eSports Market is poised for substantial growth, with a projected surge of USD 5.80 billion by 2029

PRESS RELEASE
Published March 20, 2023

Latest released Global ESports Market Research Report provides detailed assessment of Key and emerging players showcasing company profiles, product/service offerings, market price, and sales revenue to better derive market size estimation

An exceptional ESports market report contains market insights and analysis for ESports industry which are backed up by SWOT analysis. In this report, several aspects about the market research and analysis for the ESports industry have been underlined. This market research report acts as a great support to any size of the business whether it is large, medium or small. The precise and state-of-the-art information provided via ESports marketing report helps businesses get aware about the types of consumers, consumer’s demands and preferences, their point of view about the product, their buying intentions, their response to particular product, and their varying tastes about the specific product already existing in the market.

The credible ESports business report provides with the complete knowledge and information of rapidly changing market landscape, what is already there in the market, future trends or market expectations, the competitive environment, and competitor strategies that aids in planning the strategies with which business can outshine the competitors. This industry report provides the broader perspective of the market place with its comprehensive market insights and analysis which eases surviving and succeeding in the market. The dependable ESports market research report endows with top to bottom analysis and estimation of various market related factors that plays key role in better decision making.

The eSports market is expected to witness market growth at a rate of 16.50% in the forecast period of 2022 to 2029, and is estimated to reach the value of USD 5.80 billion by 2029 Data Bridge Market Research report on eSports market provides analysis and insights regarding the various factors expected to be prevalent throughout the forecast period while providing their impacts on the market’s growth. The increase in the use of product in various industries globally is escalating the growth of eSports market.

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The eSports refer to electronic sports that can be in the form of video games. These games can be played on different platforms including console, PC, tablets or mobile. It can be played for leisure or can be competed against other players at a professional level.

The increase in popularity of video games across the globe acts as one of the major factors driving the growth of eSports market. The rise in emergence of esports as a professional career because of impressive international prize pools, one-to-one sponsorships, streaming revenues and increase in popularity of the gaming tournaments accelerate the market growth. The rise in the infrastructure for the league tournaments and increase in the live streaming of games further influence the market. Additionally, rapid industrialization, emergence of industry 4.0, rapid infrastructural developments, expansion of end use industry and formidable investments positively affect the eSports market. Furthermore, the professionalization in the industry extend profitable opportunities to the market players in the forecast period of 2022 to 2029.

List of Key Players Profiled in the study includes market overview, business strategies, financials, Development activities, Market Share and SWOT analysis:

Modern Times Group MTG AB, Activision Blizzard Inc., Gfinity, PLC, Turner Broadcasting System, Valve Corporation, Tencent, Electronic Arts, Inc., Hi-Rez Studios, Nintendo, FACEIT, CJ Corporation, Kabam, Wargaming Public, Rovio Entertainment, GungHo Online Entertainment, Riot Games Inc., Epic Games, Alisports, Total Entertainment Network, King Digital Entertainment PLC, Zynga Inc., Gamevil Inc. , Cloud9, Team SoloMid, Team Liquid, Echo Fox, Fnatic, Gen.G ESports, 100 Thieves, G2 ESports and Immortals

Against challenges Faced by Industry, ESports Market Study discusses and shed light on:

– The resulting overview to understand why and how the Global ESports Market is expected to change.

– Where the ESports industry is heading and what are the top priorities. To elaborate it, DBMR turned to the manufacturers to draw insights like financial analysis, the survey of ESports companies, and from interviews with upstream suppliers and downstream buyers and industry experts.

– How ESports Company in this diverse set of players can best navigate the emerging new industry landscape and develop strategy to gain market position.

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Key Market Segmentation

  • On the basis of revenue streams, the eSports market is segmented into media rights, tickets and merchandise, sponsorships and direct advertisements and publisher fees. Media rights can be further segmented into subscription and online advertisements.
  • On the basis of games, the eSports market has been segmented into multiplayer online battle arena (MOBA), player vs. player (PvP), first person shooters (FPS), real time strategy (RTS) and salons and spas.
  • On the basis of e-platform, the eSports market has been segmented into PC-based eSports, consoles-based eSports and mobile and tablets.

Regional Overview:

The countries covered in the eSports market report are the U.S., Canada and Mexico in North America, Brazil, Argentina and Rest of South America as part of South America, Germany, Italy, U.K., France, Spain, Netherlands, Belgium, Switzerland, Turkey, Russia, Rest of Europe in Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific (APAC)  in the Asia-Pacific (APAC), Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA).

North America dominate the eSports market due to the rise in the investments within the region. Asia-Pacific is expected to witness highest growth during the forecast period of 2022 to 2029 because of the penetration of mobile gaming and internet usage in the region.

TABLE OF CONTENTS

Part 01: Executive Summary

Part 02: Scope Of The Report

Part 03: Research Methodology

Part 04: Market Landscape

Part 05: Pipeline Analysis

Part 06: Market Sizing

Part 07: Five Forces Analysis

Part 08: Market Segmentation

Part 09: Customer Landscape

Part 10: Regional Landscape

Part 11: Decision Framework

Part 12: Drivers And Challenges

Part 13: Market Trends

Part 14: Vendor Landscape

Part 15: Vendor Analysis

Part 16: Appendix

Browse Complete Table of Contents @ https://www.databridgemarketresearch.com/toc/?dbmr=global-esports-market

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