Global eSports Market Size to Grow by USD 5.80 billion | Industry Trends and Forecast to 2029
The eSports market is expected to witness market growth at a rate of 16.50% in the forecast period of 2022 to 2029, and is estimated to reach the value of USD 5.80 billion by 2029
To thrive in
this competitive market place, businesses consider taking up innovative
solutions and market research report is one of them. An outstanding Global
eSports Market research report proves to be a backbone for the success of
business in any niche. The market drivers and restraints have been explained
here using SWOT analysis. The market analysis and insights included in the
world class Global eSports Market report offers key statistics on the market
status of global and regional manufacturers and is an imperative source of
guidance which provides right direction to the companies and individuals
interested in the industry.
The market research data involved in the world class Global eSports Market
report is evaluated using market statistical and coherent models. It is a
completely informative and proficient report that highlights primary and
secondary market drivers, market share, leading segments and geographical
analysis. The key research methodology used throughout this report by DBMR
research team is data triangulation which takes into account data mining,
analysis of the impact of data variables on the market, and primary validation.
This market report also provides insights about market share analysis and key
trend analysis. Utilization of integrated approaches combined with most
up-to-date technology for building the most admirable Global eSports Market
document makes it unsurpassed.
Global eSports
Market Scope and Market Size
The eSports market is segmented on the basis of revenue
streams, games and e-platform. The growth among segments helps you analyze
niche pockets of growth and strategies to approach the market and determine
your core application areas and the difference in your target
markets.
·
On the basis of revenue streams, the eSports
market is segmented into media rights, tickets and merchandise, sponsorships
and direct advertisements and publisher fees. Media rights can be further
segmented into subscription and online advertisements.
·
On the basis of games, the eSports market has
been segmented into multiplayer online battle arena (MOBA), player vs. player
(PvP), first person shooters (FPS), real time strategy (RTS) and salons and
spas.
·
On the basis of e-platform, the eSports market
has been segmented into PC-based eSports, consoles-based eSports and mobile and tablets.
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Some of the key questions answered in this
report:
·
How has the Global eSports Market performed so
far and how will it perform in the coming years?
·
What has been the impact of COVID-19 on the Global
eSports Market?
·
What are the key regional markets?
·
What is the breakup of the market based on the
procedure?
·
What is the breakup of the market based on the
injury location?
·
What is the breakup of the market based on the
end user?
·
What are the various stages in the value chain
of the industry?
·
What are the key driving factors and challenges
in the industry?
·
What is the structure of the Global eSports
Market and who are the key players?
·
What is the degree of competition in the
industry?
Market Analysis and Insights: Global eSports
Market
·
The eSports refer to electronic sports that can
be in the form of video games. These games can be played on different platforms
including console, PC, tablets or mobile. It can be played for leisure or can
be competed against other players at a professional level.
·
This eSports market report provides details of
new recent developments, trade regulations, import export analysis, production
analysis, value chain optimization, market share, impact of domestic and
localized market players, analyses opportunities in terms of emerging revenue
pockets, changes in market regulations, strategic market growth analysis, market
size, category market growths, application niches and dominance, product
approvals, product launches, geographic expansions, technological innovations
in the market.
·
The increase in popularity of video games across
the globe acts as one of the major factors driving the growth of eSports
market. The rise in emergence of esports as a professional career because of
impressive international prize pools, one-to-one sponsorships, streaming
revenues and increase in popularity of the gaming tournaments accelerate
the market growth.
·
The rise in the infrastructure for the league
tournaments and increase in the live streaming of games further influence the
market. Additionally, rapid industrialization, emergence of industry 4.0,
rapid infrastructural developments, expansion of end use industry and
formidable investments positively affect the eSports market. Furthermore, the
professionalization in the industry extend profitable opportunities to the
market players in the forecast period of 2022 to 2029.
Key Pointers Covered in Global
eSports Market Industry Trends and Forecast to 2029
·
Market Size
·
Market New Sales Volumes
·
Market Replacement Sales Volumes
·
Market By Brands
·
Market Procedure Volumes
·
Market Product Price Analysis
·
Market Regulatory Framework and Changes
·
Market Shares in Different Regions
·
Recent Developments for Market Competitors
·
Market Upcoming Applications
·
Market Innovators Study
Global eSports Market Country Level Analysis
The countries covered in the
eSports market report are the U.S., Canada and Mexico in North America, Brazil,
Argentina and Rest of South America as part of South America, Germany, Italy,
U.K., France, Spain, Netherlands, Belgium, Switzerland, Turkey, Russia, Rest of
Europe in Europe, Japan, China, India, South Korea, Australia, Singapore,
Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific (APAC)
in the Asia-Pacific (APAC), Saudi Arabia, U.A.E, South Africa, Egypt, Israel,
Rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA).
Global eSports Market Share Analysis
The eSports market
competitive landscape provides details by competitor. Details included are
company overview, company financials, revenue generated, market potential,
investment in research and development, new market initiatives, regional
presence, company strengths and weaknesses, product launch, product width and
breadth, application dominance. The above data points provided are only related
to the companies’ focus related to eSports market.
Key player Global eSports Market
Some of the major players
operating in the eSports market report are Modern Times Group MTG AB,
Activision Blizzard Inc., Gfinity, PLC, Turner Broadcasting System, Valve
Corporation, Tencent, Electronic Arts, Inc., Hi-Rez Studios, Nintendo, FACEIT,
CJ Corporation, Kabam, Wargaming Public, Rovio Entertainment, GungHo Online
Entertainment, Riot Games Inc., Epic Games, Alisports, Total Entertainment
Network, King Digital Entertainment PLC, Zynga Inc., Gamevil Inc. , Cloud9,
Team SoloMid, Team Liquid, Echo Fox, Fnatic, Gen.G ESports, 100 Thieves, G2
ESports and Immortals, among others.
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MAJOR TOC OF THE REPORT
·
Chapter
One: Introduction
·
Chapter
Two: Market Segmentation
·
Chapter
Three: Market Overview
·
Chapter
Four: Executive Summary
·
Chapter
Five: Premium Insights
·
Chapter
Six: Global eSports Market Share by Product & Procedure type
Get TOC Details:
https://www.databridgemarketresearch.com/toc/?dbmr=global-esports-market
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