The streaming platforms can allocate screen space, influencers or even entire channels to a single brand. 2 Industry Outlook2.1 Industry Snapshot2.1.1 Industry Trends, 3 Market Snapshot3.1 Total Addressable Market3.2 Segmented Addressable Market3.2.1 PEST Analysis3.2.2 Porter's Five Force Analysis3.3 Related Markets, 4 Market Characteristics4.1 Market Ecosystem4.2 Market Segmentation4.3 Market Dynamics4.3.1 Drivers4.3.1.1 Growth in the number of revenue streams for Esports vendors4.3.2 Restraints4.3.2.2 Underage Esports gambling leading to stringent government regulations4.3.3 Opportunities4.3.3.1 Growth of 5G network and increasing investment in live game streaming services4.3.4 DRO - Impact Analysis, 5 Global Esports Market, By Revenue Model5.1 Overview5.2 Advertisement5.3 Sponsorship5.4 Media Rights5.5 Others, 6 Global Esports Market, By Audience6.1 Overview6.2 Regular Viewers6.3 Occasional Viewers, 7 Global Esports Viewers, By Gender7.1 Overview7.2 Male7.3 Female, 8 Global Esports Market, By Region8.1 Overview8.2 APAC8.2.1 China8.2.2 Japan8.2.3 South Korea8.2.4 Rest of APAC8.3 North America8.3.1 USA8.3.2 Canada8.3.3 Mexico8.4 Europe8.4.1 Germany8.4.2 UK8.4.3 France8.4.4 Rest of Europe8.5 RoW8.4.1 South America8.4.2 Middle East and Africa, 9 Competitive Landscape9.1 Competitor Analysis9.2 Product/Offerings9.3 Market Developments9.3.1 Mergers & Acquisitions (M&A)9.3.2 Expansions9.3.3 Business Restructuring, For more information about this report visit https://www.researchandmarkets.com/r/631nyl. Esports events including E LEAGUE Major, Genesis, Evo Japan, and WESG which generates more viewers for video game streaming platforms. Jobs. Some of the major vendors in the market are Cloud9, Team SoloMid, Team Liquid, Epic Games, Valve Corporation, Activision Blizzard, and Echo Fox. Go beyond supplying just the Gaming PC and equip players with the PC gaming gear needed to get them in the game. The “esports” themselves wouldn’t exist without developers/publishers, but those same companies also host and produce coverage for some of the scene’s largest competitions, such as Riot Game’s LCS or Valve’s Dota 2 International. Key Target Audience • Esports Vendors • Esports … Currently, esports events are not locked behind a subscription fee, and can be watched both live and on-demand. Advertisement and sponsorship accounted for the major part of the revenue generated by the Esports market in 2018. Based on gender, the global Esports market is segmented into male viewers and female viewers. Partner with D&H and Esport Education Network (EEN) to become a Certified High School Esports Provider. Esports revenues will grow 38% this year, to $906 million, and reach $1.65 billion by 2021. © 2020 The Esports Observer - a brand by Esports Business Solutions UG. Join guest speaker Coach Connor Alne from Ottowa University, as he shares the landscape of esports at the collegiate level, and how it differs from high school level, including insights from his work building community gaming centers. Facebook and Twitter have also begun to legitimize themselves as sources for esports content through streaming deals with teams and league organisers. Guest speaker Ruben Caputo, Esports General Manager from California State University Dominguez Hills will share the results from his research into the benefits of esports in education from middle school through college. • The report presents the analysis of Esports market for the historical period 2015-2019 and the forecast period of 2020-2025. 2020 Esports Educational Web Series: Opportunities, Tools & Resources Register to attend each of the three 1-hour LIVE episodes where featured esports vendors will speak to the many resources and tools available to support D&H partners’ esports business.