Esports Market Business Growth Demand, Strategies, Overview, Competitive Strategies and Forecasts 2028

Rising emergence of online sports café trend and increasing venture capital investments are some key factors driving global esports market revenue growth currently

The Global Esports Market research study published by Emergen Research is an extensive collection of insightful information The report covers the Esports Market segmentation along with a detailed outline of the size with regards to volume and valuation. The report provides comprehensive coverage of the Esports Market scenario for the current period and forecast timeline of 2028. The Esports Market report contains an in-depth analysis of the historical, current, and projected revenues for every industry vertical, segment, end-use industry, application, and region.

Esports Market size reached USD 1,165.6 Million in 2020 and is expected to register a revenue CAGR of 20.7%, during the forecast period, according to latest analysis by Emergen Research. Some key factors driving global esports market revenue growth are emergence of online sports cafes and increased venture capital investments. In addition, rising number of events with major sponsorship deals is expected to fuel revenue growth of the market in the near future.

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Esports Market report also includes an insightful study of the prominent players of the industry along with their business overview, strategic planning, and business expansion plans adopted by them. This assists the readers and business owners in formulating strategic expansion and investment plans. The report focuses on mergers and acquisitions, joint ventures, collaborations, partnerships, corporate and government deals, and others. The report also talks about the expansions these prominent players are vying for in the key regions of the market. The report focuses on a detailed analysis of the technological and product developments undertaken by these companies.

The key companies studied in the report are:

 Modern Times Group, Nintendo Co., Ltd., FACEIT, Gfinity plc, Tencent Holdings Ltd., Turner Broadcasting System, Inc., Electronic Arts Inc., Valve Corporation, and Gameloft SE.

On the basis of regional analysis, the market is segmented into the following regions: North America, Latin America, Europe, Asia Pacific, and Middle East Africa. The market is expected to be dominated by North American nations closely followed by European countries. Asia Pacific is expected to show significant growth owing to recent advancements and rising investments in the RD sector.

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
  • Others

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The report addresses the following key points:

  • The report estimates the expected market size from 2018-to 2028
  • 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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