Esports Market Outlook, Size, Prominent Players, Share, Challenges and Forecast 2031

The most recent study conducted by Report Ocean, titled “Global Esports Market Size, Share, Pricing, Trends, Growth, Report and Forecast 2023-2030,” presents a comprehensive analysis of the worldwide market. This research delves into the factors driving the market, emerging trends, opportunities for development, as well as potential limitations that may affect the Esports. The report provides an estimation of the global market size and examines recent strategic actions taken by prominent international competitors.

Global Esports Market is valued approximately at USD 1.1 billion in 2019 and is anticipated to grow with a healthy growth rate of more than 24.4% over the forecast period 2020-2027. Esports refers to organized video gaming in which professionals from across the world participates (it can be from their homes or at any particular physical platform) to compete in gaming leagues, which is followed and watched by millions of spectators in live events or on television or internet. Increasing investment from international brands in esport tournamentsn past couple of years, increasing audience reach, consideration of esports by millennials as a professional career, increasing live streaming of games and opportunities created for game developers, event organizers, gamers and influencers has driven the market growth.

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According to data from the U.S. Bureau of Economic Analysis and the U.S. Census Bureau, the goods and services deficit increased by $1.9 billion from $68.7 billion in January 2023 to $70.5 billion in February. The increase in the goods and services deficit in February was due to a $2.7 billion increase in the goods deficit to $93.0 billion and a $0.8 billion increase in the services surplus to $22.4 billion. Compared to the same period in 2022, the goods and services deficit has dropped this year by $35.5 billion, or 20.3%. $49.5 billion or 10.8% more was exported. 2.2% or $14.0 billion more was spent on imports.

For instance, in 2018, Twitch signed a USD 90 million deal with the Overwatch League for two years, for the exclusive digital broadcasting rights in French, Korean and English. However, less number of organizations and limited infrastructure for esports tournament impedes the growth of the market over the forecast period of 2020-2027. Also, to develop skilled professionals, schools, colleges and universities are introducing dedicated curriculum for esports, which is likely to increase the market growth during the forecast period.

The regional analysis of global esports market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America and Rest of the World. North America is the leading/significant region across the world in terms of market share owing to involvement of TV networks, franchises, players, developers and streaming platforms mainly in in the United States. Whereas, Asia-Pacific is also anticipated to exhibit highest growth rate / CAGR over the forecast period 2020-2027. Factors such as growing penetration of mobile gaming and frequently growing internet usagewould create lucrative growth prospects for the Esports market across Asia-Pacific region.

Major market player included in this report are:
Activision Blizzard, Inc.
Valve Corporation
Tencent Holding Limited
Electronic Arts Inc.
Gameloft SE
Nintendo of America Inc.
NVIDIA Corporation
Modern Times Group (MTG)
Intel Corporation
HTC Corporation

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The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Revenue Source:
Sponsorship
Advertising
Merchandise & Tickets
Publisher Fees
Media Rights

By Region:
North America
U.S.
Canada
Europe
UK

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Germany
France
Spain
Italy
ROE

Asia Pacific
China
India
Japan
Australia
South Korea
RoAPAC
Latin America
Brazil
Mexico
Rest of the World

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