Global eSports Market Growing to Unveil a Remarkable CAGR of 16.50% By 2029, Key Drivers, Size, Share, Demand and Opportunity Analysis
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
Data Bridge Market Research report on eSports market provides analysis and
insights regarding the various factors expected to be prevalent throughout the
forecast period while providing their impacts on the market’s growth.
Key Pointers Covered in Global
eSports Market Industry Trends and Forecast to 2029
·
Market
Size
·
Market
New Sales Volumes
·
Market
Replacement Sales Volumes
·
Market
Installed Base
·
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
Get the Free sample copy of the report here:
https://www.databridgemarketresearch.com/request-a-sample/?dbmr=global-esports-market
Benefits of
Considering this Report:
·
This
report is compiled using a vigorous and thorough research methodology. Data
Bridge Market Research is also known for its data accuracy and granular market
reports.
·
A
complete picture of the competitive scenario of Global eSports Market is
depicted by this report.
·
The
report consists of a vast amount of data about the recent product and
technological developments in the markets.
·
The
insights in the report are easy to understand and include a graphical
representation of the numbers in the form of histograms, bar graphs, pie
charts, etc.
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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Full Access of Report@
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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.
·
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.
·
Global eSports Market report is an ideal guide
to attain an information or key data about market, emerging trends, product
usage, and motivating factors for customers, customer preferences, competitor
strategies, brand positioning, and customer behavior. The report provides
wide-ranging analysis of the market structure along with the estimations of the
various segments and sub-segments of the market. This market research report
provides a precise analysis of existing scenario of the market, which covers
several market dynamics. Global eSports Market is a professional and a detailed
report focusing on primary and secondary drivers, market share, market size,
leading segments and geographical analysis.
·
The wide ranging Global eSports Market report
performs the study of market drivers and market restraints thoroughly along
with the analysis of the market structure. This market report endows with the
plentiful insights and business solutions that will help to stay ahead of the
competition. A class and transparency is strictly maintained while carrying out
research studies of this report to offer an exceptional market research report
for a specific niche. Businesses can achieve better insights to drive the
business into right direction with the different segments covered in the market
research report. Global eSports Market analysis report examines various
segments which help for the quickest development amid the estimated forecast
frame.
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.
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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