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
report “Esports
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
Market” provides 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.
For more informative information, please visit us - https://univdatos.com/report/esports-market/
Market Segmentation:
- By Application (Platform & Service)
- By Streaming Type (On Demand & Live)
- By Device Type (Smartphone, Smart TV, Desktop/Laptop/Tablets & Gaming Console)
- By Revenue Stream (Media rights, Game publisher fee, Sponsorship, Digital
advertisement & Tickets and merchandise)
- 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)]
- 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:
- What are the current and future trends of the Esports Sector?
- How the industry has been evolving in terms of consumer demand
and product category?
- How the competition has been shaping across the countries
followed by their comparative factorial indexing?
- What are the key growth drivers and challenges for the Esports
Sector?
- 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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