- The latest research report by Emergen Research, named ‘Global Esports Market - Forecast to 2032’, entails a comprehensive review of the global Esports Market’s present and future trends. The report gathers viable information on the most established industry players, sales and distribution channels, regional spectrum, estimated market share and size, and revenue estimations over the forecast timeframe. The study is inclusive of a profound analysis of this business sphere focuses on the overall remuneration of the market over the projected period. The study also includes significant information pertinent to the Esports Market industry, particularly the current COVID-19 scenario.
- 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.
- Key players in the market Activision 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
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- Competitive Terrain:
- The Global Esports Market is highly consolidated due to the presence of a large number of companies across this industry. The report discusses the current market standing of these companies, their past performances, demand and supply graph, production and consumption patterns, sales network, distribution channels, and growth opportunities in the market at length.
- Market Overview:
- The report bifurcates the Esports market on the basis of different product types, applications, end-user industries, and key regions of the world where the market has already established its presence. The report accurately offers insights into the supply-demand ratio and production and consumption volume of each segment.
- To learn more details about the Global Esports Market report, visit @ https://www.emergenresearch.com/industry-report/esports-market
- Our experienced market research team has provided updated information on the ongoing COVID-19 pandemic and its adverse economic impact in the latter segment of the report. The coronavirus outbreak has led to drastic changes in the current Esports Market business landscape, limiting the growth opportunities for various manufacturers and buyers for the next few years. Besides making speculations about the market’s post-COVID-19 scenario, the report discusses its existing situation.
- Segments Covered in this report are:
- 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
- Regional Analysis of the Esports Market :
- North America (U.S., Canada)
- Europe (U.K., Italy, Germany, France, Rest of EU)
- Asia Pacific (India, Japan, China, South Korea, Australia, Rest of APAC)
- Latin America (Chile, Brazil, Argentina, Rest of Latin America)
- Middle East & Africa (Saudi Arabia, U.A.E., South Africa, Rest of MEA)
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- Key Questions Answered in the Report:
- What is the growth rate of the Esports Market ? What is the anticipated market valuation of Esports Market industry by 2032?
- What are the key growth driving and restraining factors of the Esports Market ?
- Who are the prominent players operating in the market? What are the key strategies adopted by these companies?
- What are the key opportunities and growth prospects of the Esports Market industry over the forecast period?
- Which region is expected to show significant growth in the coming years?
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- TOC of the global Esports Market report:
- Chapter 1, describes the Esports Market Introduction, market overview, product offerings, growth opportunities, market risks, driving forces, and challenges.
- Chapter 2, analyzes the key manufacturers of Esports Market , along with the sales, revenue, and price of Esports Market , in the forecast period.
- Chapter 3, studies the competitive situation among the major manufacturers and vendors, with sales, revenue, and market share.
- Chapter 4, analyzes the global market by regions, with sales, revenue, and market share of Esports Market, for each region, from 2020 to 2032.
- Chapters 5, 6, 7, 8 and 9, analyze the Esports Market by type, application, regions, and manufacturers, with sales, revenue, and market share by key countries in these regions…Continued
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