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Digital Games: eSports
OverviewJuniper Research is a market leader in the digital content research area, having built an unrivalled source of market intelligence and forecast data over the past 12 years. Juniper’s ground-breaking research into the eSports market represents the benchmark for analysis into this burgeoning segment.

This research suite provides the reader with influential insights into the key drivers of the eSports market, as well as challenges faced by the industry. In addition, Juniper looks at the current and emerging business models, which will shape the way eSports content is distributed and monetised.

This research includes a Market Appraisal (PDF) and a market sizing and five year forecast spreadsheet (XL). 

Key Features

  • In-depth study of the overarching trends, hurdles and drivers impacting the development of eSports.
  • Analysis of the current market and its recent surge in popularity.
  • Case studies to give insights into eSports and its influence in the videogames industry, as well as emerging consumer trends.
  • Value chain analysis and business models.
  • Benchmark industry forecasts for size and growth of the eSports streaming market, as well as insights from eSports developer and sponsor, NVIDIA.

Key Questions

  1. What is the eSports market currently worth, and how will it develop over the next five years - in terms of online streaming revenues?
  2. In terms of revenue contribution, which business model (advertising or subscription) is likely to see more success?
  3. How can we expect to see the industry develop over the next few years?
  4. What are the key challenges faced by the industry?
  5. What are the key market forces driving eSports?

Companies Referenced

343 Industries (Halo), Alienware, Amazon, BBC, Blizzard (World of Warcraft), Bungie, CLG (Counter Logic Gaming), Corsair, DotATV, DreamHack, EA, ESL (Electronic Sports League), ESPN, GIGA Television, Google, Microsoft (Age of Empires, Smite), MLG (Major League Gaming), Nintendo (Super Smash Bros. Melee), NVIDIA, Oculus, OGN (Ongamenet), Riot Games (League of Legends), Sony (Mortal Kombat, Soul Calibur, King of Fighters), Super Evil Megacorp (Vainglory), Tencent Holdings, Thermaltake, Twin Galaxies, Twitch, Valve (Counter Strike, DotA, EVE Online), XLEAGUE.TV, YouTube.

Data & Interactive Forecast

Juniper Research’s highly granular interactive Excels (IFxls) enable clients to manipulate Juniper’s forecast data and charts to test their own assumptions by using the Interactive Scenario Tool, and compare select markets and sectors side by side in customised charts and tables. IFxls greatly increase clients’ ability to both understand a particular market and to integrate their own views into the model.  
The forecast suite includes:
  • Country level data splits for:
    • Canada
    • Germany
    • Japan
    • South Korea
    • UK
    • US
    • Plus 8 key regions
  • Total unique users of eSports, derived from the PC, Console, Smartphone, Tablet, and Microconsole delivery platforms.
  • Advertising & Subscription-based revenues
  • Interactive Scenario Tool allowing users to manipulate Juniper’s data for 8 different metrics.
  • Access to the full set of forecast data of 41 tables and over 4,000 data points.

Research Options

All research reports now come with an enterprise-wide licence

Digital Games: eSports 2015-2020

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Juniper’s eSports research suite enables content providers, developers, and distributors, to explore the monetisation issues involved in this new sector, and identifies key trends, challenges and potential strategies for stakeholders. It provides a global summary of the eSports streaming market, with consolidated revenue forecasts broken down by region and by revenue source. The forecasts are segmented by:
  • Smartphone viewership
  • Tablet viewership
  • Console viewership
  • Desktop & Notebook viewership
  • Microconsole viewership
The research suite includes:
  1. Key market trends and forecasts, allied to a series of strategic recommendations for players across the value chain.
  2. Strategic analysis of business models and solutions for monetisation and content delivery.
  3. Regional and sector prospects analysis together with five year forecasts for eSports streaming services. The study includes exclusive forecast breakdowns for:
  1. Total unique users of eSports
    1. Derived from the PC, Console, Smartphone, Tablet, and Microconsole delivery platforms.
  2. Subscription uptake
    1. Subscribers to eSports streaming services
    2. Subscription revenues.
  3. Impact of advertising
    1. Proportion of users who view advertising whilst watching eSports streams.
    2. Total advert impressions & CPM (Cost per Mille)
    3. Advertising revenues.
  1. Interactive Forecast Excel – highly granular dataset comprising of more than 4,000 datapoints, allied to regional and sector analysis tools (Interactive XL).
Download a summary of the table of contents and forecasts above, or request a detailed list of every table and chart via

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30 Minutes Analyst time

30 minutes of support time on the telephone with one of our expert analysts.

Analyst support is provided for the following areas:
  • Research related queries
  • Clarifying methodologies, forecast assumptions and forecast outputs
  • Identification of key market trends and opportunities

Research Details

Lauren Foye
Content & Applications
8 Key Regions - includes North America, Latin America, West Europe, Central & East Europe, Far East & China, Indian Subcontinent, Rest of Asia Pacific and Africa & Middle East
Canada, Germany, Japan, South Korea, UK, USA

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