Tuesday, September 20, 2022

Esports Market - Industry Size, Share, Growth & Forecast 2027 | UnivDatos

 


Video games have been around for decades, providing entertainment for children. The video game sector is immensely large. In fact, it is larger than movie & music industry and it is also growing rapidly. As -the demand for online video game event is increases it will create lucrative opportunity for the E-sport market globally. The increasing smartphone penetration and better internet connectivity have led to rise in the number of gamers at a rapid pace. It imitates the experience of viewing a professional sports event, where audiences watch video gamers compete against each other. Esports events comprise competitive leagues and tournaments. Further, with increasing player wages and expanding Esports market, the introduction of new sponsors is critical for the future commercial success of Esports.

According to UnivDatos Market Insights (UMI)’ research reportEsports Market”, the market is expected to witness a CAGR growth of around ~25% during the forecast period 2021-2027F. Global Esports Market is experiencing significant growth due increasing audience reach and engagement activities, formidable investments, rising live streaming of games, and increasing infrastructure for the league tournaments.

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Based on Application: Esports Market is classified into Platform and Services. Platform holds the highest share in the Esports market. The pop-culturization of the Esports industry has helped power the explosions in Esports investment and revenue. Esports has hit this stratosphere in large part because of the social component of live streaming and gaming. Video gaming-specific streaming platforms like Twitch and YouTube Gaming give fans a direct connection to the players and teams, while more mainstream socials have allowed those connections to flourish.

Based on Streaming Type: The Esports market is segmented into On Demand and Live. The large share of the streaming type segment can be attributed to the growing youth population and changing lifestyles have both contributed to an increase in demand for video games and online video games over the years. Growing audience reach and engagement activities, significant investments, rising live streaming of games, and expanding infrastructure for league tournaments are key factors driving the market growth.

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Based on Device Type: Esports market is segmented into Smartphone, Smart TV, Desktop/laptop/tablets and Gaming console. Smartphone holds the highest share in the Esports market. The constant technological advancements across the world have compelled people to depend on smartphones, several high-tech gadgets, and the internet. The growth of the segment is attributed to numerous benefits provided by this device type such as high quality of gamming, which results in much better gaming experience, high security, and others.

Based on Revenue Stream: Esports market is segmented into Media rights, Game Publisher fee, sponsorship, digital advertisement, tickets and merchandise. Sponsorship holds the highest share in the Esports market. On ground sponsoring is cheaper than an online advertisement, and tends to be influential, especially, for companies offering products and services directly related to gaming.

North America to Grab Lion’s Share

North America currently owns the maximum market share in the Esports market. North America has the largest number of eSports leagues in the world. Faster connections to a greater extent have helped in increasing the dominance of eSports in North America. With the introduction of the 5G network connection, there are higher chances that the revenue of the sector will double in the next coming years. Esports is one sector that has witnessed tremendous developments in the past decades, thanks to the impressive steps that the world has continued to make in the field of technology.

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According to UnivDatos Market Insights (UMI)’, the key players with a considerable market share in the Esports Market are includes Activision Blizzard, Inc., CJ Corporation, Electronic Arts, FACEIT, Gameloft SE, Gfinity, Kabam, Modern Times Group, Nintendo, NVIDIA Corporation, etc.

  • September 2021: Activision Blizzard confirmed that, as part of its effort to have the most welcoming, inclusive workplace, it has reached an agreement with the U.S. Equal Employment Opportunity Commission (EEOC) to settle claims and to further strengthen policies and programs to prevent harassment and discrimination in the company’s workplace. The company also announced an initiative to develop software tools and training programs to improve workplace policies and practices for employers across the technology industry.

Esports Marketprovides comprehensive qualitative and quantitative insights on the industry potential, key factors impacting sales and purchase decisions, hotspots, and opportunities available for the market players. Moreover, the report also encompasses the key strategic imperatives for success for competitors along with strategic factorial indexing measuring competitor's capabilities on different parameters. This will help companies in the formulation of go to market strategies and identifying the blue ocean for its offerings.

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Market Segmentation:

  1. By Application (Platform & Service)
  2. By Streaming Type (On Demand & Live)
  3. By Device Type (Smartphone, Smart TV, Desktop/Laptop/Tablets & Gaming Console)
  4. By Revenue Stream (Media rights, Game publisher fee, Sponsorship, Digital advertisement & Tickets and merchandise)
  5. By Region [North America (United States, Canada, Rest of North America), Europe (Germany, France, UK, Italy, Rest of Europe), Asia-Pacific (China, Japan, India, Australia, Rest of APAC), and Rest of World)]
  6. By Company (Activision Blizzard, Inc., CJ Corporation, Electronic Arts, FACEIT, Gameloft SE, Gfinity, Kabam, Modern Times Group, Nintendo, NVIDIA Corporation)

Key questions answered in the study:

  1. What are the current and future trends of the Esports Sector?
  2. How the industry has been evolving in terms of consumer demand and product category?
  3. How the competition has been shaping across the countries followed by their comparative factorial indexing?
  4. What are the key growth drivers and challenges for the Esports Sector?
  5. What is the customer orientation, purchase behavior, and expectations from the Esports Products suppliers across various countries?

Table of Content –

1 MARKET INTRODUCTION

2 RESEARCH METHODOLOGY OR ASSUMPTION

3 MARKET SYNOPSIS

4 EXECUTIVE SUMMARY

5 ESPORTS MARKET COVID-19 IMPACT

6 ESPORTS MARKET REVENUE, 2019-2027F

7 MARKET INSIGHTS BY APPLICATION

8 MARKET INSIGHTS BY STREAMING TYPE

9 MARKET INSIGHTS BY DEVICE TYPE

10 MARKET INSIGHTS BY REVENUE STREAM

11 MARKET INSIGHTS BY REGION

12 ESPORTS MARKET DYNAMICS

13 ESPORTS MARKET OPPORTUNITIES

14 ESPORTS MARKET TRENDS

15 POLICY & REGULATORY LANDSCAPE

16 DEMAND AND SUPPLY SIDE ANALYSIS

17 VALUE CHAIN ANALYSIS

18 COMPETITIVE SCENARIO

19 COMPANY PROFILED

20 DISCLAIMER

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