Esports Market Analysis by Future Prospects, Development Factors, Applications, and Business Growth 2028


Rising emergence of online sports café trend and increasing venture capital investments are some key factors driving global esports market revenue growth currently

The report titled ‘Global Esports Market’ is a comprehensive report that offers detailed research and analysis of key aspects of the global Esports market. The data is gathered through extensive primary and secondary research and further validated by industry experts and professionals. The report provides full coverage of the key driving factors, restraints, challenges, trends, and growth prospects to offer a complete overview of the global Esports market. New entrants and top players can benefit from the data offered by the report to plan effective business and investment strategies. Additionally, the report provides a comprehensive analysis of current and emerging trends.

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 primary aim of the report is to offer market overview, product scope, growth prospects, and risks. The report also offers in depth information about each player in the global Esports market along with its global standing, financial status, product launch, business expansion plans among others. The market players are focused on developing various strategies such as partnerships, mergers and acquisitions, joint ventures, product launches, and research and development investments.

Target Audience of the Report:

  • Leading Companies
  • Large, medium-sized, and small enterprises
  • Investors
  • Value-Added Resellers (VARs)
  • Venture capitalists
  • Third-party knowledge providers

The report also covers the scope of individual applications and types in each region. The report also covers details about production and consumption patterns, technological developments, revenue growth, market size, market share, key trends and demands influencing market growth in the region, and robust presence of key players in the region.

Regional segmentation comprises of a current and forecast estimation of the market in the key geographical regions such as North America, Europe, Asia Pacific, Latin America, and Middle East Africa.

Regional Segmentation:

  • North America
  • Latin America
  • Europe
  • Middle East Africa
  • Asia Pacific

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Companies profiled in the global Esports market:

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

Market Segmentations of the Esports Market

This market is segmented based on Types, Applications, and Regions. The growth of each segment provides accurate forecasts related to production and sales by Types and Applications, in terms of volume and value for the forecast period. This analysis can help readers looking to expand their business by targeting emerging and niche markets. Market share data is given on both global and regional levels. Regions covered in the report are North America, Europe, Asia Pacific, Latin America, and Middle East Africa. Research analysts assess the market positions of the leading competitors and provide competitive analysis for each company. For this study, this report segments the global Esports market on the basis of product, application, and region:

Segments Covered in this report are:

  • 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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Key Features of the Esports Market Report:

  • The report offers details about key drivers, restraints, opportunities, challenges, growth prospects, limitations, and threats
  • The report encompasses details about the key companies, product portfolio along with specifications, production valuation, and market shares
  • Evaluation of key current and emerging market trends and growth prospects
  • It also offers research-backed estimations for the forecast period of eight years, primarily to estimate the potential market growth
  • Brief overview of industry with regards to research and development, technological advancements, and product development
  • In-depth assessment of upstream raw materials, downstream buyers, demands, and current market scenario

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Emergen Research is a market research and consulting company that provides syndicated research reports, customized research reports, and consulting services. Our solutions purely focus on your purpose to locate, target, and analyse consumer behavior shifts across demographics, across industries, and help clients make smarter business decisions. We offer market intelligence studies ensuring relevant and fact-based research across multiple industries, including Healthcare, Touch Points, Chemicals, Types, and Energy. We consistently update our research offerings to ensure our clients are aware of the latest trends existent in the market. Emergen Research has a strong base of experienced analysts from varied areas of expertise. Our industry experience and ability to develop a concrete solution to any research problems provides our clients with the ability to secure an edge over their respective competitors.

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