Setting

North America E-sports Market 2020-2030 by Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Country: Trend Forecast and Growth Opportunity

Published: 26 Jun 2020 | Report Code: 10247571 | Pages: 137

North America e-sports market is expected to grow by 16.9% annually in the forecast period and reach $2,441.9 million by 2030 owing to the rising need for remote sports and virtual games amid the COVID-19 pandemic. Highlighted with 33 tables and 77 figures, this 137-page report “North America E-sports Market 2020-2030 by Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Country: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire North America e-sports market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report is based on studies on 2015-2019 and provides forecast from 2020 till 2030 with 2019 as the base year. (Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.) In-depth qualitative analyses include identification and investigation of the following aspects: • Market Structure • Growth Drivers • Restraints and Challenges • Emerging Product Trends & Market Opportunities • Porter’s Fiver Forces The trend and outlook of North America market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19. The balanced (most likely) projection is used to quantify North America e-sports market in every aspect of the classification from perspectives of Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Country. Based on Game Type, the North America market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section. • Multiplayer Online Battle Arena (MOBA) • Player vs. Player (PvP) • First Person Shooters (FPS) • Real Time Strategy (RTS) • Massive Multiplayer Online Games (MMOG) • Other Game Types Based on Revenue Source, the North America market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section. Game Publisher Fee Merchandize & Tickets Advertisement Sponsorships • IT Industry • Consumer Electronics • Drink & Beverage • Financial Institutes & Banks • Retail Industry • Others Media Rights • Subscriptions • Online Advertisements Other Revenue Sources Based on Device, the North America market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section. • PCs • Consoles • Laptops & Tablets • Smartphones • Other Devices Based on Streaming Platform, the North America market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section. • YouTube • Twitch • Hayu • DouYu • Other Streaming Platforms Based on Audience Type, the North America market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section. • Regular Viewers • Occasional Viewers Based on Viewer Gender, the North America market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section. • Male Viewers • Female Viewers Based on Age Group, the North America market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section. • <18 Year Old Viewers • 19-25 Year Old Viewers • 26-35 Year Old Viewers • >35 Year Old Viewers Geographically, the following national/local markets are fully investigated: • U.S. • Canada • Mexico For each aforementioned country, detailed analysis and data for annual revenue are available for 2019-2030. The breakdown of key national markets by Game Type, Revenue Source, and Device over the forecast years are also included. The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players. Specifically, potential risks associated with investing in North America e-sports market are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions. Key Players (this may not be a complete list and extra companies can be added upon request): Activision Blizzard Inc. Cloud9 Counter Logic Gaming EA Sports. Echo Fox Fnatic Electronic Arts Inc. Envy Gaming Epic Games Inc. G2 Esports Gfinity Plc Hi-Rez Studios Immortals Intergalactic Gaming Ltd. Modern Times Group MTG AB Nintendo Co. Ltd. Take-Two Interactive Software Inc. Team Liquid Team SoloMid Tencent Holdings Ltd. Valve Corporation (Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)

Table Of Contents

1 Introduction 7 1.1 Industry Definition and Research Scope 7 1.1.1 Industry Definition 7 1.1.2 Research Scope 8 1.2 Research Methodology 11 1.2.1 Overview of Market Research Methodology 11 1.2.2 Market Assumption 12 1.2.3 Secondary Data 12 1.2.4 Primary Data 12 1.2.5 Data Filtration and Model Design 14 1.2.6 Market Size/Share Estimation 15 1.2.7 Research Limitations 16 1.3 Executive Summary 17 2 Market Overview and Dynamics 20 2.1 Market Size and Forecast 20 2.2 Major Growth Drivers 22 2.3 Market Restraints and Challenges 27 2.4 Emerging Opportunities and Market Trends 30 2.5 Porter’s Fiver Forces Analysis 34 3 Segmentation of North America Market by Game Type 38 3.1 Market Overview by Game Type 38 3.2 Multiplayer Online Battle Arena (MOBA) 40 3.3 Player vs. Player (PvP) 41 3.4 First Person Shooters (FPS) 42 3.5 Real Time Strategy (RTS) 43 3.6 Massive Multiplayer Online Games (MMOG) 44 3.7 Other Game Types 45 4 Segmentation of North America Market by Revenue Source 46 4.1 Market Overview by Revenue Source 46 4.2 Game Publisher Fee 48 4.3 Merchandize & Tickets 49 4.4 Advertisement 50 4.5 Sponsorships 51 4.6 Media Rights 53 4.7 Other Revenue Sources 54 5 Segmentation of North America Market by Device 55 5.1 Market Overview by Device 55 5.2 PCs 57 5.3 Consoles 58 5.4 Laptops & Tablets 59 5.5 Smartphones 60 5.6 Other Devices 61 6 Segmentation of North America Market by Streaming Platform 62 6.1 Market Overview by Streaming Platform 62 6.2 YouTube 64 6.3 Twitch 65 6.4 Hayu 66 6.5 DouYu 67 6.6 Other Streaming Platforms 68 7 Segmentation of North America Market by Audience Type 69 7.1 Market Overview by Audience Type 69 7.2 Regular Viewers 72 7.3 Occasional Viewers 74 8 Segmentation of North America Market by Viewer Gender 76 8.1 Market Overview by Viewer Gender 76 8.2 Male Viewers 79 8.3 Female Viewers 81 9 Segmentation of North America Market by Age Group 83 9.1 Market Overview by Age Group 83 9.2 <18 Year Old Viewers 86 9.3 19-25 Year Old Viewers 88 9.4 26-35 Year Old Viewers 90 9.5 >35 Year Old Viewers 92 10 North America Market 2019-2030 by Country 94 10.1 Overview of North America Market 94 10.2 U.S. 97 10.3 Canada 101 10.4 Mexico 103 11 Competitive Landscape 105 11.1 Overview of Key Vendors 105 11.2 New Product Launch, Partnership, Investment, and M&A 109 11.3 Company Profiles 110 Activision Blizzard Inc. 110 Cloud9 112 Counter Logic Gaming 113 EA Sports. 114 Echo Fox Fnatic 115 Electronic Arts Inc. 116 Envy Gaming 117 Epic Games Inc. 118 G2 Esports 119 Gfinity Plc 120 Hi-Rez Studios 121 Immortals 122 Intergalactic Gaming Ltd. 123 Modern Times Group MTG AB 124 Nintendo Co. Ltd. 125 Take-Two Interactive Software Inc. 126 Team Liquid 127 Team SoloMid 128 Tencent Holdings Ltd. 129 Valve Corporation 130 12 Investing in North America Market: Risk Assessment and Management 131 12.1 Risk Evaluation of North America Market 131 12.2 Critical Success Factors (CSFs) 134 Related Reports and Products 137
List Of Tables

Table 1. Snapshot of North America E-sports Market, 2019-2030 18 Table 2. Main Product Trends and Market Opportunities in North America E-sports Market 30 Table 3. North America E-sports Market by Game Type, 2019-2030, $ mn 38 Table 4. North America E-sports Market: Player vs. Player (PvP) by Type, 2019-2030, $ mn 41 Table 5. North America E-sports Market by Revenue Source, 2019-2030, $ mn 46 Table 6. North America E-sports Market: Sponsorships by Contributor, 2019-2030, $ mn 52 Table 7. North America E-sports Market: Media Rights by Type, 2019-2030, $ mn 53 Table 8. North America E-sports Market by Device, 2019-2030, $ mn 55 Table 9. North America E-sports Market by Streaming Platform, 2019-2030, $ mn 62 Table 10. North America E-sports Market by Audience Type, 2019-2030, $ mn 69 Table 11. North America E-sports Viewership by Audience Type, 2019-2030, million 70 Table 12. North America E-sports Market by Viewer Gender, 2019-2030, $ mn 76 Table 13. North America E-sports Viewership by Viewer Gender, 2019-2030, million 77 Table 14. North America E-sports Market by Age Group, 2019-2030, $ mn 83 Table 15. North America E-sports Viewership by Age Group, 2019-2030, million 84 Table 16. North America E-sports Market by Country, 2019-2030, $ mn 95 Table 17. U.S. E-sports Market by Game Type, 2019-2030, $ mn 99 Table 18. U.S. E-sports Market by Revenue Source, 2019-2030, $ mn 99 Table 19. U.S. E-sports Market by Device, 2019-2030, $ mn 99 Table 20. Canada E-sports Market by Game Type, 2019-2030, $ mn 102 Table 21. Canada E-sports Market by Revenue Source, 2019-2030, $ mn 102 Table 22. Canada E-sports Market by Device, 2019-2030, $ mn 102 Table 23. Mexico E-sports Market by Game Type, 2019-2030, $ mn 104 Table 24. Mexico E-sports Market by Revenue Source, 2019-2030, $ mn 104 Table 25. Mexico E-sports Market by Device, 2019-2030, $ mn 104 Table 26. Breakdown of North America Market by Key Vendor, 2019, % 107 Table 27. Activision Blizzard Inc.: Company Snapshot 110 Table 28. Activision Blizzard Inc.: Business Segmentation 110 Table 29. Activision Blizzard Inc.: Product Portfolio 111 Table 30. Activision Blizzard Inc.: Revenue, 2016-2018, $ mn 111 Table 31. Activision Blizzard Inc.: Recent Developments 111 Table 32. Risk Evaluation for Investing in North America Market, 2019-2030 132 Table 33. Critical Success Factors and Key Takeaways 135
List Of Figures

Figure 1. Research Method Flow Chart 11 Figure 2. Breakdown of Primary Research 13 Figure 3. Bottom-up Approach and Top-down Approach for Market Estimation 15 Figure 4. North America Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2019-2030 17 Figure 5. North America E-sports Market, 2019-2030, $ mn 20 Figure 6. North America E-sports Viewership, 2019-2030, million 21 Figure 7. Primary Drivers and Impact Factors of North America E-sports Market 22 Figure 8. GDP per capita in the World, 1960-2018, $ thousand 25 Figure 9. Forecast of Middle-class Population by Region, 2015-2030, million 25 Figure 10. Worldwide Connected Devices by Device Type, 2014-2022, billion units 26 Figure 11. Primary Restraints and Impact Factors of North America E-sports Market 27 Figure 12. Investment Opportunity Analysis 31 Figure 13. Porter’s Fiver Forces Analysis of North America E-sports Market 34 Figure 14. Breakdown of North America E-sports Market by Game Type, 2019-2030, % of Revenue 38 Figure 15. North America Addressable Market Cap in 2020-2030 by Game Type, Value ($ mn) and Share (%) 39 Figure 16. North America E-sports Market: Multiplayer Online Battle Arena (MOBA), 2019-2030, $ mn 40 Figure 17. North America E-sports Market: Player vs. Player (PvP), 2019-2030, $ mn 41 Figure 18. North America E-sports Market: First Person Shooters (FPS), 2019-2030, $ mn 42 Figure 19. North America E-sports Market: Real Time Strategy (RTS), 2019-2030, $ mn 43 Figure 20. North America E-sports Market: Massive Multiplayer Online Games (MMOG), 2019-2030, $ mn 44 Figure 21. North America E-sports Market: Other Game Types, 2019-2030, $ mn 45 Figure 22. Breakdown of North America E-sports Market by Revenue Source, 2019-2030, % of Revenue 46 Figure 23. North America Addressable Market Cap in 2020-2030 by Revenue Source, Value ($ mn) and Share (%) 47 Figure 24. North America E-sports Market: Game Publisher Fee, 2019-2030, $ mn 48 Figure 25. North America E-sports Market: Merchandize & Tickets, 2019-2030, $ mn 49 Figure 26. North America E-sports Market: Advertisement, 2019-2030, $ mn 50 Figure 27. North America E-sports Market: Sponsorships, 2019-2030, $ mn 51 Figure 28. North America E-sports Market: Media Rights, 2019-2030, $ mn 53 Figure 29. North America E-sports Market: Other Revenue Sources, 2019-2030, $ mn 54 Figure 30. Breakdown of North America E-sports Market by Device, 2019-2030, % of Sales Revenue 55 Figure 31. North America Addressable Market Cap in 2020-2030 by Device, Value ($ mn) and Share (%) 56 Figure 32. North America E-sports Market: PCs, 2019-2030, $ mn 57 Figure 33. North America E-sports Market: Consoles, 2019-2030, $ mn 58 Figure 34. North America E-sports Market: Laptops & Tablets, 2019-2030, $ mn 59 Figure 35. North America E-sports Market: Smartphones, 2019-2030, $ mn 60 Figure 36. North America E-sports Market: Other Devices, 2019-2030, $ mn 61 Figure 37. Breakdown of North America E-sports Market by Streaming Platform, 2019-2030, % of Sales Revenue 62 Figure 38. North America Addressable Market Cap in 2020-2030 by Streaming Platform, Value ($ mn) and Share (%) 63 Figure 39. North America E-sports Market: YouTube, 2019-2030, $ mn 64 Figure 40. North America E-sports Market: Twitch, 2019-2030, $ mn 65 Figure 41. North America E-sports Market: Hayu, 2019-2030, $ mn 66 Figure 42. North America E-sports Market: DouYu, 2019-2030, $ mn 67 Figure 43. North America E-sports Market: Other Streaming Platforms, 2019-2030, $ mn 68 Figure 44. Breakdown of North America E-sports Market by Audience Type, 2019-2030, % of Revenue 69 Figure 45. Breakdown of North America E-sports Viewership by Audience Type, 2019-2030, % of Viewership 70 Figure 46. North America Addressable Market Cap in 2020-2030 by Audience Type, Value ($ mn) and Share (%) 71 Figure 47. North America Cumulative E-sports Viewership in 2020-2030 by Audience Type, Volume (million) and Share (%) 71 Figure 48. North America E-sports Market: Regular Viewers, 2019-2030, $ mn 72 Figure 49. North America E-sports Viewership: Regular Viewers, 2019-2030, million 73 Figure 50. North America E-sports Market: Occasional Viewers, 2019-2030, $ mn 74 Figure 51. North America E-sports Viewership: Occasional Viewers, 2019-2030, million 75 Figure 52. Breakdown of North America E-sports Market by Viewer Gender, 2019-2030, % of Revenue 76 Figure 53. Breakdown of North America E-sports Viewership by Viewer Gender, 2019-2030, % of Viewership 77 Figure 54. North America Addressable Market Cap in 2020-2030 by Viewer Gender, Value ($ mn) and Share (%) 78 Figure 55. North America Cumulative E-sports Viewership in 2020-2030 by Viewer Gender, Volume (million) and Share (%) 78 Figure 56. North America E-sports Market: Male Viewers, 2019-2030, $ mn 79 Figure 57. North America E-sports Viewership: Male Viewers, 2019-2030, million 80 Figure 58. North America E-sports Market: Female Viewers, 2019-2030, $ mn 81 Figure 59. North America E-sports Viewership: Female Viewers, 2019-2030, million 82 Figure 60. Breakdown of North America E-sports Market by Age Group, 2019-2030, % of Revenue 83 Figure 61. Breakdown of North America E-sports Viewership by Age Group, 2019-2030, % of Viewership 84 Figure 62. North America Addressable Market Cap in 2020-2030 by Age Group, Value ($ mn) and Share (%) 85 Figure 63. North America Cumulative E-sports Viewership in 2020-2030 by Age Group, Volume (million) and Share (%) 85 Figure 64. North America E-sports Market: <18 Year Old Viewers, 2019-2030, $ mn 86 Figure 65. North America E-sports Viewership: <18 Year Old Viewers, 2019-2030, million 87 Figure 66. North America E-sports Market: 19-25 Year Old Viewers, 2019-2030, $ mn 88 Figure 67. North America E-sports Viewership: 19-25 Year Old Viewers, 2019-2030, million 89 Figure 68. North America E-sports Market: 26-35 Year Old Viewers, 2019-2030, $ mn 90 Figure 69. North America E-sports Viewership: 26-35 Year Old Viewers, 2019-2030, million 91 Figure 70. North America E-sports Market: >35 Year Old Viewers, 2019-2030, $ mn 92 Figure 71. North America E-sports Viewership: >35 Year Old Viewers, 2019-2030, million 93 Figure 72. Breakdown of North America E-sports Market by Country, 2019 and 2030, % of Revenue 95 Figure 73. Contribution to North America 2020-2030 Cumulative Revenue by Country, Value ($ mn) and Share (%) 96 Figure 74. U.S. E-sports Market, 2019-2030, $ mn 98 Figure 75. Canada E-sports Market, 2019-2030, $ mn 101 Figure 76. E-sports Market in Mexico, 2015-2026, $ mn 103 Figure 77. Growth Stage of North America E-sports Industry over the Forecast Period 105
Key Players (this may not be a complete list and extra companies can be added upon request): 
Activision Blizzard Inc.	
Cloud9	
Counter Logic Gaming	
EA Sports.	
Echo Fox Fnatic	
Electronic Arts Inc.	
Envy Gaming	
Epic Games Inc.	
G2 Esports	
Gfinity Plc	
Hi-Rez Studios	
Immortals	
Intergalactic Gaming Ltd.	
Modern Times Group MTG AB	
Nintendo Co. Ltd.	
Take-Two Interactive Software Inc.	
Team Liquid	
Team SoloMid	
Tencent Holdings Ltd.	
Valve Corporation