eSports Market Industry Analysis, Trend and Growth, 2016-2026

eSports Market
Share, Global Trends,
Analysis, Research, Report,
Opportunities,
Segmentation and Forecast,
2016– 2026
Future Market Insights
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Report
Description
Report Description
eSports (commonly refer as electronic sport) is a type of sport facilitated by electronic system in
which all the functions of the sport are performed through human-computer interface. eSports
is allowing the users to experience different type of game aspects including ladder, tournament
and league through single system. eSports is played by professional gamers who are usually part
of sporting organisations, or they are sponsored by business organisations. eSports provides
several competitive advantages such as selection of teams, players, and organisations which are
not bound with location and ability to integrate with non-traditional media.
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Developers, publishers and organisers are the major components of eSports market. Developers
are responsible for coming up with an idea and develop the game, whereas publishers are
responsible for overall marketing and distribution activities.
eSports Market: Drivers and Restraint
eSports are facilitated though electronic system that can be streamed on different platforms
including social media, where as traditional sports are still struggling to go beyond the
traditional mediums such as print, radio & TV. Ability to stream on non-traditional platforms,
advancements in gaming technologies, increase in awareness about eSports due to attention
given by worldwide publishers, investors & broadcasters and increase in number of eSports
Report
Description
Report Description
enthusiast are the major drivers responsible for growth of eSports market. eSports are
comprised of different communities and games. Performance of the eSport system 2heavily
depends on size, structure and idea behind the development of game. Operator do not have full
control over the tournaments and leagues, as the goals of publisher differ from those of
operator. Fraudulent betting is another challenge that can negatively affect the growth of
eSports market.
eSports market: Segmentation
eSports market can be classified on the basis of revenue source, platform, product and game.
On the basis of revenue source, the market can be categorised into sponsorship & advertising,
eSports betting & fantasy site, prize pool, amateur & micro tournament, merchandising, and
ticket sale. Sponsorship & advertising was the dominating segment followed by Betting & fantasy
site in this category in 2015. This can be attributed to large number of new brands and
advertisers entering the market.On the basis of platform, eSports market can be segmented into
PC and Console. PC had the highest market share in the category in 2015, as PC platform based
games are more powerful and bigger than console.eSports market can be segmented in to mice,
controller, headset, keyboard, and other accessories on the basis of product. eSports is
composed of different genre of games. The games can be played by a single player or by
multiple players.
Report
Description
Report Description
On the basis of game, eSports market can be classified as Multiplayer online battle arena
(MOBA), real time strategy, first person shooter, fighting and sports. Fighting games was the
most dominant category in the overall eSports market in 2015.
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Segmentation on basis of Region:
eSports market is segmented into 7 key regions- North America, Latin America, Eastern Europe,
Western Europe, Asia Pacific excluding Japan, Japan, and Middle East & Africa.
eSports Market: Region-wise Outlook
Currently, North America is the dominant region in terms on number of gamers and revenue
generation in overall eSports market. US had the highest market share in terms of revenue
contribution as it had highest number of eSports enthusiasts and gamers in the region.Europe
was the second largest regional contributor after North America in global eSports market.
Germany and UK are the leading markets in the region. Asia Pacific is the fastest growing region
in terms of number of enthusiast & gamers, owing to increasing audience and emergence of
new technologies that are driving growth in the region. China and South Korea accounted for
majority of the market share in the region.
Report
Description
Report Description
eSports Market: Key Players
Riot Games Inc. (US), Hi Rez Stuidos (US), Activision Blizzard Inc. (US), Wargaming Public Co Ltd
(Cyprus),Electronic Arts, Inc. (US), GungHo Online Entertainment Inc. (Japan),Kabam Inc. (US),
King Digital Entertainment PLC (Ireland), Rovio Entertainment Ltd. (Finland), Zynga Inc. (US),
Gamevil Inc. (South Korea).
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