Table of Contents
1 Executive Summary
2 Industry Outlook
2.1 Industry Snapshot
2.1.1 Industry Trends
3 Market Snapshot
3.1 Total Addressable Market
3.2 Segmented Addressable Market
3.2.1 PEST Analysis
3.2.2 Porter's Five Force Analysis
3.3 Related Markets
4 Market Characteristics
4.1 Market Ecosystem
4.2 Market Segmentation
4.3 Market Dynamics
4.3.1 Drivers
4.3.1.1 Growth in the number of revenue streams for Esports vendors
4.3.1.2 XXXX
4.3.2 Restraints
4.3.2.1 XXXX
4.3.2.2 Underage Esports gambling leading to stringent government regulations
4.3.3 Opportunities
4.3.3.1 Growth of 5G network and increasing investment in live game streaming services
4.3.3.2 XXXX
4.3.4 DRO - Impact Analysis
5 Global Esports Market' By Revenue Model
5.1 Overview
5.2 Advertisement
5.3 Sponsorship
5.4 Media Rights
5.5 Others
6 Global Esports Market' By Audience
6.1 Overview
6.2 Regular Viewers
6.3 Occasional Viewers
7 Global Esports Viewers' By Gender
7.1 Overview
7.2 Male
7.3 Female
8 Global Esports Market' By Region
8.1 Overview
8.2 APAC
8.2.1 China
8.2.2 Japan
8.2.3 South Korea
8.2.4 Rest of APAC
8.3 North America
8.3.1 USA
8.3.2 Canada
8.3.3 Mexico
8.4 Europe
8.4.1 Germany
8.4.2 UK
8.4.3 France
8.4.4 Rest of Europe
8.5 RoW
8.4.1 South America
8.4.2 Middle East and Africa
9 Competitive Landscape
9.1 Competitor Analysis
9.2 Product/Offerings
9.3 Market Developments
9.3.1 Mergers & Acquisitions (M&A)
9.3.2 Expansions
9.3.3 Business Restructuring
10 Vendor Profiles
10.1 Cloud9
10.1.1 Analyst Opinion
10.1.2 Business Analysis
10.2 Team SoloMid
10.2.1 Analyst Opinion
10.2.2 Business Analysis
10.3 Team Liquid
10.3.1 Analyst Opinion
10.3.2 Business Analysis
10.4 Epic Games
10.4.1 Analyst Opinion
10.4.2 Business Analysis
10.5 Valve Corporation
10.5.1 Analyst Opinion
10.5.2 Business Analysis
10.6 Activision Blizzard
10.6.1 Analyst Opinion
10.6.2 Business Analysis
10.7 Echo Fox
10.7.1 Analyst Opinion
10.7.2 Business Analysis
10.8 Tencent
10.8.1 Analyst Opinion
10.8.2 Business Analysis
10.9 Fnatic
10.9.1 Analyst Opinion
10.9.2 Business Analysis
10.10 Gen.G Esports
10.10.1 Analyst Opinion
10.10.2 Business Analysis
10.11 100 Thieves
10.12 G2 Esports
10.13 Immortals
10.14 Envy Gaming
10.15 Counter Logic Gaming
10.16 Nintendo
10.17 Hi-Rez Studios
10.18 EA Sports
11 Annexure
11.1 Report Scope
11.2 Market Definition
11.3 Research Methodology
11.3.1 Data Collation & In-house Estimation
11.3.2 Market Triangulation
11.3.3 Forecasting
11.4 Study Declarations
11.5 Report Assumptions
11.6 Stakeholders
11.7 Abbreviations