Table of Content


1 INTRODUCTION
1.1 Study Deliverables
1.2 Study Assumptions
1.3 Scope of the Study


2 RESEARCH METHODOLOGY


3 EXECUTIVE SUMMARY


4 MARKET DYNAMICS
4.1 Market Overview
4.2 Introduction to Market Drivers and Restraints
4.3 Market Drivers
4.3.1 Increasing Popularity of Video Games
4.3.2 Growing Awareness about eSports
4.4 Market Restraints
4.4.1 Issues Such as Piracy, Laws and Regulations, and Concerns Relating to Fraud During Gaming Transactions
4.5 Industry Value Chain Analysis
4.6 Industry Attractiveness - Porter’s Five Force Analysis
4.6.1 Threat of New Entrants
4.6.2 Bargaining Power of Buyers/Consumers
4.6.3 Bargaining Power of Suppliers
4.6.4 Threat of Substitute Products
4.6.5 Intensity of Competitive Rivalry


5 ESPORTS MARKET LANDSCAPE
5.1 Esports Engagement by Country
5.2 Top 10 Games Played by eSports Fans
5.3 Top 10 Leagues, By Viewership, By Prize Money


6 MARKET SEGMENTATION
6.1 Revenue Model
6.1.1 Media Rights
6.1.2 Advertising and Sponsorships
6.1.3 Merchandise and Tickets
6.1.4 Others
6.2 Streaming Platform
6.2.1 Twitch
6.2.2 YouTube
6.2.3 Others ( DouYu and Hayu )
6.3 Geography
6.3.1 North America
6.3.1.1 United States
6.3.1.2 Canada
6.3.1.3 Rest of North America
6.3.2 Europe
6.3.2.1 Germany
6.3.2.2 United Kingdom
6.3.2.3 France
6.3.2.4 Rest of Europe
6.3.3 China
6.3.4 Asia Pacific ( excluding China)
6.3.4.1 Japan
6.3.4.2 India
6.3.4.3 South Korea
6.3.4.4 Rest of Asia-Pacific
6.3.5 Latin America
6.3.6 Middle East and Africa


7 COMPETITIVE LANDSCAPE
7.1 Company Profiles
7.1.1 Modern Times Group
7.1.2 Activision Blizzard, Inc
7.1.3 Electronic Arts Inc
7.1.4 Riot Games, Inc. ( Tencent Holdings Ltd)
7.1.5 Epic Games, Inc.
7.1.6 Gfinity, PLC
7.1.7 Faceit
7.1.8 Capcom Co., Ltd.
7.1.9 Valve Corporation


8 MARKET OPPORTUNITIES AND FUTURE TRENDS


9 INVESTMENT ANALYSIS