Emergen Research has recently published a new report on the Global Esports market that offers key insights about the regional and global scope of the Esports market. It offers key details about the recent product launches, technological advancements, supply and demand ratio, and regulatory framework. The report also offers details about market size, market share, and revenue growth. The report also offers key insights about top companies in the market along with a thorough SWOT analysis, Porter’s Five Forces analysis, and feasibility analysis to offer competitive edge to the readers. The report focuses on the recent trends, major challenges and opportunities, and limitations pertaining to the ongoing pandemic.
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.
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The report also discusses the key players involved in the market such as 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 and others as well as new entrants in the market. It focuses on the recent mergers & acquisitions, joint ventures, collaborations, partnerships, licensing agreements, brand promotions, and product launches, among others. The report also provides details about the company overview, business expansion plans, product portfolio, manufacturing and production capacity, global market position, financial status, and consumer base.
Key insights presented in the report:
- Market revenue shares by major business players, by type, by application, and market scope of global Esports market
- Sales revenue by key players and new entrants
- Competitive analysis of the key players including aspects such as company overview, product or services specification, vendors, and buyers.
- Recent mergers, acquisitions, product launches, recent investments, and joint ventures
- Regional analysis to provide insight to recent trends and opportunities
The competitive analysis also includes regional analysis of major geographical regions. The report covers regions such as North America, Europe, Asia-Pacific, Latin America, and the Middle East and Africa. The report also offers a country wise analysis to impart better understanding of the global Esports market with regards to market share, market size, production and consumption ratio, product launches and R&D activities, investment opportunities, and presence of key players in the region.
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The report further segments the global Esports market on the basis of product types and applications and provides insights into key factors influencing the revenue growth of the segments.
- 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 Outlook:
The report offers a comprehensive analysis of the current growth opportunities for various regions of the Esports market. It gauges the revenue shares of these regions over the forecast timeline. Furthermore, the report analyzes the year-on-year growth rate of these regions over the forecast duration. The leading geographic regions encompassed in the report include North America, Europe, Asia Pacific, Latin America, and Middle East & Africa.
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The report focuses on current and future market growth, technological advancements, volume, raw materials, and profiles of the key companies involved in the market. The report provides valuable insights to the stakeholders, investors, product managers, marketing executives, and other industry professionals.
Key Benefits of the Report:
- Comprehensive analysis of the competitive scenario and its changing dynamics
- Analytical data with detailed SWOT analysis and Porter’s Five Forces analysis
- In-depth 8-year analysis of the Global Esports Market
- Critical understanding of the key market segments
- Comprehensive analysis of the drivers, restraints, trends, and opportunities
- Detailed regional analysis and extensive company profiling
- Extensive assessment of current and emerging trends of the market
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