The latest market intelligence report, titled ‘Global Esports Market’, is intended to provide the target audience with the necessary information about the global Esports industry. The report comprises a detailed analysis of the vital elements of the Esports market, including key drivers, constraints, opportunities, limitations, threats, and micro- and macro-economic factors. The report carefully investigates the present market scenario and the fundamental growth prospects. The report entails an organized database of the Esports market dynamics that helps market analysts estimate the global market growth rate over the projected timeline.
Many gamers are interested in online sports or esports cafe concepts since these allow playing games without need to purchase the required equipment. Another benefit of running an esports cafe is the potential to foster a competitive attitude through organizing of amateur tournaments. Majority of esports cafes currently have cutting-edge gaming equipment, which is expected to encourage gamers to visit esports café, and in turn boost market growth.
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Report Objective:
The report offers a complete analysis of the global Esports market with details about each market player including company profile, financial standing, global position, revenue contribution, production and manufacturing capacity, business expansion plans, and new product launches. Key players are strategizing various plans such as M&A acquisition, partnerships, joint ventures, license agreement and collaborations. Activision Blizzard, Inc., Modern Times Group, Nintendo Co., Ltd., FACEIT, Gfinity plc, Tencent Holdings Ltd., Turner Broadcasting System, Inc., Electronic Arts Inc., Valve Corporation, and Gameloft SE. and others are some of the top companies profiled in the report.
The report also covers the scope of individual applications and types in each region. The report also covers details about production and consumption patterns, technological developments, revenue growth, market size, market share, key trends and demands influencing market growth in the region, and robust presence of key players in the region.
Some key findings from the report suggest
- First Person Shooter (FPS) segment revenue is expected to expand at a significantly rapid CAGR during the forecast period. The FPS game genre is currently the most popular and wanted. In this game genre, a player can control one avatar at a time. Among the most popular games are Counter-Strike and Call of Duty, among many others.
- Sponsorship segment is expected to lead in terms of revenue share contribution over the forecast period. Sponsorship gives businesses a major opportunity to reach out directly to their target audience via online and offline media channels. Many major companies such as Nvidia and Intel have signed sponsorship deals with esports teams and event organizers. Providing gaming-related products has proven to be an excellent investment, thereby allowing businesses to increase revenues and drive brand image.
- Smartphone segment is expected to lead in terms of revenue over the forecast period. Since smartphone users have risen significantly over the years, developments in esports has been increasing in parallel, driven by robust Internet connectivity and speed as well as ease of accessibility and affordability of high-performance smartphones, which are some key factors expected to drive revenue growth of this segment.
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Emergen Research has segmented the global esports market on the basis of game type, revenue streams, device, and region:
Game Type Outlook (Revenue, USD Million; 2018–2028)
- First Person Shooter (FPS)
- Multiplayer Online Battle Arena (MOBA)
- Real-time Strategy (RTS)
- Player Versus Player (PvP)
Revenue Streams Outlook (Revenue, USD Million; 2018–2028)
- Publisher Fees
- Sponsorship
- Media Rights
- Merchandise & Tickets
- Advertising
Device Outlook (Revenue, USD Million; 2018–2028)
- Smartphone
- Computer
- Tablet
Regional segmentation comprises of a current and forecast estimation of the market in the key geographical regions such as North America, Europe, Asia Pacific, Latin America, and Middle East & Africa.
The report addresses the following key points:
- The report provides a forecast of market drivers, restraints, and future opportunities for the Esports market
- The report further analyses the changing market dynamics
- Regional analysis and segmentation of the market with analysis of the regions and segments expected to dominate the market growth
- Extensive competitive landscape mapping with profiles of the key competitors
- In-depth analysis of business strategies and collaborations such as mergers and acquisitions adopted by the key companies
- Revenue forecast, country scope, application insights, and product insights
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