Global Esports Market was worth US$ 1.70 Bn. in 2021 and total revenue is expected to grow at a rate of 24.4 % CAGR from 2022 to 2029, reaching almost US$ 9.77 Bn. in 2029.Global Esports Market Overview:
The increasing no of the audience, rising live streaming and people engagement activities are the key factors for driving the market. The industry created various opportunities for game developers, gamers, and event organizers most people are looking for a professional career because of increasing popularity in gaming torments, prize pools, and sponsorship. Sponsors like Intel, Red bull are hosting the events for many years. But last year’s non-endemic companies like Arbys’s, Coca-Cola, and Mercedes enter the market and estimated 34 % growth in the industry. In past years the esport is a sub-segment of gaming but now the esport grow as an individual sector.To know about the Research Methodology :- Request Free Sample Report
Key Takeaways:
• Media rights and sponsorship generated $822.4 million in income in 2020, accounting for three-quarters of the overall market. By 2023, this figure will have risen to $1.2 billion, accounting for 76% of overall esports revenue. • Globally, the total esports audience reached 495.0 million individuals in 2020, up 11.7 % year over year. Esports fans will account for 222.9 million of this total, up 10.8 % year over year. • With total revenues of $385.1 million in 2020, China was the greatest market in terms of revenue. This is an increase of 18.0 percent over the $326.2 million raised in 2019. North America comes in second with total revenues of $252.8 million, followed by Western Europe with total revenues of $201.2 million. • The global average revenue per Esports Enthusiast was been $4.94, up from $4.80 in 2019. There were 885 important events in 2019. They brought in $56.3 million in ticket sales, up from $54.7 million last year. The total prize pool for 2019 was $167.4 million, up from $150.8 million in 2018. • With 105.5 million hours of live viewership on Twitch and YouTube, the League of Legends World Championship was the most-watched tournament of 2019. With 104.1 million live viewership hours on Twitch and YouTube, the Overwatch League was the most-watched league.Global Esports Market Dynamics:
According to our forecasts, there will be 26.6 million monthly esports viewers in 2021, up 11.4 percent from 2020. According to the 2021 Esports Survey Report by Foley & Lardner LLP and The Esports Observer, continuing social alienation is driving involvement with esports, according to roughly 61 %. Another 61 % said that the rise of online streaming platforms boosted the business, while 52 % said that big brands are investing more in esports sponsorships. The interaction of streaming, esports has the potential to be an even more impactful branding platform than traditional sports. One of the most popular streaming platforms, ad frequency during esports is currently quite low, with only a few commercial interruptions per hour. While broadcasting, streamers are willing to wear, consume, and advertise sponsors' products. Esports fans may achieve a degree of closeness with their favorite players and teams that traditional sports can't feasibly match, thanks to live chat, contests, and subscriber-only material. Broadcast advertising is critical in the eSports world, yet the business has seen the difficulties of broadcasting on traditional media. As an all-digital sport, eSports has attracted the attention of an increasing number of media businesses, which have boosted their coverage of eSports tournaments. Turner Broadcasting System, WME/IMG, and ESPN, for example, have started broadcasting eSports and are covering more eSports tournaments. Growing broadcast media coverage of eSports tournaments is predicted to increase viewership and, as a result, move the eSports sector forward in the future years. Asynchronous games, which allow multiplayer competitions to take place without each participant participating at the same time, are driving the mobile esports industry's rise. Synchronous mobile gaming tournaments are an untapped but rapidly growing possibility, powered in part by 5G. While still in its infancy, this new genre of competitive gaming is predicted to develop in popularity and adoption among viewers. Players in synchronous mobile games will be able to compete against one another in real-time and will be required to stay in the game until the end.![]()
Global ESports Market Trends:
• Esports is most popular in social media for live streaming and gaming. Platforms like Twitch and YouTube gaming gives the chance to fans direct connect with players and team. • The Middle East Company NASR Esports has announced a partnership with Tik Tok to increase the Esport market. • You tube is now highly investing in Esports for gaming platform to a partnership with Sony and Faceit. • The most popular Esports League of Legends announce to establishment of a franchise model for the North American League. It contains 10 sports each with the high price of $10 Mn. to buy.Global Esports Market Segment Analysis:
Based on the Revenue model, the market is sub-segmented into Sponsorship & advertising, Esports betting & fantasy site, Prize pool, Amateur & micro tournament, Merchandising, and Ticket sales. With a market share of 39.9% in 2019, the sponsorship segment dominated worldwide esports revenue. Sponsorship provides a significant opportunity for marketers to reach out directly to their target audience via offline and online media platforms. Booths, posters, interactive advertising, video displays, giveaways, and a variety of other innovative approaches let the business reach millions of followers. Many endemic businesses, such as Intel and Nvidia, have already developed sponsorship agreements with esports teams and tournaments. Selling gaming-related products has proven to be a smart investment, as it allows them to improve their market share and brand recognition.![]()
Global Esports Market Regional Insights:
In 2021, North America had the highest revenue share of over 39%, with the United States leading the way. For decades, the area has dominated the business, with PC gaming catering to a more specialized audience. Investment and expansion are likely to continue in the next years, thanks to the franchised North American League of Legends Championship Series (NA LCS) and over watch League. In the United States, esports is a multibillion-dollar industry involving game creators, players, leagues, television networks, and streaming platforms. In Japan and the United States, they are working together to develop and promote esports as an educational platform. Asia Pacific is expected to second largest region in the market. The expansion of esports has been driven by the region's increasing adoption of mobile gaming and internet usage. In 2003, China designated esports as an official sport, and 13 years later, it was designated as a national industry that employs esports operators and pros. South Korea is also a well-known esports destination, offering gamers with traditional infrastructure such as gaming houses, coaches, cooks, and analysts. In 2021, SK Telecom Co., Ltd., a South Korean telecom operator, joined with Comcast Corporation to launch an esports company. Such initiatives and developments are commendable. The objective of the report is to present a comprehensive analysis of the global Esports market to the stakeholders in the industry. The past and current status of the industry with the forecasted market size and trends are presented in the report with the analysis of complicated data in simple language. The report covers all the aspects of the industry with a dedicated study of key players that include market leaders, followers, and new entrants. PORTER, PESTEL analysis with the potential impact of micro-economic factors of the market have been presented in the report. External as well as internal factors that are supposed to affect the business positively or negatively have been analyzed, which will give a clear futuristic view of the industry to the decision-makers. The report also helps in understanding the global Esports market dynamics, structure by analyzing the market segments and project the global Esports market size. Clear representation of competitive analysis of key players by product, price, financial position, product portfolio, growth strategies, and regional presence in the global Esports market make the report investor’s guide.Global Esports Market Scope: Inquire before buying
Global Esports Market Report Coverage Details Base Year: 2021 Forecast Period: 2022-2029 Historical Data: 2017 to 2021 Market Size in 2021: US $ 1.70Bn. Forecast Period 2022 to 2029 CAGR: 24.4% Market Size in 2029: US $ 9.77Bn. Segments Covered: by Gender • Male • Female by Audience • Regular Viewers • Occasional Viewers by Revenue Model • Sponsorship & advertising • Esports betting & fantasy site • Prize pool • Amateur & micro tournament • Merchandising • Ticket sale Global Esports Market, by Region
• North America • Europe • Asia Pacific • Middle East and Africa • South AmericaGlobal Esports Market key player
• Modern Times Group (Sweden) • Activision Blizzard (US) • FACEIT (UK) • Nintendo (Japan) • Gfinity (UK) • Turner Broadcasting System (US) • CJ Corporation (South Korea) • Valve Corporation (US) • Tencent (China) • Electronic Arts (EA) (US) • Gameloft SE • NVIDIA Corporation • Intel Corporation • HTC Corporation • Epic GamesFrequently Asked Questions:
1) What was the market size of Global Esports Market markets in 2021? Ans - Global Global Esports Market was worth US$ 1.70 Bn in 2021. 2) What is the market segment of Global Esports Market? Ans -The market segments are based on Revenue model, Audience and gender. 3) What is forecast period consider for Global Esports Market? Ans -The forecast period for Global Esports Market is 2022 to 2029. 4) What is the market size of Global Esports Market markets in 2029? Ans – Global Esports Market is estimated as worth US$ 9.77 Bn in 2029. 5) Which region is dominated in Global Esports Market MarketMarket? Ans -In 2020, North America region dominated the Global Esports Market.
Global Esports Market 1. Preface 1.1. Report Scope and Market Segmentation 1.2. Research Highlights 1.3. Research Objectives 2. Assumptions and Research Methodology 2.1. Report Assumptions 2.2. Abbreviations 2.3. Research Methodology 2.3.1. Secondary Research 2.3.1.1. Secondary data 2.3.1.2. Secondary Sources 2.3.2. Primary Research 2.3.2.1. Data from Primary Sources 2.3.2.2. Breakdown of Primary Sources 3. Executive Summary: Global Esports Market, by Market Value (US$ Bn) 4. Market Overview 4.1. Introduction 4.2. Market Indicator 4.2.1. Drivers 4.2.2. Restraints 4.2.3. Opportunities 4.2.4. Challenges 4.3. Porter’s Analysis 4.4. Value Chain Analysis 4.5. Market Risk Analysis 4.6. SWOT Analysis 4.7. Industry Trends and Emerging Technologies 5. Supply Side and Demand Side Indicators 6. Global Esports Market Analysis and Forecast 6.1. Global Esports Market Size & Y-o-Y Growth Analysis 6.1.1. North America 6.1.2. Europe 6.1.3. Asia Pacific 6.1.4. Middle East & Africa 6.1.5. South America 7. Global Esports Market Analysis and Forecast, By Gender 7.1. Introduction and Definition 7.2. Key Findings 7.3. Global Esports Market Value Share Analysis, By Gender 7.4. Global Esports Market Size (US$ Bn) Forecast, By Gender 7.5. Global Esports Market Analysis, By Gender 7.6. Global Esports Market Attractiveness Analysis, By Gender 8. Global Esports Market Analysis and Forecast, By Audience 8.1. Introduction and Definition 8.2. Key Findings 8.3. Global Esports Market Value Share Analysis, By Audience 8.4. Global Esports Market Size (US$ Bn) Forecast, By Audience 8.5. Global Esports Market Analysis, By Audience 8.6. Global Esports Market Attractiveness Analysis, By Audience 9. Global Esports Market Analysis and Forecast, By Revenue Model 9.1. Introduction and Definition 9.2. Key Findings 9.3. Global Esports Market Value Share Analysis, By Revenue Model 9.4. Global Esports Market Size (US$ Bn) Forecast, By Revenue Model 9.5. Global Esports Market Analysis, By Revenue Model 9.6. Global Esports Market Attractiveness Analysis, By Revenue Model 10. Global Esports Market Analysis, by Region 10.1. Global Esports Market Value Share Analysis, by Region 10.2. Global Esports Market Size (US$ Bn) Forecast, by Region 10.3. Global Esports Market Attractiveness Analysis, by Region 11. North America Esports Market Analysis 11.1. Key Findings 11.2. North America Esports Market Overview 11.3. North America Esports Market Value Share Analysis, By Gender 11.4. North America Esports Market Forecast, By Gender 11.4.1. Male 11.4.2. Female 11.5. North America Esports Market Value Share Analysis, By Audience 11.6. North America Esports Market Forecast, By Audience 11.6.1. Regular Viewers 11.6.2. Occasional Viewers 11.7. North America Esports Market Value Share Analysis, By Revenue Model 11.8. North America Esports Market Forecast, By Revenue Model 11.8.1. Sponsorship & advertising 11.8.2. Esports betting & fantasy site 11.8.3. Prize pool 11.8.4. Amateur & micro tournament 11.8.5. Merchandising 11.8.6. Ticket sale 11.9. North America Esports Market Value Share Analysis, By Country 11.10. North America Esports Market Forecast, By Country 11.10.1. U.S. 11.10.2. Canada 11.11. North America Esports Market Analysis, By Country 11.12. U.S. Esports Market Forecast, By Gender 11.12.1. Male 11.12.2. Female 11.13. U.S. Esports Market Forecast, By Audience 11.13.1. Regular Viewers 11.13.2. Occasional Viewers 11.14. U.S. Esports Market Forecast, By Revenue Model 11.14.1. Sponsorship & advertising 11.14.2. Esports betting & fantasy site 11.14.3. Prize pool 11.14.4. Amateur & micro tournament 11.14.5. Merchandising 11.14.6. Ticket sale 11.15. Canada Esports Market Forecast, By Gender 11.15.1. Male 11.15.2. Female 11.16. Canada Esports Market Forecast, By Audience 11.16.1. Regular Viewers 11.16.2. Occasional Viewers 11.17. Canada Esports Market Forecast, By Revenue Model 11.17.1. Sponsorship & advertising 11.17.2. Esports betting & fantasy site 11.17.3. Prize pool 11.17.4. Amateur & micro tournament 11.17.5. Merchandising 11.17.6. Ticket sale 11.18. North America Esports Market Attractiveness Analysis 11.18.1. By Gender 11.18.2. By Audience 11.18.3. By Revenue Model 11.19. PEST Analysis 11.20. Key Trends 11.21. Key Development 12. Europe Esports Market Analysis 12.1. Key Findings 12.2. Europe Esports Market Overview 12.3. Europe Esports Market Value Share Analysis, By Gender 12.4. Europe Esports Market Forecast, By Gender 12.4.1. Male 12.4.2. Female 12.5. Europe Esports Market Value Share Analysis, By Audience 12.6. Europe Esports Market Forecast, By Audience 12.6.1. Regular Viewers 12.6.2. Occasional Viewers 12.7. Europe Esports Market Value Share Analysis, By Revenue Model 12.8. Europe Esports Market Forecast, By Revenue Model 12.8.1. Sponsorship & advertising 12.8.2. Esports betting & fantasy site 12.8.3. Prize pool 12.8.4. Amateur & micro tournament 12.8.5. Merchandising 12.8.6. Ticket sale 12.9. Europe Esports Market Value Share Analysis, By Country 12.10. Europe Esports Market Forecast, By Country 12.10.1. Germany 12.10.2. U.K. 12.10.3. France 12.10.4. Italy 12.10.5. Spain 12.10.6. Rest of Europe 12.11. Europe Esports Market Analysis, By Country 12.12. Germany Esports Market Forecast, By Gender 12.12.1. Male 12.12.2. Female 12.13. Germany Esports Market Forecast, By Audience 12.13.1. Regular Viewers 12.13.2. Occasional Viewers 12.14. Germany Esports Market Forecast, By Revenue Model 12.14.1. Sponsorship & advertising 12.14.2. Esports betting & fantasy site 12.14.3. Prize pool 12.14.4. Amateur & micro tournament 12.14.5. Merchandising 12.14.6. Ticket sale 12.15. U.K. Esports Market Forecast, By Gender 12.15.1. Male 12.15.2. Female 12.16. U.K. Esports Market Forecast, By Audience 12.16.1. Regular Viewers 12.16.2. Occasional Viewers 12.17. U.K. Esports Market Forecast, By Revenue Model 12.17.1. Sponsorship & advertising 12.17.2. Esports betting & fantasy site 12.17.3. Prize pool 12.17.4. Amateur & micro tournament 12.17.5. Merchandising 12.17.6. Ticket sale 12.18. France Esports Market Forecast, By Gender 12.18.1. Male 12.18.2. Female 12.19. France Esports Market Forecast, By Audience 12.19.1. Regular Viewers 12.19.2. Occasional Viewers 12.20. France Esports Market Forecast, By Revenue Model 12.20.1. Sponsorship & advertising 12.20.2. Esports betting & fantasy site 12.20.3. Prize pool 12.20.4. Amateur & micro tournament 12.20.5. Merchandising 12.20.6. Ticket sale 12.21. Italy Esports Market Forecast, By Gender 12.21.1. Male 12.21.2. Female 12.22. Italy Esports Market Forecast, By Audience 12.22.1. Regular Viewers 12.22.2. Occasional Viewers 12.23. Italy Esports Market Forecast, By Revenue Model 12.23.1. Sponsorship & advertising 12.23.2. Esports betting & fantasy site 12.23.3. Prize pool 12.23.4. Amateur & micro tournament 12.23.5. Merchandising 12.23.6. Ticket sale 12.24. Spain Esports Market Forecast, By Gender 12.24.1. Male 12.24.2. Female 12.25. Spain Esports Market Forecast, By Audience 12.25.1. Regular Viewers 12.25.2. Occasional Viewers 12.26. Spain Esports Market Forecast, By Revenue Model 12.26.1. Sponsorship & advertising 12.26.2. Esports betting & fantasy site 12.26.3. Prize pool 12.26.4. Amateur & micro tournament 12.26.5. Merchandising 12.26.6. Ticket sale 12.27. Rest of Europe Esports Market Forecast, By Gender 12.27.1. Male 12.27.2. Female 12.28. Rest of Europe Esports Market Forecast, By Audience 12.28.1. Regular Viewers 12.28.2. Occasional Viewers 12.29. Rest of Europe Esports Market Forecast, By Revenue Model 12.29.1. Sponsorship & advertising 12.29.2. Esports betting & fantasy site 12.29.3. Prize pool 12.29.4. Amateur & micro tournament 12.29.5. Merchandising 12.29.6. Ticket sale 12.30. Europe Esports Market Attractiveness Analysis 12.30.1. By Gender 12.30.2. By Audience 12.30.3. By Revenue Model 12.31. PEST Analysis 12.32. Key Trends 12.33. Key Development 13. Asia Pacific Esports Market Analysis 13.1. Key Findings 13.2. Asia Pacific Esports Market Overview 13.3. Asia Pacific Esports Market Value Share Analysis, By Gender 13.4. Asia Pacific Esports Market Forecast, By Gender 13.4.1. Male 13.4.2. Female 13.5. Asia Pacific Esports Market Value Share Analysis, By Audience 13.6. Asia Pacific Esports Market Forecast, By Audience 13.6.1. Regular Viewers 13.6.2. Occasional Viewers 13.7. Asia Pacific Esports Market Value Share Analysis, By Revenue Model 13.8. Asia Pacific Esports Market Forecast, By Revenue Model 13.8.1. Sponsorship & advertising 13.8.2. Esports betting & fantasy site 13.8.3. Prize pool 13.8.4. Amateur & micro tournament 13.8.5. Merchandising 13.8.6. Ticket sale 13.9. Asia Pacific Esports Market Value Share Analysis, By Country 13.10. Asia Pacific Esports Market Forecast, By Country 13.10.1. China 13.10.2. India 13.10.3. Japan 13.10.4. ASEAN 13.10.5. Rest of Asia Pacific 13.11. Asia Pacific Esports Market Analysis, By Country 13.12. China Esports Market Forecast, By Gender 13.12.1. Male 13.12.2. Female 13.13. China Esports Market Forecast, By Audience 13.13.1. Regular Viewers 13.13.2. Occasional Viewers 13.14. China Esports Market Forecast, By Revenue Model 13.14.1. Sponsorship & advertising 13.14.2. Esports betting & fantasy site 13.14.3. Prize pool 13.14.4. Amateur & micro tournament 13.14.5. Merchandising 13.14.6. Ticket sale 13.15. India Esports Market Forecast, By Gender 13.15.1. Male 13.15.2. Female 13.16. India Esports Market Forecast, By Audience 13.16.1. Regular Viewers 13.16.2. Occasional Viewers 13.17. India Esports Market Forecast, By Revenue Model 13.17.1. Sponsorship & advertising 13.17.2. Esports betting & fantasy site 13.17.3. Prize pool 13.17.4. Amateur & micro tournament 13.17.5. Merchandising 13.17.6. Ticket sale 13.18. Japan Esports Market Forecast, By Gender 13.18.1. Male 13.18.2. Female 13.19. Japan Esports Market Forecast, By Audience 13.19.1. Regular Viewers 13.19.2. Occasional Viewers 13.20. Japan Esports Market Forecast, By Revenue Model 13.20.1. Sponsorship & advertising 13.20.2. Esports betting & fantasy site 13.20.3. Prize pool 13.20.4. Amateur & micro tournament 13.20.5. Merchandising 13.20.6. Ticket sale 13.21. ASEAN Esports Market Forecast, By Gender 13.21.1. Male 13.21.2. Female 13.22. ASEAN Esports Market Forecast, By Audience 13.22.1. Regular Viewers 13.22.2. Occasional Viewers 13.23. ASEAN Esports Market Forecast, By Revenue Model 13.23.1. Sponsorship & advertising 13.23.2. Esports betting & fantasy site 13.23.3. Prize pool 13.23.4. Amateur & micro tournament 13.23.5. Merchandising 13.23.6. Ticket sale 13.24. Rest of Asia Pacific Esports Market Forecast, By Gender 13.24.1. Male 13.24.2. Female 13.25. Rest of Asia Pacific Esports Market Forecast, By Audience 13.25.1. Regular Viewers 13.25.2. Occasional Viewers 13.26. Rest of Asia Pacific Esports Market Forecast, By Revenue Model 13.26.1. Sponsorship & advertising 13.26.2. Esports betting & fantasy site 13.26.3. Prize pool 13.26.4. Amateur & micro tournament 13.26.5. Merchandising 13.26.6. Ticket sale 13.27. Asia Pacific Esports Market Attractiveness Analysis 13.27.1. By Gender 13.27.2. By Audience 13.27.3. By Revenue Model 13.28. PEST Analysis 13.29. Key Trends 13.30. Key Development 14. Middle East & Africa Esports Market Analysis 14.1. Key Findings 14.2. Middle East & Africa Esports Market Overview 14.3. Middle East & Africa Esports Market Value Share Analysis, By Gender 14.4. Middle East & Africa Esports Market Forecast, By Gender 14.4.1. Male 14.4.2. Female 14.5. Middle East & Africa Esports Market Value Share Analysis, By Audience 14.6. Middle East & Africa Esports Market Forecast, By Audience 14.6.1. Regular Viewers 14.6.2. Occasional Viewers 14.7. Middle East & Africa Esports Market Value Share Analysis, By Revenue Model 14.8. Middle East & Africa Esports Market Forecast, By Revenue Model 14.8.1. Sponsorship & advertising 14.8.2. Esports betting & fantasy site 14.8.3. Prize pool 14.8.4. Amateur & micro tournament 14.8.5. Merchandising 14.8.6. Ticket sale 14.9. Middle East & Africa Esports Market Value Share Analysis, By Country 14.10. Middle East & Africa Esports Market Forecast, By Country 14.10.1. GCC 14.10.2. South Africa 14.10.3. Rest of Middle East & Africa 14.11. Middle East & Africa Esports Market Analysis, By Country 14.12. GCC Esports Market Forecast, By Gender 14.12.1. Male 14.12.2. Female 14.13. GCC Esports Market Forecast, By Audience 14.13.1. Regular Viewers 14.13.2. Occasional Viewers 14.14. GCC Esports Market Forecast, By Revenue Model 14.14.1. Sponsorship & advertising 14.14.2. Esports betting & fantasy site 14.14.3. Prize pool 14.14.4. Amateur & micro tournament 14.14.5. Merchandising 14.14.6. Ticket sale 14.15. South Africa Esports Market Forecast, By Gender 14.15.1. Male 14.15.2. Female 14.16. South Africa Esports Market Forecast, By Audience 14.16.1. Regular Viewers 14.16.2. Occasional Viewers 14.17. South Africa Esports Market Forecast, By Revenue Model 14.17.1. Sponsorship & advertising 14.17.2. Esports betting & fantasy site 14.17.3. Prize pool 14.17.4. Amateur & micro tournament 14.17.5. Merchandising 14.17.6. Ticket sale 14.18. Rest of Middle East & Africa Esports Market Forecast, By Gender 14.18.1. Male 14.18.2. Female 14.19. Rest of Middle East & Africa Esports Market Forecast, By Audience 14.19.1. Regular Viewers 14.19.2. Occasional Viewers 14.20. Rest of Middle East & Africa Esports Market Forecast, By Revenue Model 14.20.1. Sponsorship & advertising 14.20.2. Esports betting & fantasy site 14.20.3. Prize pool 14.20.4. Amateur & micro tournament 14.20.5. Merchandising 14.20.6. Ticket sale 14.21. Middle East & Africa Esports Market Attractiveness Analysis 14.21.1. By Gender 14.21.2. By Audience 14.21.3. By Revenue Model 14.22. PEST Analysis 14.23. Key Trends 14.24. Key Development 15. South America Esports Market Analysis 15.1. Key Findings 15.2. South America Esports Market Overview 15.3. South America Esports Market Value Share Analysis, By Gender 15.4. South America Esports Market Forecast, By Gender 15.4.1. Male 15.4.2. Female 15.5. South America Esports Market Value Share Analysis, By Audience 15.6. South America Esports Market Forecast, By Audience 15.6.1. Regular Viewers 15.6.2. Occasional Viewers 15.7. South America Esports Market Value Share Analysis, By Revenue Model 15.8. South America Esports Market Forecast, By Revenue Model 15.8.1. Sponsorship & advertising 15.8.2. Esports betting & fantasy site 15.8.3. Prize pool 15.8.4. Amateur & micro tournament 15.8.5. Merchandising 15.8.6. Ticket sale 15.9. South America Esports Market Value Share Analysis, By Country 15.10. South America Esports Market Forecast, By Country 15.10.1. Brazil 15.10.2. Mexico 15.10.3. Rest of South America 15.11. South America Esports Market Analysis, By Country 15.12. Brazil Esports Market Forecast, By Gender 15.12.1. Male 15.12.2. Female 15.13. Brazil Esports Market Forecast, By Audience 15.13.1. Regular Viewers 15.13.2. Occasional Viewers 15.14. Brazil Esports Market Forecast, By Revenue Model 15.14.1. Sponsorship & advertising 15.14.2. Esports betting & fantasy site 15.14.3. Prize pool 15.14.4. Amateur & micro tournament 15.14.5. Merchandising 15.14.6. Ticket sale 15.15. Mexico Esports Market Forecast, By Gender 15.15.1. Male 15.15.2. Female 15.16. Mexico Esports Market Forecast, By Audience 15.16.1. Regular Viewers 15.16.2. Occasional Viewers 15.17. Mexico Esports Market Forecast, By Revenue Model 15.17.1. Sponsorship & advertising 15.17.2. Esports betting & fantasy site 15.17.3. Prize pool 15.17.4. Amateur & micro tournament 15.17.5. Merchandising 15.17.6. Ticket sale 15.18. Rest of South America Esports Market Forecast, By Gender 15.18.1. Male 15.18.2. Female 15.19. Rest of South America Esports Market Forecast, By Audience 15.19.1. Regular Viewers 15.19.2. Occasional Viewers 15.20. Rest of South America Esports Market Forecast, By Revenue Model 15.20.1. Sponsorship & advertising 15.20.2. Esports betting & fantasy site 15.20.3. Prize pool 15.20.4. Amateur & micro tournament 15.20.5. Merchandising 15.20.6. Ticket sale 15.21. South America Esports Market Attractiveness Analysis 15.21.1. By Gender 15.21.2. By Audience 15.21.3. By Revenue Model 15.22. PEST Analysis 15.23. Key Trends 15.24. Key Development 16. Company Profiles 16.1. Market Share Analysis, by Company 16.2. Competition Matrix 16.2.1. Competitive Benchmarking of key players by price, presence, market share, Applications and R&D investment 16.2.2. New Product Launches and Product Enhancements 16.2.3. Market Consolidation 16.2.3.1. M&A by Regions, Investment and Applications 16.2.3.2. M&A Key Players, Forward Integration and Backward Integration 16.3. Company Profiles: Key Players 16.3.1. Modern Times Group (Sweden) 16.3.1.1. Company Overview 16.3.1.2. Financial Overview 16.3.1.3. Product Portfolio 16.3.1.4. Business Strategy 16.3.1.5. Recent Developments 16.3.1.6. Company Footprint 16.3.2. Activision Blizzard (US) 16.3.3. FACEIT (UK) 16.3.4. Nintendo (Japan) 16.3.5. Gfinity (UK) 16.3.6. Turner Broadcasting System (US) 16.3.7. CJ Corporation (South Korea) 16.3.8. Valve Corporation (US) 16.3.9. Tencent (China) 16.3.10. Electronic Arts (EA) (US) 17. Primary Key Insights