Esports Market Forecast Report | Global Analysis, Statistics, Revenue, Demand and Trend Analysis Research Report by 2028
The study offers comprehensive coverage of the qualitative and quantitative analysis of the Esports market along with crucial statistical data about the Esports market. The research study provides historical data from 2017 to 2018 and offers accurate forecast estimation until 2028. The report also profiles established and emerging players of the market, covering the business overview, product portfolio, strategic alliances, and business expansion strategies.
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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Some Key Highlights in the Report:
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. Regional Overview:
The global Esports market has been categorized on the basis of key geographical regions into North America, Asia Pacific, Europe, Latin America, and Middle East & Africa. It evaluates the presence of the global Esports market in the major regions with regards to market share, market size, revenue contribution, sales network and distribution channel, and other key elements.
Leading companies profiled in the report:
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.
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 To obtain all-inclusive information@https://www.emergenresearch.com/industry-report/sports-technology-market
Key point summary of the report:
The report offers a comprehensive overview of the market size, share, and growth rate in the forecast duration. It provides details about current scenario, historical data, giving an accurate market forecast for the coming years. The study categorizes the market on the basis of product types, applications, end users, market value and volume, business verticals, and 5 major regions. It also offers regional market analysis and forecast for prominent geographies in the sector viz., North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa. Industry supply chain, sourcing strategy, upstream feedstock, and downstream demand analysis has also been undertaken in the research report. The study offers a comprehensive understanding of the demand and supply dynamics, including production and consumption rates, and mapping of the overall market. The report employs different analytical tools including, SWOT analysis, Porter’s five forces analysis, and pricing analysis, to give precise market information. 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.
Regional Outlook of Esports Market:
North America S. Canada Mexico Europe Germany K. Italy France BENELUX Rest of Europe Asia Pacific China India Japan South Korea Rest of APAC Latin America Brazil Rest of LATAM Middle East & Africa Saudi Arabia A.E. South Africa Rest of MEA Click here to Get customization:https://www.emergenresearch.com/request-for-customization/542
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