Nordics Esports Market Forecast 2022-2028

Nordics Esports Market Forecast 2022-2028

KEY FINDINGS

The Nordics eSports market is estimated to record a CAGR of 22.98% during the forecast period, 2022-2028. Nordic countries have long and harsh winters, resulting in a significant amount of indoor time. It is evaluated as one of the factors contributing to the rising number of gamers. Another major factor is the advanced digital infrastructure levels in most Scandinavian countries.

MARKET INSIGHTS

Denmark is one of the thriving gaming markets in the Nordics region, given the internet penetration and the growing number of smartphone users. Also, it is the first country globally with a formalized eSports strategy to supplement the industry's growth, integration, and development.

Further, Sweden is one of the leading contributors to competitive eSports gaming globally. With its long competitive gaming history, new generations of potential gamers have several Swedish idols. In addition, a substantial number of the population watch competitive gaming in the country. Besides, eSports is part of the high school curriculum. Moreover, 1 out of 4 people worldwide has played a game developed by Swedes.

Furthermore, as per the World Economic Forum's Global Competitiveness Index, Sweden is among the top ten most competitive countries globally. It has a high ICT adoption rate and robust business and innovation dynamism. Such factors boost the market growth in the Nordics.

COMPETITIVE INSIGHTS

Some of the leading companies in the market include Take-Two Interactive, Valve Corporation, Riot Games Inc, Supercell, 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. Country Snapshot
2.3. Country Analysis
2.4. Key Growth Enablers
2.5. Key Challenges
3. Key Analytics
3.1. Impact Of Covid-19 On Esports Market
3.2. Key Market Trends
3.3. Porter’s Five Forces Analysis
3.3.1. Buyers Power
3.3.2. Suppliers Power
3.3.3. Substitution
3.3.4. New Entrants
3.3.5. Industry Rivalry
3.4. Opportunity Matrix
3.5. Vendor Landscape
4. Market By Revenue Streams
4.1. Sponsorship
4.2. Media Rights
4.3. Merchandise & Tickets
4.4. Publisher Fees
4.5. Advertising
5. Market By Genre
5.1. Multiplayer Online Battle Arena
5.2. First-person Shooter
5.3. Battle Royale Game
5.4. Real-time Strategy
5.5. Other Genres
6. Market By Device
6.1. Console
6.2. Personal Computer
6.3. Mobile
7. Market By Gender
7.1. Male Participants
7.2. Female Participants
8. Market By Age Group
8.1. 16-24 Age Group
8.2. 25-34 Age Group
8.3. 35-44 Age Group
8.4. 44 And Above Age Group
9. Competitive Landscape
9.1. Key Strategic Developments
9.1.1. Mergers & Acquisitions
9.1.2. Product Launches & Developments
9.1.3. Partnerships & Agreements
9.1.4. Business Expansions & Divestitures
9.2. Company Profiles
9.2.1. Activision Blizzard
9.2.2. Capcom Co Ltd
9.2.3. Electronic Arts
9.2.4. Epic Games
9.2.5. Nintendo Co Ltd
9.2.6. Psyonix
9.2.7. Riot Games Inc
9.2.8. Supercell
9.2.9. Take-two Interactive
9.2.10. Valve Corporation

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