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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. Europe Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2020-2030
Figure 5. Europe E-sports Market, 2020-2030, $ mn
Figure 6. Europe E-sports Viewership, 2020-2030, million
Figure 7. Primary Drivers and Impact Factors of Europe 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 Europe E-sports Market
Figure 12. Investment Opportunity Analysis
Figure 13. Porter’s Fiver Forces Analysis of Europe E-sports Market
Figure 14. Breakdown of Europe E-sports Market by Game Type, 2020-2030, % of Revenue
Figure 15. Europe Addressable Market Cap in 2020-2030 by Game Type, Value ($ mn) and Share (%)
Figure 16. Europe E-sports Market: Multiplayer Online Battle Arena (MOBA), 2020-2030, $ mn
Figure 17. Europe E-sports Market: Player vs. Player (PvP), 2020-2030, $ mn
Figure 18. Europe E-sports Market: First Person Shooters (FPS), 2020-2030, $ mn
Figure 19. Europe E-sports Market: Real Time Strategy (RTS), 2020-2030, $ mn
Figure 20. Europe E-sports Market: Massive Multiplayer Online Games (MMOG), 2020-2030, $ mn
Figure 21. Europe E-sports Market: Other Game Types, 2020-2030, $ mn
Figure 22. Breakdown of Europe E-sports Market by Revenue Source, 2020-2030, % of Revenue
Figure 23. Europe Addressable Market Cap in 2020-2030 by Revenue Source, Value ($ mn) and Share (%)
Figure 24. Europe E-sports Market: Game Publisher Fee, 2020-2030, $ mn
Figure 25. Europe E-sports Market: Merchandize & Tickets, 2020-2030, $ mn
Figure 26. Europe E-sports Market: Advertisement, 2020-2030, $ mn
Figure 27. Europe E-sports Market: Sponsorships, 2020-2030, $ mn
Figure 28. Europe E-sports Market: Media Rights, 2020-2030, $ mn
Figure 29. Europe E-sports Market: Other Revenue Sources, 2020-2030, $ mn
Figure 30. Breakdown of Europe E-sports Market by Device, 2020-2030, % of Sales Revenue
Figure 31. Europe Addressable Market Cap in 2020-2030 by Device, Value ($ mn) and Share (%)
Figure 32. Europe E-sports Market: PCs, 2020-2030, $ mn
Figure 33. Europe E-sports Market: Consoles, 2020-2030, $ mn
Figure 34. Europe E-sports Market: Laptops & Tablets, 2020-2030, $ mn
Figure 35. Europe E-sports Market: Smartphones, 2020-2030, $ mn
Figure 36. Europe E-sports Market: Other Devices, 2020-2030, $ mn
Figure 37. Breakdown of Europe E-sports Market by Streaming Platform, 2020-2030, % of Sales Revenue
Figure 38. Europe Addressable Market Cap in 2020-2030 by Streaming Platform, Value ($ mn) and Share (%)
Figure 39. Europe E-sports Market: YouTube, 2020-2030, $ mn
Figure 40. Europe E-sports Market: Twitch, 2020-2030, $ mn
Figure 41. Europe E-sports Market: Hayu, 2020-2030, $ mn
Figure 42. Europe E-sports Market: DouYu, 2020-2030, $ mn
Figure 43. Europe E-sports Market: Other Streaming Platforms, 2020-2030, $ mn
Figure 44. Breakdown of Europe E-sports Market by Audience Type, 2020-2030, % of Revenue
Figure 45. Breakdown of Europe E-sports Viewership by Audience Type, 2020-2030, % of Viewership
Figure 46. Europe Addressable Market Cap in 2020-2030 by Audience Type, Value ($ mn) and Share (%)
Figure 47. Europe Cumulative E-sports Viewership in 2020-2030 by Audience Type, Volume (million) and Share (%)
Figure 48. Europe E-sports Market: Regular Viewers, 2020-2030, $ mn
Figure 49. Europe E-sports Viewership: Regular Viewers, 2020-2030, million
Figure 50. Europe E-sports Market: Occasional Viewers, 2020-2030, $ mn
Figure 51. Europe E-sports Viewership: Occasional Viewers, 2020-2030, million
Figure 52. Breakdown of Europe E-sports Market by Viewer Gender, 2020-2030, % of Revenue
Figure 53. Breakdown of Europe E-sports Viewership by Viewer Gender, 2020-2030, % of Viewership
Figure 54. Europe Addressable Market Cap in 2020-2030 by Viewer Gender, Value ($ mn) and Share (%)
Figure 55. Europe Cumulative E-sports Viewership in 2020-2030 by Viewer Gender, Volume (million) and Share (%)
Figure 56. Europe E-sports Market: Male Viewers, 2020-2030, $ mn
Figure 57. Europe E-sports Viewership: Male Viewers, 2020-2030, million
Figure 58. Europe E-sports Market: Female Viewers, 2020-2030, $ mn
Figure 59. Europe E-sports Viewership: Female Viewers, 2020-2030, million
Figure 60. Breakdown of Europe E-sports Market by Age Group, 2020-2030, % of Revenue
Figure 61. Breakdown of Europe E-sports Viewership by Age Group, 2020-2030, % of Viewership
Figure 62. Europe Addressable Market Cap in 2020-2030 by Age Group, Value ($ mn) and Share (%)
Figure 63. Europe Cumulative E-sports Viewership in 2020-2030 by Age Group, Volume (million) and Share (%)
Figure 64. Europe E-sports Market: <18 Year Old Viewers, 2020-2030, $ mn
Figure 65. Europe E-sports Viewership: <18 Year Old Viewers, 2020-2030, million
Figure 66. Europe E-sports Market: 19-25 Year Old Viewers, 2020-2030, $ mn
Figure 67. Europe E-sports Viewership: 19-25 Year Old Viewers, 2020-2030, million
Figure 68. Europe E-sports Market: 26-35 Year Old Viewers, 2020-2030, $ mn
Figure 69. Europe E-sports Viewership: 26-35 Year Old Viewers, 2020-2030, million
Figure 70. Europe E-sports Market: >35 Year Old Viewers, 2020-2030, $ mn
Figure 71. Europe E-sports Viewership: >35 Year Old Viewers, 2020-2030, million
Figure 72. Breakdown of European E-sports Market by Country, 2020 and 2030, % of Revenue
Figure 73. Contribution to Europe 2020-2030 Cumulative Revenue by Country, Value ($ mn) and Share (%)
Figure 74. E-sports Market in Germany, 2020-2030, $ mn
Figure 75. E-sports Market in UK, 2020-2030, $ mn
Figure 76. E-sports Market in France, 2020-2030, $ mn
Figure 77. E-sports Market in Spain, 2020-2030, $ mn
Figure 78. E-sports Market in Italy, 2020-2030, $ mn
Figure 79. E-sports Market in Russia, 2020-2030, $ mn
Figure 80. E-sports Market in Rest of Europe, 2020-2030, $ mn
Figure 81. Growth Stage of Europe E-sports Industry over the Forecast Period
List of Tables
Table 1. Snapshot of Europe E-sports Market, 2020-2030
Table 2. Main Product Trends and Market Opportunities in Europe E-sports Market
Table 3. Europe E-sports Market by Game Type, 2020-2030, $ mn
Table 4. Europe E-sports Market: Player vs. Player (PvP) by Type, 2020-2030, $ mn
Table 5. Europe E-sports Market by Revenue Source, 2020-2030, $ mn
Table 6. Europe E-sports Market: Sponsorships by Contributor, 2020-2030, $ mn
Table 7. Europe E-sports Market: Media Rights by Type, 2020-2030, $ mn
Table 8. Europe E-sports Market by Device, 2020-2030, $ mn
Table 9. Europe E-sports Market by Streaming Platform, 2020-2030, $ mn
Table 10. Europe E-sports Market by Audience Type, 2020-2030, $ mn
Table 11. Europe E-sports Viewership by Audience Type, 2020-2030, million
Table 12. Europe E-sports Market by Viewer Gender, 2020-2030, $ mn
Table 13. Europe E-sports Viewership by Viewer Gender, 2020-2030, million
Table 14. Europe E-sports Market by Age Group, 2020-2030, $ mn
Table 15. Europe E-sports Viewership by Age Group, 2020-2030, million
Table 16. Europe E-sports Market by Country, 2020-2030, $ mn
Table 17. Germany E-sports Market by Game Type, 2020-2030, $ mn
Table 18. Germany E-sports Market by Revenue Source, 2020-2030, $ mn
Table 19. Germany E-sports Market by Device, 2020-2030, $ mn
Table 20. UK E-sports Market by Game Type, 2020-2030, $ mn
Table 21. UK E-sports Market by Revenue Source, 2020-2030, $ mn
Table 22. UK E-sports Market by Device, 2020-2030, $ mn
Table 23. France E-sports Market by Game Type, 2020-2030, $ mn
Table 24. France E-sports Market by Revenue Source, 2020-2030, $ mn
Table 25. France E-sports Market by Device, 2020-2030, $ mn
Table 26. Spain E-sports Market by Game Type, 2020-2030, $ mn
Table 27. Spain E-sports Market by Revenue Source, 2020-2030, $ mn
Table 28. Spain E-sports Market by Device, 2020-2030, $ mn
Table 29. Italy E-sports Market by Game Type, 2020-2030, $ mn
Table 30. Italy E-sports Market by Revenue Source, 2020-2030, $ mn
Table 31. Italy E-sports Market by Device, 2020-2030, $ mn
Table 32. Russia E-sports Market by Game Type, 2020-2030, $ mn
Table 33. Russia E-sports Market by Revenue Source, 2020-2030, $ mn
Table 34. Russia E-sports Market by Device, 2020-2030, $ mn
Table 35. E-sports Market in Rest of Europe by Country, 2020-2030, $ mn
Table 36. Breakdown of Europe Market by Key Vendor, 2020, %
Table 37. Activision Blizzard Inc.: Company Snapshot
Table 38. Activision Blizzard Inc.: Business Segmentation
Table 39. Activision Blizzard Inc.: Product Portfolio
Table 40. Activision Blizzard Inc.: Revenue, 2016-2018, $ mn
Table 41. Activision Blizzard Inc.: Recent Developments
Table 42. Risk Evaluation for Investing in Europe Market, 2020-2030
Table 43. Critical Success Factors and Key Takeaways
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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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