Market outlook of the global e-sports market Technavios market research analyst has estimated the global market for e-sports to post a profound CAGR of more than 36% by 2019. High growth rate of this market during the forecast period can be attributed to factors such as the increasing number of sponsors and low entry barriers for gamers. In this market research report, analysts estimate the Americas to dominate the global market for e-sports during the forecast period followed by the APAC and the EMEA regions. The rising popularity of e-sports leagues in the Americas is expected to result in its market share of nearly 43% by 2019. Genre-based segmentation of the e-sports market MOBA FPS RTS Others The multiplayer online battle arena (MOBA) segment is envisaged to exhibit the fastest market growth rate during the forecast period. This segment currently account for nearly 60% of the total market share, but is expected to surpass 70% by 2019 owing to its high fan base and team play element. Segmentation by revenue and analysis of the e-sports market E-sports advertising Prize pool Ticket sales Technavios market research analyst has estimated the e-sports advertising sector to be the largest market segment during the forecast period. This segment is expected to generate a revenue of more than USD 154 million by 2019 as it provides a platform to expand the game's touchpoints and engage users in a better way with their favorite characters. Competitive landscape and key vendors This market is highly competitive owing the presence of multiple vendors who have penetrated this market due to its low entry barrier. The leading vendors in this market use innovative marketing strategies to sell their games and enter the e-sports scenario, which is a major parameter to decide the success of the game. Key vendors in this market are - Activision Blizzard Epic Games Nintendo Riot Games Valve Corporation Wargaming.net Other prominent vendors in this market are EA Sports, Hi-Rez Studios, and Microsoft Studios. Key questions answered in the report include What will the market size and the growth rate be in 2019? What are the key factors driving the global e-sports market? What are the key market trends impacting the growth of the global e-sports market? What are the challenges to market growth? Who are the key vendors in the global e-sports market? What are the market opportunities and threats faced by the vendors in the global e-sports market? Trending factors influencing the market shares of the EMEA, Americas, and APAC? What are the key outcomes of the five forces analysis of the global e-sports market? Technavio also offers customization on reports based on specific client requirement.
Table of Contents
PART 01: Executive summary Highlights PART 02: Scope of the report Market overview Base year Vendor segmentation Summation errors Top-vendor offerings PART 03: Market research methodology Research methodology Economic indicators PART 04: Introduction Key market highlights PART 05: Market landscape Market overview Market size and forecast Five forces analysis PART 06: Market segmentation by genre Global E-sports market by genre Global E-sports market by MOBA games 2014-2019 Global E-sports market by FPS games 2014-2019 Global E-sports market by RTS games 2014-2019 PART 07: Market segmentation by revenue Global E-sports market by revenue PART 08: Geographical segmentation Geographical segmentation of global E-sports market E-sports market in Americas E-sports market in APAC E-sports market in EMEA PART 09: Key leading countries Top 10 countries for global E-sports market PART 10: Market trends PART 11: Vendor landscape Competitive scenario Other prominent vendors PART 12: Key vendor analysis Activision Blizzard Epic Games Nintendo Riot Games Valve Wargaming PART 13: Appendix List of abbreviation PART 14: Explore Technavio List of Exhibits
Exhibit 01: Product offerings Exhibit 02: Market segmentation of global E-sports market Exhibit 03: Global E-sports market 2014-2019 ($ millions) Exhibit 04: Five forces analysis Exhibit 05: Global E-sports market by genre in 2014 Exhibit 06: Global E-sports market by genre in 2019 Exhibit 07: Global E-sports market by MOBA games 2014-2019 ($ millions) Exhibit 08: Global E-sports market by FPS games 2014-2019 ($ millions) Exhibit 09: Global E-sports market by RTS games 2014-2019 ($ millions) Exhibit 10: Global E-sports market by revenue Exhibit 11: Geographical segmentation of Global E-sports market in 2014 Exhibit 12: Geographical segmentation of Global E-sports market in 2019 Exhibit 13: E-sports market in Americas 2014 ($ millions) Exhibit 14: E-sports market in APAC in 2014 ($ millions) Exhibit 15: E-sports market in EMEA in 2014 ($ millions) Exhibit 16: Key leading countries Exhibit 17: Market share of top 10 countries for E-sports market in 2014 by revenue Exhibit 18: Activision Blizzard: Business segmentation by revenue 2014 Exhibit 19: Activision Blizzard: Business/product segmentation by revenue 2013 and 2014 Exhibit 20: Activision Blizzard: Geographical segmentation by revenue 2013 and 2014 Exhibit 21: Epic Games: Key business offerings Exhibit 22: Nintendo: Business segmentation by revenue 2015 Exhibit 23: Nintendo: Business segmentation by revenue 2014 and 2015 ($ billions) Exhibit 24: Nintendo: Geographical segmentation by revenue 2015 Exhibit 25: Valve: Product offerings Exhibit 26: Wargaming.net : Product segmentation