Esports - Thematic Intelligence

Esports - Thematic Intelligence

Summary

Esports has enjoyed spectacular growth over the last decade, with thousands of fans filling stadiums to watch live events and millions following them on streaming platforms. It received an enormous boost in popularity and awareness during the COVID-19 pandemic as traditional sports were put on hold.

Esports monetization models are expanding. Esports teams and players are exploring physical merchandise, loyalty programs, and digital items such as non-fungible tokens (NFTs) to create secondary revenue streams. Esports companies are listing on stock exchanges to develop revenue streams beyond sponsorship. Similarly, reselling broadcasting rights is an emerging trend, reflecting esports’ growing maturity.

Esports companies are investing in technologies like artificial intelligence (AI), 5G, cloud, and blockchain. These technologies allow them to analyze consumer behavior, offer tailored services, create new revenue streams, and take on more users. They also enable users to make money from the games they follow or play. While companies focus on revenue and user growth, their huge volumes of user data will invite scrutiny from data privacy regulators worldwide. Over the next three years, the industry must establish a global governing body to ensure uniform standards for specific esports titles, effective audience measurement systems, and best practices.

Scope

  • This report provides an overview of the global esports market.
  • It identifies the key trends impacting growth of the theme over the next 12 to 24 months.
  • It includes a comprehensive industry analysis, including market size and growth forecasts, a breakdown of esports' revenue streams, nd analysis of M&A data.
  • The detailed value chain provides a comprehensive analysis of the key segments of the esports industry, as well as identifying leading and challenging companies in each segment.
Reasons to Buy
  • Esports is an increasingly important theme in the gaming sector. This report is essential reading for anyone with an interest in video games or a desire to learn more about the world of organized multiplayer video game competitions.


Executive Summary
Players
Thematic Briefing
What is esports?
How does esports work?
Who is the audience?
What is the future of esports?
Will esports be included in the Olympics?
Trends
Technology trends
Macroeconomic trends
-Regulatory trends
Industry Analysis
Market size and growth forecasts
Timeline
Signals
M&A trends
Capital raising trends
Company filing trends
Social media trends
Value Chain
Games
Game developers and publishers
Events
Organizers
Event management software providers
Internet service providers
Event analytics tool providers
Teams and players
Teams
Players
Talent agencies
Training analytics tool providers
Channels
Streaming platforms
TV networks
News services
Social networks
Sponsorship and investment
Brands
Investors
Marketing agencies
End-users
Companies
Sector Scorecard
Gaming sector scorecard
Who’s who
Thematic screen
Valuation screen
Risk screen
Glossary
Further Reading
GlobalData reports
Our thematic research methodology
About GlobalData
Contact Us
List of Tables
Table 1: Technology trends
Table 2: Macroeconomic trends
Table 3: Regulatory trends
Table 4: M&A trends
Table 5: Companies
Table 6: Glossary
Table 7: GlobalData reports
List of Figures/B>
Figure 1:A select list of leaders and challengers in the esports theme and where they sit in the value chain
Figure 2:Esports events fill stadiums
Figure 3:Esports can be watched in a stadium or online
Figure 4:Global esports revenue will reach $1.9 billion by 2025
Figure 5:There are six esports revenue streams
Figure 6:The esports audience is growing
Figure 7:The esports story
Figure 8:Esports-related capital raising is growing in value but declining by the number of deals
Figure 9:Companies are increasingly mentioning esports in their filings
Figure 10:Esports-related social media mentions are growing at a rapid pace
Figure 11:The esports value chain
Figure 12:The esports value chain - Games: game developers and publishers
Figure 13:The esports value chain - Events: organizers
Figure 14:The esports value chain - Events: event management software providers
Figure 15:The esports value chain - Events: internet service providers
Figure 16:The esports value chain - Events: event analytics tool providers
Figure 17:The esports value chain - Team and players: teams
Figure 18:The esports value chain - Team and players: players
Figure 19:The esports value chain - Team and players: talent agencies
Figure 20:The esports value chain - Team and players: training analytics tool providers
Figure 21:The esports value chain - Channels: streaming platforms
Figure 22:The esports value chain - Channels: TV networks
Figure 23:The esports value chain - Channels: News services
Figure 24:The esports value chain - Channels: Social networks
Figure 25:The esports value chain - Sponsorship and investment: brands
Figure 26:The esports value chain - Sponsorship and investment: investors
Figure 27:The esports value chain - Sponsorship and investment: marketing agencies
Figure 28:Who does what in the gaming space?
Figure 29:Thematic screen
Figure 30:Valuation screen
Figure 31:Risk screen
Figure 32: Our five-step approach for generating a sector scorecard

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