Report Details

Global Esports Market Insights by Application, Product Type, Competitive Landscape & Regional Forecast 2027

Global Esports Market Insights by Application, Product Type, Competitive Landscape & Regional Forecast 2027

Report Format PDF & Excel
Pages 124
Publish Date Nov, 2018

Market Snapshot:

Esports also known as electronic sports, It is the method of contest using video game including league and tournaments. It can be single player or multiple player’s game played between professional players. Investors have acquired esports games and support there competitions, which will help to boost the global esports market. Revenue generation streams for global esports market are sponsorship's & advertisiing, eSports betting, prize pool, micro tournaments and ticket sale. Global eports market will upsurge due to increasing revenue generation levels, developing request for advance technology mobile gaming, rising addiction of video gaming.

Market Trend

• Live Gaming Experience

• Expansion of features including Asian Games

Market Drivers

• Huge Price Competition

• Up surging Addiction in Youngsters

• Rising Awareness about Esports

• Fulling Demand of Video Games

• Adoption of New Advanced Technology

Challenges

• Deficiency in Regulations

The key Players profiled in the report are Valve Corporation (United States) , Activision Blizzard (United States) , Electronic Arts (EA) (United States) , Riot Games Inc. (United States) , Hi Rez Stuidos (United States) , Turner Broadcasting System (United States) , Zynga Inc. (United States) , Kabam Inc. (United States) , Nintendo Co., Ltd. (Japan) and Tencent Holdings Limited (China). Additionally, other players that are part of this comprehensive study are Modern Times Group (Sweden), GungHo Online Entertainment Inc. (Japan), FACEIT (United Kingdom), Gfinity (United Kingdom) , CJ Corporation (South Korea) and Gamevil Inc. (South Korea).

1 Market Overview

1.1 Esports Introduction

1.2 Market Analysis by Type

1.3 Market Analysis by Applications

1.4 Market Analysis by Regions

1.4.1 North America (United States, Canada and Mexico)

1.4.1.1 United States Market States and Outlook (2013-2023)

1.4.1.2 Canada Market States and Outlook (2013-2023)

1.4.1.3 Mexico Market States and Outlook (2013-2023)

1.4.2 Europe (Germany, France, UK, Russia and Italy)

1.4.2.1 Germany Market States and Outlook (2013-2023)

1.4.2.2 France Market States and Outlook (2013-2023)

1.4.2.3 UK Market States and Outlook (2013-2023)

1.4.2.4 Russia Market States and Outlook (2013-2023)

1.4.2.5 Italy Market States and Outlook (2013-2023)

1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia)

1.4.3.1 China Market States and Outlook (2013-2023)

1.4.3.2 Japan Market States and Outlook (2013-2023)

1.4.3.3 Korea Market States and Outlook (2013-2023)

1.4.3.4 India Market States and Outlook (2013-2023)

1.4.3.5 Southeast Asia Market States and Outlook (2013-2023)

1.4.4 South America, Middle East and Africa

1.4.4.1 Brazil Market States and Outlook (2013-2023)

1.4.4.2 Egypt Market States and Outlook (2013-2023)

1.4.4.3 Saudi Arabia Market States and Outlook (2013-2023)

1.4.4.4 South Africa Market States and Outlook (2013-2023)

1.4.4.5 Nigeria Market States and Outlook (2013-2023)

1.5 Market Dynamics

1.5.1 Market Opportunities

1.5.2 Market Risk

1.5.3 Market Driving Force

2 Manufacturers Profiles

2.1.1 Business Overview

2.1.2 Esports Type and Applications

2.1.3 Esports Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)

3 Global Esports Market Competition, by Manufacturer

3.1 Global Esports Sales and Market Share by Manufacturer (2016-2017)

3.2 Global Esports Revenue and Market Share by Manufacturer (2016-2017)

3.3 Global Esports Price by Manufacturer (2016-2017)

3.4 Market Concentration Rate

3.4.1 Top 3 Esports Manufacturer Market Share in 2017

3.4.2 Top 5 Esports Manufacturer Market Share in 2017

3.5 Market Competition Trend

4 Global Esports Market Analysis by Regions

4.1 Global Esports Sales, Revenue and Market Share by Regions

4.1.1 Global Esports Sales by Regions (2013-2018)

4.1.2 Global Esports Revenue by Regions (2013-2018)

4.2 North America Esports Sales, Revenue and Growth Rate (2013-2018)

4.3 Europe Esports Sales, Revenue and Growth Rate (2013-2018)

4.4 Asia-Pacific Esports Sales, Revenue and Growth Rate (2013-2018)

4.5 South America Esports Sales, Revenue and Growth Rate (2013-2018)

4.6 Middle East and Africa Esports Sales, Revenue and Growth Rate (2013-2018)

5 North America Esports by Countries, Type, Application and Manufacturers

5.1 North America Esports Sales, Revenue and Market Share by Countries

5.1.1 North America Esports Sales by Countries (2013-2018)

5.1.2 North America Esports Revenue by Countries (2013-2018)

5.1.3 United States Esports Sales and Growth Rate (2013-2018)

5.1.4 Canada Esports Sales and Growth Rate (2013-2018)

5.1.5 Mexico Esports Sales and Growth Rate (2013-2018)

5.2 North America Esports Sales and Revenue (Value) by Manufacturers (2016-2017)

5.2.1 North America Esports Sales by Manufacturers (2016-2017)

5.2.2 North America Esports Revenue by Manufacturers (2016-2017)

5.3 North America Esports Sales, Revenue and Market Share by Type (2013-2018)

5.3.1 North America Esports Sales and Sales Share by Type (2013-2018)

5.3.2 North America Esports Revenue and Revenue Share by Type (2013-2018)

5.4 North America Esports Sales, Revenue and Market Share by Application (2013-2018)

5.4.1 North America Esports Sales and Sales Share by Application (2013-2018)

5.4.2 North America Esports Revenue and Revenue Share by Application (2013-2018)

6 Europe Esports by Countries, Type, Application and Manufacturers

6.1 Europe Esports Sales, Revenue and Market Share by Countries

6.1.1 Europe Esports Sales by Countries (2013-2018)

6.1.2 Europe Esports Revenue by Countries (2013-2018)

6.1.3 Germany Esports Sales and Growth Rate (2013-2018)

6.1.4 UK Esports Sales and Growth Rate (2013-2018)

6.1.5 France Esports Sales and Growth Rate (2013-2018)

6.1.6 Russia Esports Sales and Growth Rate (2013-2018)

6.1.7 Italy Esports Sales and Growth Rate (2013-2018)

6.2 Europe Esports Sales and Revenue (Value) by Manufacturers (2016-2017)

6.2.1 Europe Esports Sales by Manufacturers (2016-2017)

6.2.2 Europe Esports Revenue by Manufacturers (2016-2017)

6.3 Europe Esports Sales, Revenue and Market Share by Type (2013-2018)

6.3.1 Europe Esports Sales and Sales Share by Type (2013-2018)

6.3.2 Europe Esports Revenue and Revenue Share by Type (2013-2018)

6.4 Europe Esports Sales, Revenue and Market Share by Application (2013-2018)

6.4.1 Europe Esports Sales and Sales Share by Application (2013-2018)

6.4.2 Europe Esports Revenue and Revenue Share by Application (2013-2018)

7 Asia-Pacific Esports by Countries, Type, Application and Manufacturers

7.1 Asia-Pacific Esports Sales, Revenue and Market Share by Countries

7.1.1 Asia-Pacific Esports Sales by Countries (2013-2018)

7.1.2 Asia-Pacific Esports Revenue by Countries (2013-2018)

7.1.3 China Esports Sales and Growth Rate (2013-2018)

7.1.4 Japan Esports Sales and Growth Rate (2013-2018)

7.1.5 Korea Esports Sales and Growth Rate (2013-2018)

7.1.6 India Esports Sales and Growth Rate (2013-2018)

7.1.7 Southeast Asia Esports Sales and Growth Rate (2013-2018)

7.2 Asia-Pacific Esports Sales and Revenue (Value) by Manufacturers (2016-2017)

7.2.1 Asia-Pacific Esports Sales by Manufacturers (2016-2017)

7.2.2 Asia-Pacific Esports Revenue by Manufacturers (2016-2017)

7.3 Asia-Pacific Esports Sales, Revenue and Market Share by Type (2013-2018)

7.3.1 Asia-Pacific Esports Sales and Sales Share by Type (2013-2018)

7.3.2 Asia-Pacific Esports Revenue and Revenue Share by Type (2013-2018)

7.4 Asia-Pacific Esports Sales, Revenue and Market Share by Application (2013-2018)

7.4.1 Asia-Pacific Esports Sales and Sales Share by Application (2013-2018)

7.4.2 Asia-Pacific Esports Revenue and Revenue Share by Application (2013-2018)

8 South America Esports by Countries, Type, Application and Manufacturers

8.1 South America Esports Sales, Revenue and Market Share by Countries

8.1.1 South America Esports Sales by Countries (2013-2018)

8.1.2 South America Esports Revenue by Countries (2013-2018)

8.1.3 Brazil Esports Sales and Growth Rate (2013-2018)

8.1.4 Argentina Esports Sales and Growth Rate (2013-2018)

8.1.5 Colombia Esports Sales and Growth Rate (2013-2018)

8.2 South America Esports Sales and Revenue (Value) by Manufacturers (2016-2017)

8.2.1 South America Esports Sales by Manufacturers (2016-2017)

8.2.2 South America Esports Revenue by Manufacturers (2016-2017)

8.3 South America Esports Sales, Revenue and Market Share by Type (2013-2018)

8.3.1 South America Esports Sales and Sales Share by Type (2013-2018)

8.3.2 South America Esports Revenue and Revenue Share by Type (2013-2018)

8.4 South America Esports Sales, Revenue and Market Share by Application (2013-2018)

8.4.1 South America Esports Sales and Sales Share by Application (2013-2018)

8.4.2 South America Esports Revenue and Revenue Share by Application (2013-2018)

9 Middle East and Africa Esports by Countries, Type, Application and Manufacturers

9.1 Middle East and Africa Esports Sales, Revenue and Market Share by Countries

9.1.1 Middle East and Africa Esports Sales by Countries (2013-2018)

9.1.2 Middle East and Africa Esports Revenue by Countries (2013-2018)

9.1.3 Saudi Arabia Esports Sales and Growth Rate (2013-2018)

9.1.4 UAE Esports Sales and Growth Rate (2013-2018)

9.1.5 Egypt Esports Sales and Growth Rate (2013-2018)

9.1.6 Nigeria Esports Sales and Growth Rate (2013-2018)

9.1.7 South Africa Esports Sales and Growth Rate (2013-2018)

9.2 Middle East and Africa Esports Sales and Revenue (Value) by Manufacturers (2016-2017)

9.2.1 Middle East and Africa Esports Sales by Manufacturers (2016-2017)

9.2.2 Middle East and Africa Esports Revenue by Manufacturers (2016-2017)

9.3 Middle East and Africa Esports Sales, Revenue and Market Share by Type (2013-2018)

9.3.1 Middle East and Africa Esports Sales and Sales Share by Type (2013-2018)

9.3.1 Middle East and Africa Esports Revenue and Revenue Share by Type (2013-2018)

9.4 Middle East and Africa Esports Sales, Revenue and Market Share by Application (2013-2018)

9.4.1 Middle East and Africa Esports Sales and Sales Share by Application (2013-2018)

9.4.2 Middle East and Africa Esports Revenue and Revenue Share by Application (2013-2018)

10 Global Esports Market Segment by Type

10.1 Global Esports Sales, Revenue and Market Share by Type (2013-2018)

10.1.1 Global Esports Sales and Market Share by Type (2013-2018)

10.1.2 Global Esports Revenue and Market Share by Type (2013-2018)

10.2 Passenger Vehicle Sales Growth and Price

10.2.1 Global Passenger Vehicle Sales Growth (2013-2018)

10.2.2 Global Passenger Vehicle Price (2013-2018)

10.3 Commercial Vehicle Sales Growth and Price

10.3.1 Global Commercial Vehicle Sales Growth (2013-2018)

10.3.2 Global Commercial Vehicle Price (2013-2018)

11 Global Esports Market Segment by Application

11.1 Global Esports Sales Market Share by Application (2013-2018)

11.2 Commercial Use Sales Growth (2013-2018)

11.3 Home Use Sales Growth (2013-2018)

12 Esports Market Forecast (2018-2023)

12.1 Global Esports Sales, Revenue and Growth Rate (2018-2023)

12.2 Esports Market Forecast by Regions (2018-2023)

12.2.1 North America Esports Market Forecast (2018-2023)

12.2.2 Europe Esports Market Forecast (2018-2023)

12.2.3 Asia-Pacific Esports Market Forecast (2018-2023)

12.2.4 South America Esports Market Forecast (2018-2023)

12.2.5 Middle East and Africa Esports Market Forecast (2018-2023)

12.3 Esports Market Forecast by Type (2018-2023)

12.3.1 Global Esports Sales Forecast by Type (2018-2023)

12.3.2 Global Esports Market Share Forecast by Type (2018-2023)

12.4 Esports Market Forecast by Application (2018-2023)

12.4.1 Global Esports Sales Forecast by Application (2018-2023)

12.4.2 Global Esports Market Share Forecast by Application (2018-2023)

13 Sales Channel, Distributors, Traders and Dealers

13.1 Sales Channel

13.1.1 Direct Marketing

13.1.2 Indirect Marketing

13.1.3 Marketing Channel Future Trend

13.2 Distributors, Traders and Dealers

14 Research Findings and Conclusion

15 Appendix

15.1 Methodology

15.2 Data Source List of Tables and Figures

Figure Esports Picture

Table Product Specifications of Hydrogen Vehicle

Figure Global Esports CAGR (%), Y-o-Y Growth (&) and Market Size, 2013-2023 (USD Million)

Figure Global Esports CAGR (%), Y-o-Y Growth (&) and Market Size, 2013-2023 (Sales)

Figure Global Sales Market Share of Esports by Types in 2017

Figure Passenger Vehicle Picture

Figure Commercial Vehicle Picture

Figure Esports Sales Market Share by Applications in 2017

Figure Commercial Use Picture

Figure Home Use Picture

Figure United States Esports Revenue (Value) and Growth Rate (2013-2023)

Figure Canada Esports Revenue (Value) and Growth Rate (2013-2023)

Figure Mexico Esports Revenue (Value) and Growth Rate (2013-2023)

Figure Germany Esports Revenue (Value) and Growth Rate (2013-2023)

Figure France Esports Revenue (Value) and Growth Rate (2013-2023)

Figure UK Esports Revenue (Value) and Growth Rate (2013-2023)

Figure Russia Esports Revenue (Value) and Growth Rate (2013-2023)

Figure Italy Esports Revenue (Value) and Growth Rate (2013-2023)

Figure China Esports Revenue (Value) and Growth Rate (2013-2023)

Figure Japan Esports Revenue (Value) and Growth Rate (2013-2023)

Figure Korea Esports Revenue (Value) and Growth Rate (2013-2023)

Figure India Esports Revenue (Value) and Growth Rate (2013-2023)

Figure Southeast Asia Esports Revenue (Value) and Growth Rate (2013-2023)

Figure Brazil Esports Revenue (Value) and Growth Rate (2013-2023)

Figure Egypt Esports Revenue (Value) and Growth Rate (2013-2023)

Figure Saudi Arabia Esports Revenue (Value) and Growth Rate (2013-2023)

Figure South Africa Esports Revenue (Value) and Growth Rate (2013-2023)

Figure Nigeria Esports Revenue (Value) and Growth Rate (2013-2023)

Table Toyota Basic Information, Manufacturing Base and Competitors

Table Esports Type and Applications

Table Esports Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)

Table Hyundai Basic Information, Manufacturing Base and Competitors

Table Global Esports Sales by Manufacturer (2016-2017)

Figure Global Esports Sales Market Share by Manufacturer in 2016

Figure Global Esports Sales Market Share by Manufacturer in 2017

Table Global Esports Revenue by Manufacturer (2016-2017)

Figure Global Esports Revenue Market Share by Manufacturer in 2016

Figure Global Esports Revenue Market Share by Manufacturer in 2017

Table Global Esports Price by Manufacturer (2016-2017)

Figure Top 3 Esports Manufacturer (Revenue) Market Share in 2017

Figure Top 6 Esports Manufacturer (Revenue) Market Share in 2017

Figure Global Esports Sales and Growth Rate (2013-2018)

Figure Global Esports Revenue and Growth Rate (2013-2018)

Table Global Esports Sales by Regions (2013-2018)

Table Global Esports Sales Market Share by Regions (2013-2018)

Table Global Esports Revenue by Regions (2013-2018)

Figure Global Esports Revenue Market Share by Regions in 2013

Figure Global Esports Revenue Market Share by Regions in 2017

Figure North America Esports Sales and Growth Rate (2013-2018)

Figure North America Esports Revenue and Growth Rate (2013-2018)

Figure Europe Esports Sales and Growth Rate (2013-2018)

Figure Europe Esports Revenue and Growth Rate (2013-2018)

Figure Asia-Pacific Esports Sales and Growth Rate (2013-2018)

Figure Asia-Pacific Esports Revenue and Growth Rate (2013-2018)

Figure South America Esports Sales and Growth Rate (2013-2018)

Figure South America Esports Revenue and Growth Rate (2013-2018)

Figure Middle East and Africa Esports Sales and Growth Rate (2013-2018)

Figure Middle East and Africa Esports Revenue and Growth Rate (2013-2018)

Figure North America Esports Revenue and Growth Rate (2013-2018)

Table North America Esports Sales by Countries (2013-2018)

Table North America Esports Sales Market Share by Countries (2013-2018)

Figure North America Esports Sales Market Share by Countries in 2013

Figure North America Esports Sales Market Share by Countries in 2017

Table North America Esports Revenue by Countries (2013-2018)

Table North America Esports Revenue Market Share by Countries (2013-2018)

Figure North America Esports Revenue Market Share by Countries in 2013

Figure North America Esports Revenue Market Share by Countries in 2017

Figure United States Esports Sales and Growth Rate (2013-2018)

Figure Canada Esports Sales and Growth Rate (2013-2018)

Figure Mexico Esports Sales and Growth Rate (2013-2018)

Table North America Esports Sales by Manufacturer (2016-2017)

Figure North America Esports Sales Market Share by Manufacturer in 2016

Figure North America Esports Sales Market Share by Manufacturer in 2017

Table North America Esports Revenue by Manufacturer (2016-2017)

Figure North America Esports Revenue Market Share by Manufacturer in 2016

Figure North America Esports Revenue Market Share by Manufacturer in 2017

Table North America Esports Sales by Type (2013-2018)

Table North America Esports Sales Share by Type (2013-2018)

Table North America Esports Revenue by Type (2013-2018)

Table North America Esports Revenue Share by Type (2013-2018)

Table North America Esports Sales by Application (2013-2018)

Table North America Esports Sales Share by Application (2013-2018)

Table North America Esports Revenue by Application (2013-2018)

Table North America Esports Revenue Share by Application (2013-2018)

Figure Europe Esports Revenue and Growth Rate (2013-2018)

Table Europe Esports Sales by Countries (2013-2018)

Table Europe Esports Sales Market Share by Countries (2013-2018)

Table Europe Esports Revenue by Countries (2013-2018)

Figure Europe Esports Revenue Market Share by Countries in 2016

Figure Europe Esports Revenue Market Share by Countries in 2017

Figure Germany Esports Sales and Growth Rate (2013-2018)

Figure UK Esports Sales and Growth Rate (2013-2018)

Figure France Esports Sales and Growth Rate (2013-2018)

Figure Russia Esports Sales and Growth Rate (2013-2018)

Figure Italy Esports Sales and Growth Rate (2013-2018)

Table Europe Esports Sales by Manufacturer (2016-2017)

Figure Europe Esports Sales Market Share by Manufacturer in 2016

Figure Europe Esports Sales Market Share by Manufacturer in 2017

Table Europe Esports Revenue by Manufacturer (2016-2017)

Figure Europe Esports Revenue Market Share by Manufacturer in 2016

Figure Europe Esports Revenue Market Share by Manufacturer in 2017

Table Europe Esports Sales by Type (2013-2018)

Table Europe Esports Sales Share by Type (2013-2018)

Table Europe Esports Revenue by Type (2013-2018)

Table Europe Esports Revenue Share by Type (2013-2018)

Table Europe Esports Sales by Application (2013-2018)

Table Europe Esports Sales Share by Application (2013-2018)

Table Europe Esports Revenue by Application (2013-2018)

Table Europe Esports Revenue Share by Application (2013-2018)

Figure Asia-Pacific Esports Revenue and Growth Rate (2013-2018)

Table Asia-Pacific Esports Sales by Countries (2013-2018)

Table Asia-Pacific Esports Sales Market Share by Countries (2013-2018)

Figure Asia-Pacific Esports Sales Market Share by Countries 2017

Table Asia-Pacific Esports Revenue by Countries (2013-2018)

Figure Asia-Pacific Esports Revenue Market Share by Countries 2017

Figure China Esports Sales and Growth Rate (2013-2018)

Figure Japan Esports Sales and Growth Rate (2013-2018)

Figure Korea Esports Sales and Growth Rate (2013-2018)

Figure India Esports Sales and Growth Rate (2013-2018)

Figure Southeast Asia Esports Sales and Growth Rate (2013-2018)

Table Asia-Pacific Esports Sales by Manufacturer (2016-2017)

Figure Asia-Pacific Esports Sales Market Share by Manufacturer in 2016

Figure Asia-Pacific Esports Sales Market Share by Manufacturer in 2017

Table Asia-Pacific Esports Revenue by Manufacturer (2016-2017)

Figure Asia-Pacific Esports Revenue Market Share by Manufacturer in 2016

Figure Asia-Pacific Esports Revenue Market Share by Manufacturer in 2017

Table Asia-Pacific Esports Sales by Type (2013-2018)

Table Asia-Pacific Esports Sales Share by Type (2013-2018)

Table Asia-Pacific Esports Revenue by Type (2013-2018)

Table Asia-Pacific Esports Revenue Share by Type (2013-2018)

Table Asia-Pacific Esports Sales by Application (2013-2018)

Table Asia-Pacific Esports Sales Share by Application (2013-2018)

Table Asia-Pacific Esports Revenue by Application (2013-2018)

Table Asia-Pacific Esports Revenue Share by Application (2013-2018)

Figure South America Esports Revenue and Growth Rate (2013-2018)

Table South America Esports Sales by Countries (2013-2018)

Table South America Esports Sales Market Share by Countries (2013-2018)

Figure South America Esports Sales Market Share by Countries in 2017

Table South America Esports Revenue by Countries (2013-2018)

Table South America Esports Revenue Market Share by Countries (2013-2018)

Figure South America Esports Revenue Market Share by Countries in 2017

Figure Brazil Esports Sales and Growth Rate (2013-2018)

Figure Argentina Esports Sales and Growth Rate (2013-2018)

Figure Colombia Esports Sales and Growth Rate (2013-2018)

Table South America Esports Sales by Manufacturer (2016-2017)

Figure South America Esports Sales Market Share by Manufacturer in 2016

Figure South America Esports Sales Market Share by Manufacturer in 2017

Table South America Esports Revenue by Manufacturer (2016-2017)

Figure South America Esports Revenue Market Share by Manufacturer in 2016

Figure South America Esports Revenue Market Share by Manufacturer in 2017

Table South America Esports Sales by Type (2013-2018)

Table South America Esports Sales Share by Type (2013-2018)

Table South America Esports Revenue by Type (2013-2018)

Table South America Esports Revenue Share by Type (2013-2018)

Table South America Esports Sales by Application (2013-2018)

Table South America Esports Sales Share by Application (2013-2018)

Table South America Esports Revenue by Application (2013-2018)

Table South America Esports Revenue Share by Application (2013-2018)

Figure Middle East and Africa Esports Revenue and Growth Rate (2013-2018)

Table Middle East and Africa Esports Sales by Countries (2013-2018)

Table Middle East and Africa Esports Sales Market Share by Countries (2013-2018)

Figure Middle East and Africa Esports Sales Market Share by Countries in 2017

Table Middle East and Africa Esports Revenue by Countries (2013-2018)

Table Middle East and Africa Esports Revenue Market Share by Countries (2013-2018)

Figure Middle East and Africa Esports Revenue Market Share by Countries in 2013

Figure Middle East and Africa Esports Revenue Market Share by Countries in 2017

Figure Saudi Arabia Esports Sales and Growth Rate (2013-2018)

Figure UAE Esports Sales and Growth Rate (2013-2018)

Figure Egypt Esports Sales and Growth Rate (2013-2018)

Figure Nigeria Esports Sales and Growth Rate (2013-2018)

Figure South Africa Esports Sales and Growth Rate (2013-2018)

Table Middle East and Africa Esports Sales by Manufacturer (2016-2017)

Figure Middle East and Africa Esports Sales Market Share by Manufacturer in 2016

Figure Middle East and Africa Esports Sales Market Share by Manufacturer in 2017

Table Middle East and Africa Esports Revenue by Manufacturer (2016-2017)

Figure Middle East and Africa Esports Revenue Market Share by Manufacturer in 2016

Figure Middle East and Africa Esports Revenue Market Share by Manufacturer in 2017

Table Middle East and Africa Esports Sales by Type (2013-2018)

Table Middle East and Africa Esports Sales Share by Type (2013-2018)

Table Middle East and Africa Esports Revenue by Type (2013-2018)

Table Middle East and Africa Esports Revenue Share by Type (2013-2018)

Table Middle East and Africa Esports Sales by Application (2013-2018)

Table Middle East and Africa Esports Sales Share by Application (2013-2018)

Table Middle East and Africa Esports Revenue by Application (2013-2018)

Table Middle East and Africa Esports Revenue Share by Application (2013-2018)

Table Global Esports Sales by Type (2013-2018)

Table Global Esports Sales Share by Type (2013-2018)

Table Global Esports Revenue by Type (2013-2018)

Table Global Esports Revenue Share by Type (2013-2018)

Figure Global Passenger Vehicle Sales Growth (2013-2018)

Figure Global Passenger Vehicle Price (2013-2018)

Figure Global Commercial Vehicle Sales Growth (2013-2018)

Figure Global Commercial Vehicle Price (2013-2018)

Table Global Esports Sales by Application (2013-2018)

Table Global Esports Sales Share by Application (2013-2018)

Figure Global Commercial Use Sales Growth (2013-2018)

Figure Global Home Use Sales Growth (2013-2018)

Figure Global Esports Sales, Revenue and Growth Rate (2018-2023)

Table Global Esports Sales

Research Methodology
The research study released with title "Global Esports Market Insights by Application, Product Type, Competitive Landscape & Regional Forecast 2027" involved the extensive usage of both primary and secondary data sources. The research process involved the study of various factors affecting the industry, including the government policy, market environment, competitive landscape, historical data, present trends in the market, technological innovation, upcoming technologies and the technical progress in related industry, and market risks, opportunities, market barriers and challenges. The following illustrative figure shows the market research methodology applied in this report.

Key Executives Interviewed

Global Esports Market report

Research Programs/Design
Historical Data (2017-2022E)
  • Industry Trends
  • Competition Analysis & Landscape
  • By Company
  • Product Launches
  • Joint Venture & Partnerships
  • Merger & Acquisitions
  • Market Segment
  • by Type
  • by Application / End Users
  • By Regions/ Geography
  • Value in Dollar Term
  • Segment Revenue for Major & Emerging Players
  • Market Share
  • % Growth Rate
  • Current Scenario Analysis
  • Sales Volume by Key Players
  • % Market Share & Position
  • % Growth Rate
Market Factor Analysis
  • Market Environment
  • Government Policy & Regulatory Factors
  • Technological Changes
  • Market Risks & Challenges
  • Market Drivers
  • Market Maturity Indicators
  • Impact of Cost Variance
  • Growth Determinants
Market Forecast (2023F-2028F)
  • Overall Size (Value & Volume*)
  • by Type
  • by Application
  • By Region / Country
  • Key Data (Value & Volume*)
  • %Market Share
  • %Growth Rate
  • CAGR (2023-2028)

Market Size Estimation

Top-down and bottom-up approaches are used to validate and estimate the global/regional market size by manufacturers, regional splits, product segments and application.

To establish Research coverage of the study with most relevant & functional players HTF MI follows industry standards such as NAICS/SIC/ICB/TRCB, furthermore the sorted list of companies is validated using Product Mapping and business activities and shortlisted by industry perspective.

HTF MI select experienced analyst and associate that are specialized in the domain for conducting research. They prepare a list of companies by region that helps to understand players penetration rate in the market. This companies are further analyses in what segment or application they serve in our market. The list of product and applications are evaluated for each companies dealing in the Global Esports Market report. The market study is conducted on basis of more than 200 companies dealing in the market regional as well as global areas with purpose to understand company’s positioning regarding market value, volume and their market share for regional as well as global. Further to bring relevance specific to any niche market we set and apply number of criteria like Geographic Footprints, Regional Segments of Revenue, Operational Centres, etc. The next step is to finalize a team (In-House + Data Online) who then starts collecting C & D level executives and profiles, Industry experts, Opinion leaders etc from Global Esports Market report who then work towards appointment generation.

Primary Data Collection

The primary research is performed by taking the interviews of executives of various companies dealing in the Global Esports Market report as well as using the survey reports, research institute, and latest research reports. Meanwhile, analyst team keeps preparing set of questionnaires and relevant list of appointee or target primary respondents; the target audience are then tapped and segregated with various mediums and channels that are feasible for making connection that includes email communication, telephonic, skype, LinkedIn Group & In Mail, Community Forums, Open Survey, SurveyMonkey etc.

Secondary Sources

The secondary resources considered in the Global Esports Market report study includes company annual reports, press releases, published articles of organizations and associations, and the survey taken through different mediums such as online website and forums, survey monkey, LinkedIn, etc. In addition, the valuable strategic information obtained from industry association, paid database, and investor presentations are also good tool for information to make appropriate iterative validation are used to modify market models and cross-verify primary research and insights.

Market Breakdown and Data Triangulation

To make market engineering data complete; extensive primary research is conducted to gather information and validate the critical numbers derived to be used for calculations of market statistics; market size estimations; forecasting; breakdown; and data triangulation. Both top-down and bottom-up approaches were applied, along with several data triangulation methods, to perform market estimation and market forecasting for the overall market segments and sub-segments listed in this report. Furthermore qualitative and further quantitative analysis is also done for all the numbers arrived at in the market estimation process to list relevant information in the final deliverable report "Global Esports Market Insights by Application, Product Type, Competitive Landscape & Regional Forecast 2027" .

Market Size
  • Segmental value
  • Geographic Penetration
  • Product Adoption Rate for Different market
  • Research Journals
  • Company Websites
  • White Papers
  • Annual Reports and SEC Filings
  • Company Websites and Press Releases
  • Public and Paid Databases
  • HTF MI Data Repository
Market Position of Top Company
  • Product Financials
  • Geographic value Mix
  • Total Company value
  • Business/Segment value
Qualitative Analysis
  • Influencing Trends
  • Market Potential
  • Market Risks and Opportunities
  • Growth Drivers and Constraints
  • Geographical Footprints
  • Government Policies
  • Company Websites and Press Releases
  • Survey Reports and Paid Databases
  • Annual Reports
  • Industry Associations
  • HTF MI Database

Key Information from Primary Sources

Primary Sources Parameters Key Data
Market Segments
  • Market Forecast (Value & Volume*) by Application, Type & Region / Country
  • History and Forecast
  • Market Size (Value & Volume) by Application
  • Market Size by Regions, Status & Forecast
  • Market Share & Growth Rate by Type & Application
  • Value by Key Business Segments
  • % Growth Rate by Segments
  • Growth Rate and Market Share by Regions
  • Market Size Status & Forecast
Total Market
  • Overall Size, Status & Forecast
  • Market Size Status & Forecast
Format Properties
1-User Access The report is sent in PDF format. The report will be emailed to you. This is a single user access license, allowing one specific user to access the report.
Site User The study would be provided in PDF format. The report will be emailed to you. This is a site license, allowing 1-10 employees within your organisation to access the report.
Enterprise User The format of deliverable would be PDF and Excel. This is an enterprise or corporate license, allowing all employees within your organisation irrespective of geographic location to access the report.

Frequently Asked Questions (FAQ):

Analysts at HTF used various industry standards such as NAICS, ICB, TRIC etc to get functional players in the industry and further shortlist and validate them following iterative process to finalize most relevant players.
Esports market share surpassed USD xx million in 2020 and will expand at a CAGR of yy% between 2021 and 2027.
The Esports study focuses on changing market dynamics, geopolitical and regulatory policies, key players strategies to better analyses demand at risk across various business segments.
The Esports market to reach decent valuation by 2027; it is expected that market is changing gears from growth to value now.