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

  • Product Code:
    RP-ID-10325697
  • Published Date:
    7 Jul 2020
  • Region:
    Global
  • Pages:
    144
  • Category:
    Service Industry
  • Publisher:
    Pub-ID-26

Impact Analysis on the Growth of Market

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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.
Highlighted with 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 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 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.

Based on Game Type, the Europe market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.
• 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

Based on Revenue Source, the Europe market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.
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

Based on Device, the Europe market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.
• PCs
• Consoles
• Laptops & Tablets
• Smartphones
• Other Devices

Based on Streaming Platform, the Europe market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.
• YouTube
• Twitch
• Hayu
• DouYu
• Other Streaming Platforms

Based on Audience Type, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section.
• Regular Viewers
• Occasional Viewers

Based on Viewer Gender, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section.
• Male Viewers
• Female Viewers

Based on Age Group, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section.
• <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.)
1 Introduction 7
1.1 Industry Definition and Research Scope 7
1.1.1 Industry Definition 7
1.1.2 Research Scope 8
1.2 Research Methodology 11
1.2.1 Overview of Market Research Methodology 11
1.2.2 Market Assumption 12
1.2.3 Secondary Data 12
1.2.4 Primary Data 12
1.2.5 Data Filtration and Model Design 14
1.2.6 Market Size/Share Estimation 15
1.2.7 Research Limitations 16
1.3 Executive Summary 17
2 Market Overview and Dynamics 20
2.1 Market Size and Forecast 20
2.2 Major Growth Drivers 22
2.3 Market Restraints and Challenges 27
2.4 Emerging Opportunities and Market Trends 30
2.5 Porter’s Fiver Forces Analysis 34
3 Segmentation of Europe Market by Game Type 38
3.1 Market Overview by Game Type 38
3.2 Multiplayer Online Battle Arena (MOBA) 40
3.3 Player vs. Player (PvP) 41
3.4 First Person Shooters (FPS) 42
3.5 Real Time Strategy (RTS) 43
3.6 Massive Multiplayer Online Games (MMOG) 44
3.7 Other Game Types 45
4 Segmentation of Europe Market by Revenue Source 46
4.1 Market Overview by Revenue Source 46
4.2 Game Publisher Fee 48
4.3 Merchandize & Tickets 49
4.4 Advertisement 50
4.5 Sponsorships 51
4.6 Media Rights 53
4.7 Other Revenue Sources 54
5 Segmentation of Europe Market by Device 55
5.1 Market Overview by Device 55
5.2 PCs 57
5.3 Consoles 58
5.4 Laptops & Tablets 59
5.5 Smartphones 60
5.6 Other Devices 61
6 Segmentation of Europe Market by Streaming Platform 62
6.1 Market Overview by Streaming Platform 62
6.2 YouTube 64
6.3 Twitch 65
6.4 Hayu 66
6.5 DouYu 67
6.6 Other Streaming Platforms 68
7 Segmentation of Europe Market by Audience Type 69
7.1 Market Overview by Audience Type 69
7.2 Regular Viewers 72
7.3 Occasional Viewers 74
8 Segmentation of Europe Market by Viewer Gender 76
8.1 Market Overview by Viewer Gender 76
8.2 Male Viewers 79
8.3 Female Viewers 81
9 Segmentation of Europe Market by Age Group 83
9.1 Market Overview by Age Group 83
9.2 <18 Year Old Viewers 86
9.3 19-25 Year Old Viewers 88
9.4 26-35 Year Old Viewers 90
9.5 >35 Year Old Viewers 92
10 European Market 2019-2030 by Country 94
10.1 Overview of European Market 94
10.2 Germany 97
10.3 UK 100
10.4 France 102
10.5 Spain 104
10.6 Italy 106
10.7 Russia 108
10.8 Rest of European Market 110
11 Competitive Landscape 112
11.1 Overview of Key Vendors 112
11.2 New Product Launch, Partnership, Investment, and M&A 116
11.3 Company Profiles 117
Activision Blizzard Inc. 117
Cloud9 119
Counter Logic Gaming 120
EA Sports. 121
Echo Fox Fnatic 122
Electronic Arts Inc. 123
Envy Gaming 124
Epic Games Inc. 125
G2 Esports 126
Gfinity Plc 127
Hi-Rez Studios 128
Immortals 129
Intergalactic Gaming Ltd. 130
Modern Times Group MTG AB 131
Nintendo Co. Ltd. 132
Take-Two Interactive Software Inc. 133
Team Liquid 134
Team SoloMid 135
Tencent Holdings Ltd. 136
Valve Corporation 137
12 Investing in Europe Market: Risk Assessment and Management 138
12.1 Risk Evaluation of Europe Market 138
12.2 Critical Success Factors (CSFs) 141
Related Reports and Products 144Table 1. Snapshot of Europe E-sports Market, 2019-2030 18
Table 2. Main Product Trends and Market Opportunities in Europe E-sports Market 30
Table 3. Europe E-sports Market by Game Type, 2019-2030, $ mn 38
Table 4. Europe E-sports Market: Player vs. Player (PvP) by Type, 2019-2030, $ mn 41
Table 5. Europe E-sports Market by Revenue Source, 2019-2030, $ mn 46
Table 6. Europe E-sports Market: Sponsorships by Contributor, 2019-2030, $ mn 52
Table 7. Europe E-sports Market: Media Rights by Type, 2019-2030, $ mn 53
Table 8. Europe E-sports Market by Device, 2019-2030, $ mn 55
Table 9. Europe E-sports Market by Streaming Platform, 2019-2030, $ mn 62
Table 10. Europe E-sports Market by Audience Type, 2019-2030, $ mn 69
Table 11. Europe E-sports Viewership by Audience Type, 2019-2030, million 70
Table 12. Europe E-sports Market by Viewer Gender, 2019-2030, $ mn 76
Table 13. Europe E-sports Viewership by Viewer Gender, 2019-2030, million 77
Table 14. Europe E-sports Market by Age Group, 2019-2030, $ mn 83
Table 15. Europe E-sports Viewership by Age Group, 2019-2030, million 84
Table 16. Europe E-sports Market by Country, 2019-2030, $ mn 96
Table 17. Germany E-sports Market by Game Type, 2019-2030, $ mn 98
Table 18. Germany E-sports Market by Revenue Source, 2019-2030, $ mn 98
Table 19. Germany E-sports Market by Device, 2019-2030, $ mn 98
Table 20. UK E-sports Market by Game Type, 2019-2030, $ mn 101
Table 21. UK E-sports Market by Revenue Source, 2019-2030, $ mn 101
Table 22. UK E-sports Market by Device, 2019-2030, $ mn 101
Table 23. France E-sports Market by Game Type, 2019-2030, $ mn 103
Table 24. France E-sports Market by Revenue Source, 2019-2030, $ mn 103
Table 25. France E-sports Market by Device, 2019-2030, $ mn 103
Table 26. Spain E-sports Market by Game Type, 2019-2030, $ mn 105
Table 27. Spain E-sports Market by Revenue Source, 2019-2030, $ mn 105
Table 28. Spain E-sports Market by Device, 2019-2030, $ mn 105
Table 29. Italy E-sports Market by Game Type, 2019-2030, $ mn 107
Table 30. Italy E-sports Market by Revenue Source, 2019-2030, $ mn 107
Table 31. Italy E-sports Market by Device, 2019-2030, $ mn 107
Table 32. Russia E-sports Market by Game Type, 2019-2030, $ mn 109
Table 33. Russia E-sports Market by Revenue Source, 2019-2030, $ mn 109
Table 34. Russia E-sports Market by Device, 2019-2030, $ mn 109
Table 35. E-sports Market in Rest of Europe by Country, 2019-2030, $ mn 111
Table 36. Breakdown of Europe Market by Key Vendor, 2019, % 114
Table 37. Activision Blizzard Inc.: Company Snapshot 117
Table 38. Activision Blizzard Inc.: Business Segmentation 117
Table 39. Activision Blizzard Inc.: Product Portfolio 118
Table 40. Activision Blizzard Inc.: Revenue, 2016-2018, $ mn 118
Table 41. Activision Blizzard Inc.: Recent Developments 118
Table 42. Risk Evaluation for Investing in Europe Market, 2019-2030 139
Table 43. Critical Success Factors and Key Takeaways 142Figure 1. Research Method Flow Chart 11
Figure 2. Breakdown of Primary Research 13
Figure 3. Bottom-up Approach and Top-down Approach for Market Estimation 15
Figure 4. Europe Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2019-2030 17
Figure 5. Europe E-sports Market, 2019-2030, $ mn 20
Figure 6. Europe E-sports Viewership, 2019-2030, million 21
Figure 7. Primary Drivers and Impact Factors of Europe E-sports Market 22
Figure 8. GDP per capita in the World, 1960-2018, $ thousand 25
Figure 9. Forecast of Middle-class Population by Region, 2015-2030, million 25
Figure 10. Worldwide Connected Devices by Device Type, 2014-2022, billion units 26
Figure 11. Primary Restraints and Impact Factors of Europe E-sports Market 27
Figure 12. Investment Opportunity Analysis 31
Figure 13. Porter’s Fiver Forces Analysis of Europe E-sports Market 34
Figure 14. Breakdown of Europe E-sports Market by Game Type, 2019-2030, % of Revenue 38
Figure 15. Europe Addressable Market Cap in 2020-2030 by Game Type, Value ($ mn) and Share (%) 39
Figure 16. Europe E-sports Market: Multiplayer Online Battle Arena (MOBA), 2019-2030, $ mn 40
Figure 17. Europe E-sports Market: Player vs. Player (PvP), 2019-2030, $ mn 41
Figure 18. Europe E-sports Market: First Person Shooters (FPS), 2019-2030, $ mn 42
Figure 19. Europe E-sports Market: Real Time Strategy (RTS), 2019-2030, $ mn 43
Figure 20. Europe E-sports Market: Massive Multiplayer Online Games (MMOG), 2019-2030, $ mn 44
Figure 21. Europe E-sports Market: Other Game Types, 2019-2030, $ mn 45
Figure 22. Breakdown of Europe E-sports Market by Revenue Source, 2019-2030, % of Revenue 46
Figure 23. Europe Addressable Market Cap in 2020-2030 by Revenue Source, Value ($ mn) and Share (%) 47
Figure 24. Europe E-sports Market: Game Publisher Fee, 2019-2030, $ mn 48
Figure 25. Europe E-sports Market: Merchandize & Tickets, 2019-2030, $ mn 49
Figure 26. Europe E-sports Market: Advertisement, 2019-2030, $ mn 50
Figure 27. Europe E-sports Market: Sponsorships, 2019-2030, $ mn 51
Figure 28. Europe E-sports Market: Media Rights, 2019-2030, $ mn 53
Figure 29. Europe E-sports Market: Other Revenue Sources, 2019-2030, $ mn 54
Figure 30. Breakdown of Europe E-sports Market by Device, 2019-2030, % of Sales Revenue 55
Figure 31. Europe Addressable Market Cap in 2020-2030 by Device, Value ($ mn) and Share (%) 56
Figure 32. Europe E-sports Market: PCs, 2019-2030, $ mn 57
Figure 33. Europe E-sports Market: Consoles, 2019-2030, $ mn 58
Figure 34. Europe E-sports Market: Laptops & Tablets, 2019-2030, $ mn 59
Figure 35. Europe E-sports Market: Smartphones, 2019-2030, $ mn 60
Figure 36. Europe E-sports Market: Other Devices, 2019-2030, $ mn 61
Figure 37. Breakdown of Europe E-sports Market by Streaming Platform, 2019-2030, % of Sales Revenue 62
Figure 38. Europe Addressable Market Cap in 2020-2030 by Streaming Platform, Value ($ mn) and Share (%) 63
Figure 39. Europe E-sports Market: YouTube, 2019-2030, $ mn 64
Figure 40. Europe E-sports Market: Twitch, 2019-2030, $ mn 65
Figure 41. Europe E-sports Market: Hayu, 2019-2030, $ mn 66
Figure 42. Europe E-sports Market: DouYu, 2019-2030, $ mn 67
Figure 43. Europe E-sports Market: Other Streaming Platforms, 2019-2030, $ mn 68
Figure 44. Breakdown of Europe E-sports Market by Audience Type, 2019-2030, % of Revenue 69
Figure 45. Breakdown of Europe E-sports Viewership by Audience Type, 2019-2030, % of Viewership 70
Figure 46. Europe Addressable Market Cap in 2020-2030 by Audience Type, Value ($ mn) and Share (%) 71
Figure 47. Europe Cumulative E-sports Viewership in 2020-2030 by Audience Type, Volume (million) and Share (%) 71
Figure 48. Europe E-sports Market: Regular Viewers, 2019-2030, $ mn 72
Figure 49. Europe E-sports Viewership: Regular Viewers, 2019-2030, million 73
Figure 50. Europe E-sports Market: Occasional Viewers, 2019-2030, $ mn 74
Figure 51. Europe E-sports Viewership: Occasional Viewers, 2019-2030, million 75
Figure 52. Breakdown of Europe E-sports Market by Viewer Gender, 2019-2030, % of Revenue 76
Figure 53. Breakdown of Europe E-sports Viewership by Viewer Gender, 2019-2030, % of Viewership 77
Figure 54. Europe Addressable Market Cap in 2020-2030 by Viewer Gender, Value ($ mn) and Share (%) 78
Figure 55. Europe Cumulative E-sports Viewership in 2020-2030 by Viewer Gender, Volume (million) and Share (%) 78
Figure 56. Europe E-sports Market: Male Viewers, 2019-2030, $ mn 79
Figure 57. Europe E-sports Viewership: Male Viewers, 2019-2030, million 80
Figure 58. Europe E-sports Market: Female Viewers, 2019-2030, $ mn 81
Figure 59. Europe E-sports Viewership: Female Viewers, 2019-2030, million 82
Figure 60. Breakdown of Europe E-sports Market by Age Group, 2019-2030, % of Revenue 83
Figure 61. Breakdown of Europe E-sports Viewership by Age Group, 2019-2030, % of Viewership 84
Figure 62. Europe Addressable Market Cap in 2020-2030 by Age Group, Value ($ mn) and Share (%) 85
Figure 63. Europe Cumulative E-sports Viewership in 2020-2030 by Age Group, Volume (million) and Share (%) 85
Figure 64. Europe E-sports Market: <18 Year Old Viewers, 2019-2030, $ mn 86
Figure 65. Europe E-sports Viewership: <18 Year Old Viewers, 2019-2030, million 87
Figure 66. Europe E-sports Market: 19-25 Year Old Viewers, 2019-2030, $ mn 88
Figure 67. Europe E-sports Viewership: 19-25 Year Old Viewers, 2019-2030, million 89
Figure 68. Europe E-sports Market: 26-35 Year Old Viewers, 2019-2030, $ mn 90
Figure 69. Europe E-sports Viewership: 26-35 Year Old Viewers, 2019-2030, million 91
Figure 70. Europe E-sports Market: >35 Year Old Viewers, 2019-2030, $ mn 92
Figure 71. Europe E-sports Viewership: >35 Year Old Viewers, 2019-2030, million 93
Figure 72. Breakdown of European E-sports Market by Country, 2019 and 2030, % of Revenue 95
Figure 73. Contribution to Europe 2020-2030 Cumulative Revenue by Country, Value ($ mn) and Share (%) 96
Figure 74. E-sports Market in Germany, 2019-2030, $ mn 97
Figure 75. E-sports Market in UK, 2019-2030, $ mn 100
Figure 76. E-sports Market in France, 2019-2030, $ mn 102
Figure 77. E-sports Market in Spain, 2019-2030, $ mn 104
Figure 78. E-sports Market in Italy, 2019-2030, $ mn 106
Figure 79. E-sports Market in Russia, 2019-2030, $ mn 108
Figure 80. E-sports Market in Rest of Europe, 2019-2030, $ mn 110
Figure 81. Growth Stage of Europe E-sports Industry over the Forecast Period 112
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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
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