Global Esports Market was worth US$ 1.70 Bn. in 2021 and total revenue is expected to grow at a rate of 24.4 % CAGR from 2022 to 2029, reaching almost US$ 9.77 Bn. in 2029.
Market Overview
The “Esports Market” analysis is a specialized and extensive examination of the Esports market, with a particular emphasis on market trends and analysis. The purpose of the report is to give an overview of the Esports market, as well as extensive market segmentation by type, end-user, and geography of the region. During the predicted period, the Esports market is expected to develop rapidly. The research provides important information on the market position of the Esports market major players, as well as significant market trends and opportunities.
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Market Scope
The report includes a SWOT analysis to assess the Esports market strengths and weaknesses. The research analyst conducts thorough research of the Esports Market size, share, trends, total earnings, gross revenue, and profit margin to precisely anticipate the market and give professional insights to investors to keep them up to speed on market developments.
The report on Esports Market offers a thorough analysis of the industry that is equipped with a major key finding that includes major market drivers, opportunities, challenges, and growth rate of the Esports market. The report acts as a guide for investors in the industry. The report provides the size of the Esports Market and Compound Annual Growth Rate for the forecast period (2022 to 2029).
Market Dynamics :
Our projections state that 26.6 million monthly esports viewers will be present in 2021, an increase of 11.4 percent from 2020. According to the 2021 Esports Survey Report by Foley & Lardner LLP and The Esports Observer, about 61% of respondents say that ongoing social alienation is what motivates them to participate in esports. Another 61% claimed that the growth of streaming websites helped the industry, and 52% claimed that major companies are spending more on esports sponsorships.
Segmentation:
Market segments include Sponsorship & advertising, Esports betting & fantasy sites, Prize pools, Amateur & micro tournaments, Merchandising, and Ticket sales based on the revenue model. In 2019, the sponsorship segment accounted for 39.9% of all esports revenue globally. Through sponsorship, marketers have a significant opportunity to connect with their target audience directly on offline and online media channels. The company can reach millions of followers by using booths, posters, interactive advertising, video displays, giveaways, and a variety of other cutting-edge strategies. Many endemic companies have already established sponsorship agreements with esports teams and competitions, including Intel and Nvidia. Selling gaming-related goods has shown to be a wise investment because it helps companies increase their market share and brand recognition.
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Key Players:
• Modern Times Group (Sweden)
• Activision Blizzard (US)
• FACEIT (UK)
• Nintendo (Japan)
• Gfinity (UK)
• Turner Broadcasting System (US)
• CJ Corporation (South Korea)
• Valve Corporation (US)
• Tencent (China)
• Electronic Arts (EA) (US)
• Gameloft SE
• NVIDIA Corporation
• Intel Corporation
• HTC Corporati
Regional Analysis
The Esports market research provides the market area, which is further divided into sub-regions and countries. This section of the report contains information on profit forecasts as well as market share in each country. This part of the report discusses each region, country, and sub-market region’s share and growth rate over the estimated time.
The report provides a PESTLE analysis for all five regions namely North America, Europe, Asia Pacific, Middle East, Africa, and South America for the Esports market.
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Key Questions answered in the Esports Market Report are:
- What is Esports Market?
- What is the forecast period of the Esports Market?
- What is the competitive scenario of the Esports market?
- Which region held the largest market share in the Esports Market?
- What are the opportunities for the Esports Market?
- What factors are affecting the Esports market growth?
- Who are the key players of the Esports market?
- Which company held the largest share in the Esports market?
- What will be the CAGR of the Esports market during the forecast period?
- What key trends are likely to emerge in the Esports market in the coming years?
Key offerings:
- Market Share, Size, and Forecast by Revenue|2022-2029
- Market Dynamics- Growth drivers, Restraints, Investment Opportunities, and key trends
- Market Segmentation: A detailed analysis by Esports
- Landscape- Leading key players and other prominent key players.
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