Esports Market by Source - Global Industry Analysis & Forecast to 2027

Published On : July 2020 Pages : 180 Category: Services & Utilities Report Code : OI0812286

Esports Market by Source (Sponsorship, Advertising, Merchandise & Tickets, Publisher Fees, Media Rights) - Global Industry Analysis & Forecast to 2027

Industry Outlook and Trend Analysis

The Esports Market has encountered significant development over the recent years and is anticipated to grow tremendously over the forecast period. Esports is a form of sport competition organized, by multiplayer video game competitions, particularly between professional players, individually or as teams.

Drivers and Restraints

Top-down and bottom-up approaches are used to validate the global market and estimate the market size for company, regions segments, type segments and applications (end users). In the complete market engineering process, both top-down and bottom-up approaches were extensively used, along with several data triangulation methods, to perform market estimation and market forecasting for the overall market segments and sub segments listed in this report. Extensive qualitative and further quantitative analysis is also done from all the numbers arrived at in the complete market engineering process to list key information throughout the report.

Regional Insights

The data for 2021 is an estimate, based on the history data and the integrated view of industry experts, manufacturers, distributors and end users etc.

By Region

  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • France
    • Russia
    • Italy
    • Rest of Europe
  • Asia-Pacific
    • China
    • Japan
    • South Korea
    • India
    • Southeast Asia
    • Rest of Asia-Pacific
  • South America
    • Brazil
    • Argentina
    • Columbia
    • Rest of South America
  • Middle East and Africa
    • Saudi Arabia
    • UAE
    • Egypt
    • Nigeria
    • South Africa
    • Rest of MEA

Competitive Analysis         

The major players in the market are profiled in detail in view of qualities, for example, company portfolio, business strategies, financial overview, recent developments, and share of the overall industry.

  • Activision Blizzard, Inc.
  • Valve Corporation
  • Tencent Holding Limited
  • Electronic Arts Inc.
  • Gameloft SE
  • Nintendo of America Inc.
  • NVIDIA Corporation

Some of the key questions answered by the report are:

  • What was the market size in 2017 and forecast from 2021 to 2027?
  • What will be the industry market growth from 2017 to 2027?
  • What are the major drivers, restraints, opportunities, challenges, and industry trends and their impact on the market forecast?
  • What are the major segments leading the market growth and why?
  • Which are the leading players in the market and what are the major strategies adopted by them to sustain the market competition?

Market Classification

·         Esports Market, By Source, Estimates and Forecast, 2017-2027 ($Million)

o    Sponsorship

o    Advertising

o    Merchandise & Tickets

o    Publisher Fees

o    Media Rights

·         Esports Market, By Key Players, Estimates and Forecast, 2017-2027 ($Million)

o    Activision Blizzard, Inc.

o    Valve Corporation

o    Tencent Holding Limited

o    Electronic Arts Inc.

o    Gameloft SE

o    Nintendo of America Inc.

o    NVIDIA Corporation

·         Esports Market, By Region, Estimates and Forecast, 2017-2027 ($Million)

o    North America

§  North America Esports Market , By Country

o    U.S. Esports Market

o    Canada Esports Market

o    Mexico Esports Market

o    Europe

§  Europe Esports Market , By Country

o    Germany Esports Market

o    UK Esports Market

o    France Esports Market

o    Russia Esports Market

o    Italy Esports Market

o    Rest of Europe Esports Market

o    Asia-Pacific

§  Asia-Pacific Esports Market , By Country

o    China Esports Market

o    Japan Esports Market

o    South Korea Esports Market

o    India Esports Market

o    Southeast Asia Esports Market

o    Rest of Asia-Pacific Esports Market

o    South America

§  South America Esports Market , By Country

o    Brazil Esports Market

o    Argentina Esports Market

o    Columbia Esports Market

o    Rest of South America Esports Market

o    Middle East and Africa

§  Middle East and Africa Esports Market , By Country

o    Saudi Arabia Esports Market

o    UAE Esports Market

o    Egypt Esports Market

o    Nigeria Esports Market

o    South Africa Esports Market

o    Rest of MEA Esports Market

Table of Contents:

1.       Introduction

1.1.     Report Description

2.       Executive Summary

2.1.     Key Highlights

3.       Market Overview

3.1.     Introduction

3.1.1.  Market Definition

3.1.2.  Market Segmentation

3.2.     Market Dynamics

3.2.1.  Drivers

3.2.2.  Restraints

3.2.3.  Opportunities

4.       Market Analysis by Regions

4.1.     North America (United States, Canada and Mexico)

4.1.1.  United States Market Status and Outlook (2017-2027)

4.1.2.  Canada Market Status and Outlook (2017-2027)

4.1.3.  Mexico Market Status and Outlook (2017-2027)

4.2.     Europe (Germany, France, UK, Russia, Italy and Rest of Europe)

4.2.1.  Germany Market Status and Outlook (2017-2027)

4.2.2.  France Market Status and Outlook (2017-2027)

4.2.3.  UK Market Status and Outlook (2017-2027)

4.2.4.  Russia Market Status and Outlook (2017-2027)

4.2.5.  Italy Market Status and Outlook (2017-2027)

4.2.6.  Rest of Europe Market Status and Outlook (2017-2027)

4.3.     Asia-Pacific (China, Japan, Korea, India, Southeast Asia and Rest of Asia-Pacific)

4.3.1.  China Market Status and Outlook (2017-2027)

4.3.2.  Japan Market Status and Outlook (2017-2027)

4.3.3.  Korea Market Status and Outlook (2017-2027)

4.3.4.  India Market Status and Outlook (2017-2027)

4.3.5.  Southeast Asia Market Status and Outlook (2017-2027)

4.3.6.  Rest of Asia-Pacific Market Status and Outlook (2017-2027)

4.4.     South America (Brazil, Argentina, Columbia and Rest of South America)

4.4.1.  Brazil Market Status and Outlook (2017-2027)

4.4.2.  Argentina Market Status and Outlook (2017-2027)

4.4.3.  Columbia Market Status and Outlook (2017-2027)

4.4.4.  Rest of South America Market Status and Outlook (2017-2027)

4.5.     Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria, South Africa and Rest of MEA)

4.5.1.  Saudi Arabia Market Status and Outlook (2017-2027)

4.5.2.  United Arab Emirates Market Status and Outlook (2017-2027)

4.5.3.  Egypt Market Status and Outlook (2017-2027)

4.5.4.  Nigeria Market Status and Outlook (2017-2027)

4.5.5.  South Africa Market Status and Outlook (2017-2027)

4.5.6.  Turkey Market Status and Outlook (2017-2027)

4.5.7.  Rest of Middle East and Africa Market Status and Outlook (2017-2027)

5.       Esports Market, By Source

5.1.     Introduction

5.2.     Global Esports Revenue and Market Share by Source (2017-2021)

5.2.1.  Global Esports Revenue and Revenue Share by Source (2017-2021)

5.3.     Sponsorship

5.3.1.  Global Sponsorship Revenue and Growth Rate (2017-2021)

5.4.     Advertising

5.4.1.  Global Advertising Revenue and Growth Rate (2017-2021)

5.5.     Merchandise & Tickets

5.5.1.  Global Merchandise & Tickets Revenue and Growth Rate (2017-2021)

5.6.     Publisher Fees

5.6.1.  Global Publisher Fees Revenue and Growth Rate (2017-2021)

5.7.     Media Rights

5.7.1.  Global Media Rights Revenue and Growth Rate (2017-2021)

6.       Esports Market, By Region

6.1.     Introduction

6.2.     Global Esports Revenue and Market Share by Regions

6.2.1.  Global Esports Revenue by Regions (2017-2021)

6.3.     North America Esports by Countries

6.3.1.  North America Esports Revenue and Growth Rate (2017-2021)

6.3.2.  North America Esports Revenue (Million USD) by Countries (2017-2021)

6.3.3.  United States

6.3.3.1.  United States Esports Revenue (Millions USD) and Growth Rate (2017-2021)

6.3.4.  Canada

6.3.4.1.  Canada Esports Revenue (Millions USD) and Growth Rate (2017-2021)

6.3.5.  Mexico

6.3.5.1.  Mexico Esports Revenue (Millions USD) and Growth Rate (2017-2021)

6.4.     Europe Esports by Countries

6.4.1.  Europe Esports Revenue and Growth Rate (2017-2021)

6.4.2.  Europe Esports Revenue (Million USD) by Countries (2017-2021)

6.4.3.  Germany

6.4.3.1.  Germany Esports Revenue (Millions USD) and Growth Rate (2017-2021)

6.4.4.  France

6.4.4.1.  France Esports Revenue (Millions USD) and Growth Rate (2017-2021)

6.4.5.  UK

6.4.5.1.  UK Esports Revenue (Millions USD) and Growth Rate (2017-2021)

6.4.6.  Russia

6.4.6.1.  Russia Esports Revenue (Millions USD) and Growth Rate (2017-2021)

6.4.7.  Italy

6.4.7.1.  Italy Esports Revenue (Millions USD) and Growth Rate (2017-2021)

6.4.8.  Rest of Europe

6.4.8.1.  Rest of Europe Esports Revenue (Millions USD) and Growth Rate (2017-2021)

6.5.     Asia-Pacific Esports by Countries

6.5.1.  Asia-Pacific Esports Revenue and Growth Rate (2017-2021)

6.5.2.  Asia-Pacific Esports Revenue (Million USD) by Countries (2017-2021)

6.5.3.  China

6.5.3.1.  China Esports Revenue (Millions USD) and Growth Rate (2017-2021)

6.5.4.  Japan

6.5.4.1.  Japan Esports Revenue (Millions USD) and Growth Rate (2017-2021)

6.5.5.  Korea

6.5.5.1.  Korea Esports Revenue (Millions USD) and Growth Rate (2017-2021)

6.5.6.  India

6.5.6.1.  India Esports Revenue (Millions USD) and Growth Rate (2017-2021)

6.5.7.  Southeast Asia

6.5.7.1.  Southeast Asia Esports Revenue (Millions USD) and Growth Rate (2017-2021)

6.5.8.  Rest of Asia-Pacific

6.5.8.1.  Rest of Asia-Pacific Esports Revenue (Millions USD) and Growth Rate (2017-2021)

6.6.     South America Esports by Countries

6.6.1.  South America Esports Revenue and Growth Rate (2017-2021)

6.6.2.  South America Esports Revenue (Million USD) by Countries (2017-2021)

6.6.3.  Brazil

6.6.3.1.  Brazil Esports Revenue (Millions USD) and Growth Rate (2017-2021)

6.6.4.  Argentina

6.6.4.1.  Argentina Esports Revenue (Millions USD) and Growth Rate (2017-2021)

6.6.5.  Columbia

6.6.5.1.  Columbia Esports Revenue (Millions USD) and Growth Rate (2017-2021)

6.6.6.  Rest of South America

6.6.6.1.  Rest of South America Esports Revenue (Millions USD) and Growth Rate (2017-2021)

6.7.     Middle East and Africa Esports by Countries

6.7.1.  Middle East and Africa Esports Revenue and Growth Rate (2017-2021)

6.7.2.  Middle East and Africa Esports Revenue (Million USD) by Countries (2017-2021)

6.7.3.  Saudi Arabia

6.7.3.1.  Saudi Arabia Esports Revenue (Millions USD) and Growth Rate (2017-2021)

6.7.4.  United Arab Emirates

6.7.4.1.  United Arab Emirates Esports Revenue (Millions USD) and Growth Rate (2017-2021)

6.7.5.  Egypt

6.7.5.1.  Egypt Esports Revenue (Millions USD) and Growth Rate (2017-2021)

6.7.6.  Nigeria

6.7.6.1.  Nigeria Esports Revenue (Millions USD) and Growth Rate (2017-2021)

6.7.7.  South Africa

6.7.7.1.  South Africa Esports Revenue (Millions USD) and Growth Rate (2017-2021)

6.7.8.  Turkey

6.7.8.1.  Turkey Esports Revenue (Millions USD) and Growth Rate (2017-2021)

6.7.9.  Rest of Middle East and Africa

6.7.9.1.  Rest of Middle East and Africa Esports Revenue (Millions USD) and Growth Rate (2017-2021)

7.       Company Profiles

7.1.     Activision Blizzard, Inc.

7.1.1.  Business Overview

7.1.2.   Service Portfolio

7.1.3.  Strategic Developments

7.1.4.  Financial Overview

7.2.     Valve Corporation

7.2.1.  Business Overview

7.2.2.   Service Portfolio

7.2.3.  Strategic Developments

7.2.4.  Financial Overview

7.3.     Tencent Holding Limited

7.3.1.  Business Overview

7.3.2.   Service Portfolio

7.3.3.  Strategic Developments

7.3.4.  Financial Overview

7.4.     Electronic Arts Inc.

7.4.1.  Business Overview

7.4.2.   Service Portfolio

7.4.3.  Strategic Developments

7.4.4.  Financial Overview

7.5.     Gameloft SE

7.5.1.  Business Overview

7.5.2.   Service Portfolio

7.5.3.  Strategic Developments

7.5.4.  Financial Overview

7.6.     Nintendo of America Inc.

7.6.1.  Business Overview

7.6.2.   Service Portfolio

7.6.3.  Strategic Developments

7.6.4.  Financial Overview

7.7.     NVIDIA Corporation

7.7.1.  Business Overview

7.7.2.   Service Portfolio

7.7.3.  Strategic Developments

7.7.4.  Financial Overview

8.       Esports Market Forecast (2022-2027)

8.1.     Global Esports Revenue (Millions USD) and Growth Rate (2022-2027)

8.2.     Esports Market Forecast by Regions (2022-2027)

8.2.1.  North America Esports Market Forecast (2022-2027)

8.2.1.1.  United States Esports Market Forecast (2022-2027)

8.2.1.2.  Canada Esports Market Forecast (2022-2027)

8.2.1.3.  Mexico Esports Market Forecast (2022-2027)

8.2.2.  Europe Esports Market Forecast (2022-2027)

8.2.2.1.  Germany Esports Market Forecast (2022-2027)

8.2.2.2.  France Esports Market Forecast (2022-2027)

8.2.2.3.  UK Esports Market Forecast (2022-2027)

8.2.2.4.  Russia Esports Market Forecast (2022-2027)

8.2.2.5.  Italy Esports Market Forecast (2022-2027)

8.2.2.6.  Rest of Europe Esports Market Forecast (2022-2027)

8.2.3.  Asia-Pacific Esports Market Forecast (2022-2027)

8.2.3.1.  China Esports Market Forecast (2022-2027)

8.2.3.2.  Japan Esports Market Forecast (2022-2027)

8.2.3.3.  Korea Esports Market Forecast (2022-2027)

8.2.3.4.  India Esports Market Forecast (2022-2027)

8.2.3.5.  Southeast Asia Esports Market Forecast (2022-2027)

8.2.3.6.  Rest of Asia-Pacific Esports Market Forecast (2022-2027)

8.2.4.  South America Esports Market Forecast (2022-2027)

8.2.4.1.  Brazil Esports Market Forecast (2022-2027)

8.2.4.2.  Argentina Esports Market Forecast (2022-2027)

8.2.4.3.  Columbia Esports Market Forecast (2022-2027)

8.2.4.4.  Rest of South America Esports Market Forecast (2022-2027)

8.2.5.  Middle East and Africa Esports Market Forecast (2022-2027)

8.2.5.1.  Saudi Arabia Esports Market Forecast (2022-2027)

8.2.5.2.  United Arab Emirates Esports Market Forecast (2022-2027)

8.2.5.3.  Egypt Esports Market Forecast (2022-2027)

8.2.5.4.  Nigeria Esports Market Forecast (2022-2027)

8.2.5.5.  South Africa Esports Market Forecast (2022-2027)

8.2.5.6.  Turkey Esports Market Forecast (2022-2027)

8.2.5.7.  Rest of Middle East and Africa Esports Market Forecast (2022-2027)

8.3.     Esports Market Forecast by Source (2022-2027)

8.3.1.  Esports Forecast by Source (2022-2027)

8.3.2.  Esports Market Share Forecast by Source (2022-2027)


List of Tables

List of Tables and Figures:

Figure United States Esports Revenue (Million USD) and Growth Rate (2017-2027)
Figure Canada Esports Revenue (Million USD) and Growth Rate (2017-2027)
Figure Mexico Esports Revenue (Million USD) and Growth Rate (2017-2027)
Figure Germany Esports Revenue (Million USD) and Growth Rate (2017-2027)
Figure France Esports Revenue (Million USD) and Growth Rate (2017-2027)
Figure UK Esports Revenue (Million USD) and Growth Rate (2017-2027)
Figure Russia Esports Revenue (Million USD) and Growth Rate (2017-2027)
Figure Italy Esports Revenue (Million USD) and Growth Rate (2017-2027)
Figure Rest of Europe Esports Revenue (Million USD) and Growth Rate (2017-2027)
Figure China Esports Revenue (Million USD) and Growth Rate (2017-2027)
Figure Japan Esports Revenue (Million USD) and Growth Rate (2017-2027)
Figure Korea Esports Revenue (Million USD) and Growth Rate (2017-2027)
Figure India Esports Revenue (Million USD) and Growth Rate (2017-2027)
Figure Southeast Asia Esports Revenue (Million USD) and Growth Rate (2017-2027)
Figure Rest of Asia-Pacific Esports Revenue (Million USD) and Growth Rate (2017-2027)
Figure Brazil Esports Revenue (Million USD) and Growth Rate (2017-2027)
Figure Argentina Esports Revenue (Million USD) and Growth Rate (2017-2027)
Figure Columbia Esports Revenue (Million USD) and Growth Rate (2017-2027)
Figure Rest of South America Esports Revenue (Million USD) and Growth Rate (2017-2027)
Figure Saudi Arabia Esports Revenue (Million USD) and Growth Rate (2017-2027)
Figure United Arab Emirates Esports Revenue (Million USD) and Growth Rate (2017-2027)
Figure Egypt Esports Revenue (Million USD) and Growth Rate (2017-2027)
Figure Nigeria Esports Revenue (Million USD) and Growth Rate (2017-2027)
Figure South Africa Esports Revenue (Million USD) and Growth Rate (2017-2027)
Figure Turkey Esports Revenue (Million USD) and Growth Rate (2017-2027)
Figure Rest of Middle East and Africa Esports Revenue (Million USD) and Growth Rate (2017-2027)
Table Global Esports Revenue and Revenue Share by Source (2017-2019)
Figure Global Sponsorship Revenue and Growth Rate (2017-2019)
Figure Global Advertising Revenue and Growth Rate (2017-2019)
Figure Global Merchandise & Tickets Revenue and Growth Rate (2017-2019)
Figure Global Publisher Fees Revenue and Growth Rate (2017-2019)
Figure Global Media Rights Revenue and Growth Rate (2017-2019)
Table Global Esports Revenue by Regions (2017-2019)
Figure North America Esports Growth Rate (2017-2019)
Figure North America Esports Revenue and Growth Rate (2017-2019)
Figure North America Esports by Countries (2017-2019)
Figure North America Esports Revenue (Million USD) by Countries (2017-2019)
Figure United States Esports Growth Rate (2017-2019)
Figure United States Esports Revenue (Millions USD) and Growth Rate (2017-2019)
Figure Canada Esports Growth Rate (2017-2019)
Figure Canada Esports Revenue (Millions USD) and Growth Rate (2017-2019)
Figure Mexico Esports Growth Rate (2017-2019)
Figure Mexico Esports Revenue (Millions USD) and Growth Rate (2017-2019)
Figure Europe Esports Growth Rate (2017-2019)
Figure Europe Esports Revenue and Growth Rate (2017-2019)
Figure Europe Esports by Countries (2017-2019)
Figure Europe Esports Revenue (Million USD) by Countries (2017-2019)
Figure Germany Esports Growth Rate (2017-2019)
Figure Germany Esports Revenue (Millions USD) and Growth Rate (2017-2019)
Figure France Esports Growth Rate (2017-2019)
Figure France Esports Revenue (Millions USD) and Growth Rate (2017-2019)
Figure UK Esports Growth Rate (2017-2019)
Figure UK Esports Revenue (Millions USD) and Growth Rate (2017-2019)
Figure Russia Esports Growth Rate (2017-2019)
Figure Russia Esports Revenue (Millions USD) and Growth Rate (2017-2019)
Figure Italy Esports Growth Rate (2017-2019)
Figure Italy Esports Revenue (Millions USD) and Growth Rate (2017-2019)
Figure Rest of Europe Esports Growth Rate (2017-2019)
Figure Rest of Europe Esports Revenue (Millions USD) and Growth Rate (2017-2019)
Figure Asia-Pacific Esports Growth Rate (2017-2019)
Figure Asia-Pacific Esports Revenue and Growth Rate (2017-2019)
Figure Asia-Pacific Esports by Countries (2017-2019)
Figure Asia-Pacific Esports Revenue (Million USD) by Countries (2017-2019)
Figure China Esports Growth Rate (2017-2019)
Figure China Esports Revenue (Millions USD) and Growth Rate (2017-2019)
Figure Japan Esports Growth Rate (2017-2019)
Figure Japan Esports Revenue (Millions USD) and Growth Rate (2017-2019)
Figure Korea Esports Growth Rate (2017-2019)
Figure Korea Esports Revenue (Millions USD) and Growth Rate (2017-2019)
Figure India Esports Growth Rate (2017-2019)
Figure India Esports Revenue (Millions USD) and Growth Rate (2017-2019)
Figure Southeast Asia Esports Growth Rate (2017-2019)
Figure Southeast Asia Esports Revenue (Millions USD) and Growth Rate (2017-2019)
Figure Rest of Asia-Pacific Esports Growth Rate (2017-2019)
Figure Rest of Asia-Pacific Esports Revenue (Millions USD) and Growth Rate (2017-2019)
Figure South America Esports Growth Rate (2017-2019)
Figure South America Esports Revenue and Growth Rate (2017-2019)
Figure South America Esports by Countries (2017-2019)
Figure South America Esports Revenue (Million USD) by Countries (2017-2019)
Figure Brazil Esports Growth Rate (2017-2019)
Figure Brazil Esports Revenue (Millions USD) and Growth Rate (2017-2019)
Figure Argentina Esports Growth Rate (2017-2019)
Figure Argentina Esports Revenue (Millions USD) and Growth Rate (2017-2019)
Figure Columbia Esports Growth Rate (2017-2019)
Figure Columbia Esports Revenue (Millions USD) and Growth Rate (2017-2019)
Figure Rest of South America Esports Growth Rate (2017-2019)
Figure Rest of South America Esports Revenue (Millions USD) and Growth Rate (2017-2019)
Figure Middle East and Africa Esports Growth Rate (2017-2019)
Figure Middle East and Africa Esports Revenue and Growth Rate (2017-2019)
Figure Middle East and Africa Esports by Countries (2017-2019)
Figure Middle East and Africa Esports Revenue (Million USD) by Countries (2017-2019)
Figure Saudi Arabia Esports Growth Rate (2017-2019)
Figure Saudi Arabia Esports Revenue (Millions USD) and Growth Rate (2017-2019)
Figure United Arab Emirates Esports Growth Rate (2017-2019)
Figure United Arab Emirates Esports Revenue (Millions USD) and Growth Rate (2017-2019)
Figure Egypt Esports Growth Rate (2017-2019)
Figure Egypt Esports Revenue (Millions USD) and Growth Rate (2017-2019)
Figure Nigeria Esports Growth Rate (2017-2019)
Figure Nigeria Esports Revenue (Millions USD) and Growth Rate (2017-2019)
Figure South Africa Esports Growth Rate (2017-2019)
Figure South Africa Esports Revenue (Millions USD) and Growth Rate (2017-2019)
Figure Turkey Esports Growth Rate (2017-2019)
Figure Turkey Esports Revenue (Millions USD) and Growth Rate (2017-2019)
Figure Rest of Middle East and Africa Esports Growth Rate (2017-2019)
Figure Rest of Middle East and Africa Esports Revenue (Millions USD) and Growth Rate (2017-2019)
Table Activision Blizzard, Inc. Esports Financial Overview
Table Valve Corporation Esports Financial Overview
Table Tencent Holding Limited Esports Financial Overview
Table Electronic Arts Inc. Esports Financial Overview
Table Gameloft SE Esports Financial Overview
Table Nintendo of America Inc. Esports Financial Overview
Table NVIDIA Corporation Esports Financial Overview
Figure Global Esports Revenue (Millions USD) and Growth Rate (2019-2027)
Table Esports Market Forecast by Regions (2019-2027)
Figure North America Esports Market Forecast (2019-2027)
Figure United States Esports Market Forecast (2019-2027)
Figure Canada Esports Market Forecast (2019-2027)
Figure Mexico Esports Market Forecast (2019-2027)
Figure Europe Esports Market Forecast (2019-2027)
Figure Germany Esports Market Forecast (2019-2027)
Figure France Esports Market Forecast (2019-2027)
Figure UK Esports Market Forecast (2019-2027)
Figure Russia Esports Market Forecast (2019-2027)
Figure Italy Esports Market Forecast (2019-2027)
Figure Rest of Europe Esports Market Forecast (2019-2027)
Figure Asia-Pacific Esports Market Forecast (2019-2027)
Figure China Esports Market Forecast (2019-2027)
Figure Japan Esports Market Forecast (2019-2027)
Figure Korea Esports Market Forecast (2019-2027)
Figure India Esports Market Forecast (2019-2027)
Figure Southeast Asia Esports Market Forecast (2019-2027)
Figure Rest of Asia-Pacific Esports Market Forecast (2019-2027)
Figure South America Esports Market Forecast (2019-2027)
Figure Brazil Esports Market Forecast (2019-2027)
Figure Argentina Esports Market Forecast (2019-2027)
Figure Columbia Esports Market Forecast (2019-2027)
Figure Rest of South America Esports Market Forecast (2019-2027)
Figure Middle East and Africa Esports Market Forecast (2019-2027)
Figure Saudi Arabia Esports Market Forecast (2019-2027)
Figure United Arab Emirates Esports Market Forecast (2019-2027)
Figure Egypt Esports Market Forecast (2019-2027)
Figure Nigeria Esports Market Forecast (2019-2027)
Figure South Africa Esports Market Forecast (2019-2027)
Figure Turkey Esports Market Forecast (2019-2027)
Figure Rest of Middle East and Africa Esports Market Forecast (2019-2027)
Figure Global Esports Forecast by Source (2019-2027)
Figure Global Esports Market Share Forecast by Source (2019-2027)
Figure Global Esports Forecast by Source (2019-2027)

Please Note: Data related to the Companies are subject to Availability.


Research Methodology

We use both primary as well as secondary research for our market surveys, estimates and for developing forecast. Our research process commence by analyzing the problem which enable us to design the scope for our research study. Our research process is uniquely designed with enough flexibility to adjust according to changing nature of products and markets, while retaining core element to ensure reliability and accuracy in research findings. We understand both macro and micro-economic factors to evaluate and forecast different market segments.

Data Mining

Data is extensively collected through various secondary sources such as annual reports, investor presentations, SEC filings, and other corporate publications. We also refer trade magazines, technical journals, paid databases such as Factiva and Bloomberg, industry trade journals, scientific journals, and social media data to understand market dynamics and industry trends. Further, we also conduct primary research to understand market drivers, restraints, opportunities, challenges, and competitive scenario to build our analysis.

Data Collection Matrix

Data Collection Matrix

Supply Side

Demand Side

Primary Data Sources

  • Manufacturers
  • Distributors & Wholesalers
  • GPOs
  • Physicians/Specialist
  • Healthcare Providers
  • Consumers

Secondary Data Sources

  • Annual Reports/SEC Filings/ Investor Presentations/ Press Releases
  • Government/Associations Publications
  • Case Studies
  • Reference Customers

 

Market Modeling and Forecasting

We use epidemiology and capital equipment-based models to forecast market size of different segments at country and regional level.

  • Epidemiology-based Forecasting Model: This method uses epidemiology data gathered through various publications and from physicians to estimate population of patients, flow of treatment of individual disease and therapies. The data collected through this method includes statics on incidence of disease, population suffering from disease, and treatment population. This method is used to understand:
  • Number of patients for particular device or medical procedure and
  • Repeated use of particular device depending on health and condition of patient
  • Capital-based Forecasting Model: This method of forecasting is based on number of replacements, installed-based and new sales of capital equipment used in various healthcare and diagnostic centers. These three parameters are calculated and forecast is developed. Installation base is calculated as average number of units per facility; while sales for particular year is calculated from number of new and replace units. Secondary data is collected through various supply chain intermediaries and opinion leaders to arrive at installation and sales rate. These techniques help our analysts in validating market and developed market estimates and forecast.

We do forecast on basis of several parameters such as market drivers, market opportunities, industry trends government regulations, raw materials supply and trade dynamics to ensure relevance of forecast with market scenario. With increasing need to granulized information, we used bottom-up methodology for forecasting where we evaluate each regional segment differently and combined all forecast to develop final market forecast.

Data Validation

We believe primary research is a very important tool in analyzing and forecasting different markets. In order to make sure accuracy of our findings, our team conducts primary interviews at every stage of research to gain deep insights into current business environment and future trends and key developments in market. This includes use of various methods such as telephonic interviews, focus groups, face to face interviews and questionnaires to validate our research from all aspects. We validate our data through primary research from key industry leaders such as CEO, product managers, marketing managers, suppliers, distributors, and consumers are frequently interviewed. These interviews provide valuable insights which help us to have better market understanding besides validating our estimates and forecast.

Data Triangulation

data triangulation

Industry Analysis

Qualitative Data

Quantitative Data (2017-2025)

  • Market Dynamics (Drivers, Restraints, and Challenges)
  • Industry Trend Analysis
  • Market Opportunities
  • Government Policies and Regulations, Patent Analysis, and Reimbursement Policies
  • Porter’s Five Forces and PESTLE Analysis
  • Key Developments and Competitive Landscape
  • Market Assessment and Forecast
  • Market Assessment and Forecast, By Product
  • Market Assessment and Forecast, By Technology
  • Market Assessment and Forecast, By Application
  • Market Assessment and Forecast, By End User
  • Market Assessment and Forecast, By Region/Country

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