Latin America Esports Market Size, Share, Growth Drivers, Opportunities, Competitive Analysis, Trends, and Forecast to 2029

Latin America Esports Market Size, Share, Growth Drivers, Opportunities, Competitive Analysis, Trends, and Forecast to 2029
Report Category: Telecom, Computing, Software and IT Services
SKU: PMR-121098  Published Date: 2024-01-05   Pages:100   Delivery Format:


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PMR Research.

Market Executive Summary

Latin America Esports Market is estimated to be worth USD XXX Million in 2023 and is projected to grow at a CAGR of XX?tween 2016 to 2028.

The study has considered the base year as 2023, which estimates the market size of the market and the forecast period is 2024 to 2028.

In terms of revenue (USD Million), the study analyses and projects the market's size. The report segments the market and forecasts its size, by value, based on region, gaming genre, revenue source, streaming type, application and region/country.

The report identifies and interprets each of the market dimensions to evaluate logical derivatives that have the potential to set the growth rate in the Latin America market. The current market trends and dynamics are assessed which helps in mapping the track of the Latin America market. A chapter-wise format has been used to ease the readability and complexity of the data. Each chapter is further categorized into its respective segments containing well-structured data.

The report includes qualitative and quantitative research on the Latin America market, as well as thorough insights and development strategies employed by the giant competitors.

The report also offers an in-depth analysis of the market's main competitors, as well as information on their competitiveness such as the sales channel, growth potential, potentially disruptive trends, industry product innovations and the value/volume of size, market segments, and market share of the best products. The research also identifies and analyses important business strategies used by these main market players, such as mergers and acquisitions (M&A), affiliations, collaborations, and contracts. The study examines, among other things, each company's Latin America presence, competitors, service offers, and standards.

Key Players:

EMASTERS, GAMERS CLUB, RIVEGG, STATTRAK, LAGARTOS ESPORTS, DRAFTEAM, LNEE, FIRE WORLDWIDE SL, OTHER MAJOR PLAYERS.

LATIN AMERICA ESPORTS MARKET SHARE (%), (2023), BY GAMING GENRE

Real-time Strategy Games

First Person Shooter Games

Multiplayer Online Battle Arena Games

Others

LATIN AMERICA ESPORTS MARKET SHARE (%), (2023), BY APPLICATION

Amateur Players Professional Players

Club Others

LATIN AMERICA ESPORTS MARKET SHARE (%), (2028), BY GAMING GENRE

Real-time Strategy Games

First Person Shooter Games

Multiplayer Online Battle Arena Games

Others

LATIN AMERICA ESPORTS MARKET SHARE (%), (2023), BY REVENUE SOURCE

Sponsorship Advertising

Merchandise & Tickets Publisher Fees

Media Rights

LATIN AMERICA ESPORTS MARKET SHARE (%), (2028), BY STREAMING TYPE

Live Video-on-demand

LATIN AMERICA ESPORTS MARKET SHARE (%), (2028), BY APPLICATION

Amateur Players Professional Players

Club Others

MARKET LANDSCAPE

PORTER ’S Five Forces Analysis

Industry Value Chain Analysis

Market Dynamics

PESTLE Analysis

SWOT Analysis

Technological Roadmap

Regulatory Landscape

Impact of Covid-19 Analysis

Price Trend Analysis

Patent Analysis



Table of Contents

1. INTRODUCTION

1.1 RESEARCH OBJECTIVES

1.2 RESEARCH METHODOLOGY

1.3 RESEARCH PROCESS

1.4 SCOPE AND COVERAGE

1.4.1 MARKET DEFINITION

1.4.2 KEY QUESTIONS ANSWERED

1.5 BASE YEAR

1.6 MARKET SEGMENTATION

1.6.1 MARKET SEGMENTATION BY GAMING GENRE

1.6.2 MARKET SEGMENTATION BY REVENUE SOURCE

1.6.3 MARKET SEGMENTATION BY STREAMING TYPE

1.6.4 MARKET SEGMENTATION BY APPLICATION

1.6.4 MARKET SEGMENTATION BY GEOGRAPHY

2. EXECUTIVE SUMMARY

3. MARKET OVERVIEW

4. GROWTH OPPORTUNITIES BY SEGMENT

4.1 BY GAMING GENRE

4.2 BY REVENUE SOURCE

4.3 BY STREAMING TYPE

4.4 BY APPLICATION

4.5 BY REGION

5. MARKET LANDSCAPE

5.1 PORTER’S FIVE FORCES ANALYSIS

5.1.1 BARGAINING POWER OF SUPPLIER

5.1.2 THREAT OF NEW ENTRANTS

5.1.3 THREAT OF SUBSTITUTES

5.1.4 COMPETITIVE RIVALRY

5.1.5 BARGAINING POWER AMONG BUYERS

5.2 INDUSTRY VALUE CHAIN ANALYSIS

5.3 MARKET DYNAMICS

5.3.1 DRIVERS

5.3.2 RESTRAINTS

5.3.3 OPPORTUNITIES

5.3.4 CHALLENGES

5.4 UKRAINE RUSSIA ANALYSIS

5.5 COVID-19 IMPACT ANALYSIS

5.6 REGULATORY LANDSCAPE

5.7 SWOT ANALYSIS

5.8 PESTLE ANALYSIS

5.9 PATENT ANALYSIS

5.10 ANALYSIS OF THE IMPACT OF COVID-19

5.10.1 IMPACT ON THE OVERALL MARKET

5.10.2 IMPACT ON THE SUPPLY CHAIN

5.10.3 IMPACT ON THE KEY MANUFACTURERS

5.10.4 IMPACT ON THE PRICING

6. ESPORTS MARKET BY GAMING GENRE (2016-2028)

6.1 ESPORTS MARKET SNAPSHOT AND GROWTH

6.2 MARKET OVERVIEW

6.3 REAL-TIME STRATEGY GAMES

6.3.1 INTRODUCTION AND MARKET OVERVIEW

6.3.2 HISTORIC AND FORECASTED MARKET SIZE (2016 – 2028F)

6.3.3 KEY MARKET TRENDS, GROWTH FACTORS AND OPPORTUNITIES

6.3.4 REAL-TIME STRATEGY GAMES: GEOGRAPHIC SEGMENTATION

6.4 FIRST PERSON SHOOTER GAMES

6.4.1 INTRODUCTION AND MARKET OVERVIEW

6.4.2 HISTORIC AND FORECASTED MARKET SIZE (2016 – 2028F)

6.4.3 KEY MARKET TRENDS, GROWTH FACTORS AND OPPORTUNITIES

6.4.4 FIRST PERSON SHOOTER GAMES: GEOGRAPHIC SEGMENTATION

6.5 MULTIPLAYER ONLINE BATTLE ARENA GAMES

6.5.1 INTRODUCTION AND MARKET OVERVIEW

6.5.2 HISTORIC AND FORECASTED MARKET SIZE (2016 – 2028F)

6.5.3 KEY MARKET TRENDS, GROWTH FACTORS AND OPPORTUNITIES

6.5.4 MULTIPLAYER ONLINE BATTLE ARENA GAMES: GEOGRAPHIC SEGMENTATION

6.6 OTHERS

6.6.1 INTRODUCTION AND MARKET OVERVIEW

6.6.2 HISTORIC AND FORECASTED MARKET SIZE (2016 – 2028F)

6.6.3 KEY MARKET TRENDS, GROWTH FACTORS AND OPPORTUNITIES

6.6.4 OTHERS: GEOGRAPHIC SEGMENTATION

7. ESPORTS MARKET BY REVENUE SOURCE (2016-2028)

7.1 ESPORTS MARKET SNAPSHOT AND GROWTH

7.2 MARKET OVERVIEW

7.3 SPONSORSHIP

7.3.1 INTRODUCTION AND MARKET OVERVIEW

7.3.2 HISTORIC AND FORECASTED MARKET SIZE (2016 – 2028F)

7.3.3 KEY MARKET TRENDS, GROWTH FACTORS AND OPPORTUNITIES

7.3.4 SPONSORSHIP: GEOGRAPHIC SEGMENTATION

7.4 ADVERTISING

7.4.1 INTRODUCTION AND MARKET OVERVIEW

7.4.2 HISTORIC AND FORECASTED MARKET SIZE (2016 – 2028F)

7.4.3 KEY MARKET TRENDS, GROWTH FACTORS AND OPPORTUNITIES

7.4.4 ADVERTISING: GEOGRAPHIC SEGMENTATION

7.5 MERCHANDISE & TICKETS

7.5.1 INTRODUCTION AND MARKET OVERVIEW

7.5.2 HISTORIC AND FORECASTED MARKET SIZE (2016 – 2028F)

7.5.3 KEY MARKET TRENDS, GROWTH FACTORS AND OPPORTUNITIES

7.5.4 MERCHANDISE & TICKETS: GEOGRAPHIC SEGMENTATION

7.6 PUBLISHER FEES

7.6.1 INTRODUCTION AND MARKET OVERVIEW

7.6.2 HISTORIC AND FORECASTED MARKET SIZE (2016 – 2028F)

7.6.3 KEY MARKET TRENDS, GROWTH FACTORS AND OPPORTUNITIES

7.6.4 PUBLISHER FEES: GEOGRAPHIC SEGMENTATION

7.7 MEDIA RIGHTS

7.7.1 INTRODUCTION AND MARKET OVERVIEW

7.7.2 HISTORIC AND FORECASTED MARKET SIZE (2016 – 2028F)

7.7.3 KEY MARKET TRENDS, GROWTH FACTORS AND OPPORTUNITIES

7.7.4 MEDIA RIGHTS: GEOGRAPHIC SEGMENTATION

8. ESPORTS MARKET BY STREAMING TYPE (2016-2028)

8.1 ESPORTS MARKET SNAPSHOT AND GROWTH

8.2 MARKET OVERVIEW

8.3 LIVE

8.3.1 INTRODUCTION AND MARKET OVERVIEW

8.3.2 HISTORIC AND FORECASTED MARKET SIZE (2016 – 2028F)

8.3.3 KEY MARKET TRENDS, GROWTH FACTORS AND OPPORTUNITIES

8.3.4 LIVE: GEOGRAPHIC SEGMENTATION

8.4 VIDEO-ON-DEMAND

8.4.1 INTRODUCTION AND MARKET OVERVIEW

8.4.2 HISTORIC AND FORECASTED MARKET SIZE (2016 – 2028F)

8.4.3 KEY MARKET TRENDS, GROWTH FACTORS AND OPPORTUNITIES

8.4.4 VIDEO-ON-DEMAND: GEOGRAPHIC SEGMENTATION

9. ESPORTS MARKET BY APPLICATION (2016-2028)

9.1 ESPORTS MARKET SNAPSHOT AND GROWTH

9.2 MARKET OVERVIEW

9.3 AMATEUR PLAYERS

9.3.1 INTRODUCTION AND MARKET OVERVIEW

9.3.2 HISTORIC AND FORECASTED MARKET SIZE (2016 – 2029F)

9.3.3 KEY MARKET TRENDS, GROWTH FACTORS AND OPPORTUNITIES

9.3.4 AMATEUR PLAYERS: GEOGRAPHIC SEGMENTATION

9.4 PROFESSIONAL PLAYERS

9.4.1 INTRODUCTION AND MARKET OVERVIEW

9.4.2 HISTORIC AND FORECASTED MARKET SIZE (2016 – 2029F)

9.4.3 KEY MARKET TRENDS, GROWTH FACTORS AND OPPORTUNITIES

9.4.4 PROFESSIONAL PLAYERS: GEOGRAPHIC SEGMENTATION

9.5 CLUB

9.5.1 INTRODUCTION AND MARKET OVERVIEW

9.5.2 HISTORIC AND FORECASTED MARKET SIZE (2016 – 2029F)

9.5.3 KEY MARKET TRENDS, GROWTH FACTORS AND OPPORTUNITIES

9.5.4 CLUB: GEOGRAPHIC SEGMENTATION

9.6 OTHERS

9.6.1 INTRODUCTION AND MARKET OVERVIEW

9.6.2 HISTORIC AND FORECASTED MARKET SIZE (2016 – 2029F)

10. COMPANY PROFILES AND COMPETITIVE ANALYSIS

10.1 COMPETITIVE LANDSCAPE

10.1.1 COMPETITIVE POSITIONING

10.1.2 ESPORTS MARKET SHARE BY MANUFACTURER (2021)

10.1.3 INDUSTRY BCG MATRIX

10.1.4 HEAT MAP ANALYSIS

10.1.5 TOP 5 ESPORTS MANUFACTURER MARKET SHARE

10.1.6 MERGERS & ACQUISITIONS

10.1.7 BUSINESS STRATEGIES BY TOP PLAYERS

10.2 EMASTERS

10.2.1 COMPANY OVERVIEW

10.2.2 KEY EXECUTIVES

10.2.3 COMPANY SNAPSHOT

10.2.4 OPERATING BUSINESS SEGMENTS

10.2.5 PRODUCT PORTFOLIO

10.2.6 BUSINESS PERFORMANCE

10.2.7 KEY STRATEGIC MOVES AND RECENT DEVELOPMENTS

10.2.8 SWOT ANALYSIS

10.3 GAMERS CLUB

10.4 RIVEGG

10.5 STATTRAK

10.6 LAGARTOS ESPORTS

10.7 SKILLCORE

10.8 DRAFTEAM

10.9 LNEE

10.10 FIRE WORLDWIDE SL

10.11 LOUD LTD.

10.12 WEBCUP

10.13 OTHER MAJOR PLAYERS

11. GLOBAL ESPORTS MARKET BY REGION

11.1 OVERVIEW

11.2 GLOBAL

11.2.1 KEY MARKET TRENDS, GROWTH FACTORS AND OPPORTUNITIES

11.2.2 IMPACT OF COVID-19

11.2.3 IMPACT OF RUSSIA UKRAINE WAR

11.2.4 KEY MANUFACTURERS

11.2.5 HISTORIC AND FORECASTED MARKET SIZE BY GAMING GENRE

11.2.6 HISTORIC AND FORECASTED MARKET SIZE BY REVENUE SOURCE

11.2.7 HISTORIC AND FORECASTED MARKET SIZE BY STREAMING TYPE

11.2.8 HISTORIC AND FORECASTED MARKET SIZE BY APPLICATION

11.2.9 HISTORIC AND FORECASTED MARKET SIZE BY REGION

11.2.9.1 NORTH AMERICA

11.2.9.2 EUROPE

11.2.9.3 ASIA PACIFIC

11.2.9.3 LATIN AMERICA

11.2.9.3 MIDDLE EAST AND AFRICA

12. LATIN AMERICA ESPORTS MARKET BY REGION

12.1 OVERVIEW

12.2 LATIN AMERICA

12.2.1 KEY MARKET TRENDS, GROWTH FACTORS AND OPPORTUNITIES

12.2.2 IMPACT OF COVID-19

12.2.3 IMPACT OF RUSSIA UKRAINE WAR

12.2.4 KEY MANUFACTURERS

12.2.5 HISTORIC AND FORECASTED MARKET SIZE BY GAMING GENRE

12.2.4 LATIN AMERICA ESPORTS MARKET RESEARCH REPORT 2024

12.2.6 HISTORIC AND FORECASTED MARKET SIZE BY REVENUE SOURCE

12.2.7 HISTORIC AND FORECASTED MARKET SIZE BY STREAMING TYPE

12.2.8 HISTORIC AND FORECASTED MARKET SIZE BY APPLICATION

12.2.9 HISTORIC AND FORECASTED MARKET SIZE BY COUNTRY

12.2.9.1 BRAZIL

12.2.9.2 MEXICO

12.2.9.3 ARGENTINA

12.2.9.4 CHILE

12.2.9.5 COLOMBIA

12.2.9.6 REST OF LATIN AMERICA

13. INVESTMENT ANALYSIS

14. ANALYST VIEWPOINT AND CONCLUSION



List of Figures

Latin America Esports Market 2024


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