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.
Many gamers are interested in online sports or esports cafe concepts since these allow playing games without need to purchase the required equipment. Another benefit of running an esports cafe is the potential to foster a competitive attitude through organizing of amateur tournaments. Majority of esports cafes currently have cutting-edge gaming equipment, which is expected to encourage gamers to visit esports café, and in turn boost market growth.
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However, gambling or betting-related risks and lack of standardization is expected to hamper growth of the global esports market over the forecast period. In addition, esports may not be recommended for individuals below a certain age and the activity could also be deterred by parents of young students and children. Esports indulgence results in longer screen exposure, and some experts indicate that the aggressive nature of some video games can have psychological effects on gamers of varying age groups.
The latest market intelligence report, titled ‘Global Esports Market’, is intended to provide the target audience with the necessary information about the global Esports Market industry. The report comprises a detailed analysis of the vital elements of the Esports Market, including key drivers, constraints, opportunities, limitations, threats, and micro-and macro-economic factors. The report carefully investigates the present market scenario and the fundamental growth prospects. The report entails an organized database of the Esports Market dynamic that helps market analysts estimate the global market growth rate over the projected timeline.
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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
Sponsorship
Media Rights
Merchandise & Tickets
Advertising
Device Outlook (Revenue, USD Million; 2018–2028)
Smartphone
Computer
Tablet
Others
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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. The report scrutinizes the strategic approach of key market players towards expanding their product offerings and fortifying their market foothold.
Some major players in the market include 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.
Regional Analysis:
Regional analysis includes an in-depth study of the key geographical regions to gain a better understanding of the market and provide an accurate analysis. The regional analysis covers North America, Latin America, Europe, Asia Pacific, and Middle East & Africa. The regional analysis covers the analysis of key market segments, including revenue, CAGR, import/export, supply and demand ratio, production and consumption ratio, industrial chain analysis, and market dynamics in each region of the geographies.
Highlights of Table of Contents (TOC):
Overview of Global Esports Market
Competitive analysis of the Esports market
Regional analysis of Global Esports market production and revenue
Regional analysis of Global Esports market supply, consumption, and export & import
Type-based market analysis of global Esports production, revenue, and price trends
Application-based analysis of the global Esports market
Manufacturer profiles, manufacturing cost, and upstream and downstream analysis of global Esports market
Global Esports market forecast (2021-2028)
Conclusion of the research report
Appendix
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