Market Definition: ESports Market
The Global eSports Market is expected to reach USD 3047.1 billion by 2025 from USD 779.4 billion in 2017 and is projected to grow at a CAGR of 18.58% in the forecast period of 2019 to 2026.
The eSports preferred as “Electronic sports”. The sports that connect with the electronic system and all the functions are followed human – computer interface. It provides the customer an experience for several types of games including tournament, ladder, and league through single system. eSports are connected though electronic system that can be available on numerous platforms comprising social media, where as traditional sports are still fight overtake the traditional mediums including print, radio & TV.
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Major Market Drivers & Restraints are as follows:
- Increasing demand for video games and growing awareness about eSports.
- Betting & fantasy site are increasing demand in eSports market.
- Rising demand for investments from sponsors and advertisers.
- Difficulty in managing all the fraudulent betting.
- Lack of outdoor sports considerations.
Key Market Competitors: ESports Market
Few of the major competitors are Riot Games , HI-REZ STUDIOS, INC. , Activision, BLIZZARD ENTERTAINMENT, INC. , Electronic Arts Inc., Activision Publishing, Inc. , infinity ward, Take-Two Interactive Software, Inc., King.com, Vivendi, Bethesda Softworks LLC, Bungie, Inc, KONAMI, GungHo Online Entertainment, Inc, Kabam, Inc., Rovio Entertainment Corporation, Zynga Inc., GAMEVIL Inc. Wargaming Public , PandaScore, ESP.bet, Unikrn and many more.
This Market report is based on unique research done by our team which delivers analytical scrutiny of the market across several segments. The report additionally consists of current size and Summary of the market and industry combined with outlook prospects. In addition, key market makers are examined on numerous factors such as company overview, product portfolio, and revenue details during the forecast year. Also, the total potential of the market is briefed in the full report. The report highlights CAGR value fluctuations during the forecast period of 2019-2026 for the market. The base year for calculation in the report is considered as 2017 while the historic year is 2016 which will inform you how the Market is going to act upon in the forecast years by giving information about the several market insights.
Major Topics Covered in this Report:
Chapter 1 Study Coverage
Chapter 2 Executive Summary
Chapter 3 Market Size by Manufacturers
Chapter 4 Production by Regions
Chapter 5 Consumption by Regions
Chapter 6 Market Size by Type
Chapter 7 Market Size by Application
Chapter 8 Manufacturers Profiles
Chapter 9 Production Forecasts
Chapter 10 Consumption Forecast
Chapter 11 Upstream, Industry Chain and Downstream Customers Analysis
Chapter 12 Opportunities & Challenges, Threat and Affecting Factors
Chapter 13 Key Findings
Chapter 14 Appendix
Market Segmentation: ESports Market
- The market is segmented based on revenue streams and geographical segments.
- Based on Revenue Streams, the market is segmented into media rights, tickets and merchandise, sponsorship & direct advertisement, and publisher fees. The media rights is further sub-segmented into Subscription & Online Advertisement,
- Based on geography, the market report covers data points for 28 countries across multiple geographies such as North America, South America, Europe, Asia-Pacific and Middle East & Africa. Some of the major countries covered in this report are U.S., Canada, Germany, France, U.K., Netherlands, Switzerland, Turkey, Russia, China, India, South Korea, Japan, Australia, Singapore, South Africa, and Brazil among others.
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The global eSports market is fragmented and the major players have used various strategies such as new product launches, expansions, agreements, joint ventures, partnerships, acquisitions, and others to increase their footprints in this market in order to sustain in long run. The report includes Depth Sensing market shares of market for global, Europe, North America, Asia Pacific and South America.
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