Esports Market Update 2020 | Why Industry May Witness Substantial Growth In Years to Come – The Daily Chronicle

The global Esports market is expected to witness the highest CAGR growth during the forecast period due to the increasing number of gamers worldwide. Esports is competitive gaming at a professional level and in an organized format (a tournament or league) with a specific goal and a clear distinction between players and teams that are competing against each other. The most popular esports games in recent years are League of Legends (LoL), Call of Duty (CoD), Defense of the Legends 2 (DOTA 2), Overwatch, and the 1998 classic Starcraft. The most common place to watch esports is online. Computers, tablets, mobile devices, and smart TVs are all perfect for streaming live events for free online. The most popular streaming services for e-gaming are currently and The increasing inclination of the young population towards esports also helps to fuel the global market.

Advance Market Analytics released a new market study on Esports Market with 100+ market data Tables, Pie Chat, Graphs & Figures spread through Pages and easy to understand detailed analysis. At present, the market is developing its presence. The Research report presents a complete assessment of the Market and contains a future trend, current growth factors, attentive opinions, facts, and industry validated market data. The research study provides estimates for Esports Forecast till 2025*. Some are the key players taken under coverage for this study are Activision Blizzard (United States), Modern Times Group (Sweden), FACEIT (United Kingdom), Gfinity (United Kingdom), Total Entertainment Network (United States), CJ Corporation (South Korea), Turner Broadcasting System (United States), Valve Corporation (United States), Tencent (China) and Electronic Arts (EA) (United States) 

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The report offers an extensive analysis of key growth strategies, drivers, opportunities, key segments, and competitive landscape. This study is a helpful source of information for Esports market players, investors, VPs, stakeholders, and new entrants to gain a thorough understanding of the industry and determine steps to be taken to gain a competitive advantage.

Relevant features of the study that are being offered with  major highlights from the report :

1) How Impact of COVID-19 / Economic Slowdown in 2020 is considered in the Estimates of Study?

Analyst at AMA have conducted special survey and have connected with opinion leaders and Industry experts from various region to minutely understand impact on growth as well as local reforms to fight the situation. A special chapter in the study presents Impact Analysis of COVID-19 on Esports Market along with tables and graphs related to various country and segments showcasing impact on growth trends.

2) What companies are profiled in latest version? Can list of players be customize based on regional geographies or targeted areas

Considering heat map analysis and based on market buzz or voice the profiled list of companies in the the report are Activision Blizzard (United States), Modern Times Group (Sweden), FACEIT (United Kingdom), Gfinity (United Kingdom), Total Entertainment Network (United States), CJ Corporation (South Korea), Turner Broadcasting System (United States), Valve Corporation (United States), Tencent (China) and Electronic Arts (EA) (United States) “. Yes, further list of players can also be customized as per your requirement keeping in mind your areas of interest and adding local emerging players and leaders from targeted geography.

** List of companies covered may vary in the final report subject to Name Change / Merger & Acquisition Activity etc. based on the difficulty of survey since data availability needs to be confirmed by research team especially in case of privately held company. Up to 2 players can be added at no additional cost.

3) Can Market be broken down by different set of application and types?

Additional segmentation / Market breakdown is possible subject to data availability, feasibility and depending upon timeline and toughness of survey. However a detailed requirement needs to be prepared before making any final confirmation.

** An additional country of your interest can be included at no added cost feasibility test would be conducted by Analyst team of AMA  based on the requirement shared and accordingly deliverable time will also be disclosed.

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Market Drivers

  • Increasing Attraction of Young Population towards Esports in Developing Countries
  • Growing Demand due Availability of Various Platforms

Market Trend

  • Upsurging Popularity of Video Games
  • Introduction and Popularity of Gaming Consoles


  • The Issues Associated with Gambling/Betting


  • Rising Number of Events with Large Prize Pools
  • High Demand due to Long- Term Investment Opportunity


  • The Growing Concern Regarding Lack of Standardization


The Esports Market segments and Market Data Break Down are illuminated below:

Game Genre (Multiple Online Battle Arena (MOBA), First Person Shooter (FPS), Real-Time Strategy (RTS), Others), Revenue Streams (Media Rights, Advertising, Tickets and Merchandise, Sponsorships and Direct Advertisements, Publisher Fees), Audiance (Occasional Viewers, Esports Enthusiasts)

To comprehend Esports market dynamics in the world mainly, the worldwide Esports market is analyzed across major global regions. AMA also provides customized specific regional and country-level reports for the following areas.

  • North America: United States, Canada, and Mexico.
  • South & Central America: Argentina, Chile, Colombia and Brazil.
  • Middle East & Africa: Saudi Arabia, United Arab Emirates, Israel, Turkey, Egypt and South Africa.
  • Europe: United Kingdom, France, Italy, Germany, Spain, Belgium, Netherlands and Russia.
  • Asia-Pacific: India, China, Japan, South Korea, Indonesia, Malaysia, Singapore, and Australia.


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Some Strategic Points Covered in Table of Content of Esports Market:

Chapter 1: Introduction, market driving force product Objective of Study and Research Scope the Esports market

Chapter 2: Exclusive Summary – the basic information of the Esports Market.

Chapter 3: Displayingthe Market Dynamics- Drivers, Trends and Challenges of the Esports

Chapter 4: Presenting the Esports Market Factor Analysis Porters Five Forces, Supply/Value Chain, PESTEL analysis, Market Entropy, Patent/Trademark Analysis.

Chapter 5-7: Displaying the by Type, End User and Region 2014-2019. Evaluating the leading manufacturers of the Esports market which consists of its Competitive Landscape, Peer Group Analysis, BCG Matrix & Company Profile. Market Estimates by segments, by countries and by manufacturers with revenue share and sales by key countries in these various countries (2020-2025).

Chapter 8 & 9: Displaying the Appendix, Methodology and Data Source

Finally, Esports Market is a valuable source of guidance for individuals and companies.

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Research Objectives

  • To analyse and forecast the Esports market, in terms of value and volume.
  • Which segment has the potential to gain the highest market share?
  • To help decision maker from new offer perspective and benchmark existing marketing strategy.
  • Correlate cost structure historical data with key business segments.
  • Analyse marketing contribution and customer acquisition by up-selling and cross selling.
  • Identifying Influencing factors keeping Esports Market Intense, factored with periodic analysis of CR4 & CR8 concentration ratio & HHI Index.

Actual Numbers & In-Depth Analysis, Business opportunities, Market Size Estimation Available in Full Report.

Thanks for reading this article, you can also get individual chapter wise section or region wise report version like North America, Europe or Asia.

About Author:

Advance Market Analytics is Global leaders of Market Research Industry provides the quantified B2B research to Fortune 500 companies on high growth emerging opportunities which will impact more than 80% of worldwide companies’ revenues.

Our Analyst is tracking high growth study with detailed statistical and in-depth analysis of market trends & dynamics that provide a complete overview of the industry. We follow an extensive research methodology coupled with critical insights related industry factors and market forces to generate the best value for our clients. We Provides reliable primary and secondary data sources, our analysts and consultants derive informative and usable data suited for our clients business needs. The research study enable clients to meet varied market objectives a from global footprint expansion to supply chain optimization and from competitor profiling to M&As.

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