Table of Content




Chapter 1 Market Segmentation and Scope
1.1 Market Segmentation and Scope
1.2 Market Definition
1.3 Information Procurement
1.3.1 Purchased Database
1.3.2 GVR’S Internal Database
1.3.3 Secondary Sources & Third-Party Perspectives
1.3.4 Primary Research
1.4 Information Analysis
1.4.1 Data Analysis Models
1.5 Market Formulation & Data Visualization
1.6 Data Validation & Publishing
Chapter 2 Executive Summary & Market Snapshot
2.1 Market Outlook
2.2 Segmental Outlook
2.3 Competitive Insights
Chapter 3 Esportss Industry Outlook, Trends & Scope
3.1 Market Introduction
3.2 Esports - Market Size and Growth Prospects
3.3 Esports - Value Chain Analysis
3.4 Esports - Market Dynamics
3.4.1 Market Driver Analysis
3.4.1.1 Increasing mobile usage in gaming industry
3.4.1.2 Increasing number of tournaments and prize pool
3.4.1.3 Franchise model: a big shift in Esports industry
3.4.2 Market Restraint Analysis
3.4.2.1 Cyberattacks
3.4.2.2 Threats in Esports gambling/betting
3.4.3 Market Opportunity Analysis
3.4.3.1 Cloud gaming enabling new opportunities
3.4.4 Market Challenges Analysis
3.4.4.1 Lack of standardization
3.4.4.2 Infrastructure concerned
3.5 Esports - Penetration & Growth Prospect Mapping
3.6 Business Environment Analysis Tools
3.6.1 Pest Analysis
3.6.2 Porter’s Five Force Analysis
3.7 Tencent Games: Gaining an Upper Hand In Esports Industry
3.8 Esports: A Long Term Business Opportunity For Brands
3.9 Major Esports tournamnets in various regions
3.9.1 The Americas
3.9.2 Europe
3.9.3 Asia Pacific
3.9.4 Middle East & Africa
Chapter 4 Consumer Behaviour Analysis
4.1 Esports Demographics
4.1.1 Gender
4.1.2 Age
4.2 Media Consumption Habits
4.2.1 Streming Platform Analysis
4.3 Esports Audience Opportunity Analysis
Chapter 5 Esports Revenue Source Outlook
5.1 Market Size Estimates & Forecasts and Trend Analysis, 2016 - 2027 (Revenue, USD Million)
5.2 Esports Market: Revenue Source Movement Analysis
5.2.1 Sponsorship
5.2.1.1 Market estimates and forecast by region, 2016 - 2027 (USD Million)
5.2.2 Advertising
5.2.2.1 Market estimates and forecast by region, 2016 - 2027 (USD Million)
5.2.3 Merchandise & Tickets
5.2.3.1 Market estimates and forecast by region, 2016 - 2027 (USD Million)
5.2.4 Publisher Fees
5.2.4.1 Market estimates and forecast by region, 2016 - 2027 (USD Million)
5.2.5 Media Rights
5.2.5.1 Market estimates and forecast by region, 2016 - 2027 (USD Million)
Chapter 6 Regional Estimates & Trend Analysis
6.1 Market Size Estimates & Forecasts and Trend Analysis, 2016 - 2027 (Revenue, USD Million)
6.2 Esports Market Share by Region, 2019 & 2027
6.3 North America
6.3.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
6.3.2 U.S.
6.3.2.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
6.3.3 Canada
6.3.3.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
6.4 Europe
6.4.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
6.4.2 Germany
6.4.2.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
6.4.3 U.K.
6.4.3.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
6.4.4 Spain
6.4.4.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
6.4.5 Poland
6.4.5.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
6.4.6 France
6.4.6.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
6.4.7 Italy
6.4.7.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
6.5 Asia Pacific
6.5.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
6.5.2 China
6.5.2.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
6.5.3 Japan
6.5.3.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
6.5.4 South Korea
6.5.4.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
6.5.5 Australia
6.5.5.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
6.6 Latin America
6.6.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
6.6.2 Brazil
6.6.2.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
6.6.3 Mexico
6.6.3.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
6.7 Middle East & Africa
6.7.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
Chapter 7 Competitive Analysis
7.1 Key Global Players, Recent Developments & Their Impact on the Industry
7.2 Key Company Categorization (Sponsorship, Media Rights, and Esports Teams)
7.3 Key Company Analysis, 2019
Chapter 8 Competitive Landscape
8.1 Activision Blizzard, Inc.
8.1.1 Company overview
8.1.2 Financial performance
8.1.3 Product benchmarking
8.1.4 Recent developments
8.2 Electronic Arts Inc.
8.2.1 Company overview
8.2.2 Financial performance
8.2.3 Product benchmarking
8.2.4 Recent developments
8.3 Gameloft SE
8.3.1 Company overview
8.3.2 Financial performance
8.3.3 Product benchmarking
8.3.4 Recent developments
8.4 HTC Corporation
8.4.1 Company overview
8.4.2 Financial performance
8.4.3 Product benchmarking
8.4.4 Recent developments
8.5 Intel Corporation
8.5.1 Company overview
8.5.2 Financial performance
8.5.3 Product benchmarking
8.5.4 Recent developments
8.6 Modern Times Group (MTG)
8.6.1 Company overview
8.6.2 Financial performance
8.6.3 Product benchmarking
8.6.4 Recent developments
8.7 Nintendo of America Inc.
8.7.1 Company overview
8.7.2 Financial performance
8.7.3 Product benchmarking
8.7.4 Recent developments
8.8 NVIDIA Corporation
8.8.1 Company overview
8.7.2 Financial performance
8.8.3 Product benchmarking
8.8.4 Recent developments
8.9 Tencent Holdings Limited
8.9.1 Company overview
8.9.2 Financial performance
8.9.3 Product benchmarking
8.9.4 Recent developments
8.10 Valve Corporation
8.10.1 Company overview
8.10.2 Financial performance
8.10.3 Product benchmarking
8.10.4 Recent developments



List of Tables




TABLE 1 Global Esports market, 2016 - 2027 (USD Million)
TABLE 2 Global market estimates and forecasts by region, 2016 - 2027 (USD Million)
TABLE 3 Global market estimates and forecasts by revenue source, 2016 - 2027 (USD Million)
TABLE 4 Esport market - Key driver impact
TABLE 5 Top mobile games and their users
TABLE 6 Esport market - Key restraint impact
TABLE 7 Cyber risk asspcaited with Esports industry
TABLE 8 Esport market - Key oportunity impact
TABLE 9 Esport market - Key challenges impact
TABLE 10 Tencent Holdings Limited investments in various game companies
TABLE 11 Global Esports market in sponsorships, by region, 2016 - 2027 (USD Million)
TABLE 12 Global Esports market in advertising, by region, 2016 - 2027 (USD Million)
TABLE 13 Global Esports market in merchandise & tickets, by region, 2016 - 2027 (USD Million)
TABLE 14 Global Esports market in publisher fees by region, 2016 - 2027 (USD Million)
TABLE 15 Global Esports market in media rights, by region, 2016 - 2027 (USD Million)
TABLE 16 North America Esports market by revenue source, 2016 - 2027 (USD Million)
TABLE 17 U.S. Esports market by revenue source, 2016 - 2027 (USD Million)
TABLE 18 Canada Esports market by revenue source, 2016 - 2027 (USD Million)
TABLE 19 Europe Esports market by revenue source, 2016 - 2027 (USD Million)
TABLE 20 U.K. Esports market by revenue source, 2016 - 2027 (USD Million)
TABLE 21 Germany Esports market by revenue source, 2016 - 2027 (USD Million)
TABLE 22 Spain Esports market by revenue source, 2016 - 2027 (USD Million)
TABLE 23 Poland Esports market by revenue source, 2016 - 2027 (USD Million)
TABLE 24 France Esports market by revenue source, 2016 - 2027 (USD Million)
TABLE 25 Italy Esports market by revenue source, 2016 - 2027 (USD Million)
TABLE 26 Asia Pacific Esports market by revenue source, 2016 - 2027 (USD Million)
TABLE 27 China Esports market by revenue source, 2016 - 2027 (USD Million)
TABLE 28 Japan Esports market by revenue source, 2016 - 2027 (USD Million)
TABLE 29 South Korea Esports market by revenue source, 2016 - 2027 (USD Million)
TABLE 30 Australia Esports market by revenue source, 2016 - 2027 (USD Million)
TABLE 31 Latin America Esports market by revenue source, 2016 - 2027 (USD Million)
TABLE 32 Brazil Esports market by revenue source, 2016 - 2027 (USD Million)
TABLE 33 Mexico Esports market by revenue source, 2016 - 2027 (USD Million)
TABLE 34 MEA Esports market by revenue source 2016 - 2027 (USD Million)