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eSports Market size and forecast, 2016-2026

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 (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.

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<strong>eSports</strong> <strong>Market</strong><br />

Share, Global Trends,<br />

Analysis, Research, Report,<br />

Opportunities,<br />

Segmentation <strong>and</strong> Forecast,<br />

<strong>2016</strong>– <strong>2026</strong><br />

Future <strong>Market</strong> Insights<br />

www.futuremarketinsights.com<br />

sales@futuremarketinsights.com


Report Description<br />

<strong>eSports</strong> (commonly refer as electronic sport) is a type of sport facilitated by electronic system in<br />

which all the functions of the sport are performed through human-computer interface. <strong>eSports</strong><br />

is allowing the users to experience different type of game aspects including ladder, tournament<br />

<strong>and</strong> league through single system. <strong>eSports</strong> is played by professional gamers who are usually part<br />

of sporting organisations, or they are sponsored by business organisations. <strong>eSports</strong> provides<br />

several competitive advantages such as selection of teams, players, <strong>and</strong> organisations which are<br />

not bound with location <strong>and</strong> ability to integrate with non-traditional media.<br />

Request Free Report Sample@ http://www.futuremarketinsights.com/reports/sample/rep-gb-<br />

1911<br />

Developers, publishers <strong>and</strong> organisers are the major components of <strong>eSports</strong> market. Developers<br />

are responsible for coming up with an idea <strong>and</strong> develop the game, whereas publishers are<br />

responsible for overall marketing <strong>and</strong> distribution activities.<br />

<strong>eSports</strong> <strong>Market</strong>: Drivers <strong>and</strong> Restraint<br />

<strong>eSports</strong> are facilitated though electronic system that can be streamed on different platforms<br />

including social media, where as traditional sports are still struggling to go beyond the<br />

traditional mediums such as print, radio & TV. Ability to stream on non-traditional platforms,<br />

advancements in gaming technologies, increase in awareness about <strong>eSports</strong> due to attention<br />

given by worldwide publishers, investors & broadcasters <strong>and</strong> increase in number of <strong>eSports</strong>


Report Description<br />

enthusiast are the major drivers responsible for growth of <strong>eSports</strong> market. <strong>eSports</strong> are<br />

comprised of different communities <strong>and</strong> games. Performance of the eSport system 2heavily<br />

depends on <strong>size</strong>, structure <strong>and</strong> idea behind the development of game. Operator do not have full<br />

control over the tournaments <strong>and</strong> leagues, as the goals of publisher differ from those of<br />

operator. Fraudulent betting is another challenge that can negatively affect the growth of<br />

<strong>eSports</strong> market.<br />

<strong>eSports</strong> market: Segmentation<br />

<strong>eSports</strong> market can be classified on the basis of revenue source, platform, product <strong>and</strong> game.<br />

On the basis of revenue source, the market can be categorised into sponsorship & advertising,<br />

<strong>eSports</strong> betting & fantasy site, prize pool, amateur & micro tournament, merch<strong>and</strong>ising, <strong>and</strong><br />

ticket sale. Sponsorship & advertising was the dominating segment followed by Betting & fantasy<br />

site in this category in 2015. This can be attributed to large number of new br<strong>and</strong>s <strong>and</strong><br />

advertisers entering the market.On the basis of platform, <strong>eSports</strong> market can be segmented into<br />

PC <strong>and</strong> Console. PC had the highest market share in the category in 2015, as PC platform based<br />

games are more powerful <strong>and</strong> bigger than console.<strong>eSports</strong> market can be segmented in to mice,<br />

controller, headset, keyboard, <strong>and</strong> other accessories on the basis of product. <strong>eSports</strong> is<br />

composed of different genre of games. The games can be played by a single player or by<br />

multiple players.


Report Description<br />

On the basis of game, <strong>eSports</strong> market can be classified as Multiplayer online battle arena<br />

(MOBA), real time strategy, first person shooter, fighting <strong>and</strong> sports. Fighting games was the<br />

most dominant category in the overall <strong>eSports</strong> market in 2015.<br />

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Segmentation on basis of Region:<br />

<strong>eSports</strong> market is segmented into 7 key regions- North America, Latin America, Eastern Europe,<br />

Western Europe, Asia Pacific excluding Japan, Japan, <strong>and</strong> Middle East & Africa.<br />

<strong>eSports</strong> <strong>Market</strong>: Region-wise Outlook<br />

Currently, North America is the dominant region in terms on number of gamers <strong>and</strong> revenue<br />

generation in overall <strong>eSports</strong> market. US had the highest market share in terms of revenue<br />

contribution as it had highest number of <strong>eSports</strong> enthusiasts <strong>and</strong> gamers in the region.Europe<br />

was the second largest regional contributor after North America in global <strong>eSports</strong> market.<br />

Germany <strong>and</strong> UK are the leading markets in the region. Asia Pacific is the fastest growing region<br />

in terms of number of enthusiast & gamers, owing to increasing audience <strong>and</strong> emergence of<br />

new technologies that are driving growth in the region. China <strong>and</strong> South Korea accounted for<br />

majority of the market share in the region.


Report Description<br />

<strong>eSports</strong> <strong>Market</strong>: Key Players<br />

Riot Games Inc. (US), Hi Rez Stuidos (US), Activision Blizzard Inc. (US), Wargaming Public Co Ltd<br />

(Cyprus),Electronic Arts, Inc. (US), GungHo Online Entertainment Inc. (Japan),Kabam Inc. (US),<br />

King Digital Entertainment PLC (Irel<strong>and</strong>), Rovio Entertainment Ltd. (Finl<strong>and</strong>), Zynga Inc. (US),<br />

Gamevil Inc. (South Korea).<br />

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