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

the North American eSports market was estimated to generate more than 14 million U.S. dollars in revenue.

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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Table of Contents

  • 1. Introduction
  • 1.1. Industry Definition and Research Scope
  • 1.1.1. Industry Definition
  • 1.1.2. Research Scope
  • 1.2. Research Methodology
  • 1.2.1. Overview of Market Research Methodology
  • 1.2.2. Market Assumption
  • 1.2.3. Secondary Data
  • 1.2.4. Primary Data
  • 1.2.5. Data Filtration and Model Design
  • 1.2.6. Market Size/Share Estimation
  • 1.2.7. Research Limitations
  • 1.3. Executive Summary
  • 2. Market Overview and Dynamics
  • 2.1. Market Size and Forecast
  • 2.2. Major Growth Drivers
  • 2.3. Market Restraints and Challenges
  • 2.4. Emerging Opportunities and Market Trends
  • 2.5. Porter’s Fiver Forces Analysis
  • 3. Segmentation of North America Market by Game Type
  • 3.1. Market Overview by Game Type
  • 3.2. Multiplayer Online Battle Arena (MOBA)
  • 3.3. Player vs. Player (PvP)
  • 3.4. First Person Shooters (FPS)
  • 3.5. Real Time Strategy (RTS)
  • 3.6. Massive Multiplayer Online Games (MMOG)
  • 3.7. Other Game Types
  • 4. Segmentation of North America Market by Revenue Source
  • 4.1. Market Overview by Revenue Source
  • 4.2. Game Publisher Fee
  • 4.3. Merchandize & Tickets
  • 4.4. Advertisement
  • 4.5. Sponsorships
  • 4.6. Media Rights
  • 4.7. Other Revenue Sources
  • 5. Segmentation of North America Market by Device
  • 5.1. Market Overview by Device
  • 5.2. PCs
  • 5.3. Consoles
  • 5.4. Laptops & Tablets
  • 5.5. Smartphones
  • 5.6. Other Devices
  • 6. Segmentation of North America Market by Streaming Platform
  • 6.1. Market Overview by Streaming Platform
  • 6.2. YouTube
  • 6.3. Twitch
  • 6.4. Hayu
  • 6.5. DouYu
  • 6.6. Other Streaming Platforms
  • 7. Segmentation of North America Market by Audience Type
  • 7.1. Market Overview by Audience Type
  • 7.2. Regular Viewers
  • 7.3. Occasional Viewers
  • 8. Segmentation of North America Market by Viewer Gender
  • 8.1. Market Overview by Viewer Gender
  • 8.2. Male Viewers
  • 8.3. Female Viewers
  • 9. Segmentation of North America Market by Age Group
  • 9.1. Market Overview by Age Group
  • 9.2. <18 Year Old Viewers
  • 9.3. 19-25 Year Old Viewers
  • 9.4. 26-35 Year Old Viewers
  • 9.5. >35 Year Old Viewers
  • 10. North America Market 2019-2030 by Country
  • 10.1. Overview of North America Market
  • 10.2. U.S.
  • 10.3. Canada
  • 10.4. Mexico
  • 11. Competitive Landscape
  • 11.1. Overview of Key Vendors
  • 11.2. New Product Launch, Partnership, Investment, and M&A
  • 11.3. Company Profiles
  • 11.3.1. Activision Blizzard Inc.
  • 11.3.2. Cloud9
  • 11.3.3. Counter Logic Gaming
  • 11.3.4. EA Sports.
  • 11.3.5. Echo Fox Fnatic
  • 11.3.6. Electronic Arts Inc.
  • 11.3.7. Envy Gaming
  • 11.3.8. Epic Games Inc.
  • 11.3.9. G2 Esports
  • 11.3.10. Gfinity Plc
  • 11.3.11. Hi-Rez Studios
  • 11.3.12. Immortals
  • 11.3.13. Intergalactic Gaming Ltd
  • 11.3.14. Modern Times Group MTG AB
  • 11.3.15. Nintendo Co. Ltd.
  • 11.3.16. Take-Two Interactive Software Inc.
  • 11.3.17. Team Liquid
  • 11.3.18. Team SoloMid
  • 11.3.19. Tencent Holdings Ltd.
  • 11.3.20. Valve Corporation
  • 12. Investing in North America Market: Risk Assessment and Management
  • 12.1. Risk Evaluation of North America Market
  • 12.2. Critical Success Factors (CSFs)
  • Related Reports and Products

List of Tables

Table 1. Snapshot of North America E-sports Market, 2020-2030
Table 2. Main Product Trends and Market Opportunities in North America E-sports Market
Table 3. North America E-sports Market by Game Type, 2020-2030, $ mn
Table 4. North America E-sports Market: Player vs. Player (PvP) by Type, 2020-2030, $ mn
Table 5. North America E-sports Market by Revenue Source, 2020-2030, $ mn
Table 6. North America E-sports Market: Sponsorships by Contributor, 2020-2030, $ mn
Table 7. North America E-sports Market: Media Rights by Type, 2020-2030, $ mn
Table 8. North America E-sports Market by Device, 2020-2030, $ mn
Table 9. North America E-sports Market by Streaming Platform, 2020-2030, $ mn
Table 10. North America E-sports Market by Audience Type, 2020-2030, $ mn
Table 11. North America E-sports Viewership by Audience Type, 2020-2030, million
Table 12. North America E-sports Market by Viewer Gender, 2020-2030, $ mn
Table 13. North America E-sports Viewership by Viewer Gender, 2020-2030, million
Table 14. North America E-sports Market by Age Group, 2020-2030, $ mn
Table 15. North America E-sports Viewership by Age Group, 2020-2030, million
Table 16. North America E-sports Market by Country, 2020-2030, $ mn
Table 17. U.S. E-sports Market by Game Type, 2020-2030, $ mn
Table 18. U.S. E-sports Market by Revenue Source, 2020-2030, $ mn
Table 19. U.S. E-sports Market by Device, 2020-2030, $ mn
Table 20. Canada E-sports Market by Game Type, 2020-2030, $ mn
Table 21. Canada E-sports Market by Revenue Source, 2020-2030, $ mn
Table 22. Canada E-sports Market by Device, 2020-2030, $ mn
Table 23. Mexico E-sports Market by Game Type, 2020-2030, $ mn
Table 24. Mexico E-sports Market by Revenue Source, 2020-2030, $ mn
Table 25. Mexico E-sports Market by Device, 2020-2030, $ mn
Table 26. Breakdown of North America Market by Key Vendor, 2020, %
Table 27. Activision Blizzard Inc.: Company Snapshot
Table 28. Activision Blizzard Inc.: Business Segmentation
Table 29. Activision Blizzard Inc.: Product Portfolio
Table 30. Activision Blizzard Inc.: Revenue, 2016-2018, $ mn
Table 31. Activision Blizzard Inc.: Recent Developments 111
Table 32. Risk Evaluation for Investing in North America Market, 2020-2030
Table 33. Critical Success Factors and Key Takeaways

List of Figures

Figure 1. Research Method Flow Chart
Figure 2. Breakdown of Primary Research
Figure 3. Bottom-up Approach and Top-down Approach for Market Estimation
Figure 4. North America Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2020-2030
Figure 5. North America E-sports Market, 2020-2030, $ mn
Figure 6. North America E-sports Viewership, 2020-2030, million
Figure 7. Primary Drivers and Impact Factors of North America E-sports Market
Figure 8. GDP per capita in the World, 1960-2018, $ thousand
Figure 9. Forecast of Middle-class Population by Region, 2016-2030, million
Figure 10. Worldwide Connected Devices by Device Type, 2014-2022, billion units
Figure 11. Primary Restraints and Impact Factors of North America E-sports Market
Figure 12. Investment Opportunity Analysis
Figure 13. Porter’s Fiver Forces Analysis of North America E-sports Market
Figure 14. Breakdown of North America E-sports Market by Game Type, 2020-2030, % of Revenue
Figure 15. North America Addressable Market Cap in 2020-2030 by Game Type, Value ($ mn) and Share (%)
Figure 16. North America E-sports Market: Multiplayer Online Battle Arena (MOBA), 2020-2030, $ mn
Figure 17. North America E-sports Market: Player vs. Player (PvP), 2020-2030, $ mn
Figure 18. North America E-sports Market: First Person Shooters (FPS), 2020-2030, $ mn
Figure 19. North America E-sports Market: Real Time Strategy (RTS), 2020-2030, $ mn
Figure 20. North America E-sports Market: Massive Multiplayer Online Games (MMOG), 2020-2030, $ mn
Figure 21. North America E-sports Market: Other Game Types, 2020-2030, $ mn
Figure 22. Breakdown of North America E-sports Market by Revenue Source, 2020-2030, % of Revenue
Figure 23. North America Addressable Market Cap in 2020-2030 by Revenue Source, Value ($ mn) and Share (%)
Figure 24. North America E-sports Market: Game Publisher Fee, 2020-2030, $ mn
Figure 25. North America E-sports Market: Merchandize & Tickets, 2020-2030, $ mn
Figure 26. North America E-sports Market: Advertisement, 2020-2030, $ mn
Figure 27. North America E-sports Market: Sponsorships, 2020-2030, $ mn
Figure 28. North America E-sports Market: Media Rights, 2020-2030, $ mn
Figure 29. North America E-sports Market: Other Revenue Sources, 2020-2030, $ mn
Figure 30. Breakdown of North America E-sports Market by Device, 2020-2030, % of Sales Revenue
Figure 31. North America Addressable Market Cap in 2020-2030 by Device, Value ($ mn) and Share (%)
Figure 32. North America E-sports Market: PCs, 2020-2030, $ mn
Figure 33. North America E-sports Market: Consoles, 2020-2030, $ mn
Figure 34. North America E-sports Market: Laptops & Tablets, 2020-2030, $ mn
Figure 35. North America E-sports Market: Smartphones, 2020-2030, $ mn
Figure 36. North America E-sports Market: Other Devices, 2020-2030, $ mn
Figure 37. Breakdown of North America E-sports Market by Streaming Platform, 2020-2030, % of Sales Revenue
Figure 38. North America Addressable Market Cap in 2020-2030 by Streaming Platform, Value ($ mn) and Share (%)
Figure 39. North America E-sports Market: YouTube, 2020-2030, $ mn
Figure 40. North America E-sports Market: Twitch, 2020-2030, $ mn
Figure 41. North America E-sports Market: Hayu, 2020-2030, $ mn
Figure 42. North America E-sports Market: DouYu, 2020-2030, $ mn
Figure 43. North America E-sports Market: Other Streaming Platforms, 2020-2030, $ mn
Figure 44. Breakdown of North America E-sports Market by Audience Type, 2020-2030, % of Revenue
Figure 45. Breakdown of North America E-sports Viewership by Audience Type, 2020-2030, % of Viewership
Figure 46. North America Addressable Market Cap in 2020-2030 by Audience Type, Value ($ mn) and Share (%)
Figure 47. North America Cumulative E-sports Viewership in 2020-2030 by Audience Type, Volume (million) and Share (%)
Figure 48. North America E-sports Market: Regular Viewers, 2020-2030, $ mn
Figure 49. North America E-sports Viewership: Regular Viewers, 2020-2030, million
Figure 50. North America E-sports Market: Occasional Viewers, 2020-2030, $ mn
Figure 51. North America E-sports Viewership: Occasional Viewers, 2020-2030, million
Figure 52. Breakdown of North America E-sports Market by Viewer Gender, 2020-2030, % of Revenue
Figure 53. Breakdown of North America E-sports Viewership by Viewer Gender, 2020-2030, % of Viewership
Figure 54. North America Addressable Market Cap in 2020-2030 by Viewer Gender, Value ($ mn) and Share (%)
Figure 55. North America Cumulative E-sports Viewership in 2020-2030 by Viewer Gender, Volume (million) and Share (%)
Figure 56. North America E-sports Market: Male Viewers, 2020-2030, $ mn
Figure 57. North America E-sports Viewership: Male Viewers, 2020-2030, million
Figure 58. North America E-sports Market: Female Viewers, 2020-2030, $ mn
Figure 59. North America E-sports Viewership: Female Viewers, 2020-2030, million
Figure 60. Breakdown of North America E-sports Market by Age Group, 2020-2030, % of Revenue
Figure 61. Breakdown of North America E-sports Viewership by Age Group, 2020-2030, % of Viewership
Figure 62. North America Addressable Market Cap in 2020-2030 by Age Group, Value ($ mn) and Share (%)
Figure 63. North America Cumulative E-sports Viewership in 2020-2030 by Age Group, Volume (million) and Share (%)
Figure 64. North America E-sports Market: <18 Year Old Viewers, 2020-2030, $ mn
Figure 65. North America E-sports Viewership: <18 Year Old Viewers, 2020-2030, million
Figure 66. North America E-sports Market: 19-25 Year Old Viewers, 2020-2030, $ mn
Figure 67. North America E-sports Viewership: 19-25 Year Old Viewers, 2020-2030, million
Figure 68. North America E-sports Market: 26-35 Year Old Viewers, 2020-2030, $ mn
Figure 69. North America E-sports Viewership: 26-35 Year Old Viewers, 2020-2030, million
Figure 70. North America E-sports Market: >35 Year Old Viewers, 2020-2030, $ mn
Figure 71. North America E-sports Viewership: >35 Year Old Viewers, 2020-2030, million
Figure 72. Breakdown of North America E-sports Market by Country, 2020 and 2030, % of Revenue
Figure 73. Contribution to North America 2020-2030 Cumulative Revenue by Country, Value ($ mn) and Share (%)
Figure 74. U.S. E-sports Market, 2020-2030, $ mn
Figure 75. Canada E-sports Market, 2020-2030, $ mn
Figure 76. E-sports Market in Mexico, 2016-2027, $ mn
Figure 77. Growth Stage of North America E-sports Industry over the Forecast Period

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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

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