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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

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

Bonafide Trust 28-06-2022 137 Pages Figures : 33 Tables : 77
Region : North America Category : Consumer Goods & Services Services

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.The growing popularity of esports and rise in awareness about video games are some of the key aspects accelerating the growth of the esports market. In addition, the rising number of tournaments & events with attractive prizes and long-term investment initiatives undertaken by market players are estimated to open new growth avenues for the esports market during the forecast period.The constantly growing esport industry across various nations of this region is attracting more people towards this industry and opt it as their professional career. In addition, many universities and colleges in this region are offering professional courses for students as well as scholarships for the top gamers or esports players, which is fueling the growth of the regional escorts market in the upcoming years. The North America eSports market growth analysis includes the assessment of the United States, Mexico and Canada. The US is one of the most important gaming and eSports markets. It is regarded as the birthplace of the eSports phenomenon, housing most eSports game developers. Also, the high gaming penetration and increased average consumer expenditure contribute to market growth. In addition, the young demographics and thriving economy offer growth opportunities. Further, audience figures and viewership are on the rise. For instance, as per the Entertainment Software Association (ESA) 2020 survey, around 214 million Americans play video games. Additionally, the United States eSports Federation (USeF), a non-profit organization engaged in developing, growing, and promoting eSports, aims to draw together all the eSports industry stakeholders, including innovators, event organizers, technology producers, and athletes.

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. 

By Game Type
    •    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

By Revenue Source
    •    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

By Device
    •     PCs
    •     Consoles
    •     Laptops & Tablets
    •     Smartphones
    •     Other Devices

By Streaming Platform
    •    YouTube
    •    Twitch
    •    Hayu
    •    DouYu
    •    Other Streaming Platforms

By Audience Type
    •    Regular Viewers
    •    Occasional Viewers

By Viewer Gender
    •    Male Viewers
    •    Female Viewers

By Age Group 
    •    <18 Year Old Viewers
    •    19-25 Year Old Viewers
    •    26-35 Year Old Viewers
    •    >35 Year Old Viewers

By Geographically
    •    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.)

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