E-Sports Market Size, Share, Analysis, Growth, Trends, Industry Report 2024-2033|Activision Blizzard Inc., Modern Times Group MTG AB, Tencent, Valve Corporation, Electronic Arts Inc.

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The E-Sports by The Business Research Company provides market overview across 60+ geographies in the seven regions – Asia-Pacific, Western Europe, Eastern Europe, North America, South America, the Middle East, and Africa, encompassing 27 major global industries. The report presents a comprehensive analysis over a ten-year historic period (2010-2021) and extends its insights into a ten-year forecast period (2023-2033).

Learn More On The E-Sports Market:

https://www.thebusinessresearchcompany.com/report/e-sports-global-market-report

According to The Business Research Company’s E-Sports, The e-sports market size has grown rapidly in recent years. It will grow from $1.63 billion in 2023 to $1.9 billion in 2024 at a compound annual growth rate (CAGR) of 16.0%.  The  growth in the historic period can be attributed to increased awareness about esports, increase in livestreaming of games, and increase in international prize pool for esports.

The e-sports market size is expected to see rapid growth in the next few years. It will grow to $3.48 billion in 2028 at a compound annual growth rate (CAGR) of 16.4%.  The growth in the forecast period can be attributed to increased diversity of game genres, increase in viewership, emergence of esports cafes, increase in internet accessible devices, rising sponsorships, increase in mobile gaming, and increasing awareness. Major trends in the forecast period include increasing shift towards esports due to covid-19, evolution of esports with augmented reality (ar) and virtual reality (vr) technologies, increasing m&a activities, proliferation of investments, new esports platforms.

The rising demand for video games and increasing awareness of E-sports contribute to the growth of the E-sports market. As technology is expanding video content, products, virtual reality, and video game competitions are increasing. Video gaming has become a transforming pop culture and redefining the ways that young people consume entertainment. According to PwC’s latest Global Entertainment & Media Outlook, the video game market in the United States is expected to reach $30 billion by 2023. The global revenue for video games and E-sports was $215.6 billion in 2021, and it is predicted to grow at a CAGR of 8.5% to $323.5 billion by 2026. Therefore, the rising demand for video games and increasing awareness of E-sports drive the market’s growth in the forecast period.

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The e-sports market covered in this report is segmented –

1) By Game: Multiplayer Online Battle Arena (MOBA), Real Time Strategy, First Person Shooter, Fighting And Sports

2) By Platform: PC, Console, Mobile, Other Platforms

3) By Revenue Source: Sponsorship, Advertising, Merchandise & Tickets, Publisher Fees, Media Rights

E-sports companies are investing in innovative new e-sports platforms to increase their revenue expand their consumer base and gain a competitive edge over their rivals. For instance, in 2022, Digital Virgo, a France-based specialist in mobile payment with Etisalat Misr, and the Egyptian Telecom company launched a full-service E-sports platform for delivering top-tier educational and entertaining content in Egypt.

The e-sports market report table of contents includes:

1. Executive Summary

2. E-Sports Market Characteristics

3. E-Sports Market Trends And Strategies

4. E-Sports Market – Macro Economic Scenario

5. Global E-Sports Market Size and Growth

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26. South America E-Sports Market

27. Brazil E-Sports Market

28. Middle East E-Sports Market

29. Africa E-Sports Market

30. E-Sports Market Competitive Landscape And Company Profiles

Top Major Players:

  • Activision Blizzard Inc
  • Modern Times Group MTG AB
  • Tencent
  • Valve Corporation
  • Electronic Arts Inc.

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