
DUBLIN, Oct 24, 2018 /PRNewswire/ --
The "eSports - The Spectacular Rise of a Social Phenomenon" report has been added to ResearchAndMarkets.com's offering.
eSports, the practice of playing video games competitively, attracts an audience of nearly 350 million people worldwide, mainly on the Web.
In addition to considering the audience potential, this report analyses the social phenomenon at an economic level.
It also examines the major industry players: game publishers, Web and TV broadcasters, advertisers, event organisers and betting companies.
Finally, the researcher presents its market forecasts for 2022 by segment: publisher/developer investment in eSports, media rights, ticketing and merchandising, sponsorship and advertising, and eSports gambling revenues.
Key Topics Covered:
1. Executive Summary
2. eSports: state of the industry
2.1. The video game and eSports market
Video games and eSports, two high-growth sectors
2.2. eSports indicators show a healthy outlook
eSports games: 10 games account for 80% of annual prize pools
China, the United States and South Korea dominate eSports
Competitions are driving the sector's economic dynamic
A record year for investment in eSports
3. eSports Industry Challenges
3.1 Publishers and development studios are increasingly pursuing an industry strategy
eSports is now considered as a business activity in its own right by publishers and developers
The main industry benefits of eSports
Publishers are legitimately seizing some of the value of eSports
Game development studios regard eSports as a new development model
The Fortnite phenomenon: a commercial success with unparalleled eSports potential
eSports, an industry strategy
3.2 Promoters and franchises are strengthening their position in the value chain
Two competition structure model coexist
Tournament organisers, central to the success of eSports
but targeted by investors
Teams are becoming businesses
3.3 Broadcasters and advertisers excited but unsure
Audience challenges and assessing the reach of eSports events
Web broadcasts, a natural home for eSports
TV broadcasters seeking eSports audiences
Communication and advertising companies: engaging with millennials
3.4 A future marriage of sports and eSports
The US sports imprint
In Europe, football clubs are the first to position themselves
3.5 Betting companies are waiting for more favourable legislation
US legislation is making room for development of gambling in the United States
eSports competition betting websites: another form of professionalism
Will fantasy league sites take root in Europe?
The major betting companies: huge money-making opportunities
Marketplaces thriving on skins
4. Market forecasts
4.1 Market segmentation
4.2 World market data and forecasts from 2017 to 2022
For more information about this report visit https://www.researchandmarkets.com/research/c9phg5/global_esports?w=5
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SOURCE Research and Markets
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