Table of Content
1. Report Scope and Methodology
1.1 Scope of the Report
1.2 Research Methodology
1.3 Executive Summary
2. Strategic Recommendations
3. Global Esports Market: Product Outlook
4. Global Esports Market: Sizing and Forecast
4.1 Market Size, By Value, Year 2015-2025
4.2 Impact of COVID-19 on Global E-Sports Market
5. Global Esports Market Segmentation By Revenue Source (By Value)
5.1 Competitive Scenario of Global Esports: By Revenue Source
5.2 Sponsorship & Advertising– Market Size and Forecast (2020-2025)
5.3 Merchandise & Ticket Sales– Market Size and Forecast (2020-2025)
5.4 Media Rights– Market Size and Forecast (2020-2025)
5.5 Game Publisher’s Fees- Market Size and Forecast (2020-2025)
6. Global Esports Market Segmentation By Streaming Platform (By Value)
6.1 Competitive Scenario of Global E-Sports: By Streaming Platform
6.2 Twitch– Market Size and Forecast (2020-2025)
6.3 Youtube– Market Size and Forecast (2020-2025)
6.4 Others– Market Size and Forecast (2020-2025)
7. Global Esports Market: Regional Analysis
7.1 Competitive Scenario of Global Esports: By Region, By Value
8. North America Esports Market: Segmentation By Revenue Source, Streaming Platform (2020-2025)
8.1 North America Esports Market: Size and Forecast (2020-2025), By Value
8.2 Market Segmentation By Revenue Source (Sponsorship & Advertising, Merchandise & Ticket Sales, Media Rights, Game Publisher’s Fees)
8.3 Market Segmentation By Streaming Platform (Twitch, Youtube, Others)
8.4 North America Esports Market: Country Analysis
8.5 Competitive Scenario of North America E-Sports – By Country, By Value
8.6 Market Opportunity Chart of North America E-Sports Market - By Country, By Value (Year-2025)
8.7 United States Esports Market: Size and Forecast (2020-2025), By Value
8.8 United States Esports Market Segmentation By Revenue Source, Streaming Platform
8.9 Canada Esports Market: Size and Forecast (2020-2025), By Value
8.10 Canada Esports Market Segmentation By Revenue Source, Streaming Platform
9. Europe Esports Market: Segmentation By Revenue Source, Streaming Platform (2020-2025)
9.1 Europe Esports Market: Size and Forecast (2020-2025), By Value
9.2 Market Segmentation By Revenue Source (Sponsorship & Advertising, Merchandise & Ticket Sales, Media Rights, Game Publisher’s Fees)
9.3 Market Segmentation By Streaming Platform (Twitch, Youtube, Others)
9.4 Europe Esports Market: Country Analysis
9.5 Competitive Scenario of Europe E-Sports: By Country, By Value
9.6 Market Opportunity Chart of Europe E-Sports Market - By Country, By Value (Year-2025)
9.7 Germany Esports Market: Size and Forecast (2020-2025), By Value
9.8 Germany Esports Market Segmentation By Revenue Source, Streaming Platform
9.9 France Esports Market: Size and Forecast (2020-2025), By Value
9.10 France Esports Market Segmentation By Revenue Source, Streaming Platform
9.11 United Kingdom E-Sports Market: Size and Forecast (2020-2025), By Value
9.12 United Kingdom E-Sports Market Segmentation By Revenue Source, Streaming Platform
9.13 Spain Esports Market: Size and Forecast (2020-2025), By Value
9.14 Spain Esports Market Segmentation By Revenue Source, Streaming Platform
10. Asia Pacific Esports Market: Segmentation By Revenue Source, Streaming Platform (2020-2025)
10.1 Asia Pacific Esports Market: Size and Forecast (2020-2025), By Value
10.2 Market Segmentation By Revenue Source (Sponsorship & Advertising, Merchandise & Ticket Sales, Media Rights, Game Publisher’s Fees)
10.3 Market Segmentation By Streaming Platform (Twitch, Youtube, Others)
10.4 Asia Pacific Esports Market: Country Analysis
10.5 Competitive Scenario of Asia Pacific E-Sports: By Country, By Value
10.6 Market Opportunity Chart of Asia Pacific E-Sports Market - By Country, By Value (Year-2025)
10.7 China Esports Market: Size and Forecast (2020-2025), By Value
10.8 China Eports Market Segmentation By Revenue Source, Streaming Platform
10.9 Japan Esports Market: Size and Forecast (2020-2025), By Value
10.10 Japan Esports Market Segmentation By Revenue Source, Streaming Platform
10.11 South Korea Esports Market: Size and Forecast (2020-2025), By Value
10.12 South Korea Esports Market Segmentation By Revenue Source, Streaming Platform
11. Global Esports Market Dynamics
11.1 Global Esports Market Drivers
11.2 Global Esports Market Restraints
11.3 Global Esports Market Trends
12. Market Attractiveness & Strategic Analysis
12.1 Market Attractiveness
12.1.1 Market Attractiveness Chart of Global Esports Market - By Revenue Source, By Value
12.1.2 Market Attractiveness Chart of Global Esports Market - By Streaming Platform, By Value
12.1.3 Market Attractiveness Chart of Global Esports Market - By Region, By Value
12.2 Strategic Analysis
12.2.1 Mergers and Acquisitions
12.2.2 Key Developments in E-Sports Market
13. Competitive Landscape
13.1 Top 8 Esports Team Organizations of 2019 by Competition Results
14. Company Profiles (Business Description, Financial Analysis, Business Strategy)
14.1 Modern Times Group
14.2 Activision Blizzard
14.3 Valve Corporation
14.4 Gfinity Plc.
14.5 Electronic Arts Inc.
14.6 NVIDIA Corporation
14.7 Riot Games Inc.
14.8 FACEIT
14.9 Nintendo Co. Ltd.
14.10 Epic Games