eSports & Games Streaming

eSports & Games Streaming: Emerging Opportunities & Market Forecasts 2021-2025

Juniper Research’s latest eSports & Games Streaming research provides the most comprehensive and progressive analysis of this expanding market available today. It enables industry stakeholders to understand key market disruptions and discover the leading players shaping sector growth; accompanied by an in-depth market sizing and forecast analysis. The report covers two key areas:
  • eSports: Streaming of live events often involving professional eSports players
  • Games Streaming: Streaming of events, either live or pre-recorded for casual viewers
This research suite includes:
  • Market Trends & Opportunities (PDF)
  • 5-year Deep Dive Data & Forecasting (PDF)
  • 12 months' Access to harvest Online Data Platform

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Key Features

  • eSports Development & Trend Analysis: An evaluation of the burgeoning eSports market, including an assessment of the various games models and a regional assessment of key countries and regions.
  • Games Streaming Development & Trend Analysis: An evaluation of the games streaming market, including an assessment of the various games models and a regional assessment of key countries and regions.
  • Vendor Strategy Analysis: Juniper Research’s study of key monetisation models and strategies for growth for leading vendors across the eSports and games streaming market, including:
    • EA (Electronic Arts)
    • Epic Games
    • Facebook
    • Riot Games
    • Roblox Corporation
    • Twitch
    • YouTube
  • Benchmark Industry Forecasts: Provided for eSports and Games Streaming; quantifying advertising spend and user-generated revenue through channels such as subscription and donations. These forecasts cover 19 country-level splits, including:
    • Australia
    • Brazil
    • Canada
    • China
    • Denmark
    • France
    • Germany
    • India
    • Japan
    • Mexico
    • Netherlands
    • Norway
    • Portugal
    • Saudi Arabia
    • South Korea
    • Spain
    • Sweden
    • UK
    • US

Key Questions

  1. What is the size of the eSports industry in terms of market value?
  2. What are the key drivers for online games content streaming, and how can these be capitalised on in the future?
  3. How has the eSports and games streaming market evolved over the past year, and are there any new monetisation opportunities?
  4. What strategies are the leading vendors implementing?
  5. Which geographical regions house the greatest future opportunities in the eSports market?

Companies Referenced

Included in Vendor Analysis: Activision Blizzard, EA (Electronic Arts), Epic Games, Facebook, Riot Games, Roblox, Twitch, YouTube.
 
Mentioned: 4Elements eSports, AC Milan, Activision Blizzard, AfreecaTV, AGM, Amazon, BCC, BoomTV, British Basketball Federation, British eSports Association, Burberry, Comcast Spectacor, Discord, Douyu, Eleague, Enthusiast Gaming, ESPN, Esports One, FIFA, Gamer’s Club, GameSeta, Gazprom, German Football Association, Gillette, Hulu, Huya, IMG College, Immortals Gaming Club, Instagram, Juventus, KeSPA (The Korea Esports Association), Learfield, Luminosity Gaming, Lynx, Manchester City, McDonald, Microsoft, Mountain Dew, Naver, NBA, NBC, Netflix, NFL (National Football Association), Nimo TV, NVIDIA, PlayVS, Proximus, SK Telecom, Skillz, Sky, SoundCloud, Taco Bell, TGS Esports, TikTok, T-Mobile, Trovo, Tubular Labs, Twitter, Ubisoft, USA’s National Basketball Association, Verizon, Visa, Xfinity.
 

Data & Interactive Forecast

Juniper Research’s eSports & Games Streaming forecast suite includes:
  • Data splits for 8 key global regions, in addition to country breakdowns for:
    • Australia
    • Brazil
    • Canada
    • China
    • Denmark
    • France
    • Germany
    • India
    • Japan
    • Mexico
    • Netherlands
    • Norway
    • Portugal
    • Saudi Arabia
    • South Korea
    • Spain
    • Sweden
    • UK
    • US
  • Unique viewers of eSports and games streaming services.
  • Number of people who watch casual games streaming content, total revenue from casual games subscriptions & advertising spend.
  • Number of people who watch eSports content, total revenue from eSports subscriptions & advertising spend.
  • Sector revenue from donations to creators.
  • Interactive Scenario Tool allowing users to manipulate Juniper Research’s data for 5 different metrics.
  • Access to the full set of forecast data of more than 190 tables and over 37,900 datapoints.
Juniper Research’s highly granular interactive Excels enable clients to manipulate Juniper Research’s forecast data and charts to test their own assumptions using the Interactive Scenario Tool, and compare select markets 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.

eSports & Games Streaming Reports

Date
Price

Full Research Suite

eSports & Games Streaming full research suite comprises:

  • eSports & Games Streaming PDF report
  • Interactive Forecast IFXL spreadsheet
  • 12 months' access to eSports & Games Streaming data updates in harvest - find out more

 

Click here for more information and purchase options

Mar 2021

$3928

€3320

£2990

Full Research Suite

eSports & Games Streaming full research suite comprises:

  • eSports & Games Streaming PDF report
  • Interactive Forecast IFXL spreadsheet

 

Click here for more information and purchase options

Mar 2021

$2956

€2498

£2250

Research Details

Publisher:
Juniper Research
Published:
07/03/2021
Author(s):
Saidat Giwa-Osagie, Sam Barker
Category:
Innovation & Disruption
Regions:
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
Countries:
Australia, Brazil, Canada, China, Denmark, France, Germany, India, Japan, South Korea, Mexico, Netherlands, Portugal, Saudi Arabia, Spain, Sweden, UK, USA