Global Esports Market Types, Applications, Products, Share, Growth, Insights and Forecasts Report 2027
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.
Rising emergence of online sports café trend and increasing venture capital investments are some key factors driving global esports market revenue growth currently
Global Esports Market Research report is a comprehensive overview of the Esports market published by Emergen Research that provides a thorough assessment of market scenario with regards to the market size, share, demand, growth, trends, and forecast from 2021-2028. The report provides the analytical data in an organized format segmented into charts, tables, graphs, figures, and diagrams among other pictorial representation.
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It entails key industry data and statistics easily accessible in documents containing elaborate tables and graphs. The report draws focus on the present economic situations, with an emphasis on the item value, benefit, limit, generation, supply, and market development rate. Additionally, the report includes a SWOT analysis, venture return investigation, and speculation attainability investigation.
Key Market Contenders:
This particular section of the report covers all the necessary details of the renowned market players operating in the global Esports market. The report goes on to elucidate various marketing strategies employed by companies across this industry. Information on the shareholdings of these players in the global market has also been included in this report.
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.
The report closely studies the growth trajectory of the global Esports market. It brings to light the global dominance of the leading regional segments, including North America, Asia Pacific, Europe, Latin America, and the Middle East & Africa.
Some Key Highlights From the Report
- First Person Shooter (FPS) segment revenue is expected to expand at a significantly rapid CAGR during the forecast period. The FPS game genre is currently the most popular and wanted. In this game genre, a player can control one avatar at a time. Among the most popular games are Counter-Strike and Call of Duty, among many others.
- Sponsorship segment is expected to lead in terms of revenue share contribution over the forecast period. Sponsorship gives businesses a major opportunity to reach out directly to their target audience via online and offline media channels. Many major companies such as Nvidia and Intel have signed sponsorship deals with esports teams and event organizers. Providing gaming-related products has proven to be an excellent investment, thereby allowing businesses to increase revenues and drive brand image.
- Smartphone segment is expected to lead in terms of revenue over the forecast period. Since smartphone users have risen significantly over the years, developments in esports has been increasing in parallel, driven by robust Internet connectivity and speed as well as ease of accessibility and affordability of high-performance smartphones, which are some key factors expected to drive revenue growth of this segment.
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The report is further furnished with the latest market scenario and economic landscape accredited to the currently unfolding COVID-19 pandemic. The pandemic has significantly affected the lives and markets worldwide and has caused disruptions in the business sphere. The report encompasses the effects of the coronavirus pandemic on the Esports market along with impacts on the key segments of the industry.
Elements analyzed in the report:
The Global Esports Market report offers an elaborate analysis of the different elements of the industry, such as product development and technological advancements, product types, applications, and major expansion strategies undertaken by prominent companies. The assessment has been done based on primary and secondary research with a special focus on technological advancements, prominent industry players and suppliers, and distributors operating in the industry.
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
- Media Rights
- Merchandise & Tickets
The global Esports report has been formulated with verified data of the industry and is curated to offer a comprehensive understanding of the leading manufacturers and suppliers with special focus on their pricing analysis, gross revenue, product portfolio, sales network and distribution channels, profit margins, market position, and financial standing.
Key Questions Answered in the Report:
- What is the growth rate of the Esports market? What is the anticipated market valuation of the Esports industry by 2027?
- 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 industry over the forecast period?
- Which region is expected to show significant growth in the coming years?
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