Esports Market 2020 - 2027 Global Major Industry Players Review

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Market Size – USD 1,165.6 Million in 2020, Market Growth – at a CAGR of 20.7%, Market Trends – Increasing number of tournaments and events with major sponsorship deals

The new report titled ‘Global Esports Market’, published by Emergen Research, is methodically curated by our team of analysts, keeping readers’ understanding in mind, and includes a wide-ranging database of industry distribution. The report takes a closer look at the historical and current market scenarios to accurately predict the global Esports market outlook over the forecast duration (2019-2028). Researchers have taken a holistic approach towards the global market analysis and highlighted the factors that influence the overall growth of the market.The global esports market size reached USD 1,165.6 Million in 2020 and is expected to register a revenue CAGR of 20.7%, during the forecast period, according to latest analysis by Emergen Research. Some key factors driving global esports market revenue growth are emergence of online sports cafes and increased venture capital investments. In addition, rising number of events with major sponsorship deals is expected to fuel revenue growth of the market in the near future.

To learn more details about the Global Esports Market report, visit @ https://www.emergenresearch.com/industry-report/esports-market

Market Dynamics:

The report offers insightful information about the market dynamics of the Esports market. It offers SWOT analysis, PESTEL analysis, and Porter’s Five Forces analysis to present a better understanding of the Esports market, competitive landscape, factors affecting it, and to predict the growth of the industry. It also offers the impact of various market factors along with the effects of the regulatory framework on the growth of the Esports market.

Global Esports Market Segmentation:

Emergen Research has segmented the global esports market on the basis of game type, revenue streams, device, and region:

  • Game Type Outlook (Revenue, USD Million; 2018–2028)
    • First Person Shooter (FPS)
    • Multiplayer Online Battle Arena (MOBA)
    • Real-time Strategy (RTS)
    • Player Versus Player (PvP)
  • Revenue Streams Outlook (Revenue, USD Million; 2018–2028)
    • Publisher Fees
    • Sponsorship
    • Media Rights
    • Merchandise Tickets
    • Advertising
  • Device Outlook (Revenue, USD Million; 2018–2028)
    • Smartphone
    • Computer
    • Tablet
    • Others

To get a sample copy of the Global Esports Market report, visit @ https://www.emergenresearch.com/request-sample/748

Key Companies Profiled in the Report:

Blizzard, Inc., Modern Times Group, Nintendo Co., Ltd., FACEIT, Gfinity plc, Tencent Holdings Ltd., Turner Broadcasting System, Inc., Electronic Arts Inc., Valve Corporation, and Gameloft SE.

The report addresses the following key points:

  • The report estimates the expected market size from 2020-2027
  • The report provides a forecast of market drivers, restraints, and future opportunities for the Esports market
  • The report further analyses the changing market dynamics
  • Regional analysis and segmentation of the market with analysis of the regions and segments expected to dominate the market growth
  • Extensive competitive landscape mapping with profiles of the key competitors

Overview of the Esports Market Report:

  • Introduction, Product Scope, Market Overview, and Opportunities
  • Analysis of the Manufacturers with sales, revenue, and price analysis
  • Comprehensive analysis of the competitive landscape
  • Extensive profiling of the key competitors along with their business strategies and market size
  • Regional analysis of the market along with sales, revenue, market share, and global position

Region wise performance of the Esports industry

North America Esports market forecast is expected to remain significantly positive in terms of revenue share between 2020 and 2028. In addition, North America Esports market revenue share is expected to remain comparatively larger than that of other regional markets from 2020 to 2028.

Asia Pacific registered fastest revenue CAGR in 2020, and the Esports market forecast is that this trend is expected to continue going ahead. Market forecast states that revenue share contribution from China, India, and South Korea is expected to remain robust till 2028.

Europe Esports market forecast is positive currently, with revenue growth expected to remain steady between 2020 and 2028. Robust focus on research and development initiatives by major firms and changing trends and demographics in countries in the region are some factors expected to continue to support Esports market growth.

Geographically, this report studies the key regions, focuses on product sales, value, market share and growth opportunity in these regions, covering:

  • United States
  • Europe
  • China
  • Japan
  • Southeast Asia
  • India

Request customization of this report @ https://www.emergenresearch.com/request-for-customization/748

Table Of Content
Chapter 1. Methodology Sources

    1.1. Market Definition
    1.2. Research Scope
    1.3. Methodology
    1.4. Research Sources
          1.4.1. Primary
          1.4.2. Secondary
          1.4.3. Paid Sources
    1.5. Market Estimation Technique
Chapter 2. Executive Summary
    2.1. Summary Snapshot, 2019-2027
Chapter 3. Key Insights
Chapter 4. Esports Market Segmentation Impact Analysis
    4.1. Esports Market Material Segmentation Analysis
    4.2. Industrial Outlook
          4.2.1. Market indicators analysis
          4.2.2. Market drivers analysis
          4.2.3. Market restraints analysis
                    4.2.3.1. Lack of supporting infrastructure in developed and emerging nations
    4.3. Technological Insights
    4.4. Regulatory Framework
    4.5. Porter’s Five Forces Analysis
    4.6. Competitive Metric Space Analysis
    4.7. Price trend Analysis
    4.8. Covid-19 Impact Analysis

Why Choose Emergen Research?

  1. Strong Industry Focus
  2. Extensive Product Offerings
  3. Customer Research Services
  4. Robust Research Methodology
  5. Comprehensive Reports
  6. Latest Technological Developments
  7. Value Chain Analysis
  8. Potential Market Opportunities
  9. Growth Dynamics
  10. Quality Assurance
  11. Post-sales Support

Continued….

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