Europe Esports Market Forecast 2022-2030

Europe Esports Market Forecast 2022-2030

KEY FINDINGS

The Europe eSports market growth is anticipated to progress at a CAGR of 22.70% during the forecast period, 2022-2030. The increased popularity of eSports in Europe is accredited to the COVID-19 pandemic. Also, the region has an advanced and stable infrastructure with regard to the internet and other technologies.

MARKET INSIGHTS

Spain, Russia, Poland, Germany, the United Kingdom, Nordics, Italy, France, and Europe are assessed for the Europe eSports market growth analysis. Germany is one of the fastest-growing eSports markets globally. The SPD and CDU/CSU coalition in Germany collaborated to recognize eSports as an official sport in 2018. This contributed to the transformation of eSports in the country. Also, video games are increasingly popular in Germany. As per the German Games Industry Association, more than 40 million men and women play video games. In addition, several major eSports organizations have established themselves in the country. For instance, ESL is one of the most famous brands in Germany.

In Russia, initiatives like the New Communication Internet Technologies roadmap approved by the government commission in July 2021 entails introducing e-sports educational programs in universities. As a result, video game development courses, the use of technology in the creation of films, data analysis courses, and e-sports classes are estimated to be available in various universities by December 2022. Besides, the mobile segment is projecting fast growth, accounting for the major percentage of total revenue in 2020. Such factors are expected to offer growth opportunities in these countries.

COMPETITIVE INSIGHTS

Some of the eminent market players include Riot Games Inc, Psyonix, Supercell, Nintendo Co Ltd, etc.

Our report offerings include:
• Explore key findings of the overall market
• Strategic breakdown of market dynamics (Drivers, Restraints, Opportunities, Challenges)
• Market forecasts for a minimum of 9 years, along with 3 years of historical data for all segments, sub-segments, and regions
• Market Segmentation cater to a thorough assessment of key segments with their market estimations
• Geographical Analysis: Assessments of the mentioned regions and country-level segments with their market share
• Key analytics: Porter’s Five Forces Analysis, Vendor Landscape, Opportunity Matrix, Key Buying Criteria, etc.
• Competitive landscape is the theoretical explanation of the key companies based on factors, market share, etc.
• Company profiling: A detailed company overview, product/services offered, SCOT analysis, and recent strategic developments


1. Research Scope & Methodology
1.1. Study Objectives
1.2. Scope Of Study
1.3. Methodology
1.4. Assumptions & Limitations
2. Executive Summary
2.1. Market Size & Estimates
2.2. Market Overview
3. Market Dynamics
3.1. Market Scope
3.2. Key Drivers
3.2.1. Improvement In Internet Speed And Accessibility
3.2.2. Live Streaming Of Esports Events
3.2.3. Importance Of Customer Experience
3.2.4. Prize Money Involved In Esports
3.2.5. Sponsorships & Franchise
3.3. Key Restraints
3.3.1. Health Concerns
3.3.2. Lack Of Single Regulatory Body
4. Key Analytics
4.1. Impact Of Covid-19 On Esports Market
4.2. Key Market Trends
4.3. Porter’s Five Forces Analysis
4.3.1. Buyers Power
4.3.2. Suppliers Power
4.3.3. Substitution
4.3.4. New Entrants
4.3.5. Industry Rivalry
4.4. Opportunity Matrix
4.5. Vendor Landscape
5. Market By Revenue Streams
5.1. Sponsorship
5.2. Media Rights
5.3. Merchandise & Tickets
5.4. Publisher Fees
5.5. Advertising
6. Market By Genre
6.1. Multiplayer Online Battle Arena
6.2. First-person Shooter
6.3. Battle Royale Game
6.4. Real-time Strategy
6.5. Other Genres
7. Market By Device
7.1. Console
7.2. Personal Computer
7.3. Mobile
8. Market By Gender
8.1. Male Participants
8.2. Female Participants
9. Market By Age Group
9.1. 16-24 Age Group
9.2. 25-34 Age Group
9.3. 35-44 Age Group
9.4. 44 And Above Age Group
10. Geographical Analysis
10.1. Europe
10.1.1. Market Size & Estimates
10.1.2. Key Growth Enablers
10.1.3. Key Challenges
10.1.4. Key Players
10.1.5. Country Analysis
10.1.5.1. United Kingdom
10.1.5.2. Germany
10.1.5.3. France
10.1.5.4. Nordics
10.1.5.5. Italy
10.1.5.6. Russia
10.1.5.7. Spain
10.1.5.8. Poland
10.1.5.9. Rest Of Europe
11. Competitive Landscape
11.1. Key Strategic Developments
11.1.1. Mergers & Acquisitions
11.1.2. Product Launches & Developments
11.1.3. Partnerships & Agreements
11.1.4. Business Expansions & Divestitures
11.2. Company Profiles
11.2.1. Activision Blizzard
11.2.2. Capcom Co Ltd
11.2.3. Electronic Arts
11.2.4. Epic Games
11.2.5. Nintendo Co Ltd
11.2.6. Psyonix
11.2.7. Riot Games Inc
11.2.8. Supercell
11.2.9. Take-two Interactive
11.2.10. Valve Corporation

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