising, sponsorship and advertising, and eSports gambling revenues.

Geographic area


  • World

eSports - The spectacular rise of a social phenomenon

Table of contents

Market Insight

eSports

1. Executive Summary

2. eSports: state of the industry
2.1. The video game and eSports market
– Video games and eSports, two high-growth sectors
2.2. eSports indicators show a healthy outlook
– eSports games: 10 games account for 80% of annual prize pools
– China, the United States and South Korea dominate eSports
– Competitions are driving the sector’s economic dynamic
– A record year for investment in eSports

3. eSports Industry Challenges
3.1 Publishers and development studios are increasingly pursuing an industry strategy
– eSports is now considered as a business activity in its own right by publishers and developers
– The main industry benefits of eSports
– Publishers are legitimately seizing some of the value of eSports
– Game development studios regard eSports as a new development model
– The Fortnite phenomenon: a commercial success with unparalleled eSports potential
– eSports, an industry strategy
3.2 Promoters and franchises are strengthening their position in the value chain
– Two competition structure model coexist
– Tournament organisers, central to the success of eSports…
– … but targeted by investors
– Teams are becoming businesses
3.3 Broadcasters and advertisers excited but unsure
– Audience challenges and assessing the reach of eSports events
– Web broadcasts, a natural home for eSports
– TV broadcasters seeking eSports audiences
– Communication and advertising companies: engaging with millennials
3.4 A future marriage of sports and eSports
– The US sports imprint
– In Europe, football clubs are the first to position themselves
3.5 Betting companies are waiting for more favourable legislation
– US legislation is making room for development of gambling in the United States
– eSports competition betting websites: another form of professionalism
– Will fantasy league sites take root in Europe?
– The major betting companies: huge money-making opportunities
– Marketplaces thriving on “skins”

4. Market forecasts
4.1 Market segmentation
4.2 World market data and forecasts from 2017 to 2022
Companies

List of Tables and Figures

• Growth of the global eSports market and its components (million EUR)
• Revenue growth for major creative industries (Billion EUR)
• Revenue growth for the video game sector (Billion EUR)
• The world video game market by segment (%)
• Comparison of revenue growth for the video game and eSports sectors (Billion EUR)
• eSports games by cash prizes awarded, 2017 (million USD)
• Peak unique viewers on Twitch (Thousands)
• Top 10 most watched games on Twitch, in hours watched
• Country rankings based on prizes won by players from those countries
• Team ranking by winnings in 2017 (million USD)
• Cash prize growth in eSports competitions (million USD)
• Cash prize growth for the finals of Dota 2 (Valve Corp.) The International (million USD)
• Total active players competing in official tournaments
• Total official tournaments
• Average tournament prize pool (USD)
• Average earnings per player (USD)
• eSports investment
• The e-sports ecosystem
• The major eSports leagues created by publishers/developers
• Global audiences for major eSports events (million unique online viewers)
• Audiences for the major sporting events in the United States
• Global consumption of eSports video content by type of platform, 2011-2017 (million hours)
• GVC revenue sources (2017)
• Major GVC broadcast platforms in number of viewers
• Major non-endemic eSports advertisers
• eSports revenue growth worldwide, 2018-2022 (million EUR)
• eSports revenues in 2018 and 2022 (%)
• Global e-sports sponsorship and advertising revenues, 2018-2022 (million EUR)
• Global eSports sponsorship revenues, 2018-2022 (million EUR)
• Global eSports revenues by region, 2017-2021 (million EUR)
• Breakdown of global eSports revenues by region in 2018 and in 2022
• eSports audience by continent (millions)
• Breakdown of the global eSports audience by continent in 2018 and 2022

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  • eSports - The spectacular rise of a social phenomenon
    Published: 30-Sep-2018        Price: US 1100 Onwards        Pages: 42
    eSports, the practice of playing video games competitively, attracts an audience of nearly 350 million people worldwide, mainly on the Web. In addition to considering the audience potential, this report analyses the social phenomenon at an economic level. It also examines the major industry players: game publishers, Web and TV broadcasters, advertisers, event organisers and betting companies. This market forecasts for 2022 by segment: publisher/developer investment in ......
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