The “Esports Market” 2023-2031 Research Report affords qualitative and quantitative insights into the principal drivers, constraints, opportunities, and challenges influencing world markets growth. The find out about offers complete statistical market records on the leading players, as nicely as income predictions. This market lookup additionally presents statistics on the income boom of numerous regional and country-level markets, as properly as the opposition panorama and unique organization analyses for the projected period. The Esports Market Report covers potential improvement drivers as properly as the modern-day kingdom of market share, penetration of a number of kinds, technologies, applications, and areas thru 2031.
The Global eSports Market is estimated to grow at a CAGR of 17.72% during the forecast period 2020-2023. As per the market studies, the global eSports Market was valued $694.2 million in the year 2017 and is estimated to reach $2,174.8 million by the end of the year 2023.
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The global eSports market was studied considering the overall market analysis. The research method includes both qualitative and quantitative methods with primary and secondary research approach. Descriptive research methodology adopted by market analyst include study of market determinants in detail.
Market Drivers
Increasing awareness related to eSports
Rising popularity of video games
Market Challenges
Lack of Standardization
Market Opportunities
Long-term investment scope
Growth in number of sports events
Market Restraints
Threats from eSport betting/gambling
The global eSports industry is driven by increasing number of companies that are investing in eSports market. Also, the easy penetration of new sponsors, and increasing player wages act as a major growth factors for the global eSports market. Analysing the broad aspect of the media industry, e-sports market led the market by leveraging live-production, virtualized and cloud-based workflows to host competition in different locations between players. However, companies are required to focus on providing stable internet connections amongst observers, technical directors and producers. Hence, latency can hamper the smooth market growth of the online games, which can be resolved by offering low latency video streaming solutions.
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As per the market study, the global eSports market is studied on the basis of revenue stream.
The market segment is sub-segmented into:
Media Rights
Online Advertisements
Subscriptions
Publisher Fees
Sponsorships and Direct Advertisements
Tickets and Merchandise
Segmentation study of the global eSports market shows that the media rights segment accounted to hold majority of the market share in the global market and is estimated to grow at the highest CAGR during the forecast period. The mentioned segment is estimated to contribute highly in the global market owing to easy access to a communication technology. The segment dominance is due to the exclusive rights paid by media organizations to broadcast the live streaming of top esports events.
The geographical segmentation of the global eSport Market include:
Asia Pacific (China, Japan, South Korea, Australia, Malaysia, Taiwan, Philippines and Rest of APAC)
North America (US, Canada and Mexico)
Europe (UK, Germany, France, Sweden, Spain, Italy, Poland, Denmark and Rest of Europe)
Rest of the World (RoW) (South America and Middle East and Africa)
As per the geographical study, the Asia Pacific is estimated to hold the significant market share in the global market with highest CAGR during the forecast period.
The company profile section of the research report includes study of key market players in detail by including company overview, product portfolio, financial performance, SWOT analysis and strategic developments as the major sub-sections. Some of the key market players included in the research report are:
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Alisports
Gungho Online Entertainment
Rovio Entertainment
Wargaming Public
Kabum
Hi Rez Studios
Gfinity
Faceit
Turner Broadcasting System
Nintendo
Electronic Arts
CJ Corporation
Valve Corporation
Activision Blizzard
Modern Times Group
Key Highlights of the Research Report are:
The research report includes SWOT, PESTLE, Porter’s Five Force Model to study the market in detail.
Detailed geographical and segmentation-based market study to cover the overall market analysis.
Various qualitative factors considered while calculating the market size.
Strategic recommendations included in the market research report of the global eSport market.
Market research firms, consulting firms, analysts, strategic business planners, research institutes, eSports investors, sponsors, game publishers, alliances and tournament organizers among others are some major targeted audiences of the research report.
Key questions answered in the Esports market report are:
- How does a global company acquire markets?
- What are its core strategies and policies?
- What factors will influence the Esports market over the forecast period?
- What are the factors driving and restraining the market for Esports?
- What are the leading competitors in the global market?
- Which region is growing at a higher pace in the global market?
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