Setting

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

Published: 26 Jun 2020 | Report Code: 10247572 | Pages: 144

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.)

Table Of Contents

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 144
List Of Tables

Table 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 142
List Of Figures

Figure 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
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