Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global eSports Organization Market by Type (LOL, PUBG, StarCraft, Fortnite, CS:GO, Other), By Application (Professional, Amateur) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global eSports Organization Market by Type (LOL, PUBG, StarCraft, Fortnite, CS:GO, Other), By Application (Professional, Amateur) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 241586 4200 Service & Software 377 221 Pages 4.6 (42)
                                          

Market Overview:


The global eSports organization market is expected to grow at a CAGR of 10.5% from 2018 to 2030. The market is segmented by type, application and region. By type, the market is segmented into LOL, PUBG, StarCraft II, Fortnite Battle Royale, Counter-Strike: Global Offensive (CS:GO) and other games. CS:GO held the largest share of the global eSports organization market in 2017 and is expected to maintain its dominance during the forecast period. By application, the professional segment accounted for a larger share of the global eSports organization market in 2017 than amateur segments; however, amateur segments are projected to grow at a higher CAGR during the forecast period owing to increasing popularity of eSports among amateurs across regions.


Global eSports Organization Industry Outlook


Product Definition:


An eSports organization, or team, is a professional organization that participates in eSports. They are often composed of gamers who play and compete at a high level in one or more video games. Many teams are sponsored by various companies, which gives the team financial and marketing support.


LOL:


LOL or Laughs Out Loud is a term used in internet discussions and text messages. It's an exclamation of amusement, happiness, shock or excitement. The origin of the term is unknown but it has been used on numerous online fora since the early 2000s.


PUBG:


PUBG is an online multiplayer game developed by BlueHole and published by Tencent gaming company. The game was first released in December 2017 for Windows PC, followed by iOS and Android versions in January 2018. In June 2018, the Xbox One version of the game was released worldwide. Since then, PUBG has gained massive popularity across all platforms with over 50 million players globally.


Application Insights:


The professional segment dominated the global eSports organization market in 2017. The professional gamers are highly skilled and trained individuals who play games on a competitive level. They form part of a team and compete against other teams for glory, money, and prizes. Professional gamers are contracted by gaming companies to play certain games at specific times or during pre-defined hours for monetary compensation or free game access as per the contract terms with the company.


The amateur segment is expected to witness significant growth over the forecast period owing to rising participation levels across countries such as China, South Korea, Japan, Australia among others where eSport has gained significant popularity among all age groups including children & teenagers which eventually resulted in increased demand for organizations that can provide guidance & training regarding various aspects of gaming such as playing styles/strategies/tactics etc.


Regional Analysis:


North America dominated the market in 2017 owing to the presence of a large number of professional gamers and high spending on video games. The region is home to some of the largest game developers and publishers, such as Blizzard Entertainment, Inc.; Electronic Arts Inc.; Take-Two Interactive Software; Riot Games; Valve Corporation; Microsoft Studios LLC; Sony Computer Entertainment LLC. North America has also been hosting several global tournaments for e-sport players such as ESL One (Electronic Sports League), MLG (Major League Gaming), IPL (Indian Pro Gamer) among many others.


Asia Pacific is expected to be one of the fastest growing regions over the forecast period owing to increasing adoption rates for e-sports in countries like China, Japan, South Korea and India among others. Increasing internet penetration along with rising disposable income levels are other factors driving growth in this region.


Growth Factors:


  • Increasing popularity of eSports: The global audience for eSports is expected to grow at a CAGR of 37.0% from 2016 to 2021, reaching 385 million viewers. This growth is primarily attributed to the increasing popularity of eSports among millennials and Generation Z.
  • Growing investment in eSports: The global eSports market was valued at 3 million in 2016 and is expected to reach .5 billion by 2020, growing at a CAGR of 34%. This growth is primarily driven by the increasing investment by game publishers, brands, and media companies in the global eSports market.
  • Emergence of new gaming genres: The emergence of new gaming genres such as MOBAs (multiplayer online battle arena) and first-person shooters has led to an increase in the number of gamers participating in competitive gaming tournaments, thereby fueling the growth of the global eSports market .

Scope Of The Report

Report Attributes

Report Details

Report Title

eSports Organization Market Research Report

By Type

LOL, PUBG, StarCraft, Fortnite, CS:GO, Other

By Application

Professional, Amateur

By Companies

Fnatic, C9, SKT, Samsung, RNG, EDG, Invictus, OG, LGD, G2, TSM, CLG, Team Liquid, Echo Fox, 100 Thieves, Clutch Gaming, Optic, GGS, Flyquest, Splyce, Misfits, Schalke 04, Counter Logic Gaming

Regions Covered

North America, Europe, APAC, Latin America, MEA

Base Year

2021

Historical Year

2019 to 2020 (Data from 2010 can be provided as per availability)

Forecast Year

2030

Number of Pages

221

Number of Tables & Figures

155

Customization Available

Yes, the report can be customized as per your need.


Global eSports Organization Market Report Segments:

The global eSports Organization market is segmented on the basis of:

Types

LOL, PUBG, StarCraft, Fortnite, CS:GO, Other

The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.

Applications

Professional, Amateur

The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.

Some of the companies that are profiled in this report are:

  1. Fnatic
  2. C9
  3. SKT
  4. Samsung
  5. RNG
  6. EDG
  7. Invictus
  8. OG
  9. LGD
  10. G2
  11. TSM
  12. CLG
  13. Team Liquid
  14. Echo Fox
  15. 100 Thieves
  16. Clutch Gaming
  17. Optic
  18. GGS
  19. Flyquest
  20. Splyce
  21. Misfits
  22. Schalke 04
  23. Counter Logic Gaming

Global eSports Organization Market Overview


Highlights of The eSports Organization Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. LOL
    2. PUBG
    3. StarCraft
    4. Fortnite
    5. CS:GO
    6. Other
  1. By Application:

    1. Professional
    2. Amateur
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the eSports Organization Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.

Regional Analysis

  • North America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • Latin America

Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.

The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.

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Global eSports Organization Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


An eSports organization is a business or group of businesses that specializes in organizing, managing, and promoting competitive video gaming events.

Some of the major companies in the esports organization market are Fnatic, C9, SKT, Samsung, RNG, EDG, Invictus, OG, LGD, G2, TSM, CLG, Team Liquid, Echo Fox, 100 Thieves, Clutch Gaming, Optic, GGS, Flyquest, Splyce, Misfits, Schalke 04, Counter Logic Gaming.

The esports organization market is expected to register a CAGR of 10.5%.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 eSports Organization Market Overview    4.1 Introduction       4.1.1 Market Taxonomy       4.1.2 Market Definition       4.1.3 Macro-Economic Factors Impacting the Market Growth    4.2 eSports Organization Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 eSports Organization Market - Supply Chain Analysis       4.3.1 List of Key Suppliers       4.3.2 List of Key Distributors       4.3.3 List of Key Consumers    4.4 Key Forces Shaping the eSports Organization Market       4.4.1 Bargaining Power of Suppliers       4.4.2 Bargaining Power of Buyers       4.4.3 Threat of Substitution       4.4.4 Threat of New Entrants       4.4.5 Competitive Rivalry    4.5 Global eSports Organization Market Size & Forecast, 2018-2028       4.5.1 eSports Organization Market Size and Y-o-Y Growth       4.5.2 eSports Organization Market Absolute $ Opportunity

Chapter 5 Global eSports Organization Market Analysis and Forecast by Type
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities by Type
      5.1.2 Basis Point Share (BPS) Analysis by Type
      5.1.3 Absolute $ Opportunity Assessment by Type
   5.2 eSports Organization Market Size Forecast by Type
      5.2.1 LOL
      5.2.2 PUBG
      5.2.3 StarCraft
      5.2.4 Fortnite
      5.2.5 CS:GO
      5.2.6 Other
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global eSports Organization Market Analysis and Forecast by Applications
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by Applications
      6.1.2 Basis Point Share (BPS) Analysis by Applications
      6.1.3 Absolute $ Opportunity Assessment by Applications
   6.2 eSports Organization Market Size Forecast by Applications
      6.2.1 Professional
      6.2.2 Amateur
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global eSports Organization Market Analysis and Forecast by Region
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities by Region
      7.1.2 Basis Point Share (BPS) Analysis by Region
      7.1.3 Absolute $ Opportunity Assessment by Region
   7.2 eSports Organization Market Size Forecast by Region
      7.2.1 North America
      7.2.2 Europe
      7.2.3 Asia Pacific
      7.2.4 Latin America
      7.2.5 Middle East & Africa (MEA)
   7.3 Market Attractiveness Analysis by Region

Chapter 8 Coronavirus Disease (COVID-19) Impact 
   8.1 Introduction 
   8.2 Current & Future Impact Analysis 
   8.3 Economic Impact Analysis 
   8.4 Government Policies 
   8.5 Investment Scenario

Chapter 9 North America eSports Organization Analysis and Forecast
   9.1 Introduction
   9.2 North America eSports Organization Market Size Forecast by Country
      9.2.1 U.S.
      9.2.2 Canada
   9.3 Basis Point Share (BPS) Analysis by Country
   9.4 Absolute $ Opportunity Assessment by Country
   9.5 Market Attractiveness Analysis by Country
   9.6 North America eSports Organization Market Size Forecast by Type
      9.6.1 LOL
      9.6.2 PUBG
      9.6.3 StarCraft
      9.6.4 Fortnite
      9.6.5 CS:GO
      9.6.6 Other
   9.7 Basis Point Share (BPS) Analysis by Type 
   9.8 Absolute $ Opportunity Assessment by Type 
   9.9 Market Attractiveness Analysis by Type
   9.10 North America eSports Organization Market Size Forecast by Applications
      9.10.1 Professional
      9.10.2 Amateur
   9.11 Basis Point Share (BPS) Analysis by Applications 
   9.12 Absolute $ Opportunity Assessment by Applications 
   9.13 Market Attractiveness Analysis by Applications

Chapter 10 Europe eSports Organization Analysis and Forecast
   10.1 Introduction
   10.2 Europe eSports Organization Market Size Forecast by Country
      10.2.1 Germany
      10.2.2 France
      10.2.3 Italy
      10.2.4 U.K.
      10.2.5 Spain
      10.2.6 Russia
      10.2.7 Rest of Europe
   10.3 Basis Point Share (BPS) Analysis by Country
   10.4 Absolute $ Opportunity Assessment by Country
   10.5 Market Attractiveness Analysis by Country
   10.6 Europe eSports Organization Market Size Forecast by Type
      10.6.1 LOL
      10.6.2 PUBG
      10.6.3 StarCraft
      10.6.4 Fortnite
      10.6.5 CS:GO
      10.6.6 Other
   10.7 Basis Point Share (BPS) Analysis by Type 
   10.8 Absolute $ Opportunity Assessment by Type 
   10.9 Market Attractiveness Analysis by Type
   10.10 Europe eSports Organization Market Size Forecast by Applications
      10.10.1 Professional
      10.10.2 Amateur
   10.11 Basis Point Share (BPS) Analysis by Applications 
   10.12 Absolute $ Opportunity Assessment by Applications 
   10.13 Market Attractiveness Analysis by Applications

Chapter 11 Asia Pacific eSports Organization Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific eSports Organization Market Size Forecast by Country
      11.2.1 China
      11.2.2 Japan
      11.2.3 South Korea
      11.2.4 India
      11.2.5 Australia
      11.2.6 South East Asia (SEA)
      11.2.7 Rest of Asia Pacific (APAC)
   11.3 Basis Point Share (BPS) Analysis by Country
   11.4 Absolute $ Opportunity Assessment by Country
   11.5 Market Attractiveness Analysis by Country
   11.6 Asia Pacific eSports Organization Market Size Forecast by Type
      11.6.1 LOL
      11.6.2 PUBG
      11.6.3 StarCraft
      11.6.4 Fortnite
      11.6.5 CS:GO
      11.6.6 Other
   11.7 Basis Point Share (BPS) Analysis by Type 
   11.8 Absolute $ Opportunity Assessment by Type 
   11.9 Market Attractiveness Analysis by Type
   11.10 Asia Pacific eSports Organization Market Size Forecast by Applications
      11.10.1 Professional
      11.10.2 Amateur
   11.11 Basis Point Share (BPS) Analysis by Applications 
   11.12 Absolute $ Opportunity Assessment by Applications 
   11.13 Market Attractiveness Analysis by Applications

Chapter 12 Latin America eSports Organization Analysis and Forecast
   12.1 Introduction
   12.2 Latin America eSports Organization Market Size Forecast by Country
      12.2.1 Brazil
      12.2.2 Mexico
      12.2.3 Rest of Latin America (LATAM)
   12.3 Basis Point Share (BPS) Analysis by Country
   12.4 Absolute $ Opportunity Assessment by Country
   12.5 Market Attractiveness Analysis by Country
   12.6 Latin America eSports Organization Market Size Forecast by Type
      12.6.1 LOL
      12.6.2 PUBG
      12.6.3 StarCraft
      12.6.4 Fortnite
      12.6.5 CS:GO
      12.6.6 Other
   12.7 Basis Point Share (BPS) Analysis by Type 
   12.8 Absolute $ Opportunity Assessment by Type 
   12.9 Market Attractiveness Analysis by Type
   12.10 Latin America eSports Organization Market Size Forecast by Applications
      12.10.1 Professional
      12.10.2 Amateur
   12.11 Basis Point Share (BPS) Analysis by Applications 
   12.12 Absolute $ Opportunity Assessment by Applications 
   12.13 Market Attractiveness Analysis by Applications

Chapter 13 Middle East & Africa (MEA) eSports Organization Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA) eSports Organization Market Size Forecast by Country
      13.2.1 Saudi Arabia
      13.2.2 South Africa
      13.2.3 UAE
      13.2.4 Rest of Middle East & Africa (MEA)
   13.3 Basis Point Share (BPS) Analysis by Country
   13.4 Absolute $ Opportunity Assessment by Country
   13.5 Market Attractiveness Analysis by Country
   13.6 Middle East & Africa (MEA) eSports Organization Market Size Forecast by Type
      13.6.1 LOL
      13.6.2 PUBG
      13.6.3 StarCraft
      13.6.4 Fortnite
      13.6.5 CS:GO
      13.6.6 Other
   13.7 Basis Point Share (BPS) Analysis by Type 
   13.8 Absolute $ Opportunity Assessment by Type 
   13.9 Market Attractiveness Analysis by Type
   13.10 Middle East & Africa (MEA) eSports Organization Market Size Forecast by Applications
      13.10.1 Professional
      13.10.2 Amateur
   13.11 Basis Point Share (BPS) Analysis by Applications 
   13.12 Absolute $ Opportunity Assessment by Applications 
   13.13 Market Attractiveness Analysis by Applications

Chapter 14 Competition Landscape 
   14.1 eSports Organization Market: Competitive Dashboard
   14.2 Global eSports Organization Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 Fnatic
      14.3.2 C9
      14.3.3 SKT
      14.3.4 Samsung
      14.3.5 RNG
      14.3.6 EDG
      14.3.7 Invictus
      14.3.8 OG
      14.3.9 LGD
      14.3.10 G2
      14.3.11 TSM
      14.3.12 CLG
      14.3.13 Team Liquid
      14.3.14 Echo Fox
      14.3.15 100 Thieves
      14.3.16 Clutch Gaming
      14.3.17 Optic
      14.3.18 GGS
      14.3.19 Flyquest
      14.3.20 Splyce
      14.3.21 Misfits
      14.3.22 Schalke 04
      14.3.23 Counter Logic Gaming

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