The research and analysis conducted in eSports Market Report helps clients to predict investment in an emerging market, expansion of market share or success of a new product with the help of global market research analysis. This report has been designed in such a way that it provides very evident understanding of the business environment and eSports industry. Nevertheless, this global market research report unravels many business problems very quickly and easily. Due to high demand and the value of market research for the success of different sectors, eSports Market report is provided that covers many work areas.
The eSports market is expected to reach USD 4.28 billion by 2027 witnessing market growth at a rate of 16.0% in the forecast period of 2020 to 2027. Data Bridge Market Research report on eSports market provides analysis and insights regarding the various factors expected to be prevalent throughout the forecasted period while providing their impacts on the market¨s growth.
The eSports stands for electronic sports, which can be in the form of video games. These can be played on a PC, console, mobile or tablets. It can be played for leisure or can be competed against other players at a professional level. eSports are rising in popularity as we move towards a digitalised world and advanced gaming technologies are getting cheaper day-by-day.
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Increasing popularity of video games, growing awareness of eSports among children, large scale investments and adoption of advanced?gaming?technologies with rising number of gamers are the driving factors for global eSports market. Threats from gambling or?betting, piracy of video games and lack of standardization are the factors restraining the growth of global eSports market.
Increasing number of events with large prize pools, increasing investments in more franchise style leagues and micro?transactions?in video games are the opportunities for the growth of global eSports market. Limited tournament?infrastructure?and less number of organizations are the challenges for global eSports market.
This eSports market report provides details of new recent developments, trade regulations, import export analysis, production analysis, value chain optimization, market share, impact of domestic and localised market players, analyses opportunities in terms of emerging revenue pockets, changes in market regulations, strategic market growth analysis, market size, category market growths, application niches and dominance, product approvals, product launches, geographic expansions, technological innovations in the market. To gain more info on eSports market contact Data Bridge Market Research for an?Analyst Brief,?our team will help you take an informed market decision to achieve market growth.
eSports Market Scope and Market Size
The eSports market is segmented on the basis of revenue streams, games and e-platform. The growth among segments helps you analyse 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 has been segmented as media rights, tickets and merchandise, sponsorships and direct advertisements and publisher fees. Media rights can be further segmented into subscription and online advertisements.
Based on 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 & spas.
The eSports market has also been segmented on the basis of e-platform into PC-based eSports, consoles-based eSports and mobile & tablets.
Global eSports Market Country Level Analysis
Global eSports market is analysed and market size, volume information is provided by country, revenue streams, games and e-platform as referenced above.
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).
Asia-Pacific will dominate the eSports market while North America will hold the highest market share. Asia-Pacific will dominate owing to the growing penetration of mobile phones along with internet usage which will accelerate the growth of the industry. Also, due to the increasing number of eSports competition, it has become a lucrative market for heavy investments. Adding to it, China has declared eSports as a national industry which enables them to provide professional jobs in the country. North America will capture the largest market share owing to the growing number of PC and console gamers. As it is a multimillion dollar business, investments will continue to pour in the region.
The country section of the report also provides individual market impacting factors and changes in regulation in the market domestically that impacts the current and future trends of the market. Data points like down-stream and upstream value chain analysis, technical trends and porter¨s five forces analysis, case studies are some of the pointers used to forecast the market scenario for individual countries. Also, the presence and availability of global brands and their challenges faced due to large or scarce competition from local and domestic brands, impact of domestic tariffs and trade routes are considered while providing forecast analysis of the country data.
Competitive Landscape and eSports Market Share Analysis
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, global 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.
The major players covered 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 other domestic and global players. Market share data is available for global, North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South America separately. DBMR analysts understand competitive strengths and provide competitive analysis for each competitor separately.
In September 2020, VISA has entered a partnership with EVOS eSports by which it has enabled VISA to become EVOS preferred payment platform for all in-game currency purchases and merchandise.
New Business Strategies, Challenges & Policies are mentioned in Table of Content, Request FREE TOC at @?https://www.databridgemarketresearch.com/toc/?dbmr=global-esports-market&somesh
Key players in the market, major collaborations, merger and acquisitions along with trending innovation and business policies are reviewed in the all inclusive eSports report. This report aims to examine the market with respect to general market conditions, market improvement, market scenarios, development, cost and profit of the specified market regions, position and comparative pricing between major players. It is a professional and a detailed report focusing on primary and secondary drivers, market share, market size, sales volume, leading segments and geographical analysis. Global eSports market report contains comprehensive and thorough insights which are based on business intelligence.
Major Highlights of eSports market in Covid-19 pandemic covered in report:
The report provides impact of COVID-19 on eSports market along with its impact on overall industry and economy of world. Further, it adds changes in consumer buying behavior as it impacts majorly on market growth and sales. Distributors and traders on marketing strategy analysis focusing on region wise needs in covid-19 pandemic is also added in the eSports market report. The last segment of COVID-19 impact chapter include recovery and major changes opted by major players involved in eSports market.
Reasons to Purchase this Report:
Market segmentation analysis including qualitative and quantitative research incorporating the impact of economic and policy aspects
Regional and country level analysis integrating the demand and supply forces that are influencing the growth of the market.
Market value USD Million and volume Units Million data for each segment and sub-segment
Competitive landscape involving the market share of major players, along with the new projects and strategies adopted by players in the past five years
Comprehensive company profiles covering the product offerings, key financial information, recent developments, SWOT analysis, and strategies employed by the major market players
Table of Content:
PART 01: EXECUTIVE SUMMARY
PART 02: SCOPE OF THE REPORT
PART 03: RESEARCH METHODOLOGY
PART 04: INTRODUCTION
PART 05: MARKET LANDSCAPE
PART 06: MARKET SIZING
PART 07: FIVE FORCES ANALYSIS
PART 08: MARKET SEGMENTATION BY PRODUCT
PART 09: MARKET SEGMENTATION BY DISTRIBUTION CHANNEL
PART 10: CUSTOMER LANDSCAPE
PART 11: MARKET SEGMENTATION BY END-USER
PART 12: REGIONAL LANDSCAPE
PART 13: DECISION FRAMEWORK
PART 14: DRIVERS AND CHALLENGES
PART 15: MARKET TRENDS
PART 16: COMPETITIVE LANDSCAPE
PART 17: COMPANY PROFILES
PART 18: APPENDIX
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