Global E-Sports Market by Revenue Streams 2018-2023 - Analysis & Forecasts by Media Rights, Tickets and Merchandise, Sponsorship & Direct Advertisement, and Publisher Fees)

9/10/2018, 11:07 AM (Source: GlobeNewswire)

Dublin, Sept. 10, 2018 (GLOBE NEWSWIRE) -- The "Esports Market by Revenue Streams (Media Rights (Subscription & Online Advertisement), Tickets and Merchandise, Sponsorship & Direct Advertisement, and Publisher Fees), and Geography (North America, Europe, APAC, and RoW) - Global Forecast to 2023" report has been added to's offering.

Rhe esports market is expected to reach USD 2,174.8 million by 2023 from USD 926.3 million by 2018, at a CAGR of 18.61% between 2018 and 2023.

The growth of this market is attributed to the increasing popularity of video games and growing awareness about esports. However, the threat from esports gambling/betting is restraining the growth of the market.

This report covers the following revenue streams: media rights (subscription and online advertisement), tickets and merchandise, sponsorship and direct advertisement, and publisher fees. Currently, media rights are significantly contributing to the global esports industry. In recent years, the sale of broadcasting and media rights has been the largest source of revenue for most of the esports organizers. The revenue generated from the trade of media rights is used to finance major sporting events, renovate stadiums, and contribute to the development of esports at the grassroots level.

This report covers the esports market segmented on the basis of following regions: North America, Europe, APAC, and RoW. The market in APAC is expected to grow at the highest CAGR between 2018 and 2023. In 2017, Rest of APAC accounted for a substantial share of the esports market in APAC. The growth of this industry can be attributed to the increasing number of esports competitions in the region. Further, the increasing investment from sponsors and advertisers is fueling the demand for esports in the region.

Esports mainly generates revenue through streams such as media rights (subscription and online advertisement), tickets and merchandise, sponsorships and direct advertisements, and publisher fees. The market has been segmented, on the basis of region, into North America, Europe, APAC, and RoW.

Key Topics Covered:

1 Introduction

2 Research Methodology

3 Executive Summary

4 Premium Insights
4.1 Attractive Opportunities in Esports Market (2018-2023)
4.2 Media Rights: Esports Market, By Region
4.3 Market in North America, By Revenue Stream
4.4 Esports Market in Europe, By Country
4.5 Market in RoW, By Revenue Stream

5 Market Overview
5.1 Introduction
5.2 Market Dynamics
5.2.1 Drivers Increasing Popularity of Video Games Growing Awareness About Esports
5.2.2 Restraint Threat From Esport Gambling/Betting
5.2.3 Opportunities Increasing Number of Events With Large Prize Pools Long-Term Investment Opportunity
5.2.4 Challenge Lack of Standardization
5.3 Value Chain Analysis

6 Esports Market, By Revenue Stream
6.1 Introduction
6.2 Media Rights
6.2.1 Subscriptions
6.2.2 Online Advertisements
6.3 Tickets and Merchandise
6.4 Sponsorships and Direct Advertisements
6.5 Publisher Fees

7 Geographic Analysis

8 Competitive Landscape
8.1 Introduction
8.2 Ranking Analysis
8.3 Competitive Scenario
8.3.1 Events and Game Launch
8.3.2 Expansions and Sponsorships
8.3.3 Partnership, Investment, Acquisition, and Contract
8.3.4 Others (Franchises)

9 Company Profiles
9.1 Key Players
9.1.1 Modern Times Group
9.1.2 Activision Blizzard
9.1.3 Valve Corporation
9.1.5 CJ Corporation
9.1.6 Electronic Arts
9.1.7 Nintendo
9.1.8 Turner Broadcasting System
9.1.9 Faceit
9.1.10 Gfinity
9.2 Other Key Companies
9.2.1 Hi Rez Studios
9.2.2 Kabum
9.2.3 Wargaming Public
9.2.4 Rovio Entertainment
9.2.5 Gungho Online Entertainment
9.2.6 Alisports
9.3 Online Streaming Companies
9.3.1 Youtube
9.3.2 Twitch.TV
9.3.3 Facebook
9.3.4 Beyond the Summit (BTS)

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Related Topics: Gaming


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