Stratview Research has published a new report titled ‘Esports Market’ to its database. It has segmented the market By Revenue (Sponsorship, Advertising, Merchandise Tickets, Publisher Fees, Media Rights), and by Region (North America [The USA, Canada, and Mexico], Europe, and Rest of the World [Brazil, Saudi Arabia, and Others]).
Market Segments' Analysis
The market researchers have studied the Esports Market minutely for better understanding. The report consists of segment-wise details to assist the users in making suitable decisions for better growth opportunities. Below is the short piece of information -
The market has been classified into Sponsorship, Advertising, Merchandise Tickets, Publisher Fees, and Media Rights. Under these, the Sponsorship segment held a significant market share of more than 38% in 2021. Sponsorship provides a significant opportunity for various brands to directly reach their target audience via offline and online media channels.
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Key Players of the market:
- Nintendo (Japan)
- Gfinity (UK)
- CJ Corporation (South Korea)
- Valve Corporation (US)
- Tencent (China)
- Electronic Arts (EA) (US)
- Modern Times Group (Sweden).
By region, the North American market held the largest share of more than 35.0% in 2021, with the U.S. at the forefront. the region has consistently dominated the market, with PC gaming serving a more niche group of consumers. Investment and growth are expected to continue in the coming years with the franchised North America League of Legends Championship Series (NA LCS) and Overwatch League. In the United States, esports is a multimillion-dollar industry involving game developers, players, leagues, TV networks, and streaming platforms.
Highlights of the report:
The report also highlights the following segments -
- The market structure and forecasts for the coming years.
- Drivers, restraints, opportunities, and current trends of Esports Market.
- Historical data and forecast.
- Estimations for the forecast period 2028.
- Developments and trends in the market.
Our market research experts have studied the ESPORTS Market in 360 degrees via. both primary secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-chain, pricing trends, product preferences, consumer patterns more. The findings are further validated through primary research with industry experts across the globe.
Reasons to Invest in this Report:
- The report includes a plethora of information such as market dynamics scenario and opportunities during the forecast period.
- Segments include quantitative, qualitative, and value data.
- Regional, and country level data includes the demand and supply forces along with their influence on the market.
- The competitive landscape comprises share of key players, new developments, and strategies in the last three years.
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