14 reports

  • ESPORTS MARKET: RESEARCH DESIGN
  • ESPORTS MARKET, BY REVENUE STREAM

Esports market to grow at 18.61% CAGR during forecast period According to the new market research report, the esports market is expected to reach USD 2,174.8 million by 2023 from USD 926.3 million by 2018, at a CAGR of 18.61% between 2018 and 2023. The growth of this market is attributed to the increasing popularity of...

  • Esports
  • North America
  • United States
  • Market Size
  • Activision Blizzard, Inc.

The E-Sports Economy

3000 3450 2550
  • E-sports revenues by segment, 2016
  • E-sports audiences by platform, 2016

A reshuffling of cards Poised to become a real social phenomenon, eSports is an emerging market whose current limited revenue is growing fast, and could reach €3 billion by 2021 – or 4% of the video game market. This figure is forecast to climb to €10.5 billion in 2030, thanks to an average annual growth rate of 37.6%. Meanwhile,...

  • Esports
  • United States
  • World
  • Activision Blizzard, Inc.
  • Tencent Holdings Ltd
  • Formats of Esports
  • Esports Enthusiasts

Scope of the Report The report entitled “Global Esports Market: Size, Trends & Forecasts (2018-2022) Edition”, provides an in-depth analysis of the global esports market, with market sizing and growth. The analysis includes esports market in terms of value, market by audience, market share by region, by platform and by...

  • Esports
  • World
  • Market Size
  • Activision Blizzard, Inc.
  • Nintendo Co., Ltd.
  • This IDC Market Note describes and assesses an important subtheme that has emerged in esports in the past few years: Betting and wagering on the outcome of esports events and tournaments.
  • IN THIS MARKET NOTE

This IDC Market Note describes and assesses an important subtheme that has emerged in esports in the past few years: Betting and wagering on the outcome of esports events and tournaments."Although it's difficult to define esports betting, let alone size this aspect of the market accurately today, it's evident that esports betting is growing...

  • Esports
  • Recreational Activity
  • United States
  • World
  • Forecast

This report analyzes the economics of esports, identifies the current market players and their market strategies, sizes the esports audience, and ascertains potential market opportunities for companies interested in monetizing the esports market.

  • Esports
  • Leisure
  • Sports
  • Market Size
  • ACCOUNTING RATIOS: MILLENNIAL ESPORTS CORP
  • SUMMARY ANALYSIS: MILLENNIAL ESPORTS CORP

A textual analysis of the financial results for Millennial ESports Corp compared to selected competitors. Also included are quantitative analyses of the company's financial statements, extensive ratio analyses and up to 10-year history of sales, earnings, dividends and security pricing. A business description of the company, including contact...

  • Esports
  • Sports
  • United States
  • World
  • Company Financials
  • WARGAMING IN ESPORTS
  • INTRODUCTION TO ESPORTS

Worldwide eSports Market – Report Insights eSports, also known as an electronic sport as the name itself suggests, is primarily facilitated by video games. It is getting popularity among gamers and youngster at an enormous rate worldwide. eSports has been recognized as a mainstream gaming event only in the last decade and has...

  • Esports
  • World
  • Market Size
  • Activision Blizzard, Inc.
  • Nintendo Co., Ltd.
  • Accounting Ratios: Esports Mogul Asia Pacific Ltd
  • Per Share Data: Esports Mogul Asia Pacific Ltd

A textual analysis of the financial results for Esports Mogul Asia Pacific Ltd compared to selected competitors. Also included are quantitative analyses of the company's financial statements, extensive ratio analyses and up to 10-year history of sales, earnings, dividends and security pricing. A business description of the company, including...

  • Esports
  • Leisure
  • Sports
  • APAC
  • Company Financials
  • ADVICE FOR OEMS: HOW TO INVEST IN ESPORTS
  • APPENDIX A: LIST OF MAJOR ESPORTS TEAMS IN THE MARKET

In North America, esports is also a notable, fast-growing phenomenon, and the legacy sports industry has taken interest in it. As broadcast ratings decline in the Millennials and Generation Z demographics (the two groups encompass everyone under age 40), sports broadcasters, such as ESPN, are adding esports coverage to their offerings. However,...

  • Esports
  • Asia
  • China
  • Japan
  • Intel Corporation
  • ESPORTS GAMES
  • eSports Gaming Market Revenues 2014-2017 (RMB100 million)

"The small growth in revenue in China's gaming market in 2017 benefitted from the continuous booming of esports and the maturing of medium and heavy games", said Turian Tan, gaming market analyst at IDC China. "Despite intensifying competition, cloud computing, artificial intelligence (AI) and other cutting-edge technologies will inject new...

  • Esports
  • China
  • Kingsoft Corporation Limited
  • NetEase, Inc.
  • Tencent Holdings Ltd
  • China Digital Culture (Group) Ltd - Opportunities
  • China Digital Culture (Group) Ltd - Company Statement

China Digital Culture (Group) Ltd (8175) - Financial and Strategic SWOT Analysis Review provides you an in-depth strategic SWOT analysis of the company’s businesses and operations.The profile has been compiled by GlobalData to bring to you a clear and an unbiased view of the company’s key strengths and weaknesses and the potential opportunities...

  • Esports
  • Leisure
  • China
  • Company Financials
  • China Digital Culture (Group) Ltd - Opportunities
  • China Digital Culture (Group) Ltd - Company Statement

China Digital Culture (Group) Limited (8175) - Financial and Strategic SWOT Analysis Review provides you an in-depth strategic SWOT analysis of the company’s businesses and operations. The profile has been compiled by GlobalData to bring to you a clear and an unbiased view of the company’s key strengths and weaknesses and the potential opportunities...

  • Esports
  • Leisure
  • China
  • Company Financials

Certain content, such as eSports, is coming to the forefront, and cellular connectivity is expected to expand to the next generation of devices. "

  • Augmented Reality
  • Esports
  • Mobile Services
  • United States
  • Demand

" There' s an opportunity emerging in the area of cloud-based systems that support online multiplayer titles and eSports titles in particular, " says Lewis Ward, IDC' s gaming research director.

  • Esports
  • Information Technology
  • Virtual and Augmented Reality
  • Virtual Reality