Overview of Esports Market, explore industry growth, development innovations and regional opportunities by 2028
Growing emergence of online sports cafe trend and increasing venture capital investments are key factors driving the global esports market
— Emerging research
VANCOUVER, BC, CANADA, May 30, 2022 /EINPresswire.com/ — The global esports market size reached USD 1,165.6 million in 2020 and is expected to register a CAGR of 20.7% during the period forecast, according to the latest analysis from Emerging Research. Some key drivers for the revenue growth of the global esports market are the emergence of online sports cafes and increasing venture capital investments. Additionally, the increasing number of events with major sponsorship deals is expected to fuel the market revenue growth in the near future.
Many gamers are interested in the concepts of esports or esports cafes because these allow games to be played without the need to purchase the required equipment. Another benefit of running an esports cafe is the potential to foster a competitive attitude through hosting amateur tournaments. The majority of esports cafes currently have state-of-the-art gaming equipment, which is expected to encourage gamers to visit the esports cafe and in turn drive the growth of the market.
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Key Players/Manufacturers profiled in the report are:
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.
Some highlights of the report
Revenue from the First Person Shooter (FPS) segment is expected to grow at a significantly rapid CAGR during the forecast period. The FPS game genre is currently the most popular and sought after. In this kind of game, a player can control one avatar at a time. Among the most popular games are Counter-Strike and Call of Duty, among many others.
The sponsorship segment is expected to lead in terms of revenue share contribution during the forecast period. Sponsorship offers businesses a major opportunity to directly reach their target audience through online and offline media channels. Many big companies such as Nvidia and Intel have signed sponsorship deals with esports teams and event organizers. Providing gaming-related products has proven to be a great investment, allowing companies to increase their revenue and strengthen their brand image.
The smartphone segment is expected to lead in terms of revenue during the forecast period. As smartphone users have grown tremendously over the years, esports developments have grown in parallel, driven by robust internet connectivity and speed as well as the ease of accessibility and affordability of high-end smartphones. performance, which are key factors expected to drive revenue growth. of this segment.
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The report further offers comprehensive SWOT analysis and Porter’s Five Forces analysis to offer a better understanding of the competitive landscape of the industry. It also covers the strategies adopted by prominent players such as mergers and acquisitions, collaborations, joint ventures, product launches and brand promotions, among others. The report aims to provide readers with a comprehensive understanding of the relevant characteristics of the industry.
Emergen Research has segmented the global esports market based on game type, revenue sources, 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 Stream Outlook (Revenue, USD Million; 2018-2028)
Goods and tickets
Devices Outlook (Revenue, USD Million; 2018-2028)
The regional analysis indicates that the global market is divided into North America, Europe, Latin America, Asia-Pacific, Middle East and Africa. The report also covers import-export consumption, supply and demand ratio, cost, price analysis, gross margin and revenue estimate for each player in each region. The report also offers country-by-country analysis of key regions to offer a better understanding of the global market.
The regional segmentation covers:
North America (United States, Canada, Mexico)
Europe (UK, Italy, Germany, France, Rest of Europe)
Asia-Pacific (India, Japan, China, South Korea, Australia, rest of APAC)
Latin America (Chile, Brazil, Argentina, Rest of Latin America)
Middle East and Africa (Saudi Arabia, United Arab Emirates, South Africa, Rest of MEA)
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The report further throws light on the strengths, weaknesses, opportunities, and threats faced by the businesses in the global Esports Market and further measures the feasibility and investment return analysis in the report. Additionally, the report contains the latest impact of the COVID-19 pandemic on the market and covers the initial and future assessment of the impact of COVID-19 on the market. The report is a qualitative and quantitative assessment of the Global Esports Market that has been formulated through extensive primary and secondary research with data validated by industry experts and professionals.
Top reasons to buy this report:
The report presents an in-depth examination of the Esports market, elaborating on its major segments. The report makes historical and future assessments of market dynamics and offers accurate data in a well-organized order.
The report assesses the most significant market growth potentials, dynamic market trends, driving factors, restraints, investment opportunities and threats.
The report includes an in-depth study of industry variables, manufacturer value chain, sales volume, market share, competitive landscape, and effective business tactics.
The report further identifies key regions and segments dominating the market. These regions are expected to register rapid growth over the forecast duration.
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Global esports market size reached USD 1,165.6 million in 2020