Global Esports Market Size 2021 Growth Statistics, Industry Demand, Top Players Data, Future Innovation Sales, Consumption Status, Global Share, Revenue and Forecast 2027

Global Esports Market Size:

Global Esports Market was worth US$ 1.37 Bn. in 2020 and total revenue is expected to grow at a rate of 24.4 % CAGR from 2021 to 2027, reaching almost US$ 6.32 Bn. in 2027.

Global Esports Market Overview:

The market is being driven by an expanding number of viewers, increased live streaming, and increased people interaction activities. Because of the increasing popularity of gaming tournaments, prize pools, and sponsorship, the industry has provided a variety of opportunities for game developers, gamers, and event organisers. For many years, sponsors such as Intel and Red Bull have hosted the events. However, non-endemic corporations such as Arby's, Coca-Cola, and Mercedes entered the market last year, causing the industry to increase by 34%. Previously, esport was considered a sub-segment of gaming, but it is now considered its own industry.

Global Esports Market Outlook:

The Global Esports Market research provides in-depth analysis of the variables that influence demand, growth, opportunities, challenges, and restraints. It contains comprehensive information on the structure and prospects of global and regional industries. In addition, the study contains information on research and development, new product releases, and product reactions from top players in global and local markets. The systematic analysis of the Process Automation & Instrumentation Market by region includes a graphical representation and a diagrammatic breakdown.

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Global Esports Market Segmentation:

The Esports market is segmented in this research report to forecast revenues and evaluate trends in each of the following segments:

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players.

The market is divided into Sponsorship & advertising, Esports betting & fantasy site, Prize pool, Amateur & micro tournament, Merchandising, and Ticket sales based on the Revenue model. The sponsorship category led worldwide esports revenue in 2019, with a market share of 39.9%. Marketers can reach out directly to their target audience through sponsorship through both offline and online media platforms. Booths, posters, interactive advertising, video displays, freebies, and a variety of other creative methods allowed the company to reach millions of people. Many endemic companies, like as Intel and Nvidia, have already established sponsorship relationships with esports teams and competitions. Selling gaming-related products has shown to be a wise investment, since it increases their market share and brand recognition.

Global Esports Market 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 Corporation
• Epic Games

Global Esports Market Regional Insight:

Regional analysis is another highly comprehensive part of the research and analysis study of the global market for Esports presented in the report

The Market Study Objectives are:

  • Based on various indicators, the Year-on-Year growth (%) and compound annual growth rate (CAGR) for the given forecast period is offered.
  • An overview of the Market based on geographical scope, market segmentation and financial performance of key players is presented in the report.
  • The report presents current trends in the industry and future scope of the Market in North America, Asia Pacific, Europe, Latin America and Middle East and Africa.
  • The various parameters accelerating the growth of Market are incorporated in the research report.
  • The report analyses growth rate, market size and valuation of the Market during the forecast period.

Browse the market data Tables and Figures spread through a comprehensive research report and in-depth TOC on “Global Esports Market”: https://www.maximizemarketresearch.com/market-report/global-esports-market/36686/

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