Global eSports Market Worth USD 5.80 billion by the year 2029
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.
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 eSports market is segmented on the basis of revenue streams, games and e-platform. The growth among segments helps you analyze niche pockets of growth and strategies to approach the market and determine your core application areas and the difference in your target markets.
- 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.
The eSports market competitive landscape provides details by competitor. Details included are company overview, company financials, revenue generated, market potential, investment in research and development, new market initiatives, regional presence, company strengths and weaknesses, product launch, product width and breadth, application dominance. The above data points provided are only related to the companies’ focus related to eSports market.
Some of the major players operating in the eSports market report are 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, among others.
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