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Esports Market

Esports Market Size and Share Analysis for 2035 by Application (Platform, Service) by Streaming Type (On-Demand, Live) by Device Type (Smart Phone, Smart TV, Desktop/ Laptop/ Tablets, Gaming Console) by Revenue Stream (Media Rights, Game Publisher Fee, Sponsorship, Digital Advertisement, Tickets & Merchandise) by Region (North America, Europe, Asia Pacific, Latin America, Middle East & Africa

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Table of Contents

Chapter 1   Executive Dashboard
1. Strategic Imperatives
Chapter 2   Premium Insights
1. Top 3 Trends to Watch
2. Demand and Supply Trends
3. Top 3 Strategies Followed by Major Players
4. Top 3 Predictions by Vantage Market Research
5. Top Investment Pockets
6. Insights from Primary Respondents
Chapter 3   Global Esports Market - Segment Analysis
1. Overview
2. Global Esports Market, 2019 - 2030 (USD Million)
3. Global Esports Market - by Application
3.1. By Platform
3.2. By Service
4. Global Esports Market - by Streaming Type
4.1. By On-Demand
4.2. By Live
5. Global Esports Market - by Device Type
5.1. By Smart Phone
5.2. By Smart TV
5.3. By Desktop/ Laptop/ Tablets
5.4. By Gaming Console
6. Global Esports Market - by Revenue Stream
6.1. By Media Rights
6.2. By Game Publisher Fee
6.3. By Sponsorship
6.4. By Digital Advertisement
6.5. By Tickets & Merchandise
7. Global Esports Market - by region
7.1. North America
7.2. Europe
7.3. Asia Pacific
7.4. Latin America
7.5. Middle East & Africa
8. Market comparative analysis
Chapter 4   North America Esports Market - Segment Analysis
1. Overview
2. North America Esports Market, 2019 - 2030 (USD Million)
3. North America Esports Market - by Application
3.1. By Platform
3.2. By Service
4. North America Esports Market - by Streaming Type
4.1. By On-Demand
4.2. By Live
5. North America Esports Market - by Device Type
5.1. By Smart Phone
5.2. By Smart TV
5.3. By Desktop/ Laptop/ Tablets
5.4. By Gaming Console
6. North America Esports Market - by Revenue Stream
6.1. By Media Rights
6.2. By Game Publisher Fee
6.3. By Sponsorship
6.4. By Digital Advertisement
6.5. By Tickets & Merchandise
Chapter 5   Europe Esports Market - Segment Analysis
1. Overview
2. Europe Esports Market, 2019 - 2030 (USD Million)
3. Europe Esports Market - by Application
3.1. By Platform
3.2. By Service
4. Europe Esports Market - by Streaming Type
4.1. By On-Demand
4.2. By Live
5. Europe Esports Market - by Device Type
5.1. By Smart Phone
5.2. By Smart TV
5.3. By Desktop/ Laptop/ Tablets
5.4. By Gaming Console
6. Europe Esports Market - by Revenue Stream
6.1. By Media Rights
6.2. By Game Publisher Fee
6.3. By Sponsorship
6.4. By Digital Advertisement
6.5. By Tickets & Merchandise
Chapter 6   Asia Pacific Esports Market - Segment Analysis
1. Overview
2. Asia Pacific Esports Market, 2019 - 2030 (USD Million)
3. Asia Pacific Esports Market - by Application
3.1. By Platform
3.2. By Service
4. Asia Pacific Esports Market - by Streaming Type
4.1. By On-Demand
4.2. By Live
5. Asia Pacific Esports Market - by Device Type
5.1. By Smart Phone
5.2. By Smart TV
5.3. By Desktop/ Laptop/ Tablets
5.4. By Gaming Console
6. Asia Pacific Esports Market - by Revenue Stream
6.1. By Media Rights
6.2. By Game Publisher Fee
6.3. By Sponsorship
6.4. By Digital Advertisement
6.5. By Tickets & Merchandise
Chapter 7   Latin America Esports Market - Segment Analysis
1. Overview
2. Latin America Esports Market, 2019 - 2030 (USD Million)
3. Latin America Esports Market - by Application
3.1. By Platform
3.2. By Service
4. Latin America Esports Market - by Streaming Type
4.1. By On-Demand
4.2. By Live
5. Latin America Esports Market - by Device Type
5.1. By Smart Phone
5.2. By Smart TV
5.3. By Desktop/ Laptop/ Tablets
5.4. By Gaming Console
6. Latin America Esports Market - by Revenue Stream
6.1. By Media Rights
6.2. By Game Publisher Fee
6.3. By Sponsorship
6.4. By Digital Advertisement
6.5. By Tickets & Merchandise
Chapter 8   Middle East & Africa Esports Market - Segment Analysis
1. Overview
2. Middle East & Africa Esports Market, 2019 - 2030 (USD Million)
3. Middle East & Africa Esports Market - by Application
3.1. By Platform
3.2. By Service
4. Middle East & Africa Esports Market - by Streaming Type
4.1. By On-Demand
4.2. By Live
5. Middle East & Africa Esports Market - by Device Type
5.1. By Smart Phone
5.2. By Smart TV
5.3. By Desktop/ Laptop/ Tablets
5.4. By Gaming Console
6. Middle East & Africa Esports Market - by Revenue Stream
6.1. By Media Rights
6.2. By Game Publisher Fee
6.3. By Sponsorship
6.4. By Digital Advertisement
6.5. By Tickets & Merchandise
Chapter 9   Key Market Dynamics
1. Introduction
2. Market Drivers
3. Market Restraints
4. Market Opportunities
5. Porter's Five Forces Analysis
6. PEST Analysis
7. Regulatory Landscape
8. Technology Landscape
9. Regional Market Trends
Chapter 10   COVID 19 Impact Analysis
1. Key strategies undertaken by companies to tackle COVID-19
2. Short term dynamics
3. Long term dynamics
Chapter 11   Marketing Strategy Analysis
1. Marketing Channel
2. Direct Marketing
3. Indirect Marketing
4. Marketing Channel Development Trends
Chapter 12   Competitive Landscape
1. Competition Matrix - 2021
2. Company Market Share Analysis - 2021
3. Key Company Activities, 2018 - 2021
4. Strategic Developments - Heat Map Analysis
5. Company Offering Evaluation
6. Company Regional Presence Evaluation
Chapter 13   Company Profiles
1. Gameloft SE (France)
2. Kabam (Canada)
3. Nintendo (Japan)
4. Gfinity (UK)
5. CJ Corporation (South Korea)
6. FACEIT (UK)
7. Activision Blizzard Inc. (U.S.)
8. Modern Times Group (Sweden)
9. NVIDIA Corporation (U.S.)
10. Electronic Arts (U.S.)
Chapter 14   Key Primary Respondents - VERBATIM
Chapter 15   Discussion Guide
Chapter 16   Customization Offered
Chapter 17   Annexure
Chapter 18   List of Figures
Chapter 19   List of Tables
Chapter 20   List of Abbreviations

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