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Europe 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

Europe 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 144 Pages Figures : 43 Tables : 81
Region : Europe Category : Consumer Goods & Services Services

Increasing popularity and growing audience globally. 105 million people are expected to be watching esports in Europe by 2020, with more than one in three Europeans having already watched esports at least once in the past. Implementation of franchise leagues with no relegation. In 2018 the Riot Games announced the European Championship (known as LEC) for “League of Legends.” This allows for more stability for investors, fans, media deals, platform deals. Traditional sports clubs are becoming increasingly involved in the esports market. FC Shalke 04, Manchester City, PSG, AS Roma and several Bundesliga clubs have competitive esport teams for a variety of games (FIFA, LoL, Rocket League, and Dota 2.) This can transfer audiences from traditional sports to esports.The European esports market is experiencing an influx of non-endemic brands engaging as sponsors and partners: Mastercard, Mercedes-Benz, Volvic and TAG Heuer are just some examples. But there still are some challenges in the market, we may be living in an unsustainable bubble. Most teams are struggling, “trapped in a vicious cycle of underperforming revenues, too-high valuations, and losses that make it impossible to invest in growth.” Esports is over-hyped and constantly underperforming: in 2017, it was estimated that the Overwatch League would generate $720 million. But in 2018, the global esports industry generated $775 million across all titles. For comparison, wrestling generated $900 million. Despite these factors the Europe e-sports market reached $281.8 million in 2019 and will grow by 18.5% annually over 2020-2030 driven by the rising need for remote sports and virtual games amid the COVID-19 pandemic.

All of the above mentioned analysis is highlighted with greater depth through 43 tables and 81 figures, this 144-page report “Europe 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 Europe 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 2016-2020 and provides forecast from 2020 till 2030 with 2020 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 Europe 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 Europe 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 type 
    •     PCs
    •    Console
    •    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

Geographically, the following national/local markets are fully investigated:
 
    •    Germany
    •    UK
    •    France
    •    Spain
    •    Italy
    •    Russia
    •    Rest of Europe (further segmented into Belgium, Denmark, Austria, Norway, Sweden, The Netherlands, Poland, Czech Republic, Slovakia, Hungary, and Romania)

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 Europe 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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