The Global Esports Market is Expected to Reach a Value of

Westford, USA, June 06, 2022 (GLOBE NEWSWIRE) — Esports refers to electronic sports, where digital media are used by competitors and audiences such as PCs, tablets or mobiles. E-sports come in the form of video games, which are played both casually and professionally by many traditional sportspeople. There is a large number of players in the gaming industry, which is larger than viewers and participants from the music and entertainment industries combined, and this base is constantly growing globally. Increased demand for video games such as PUBG, Counter-Strike Global Offensive, Call of Duty and others is expected to improve the global market. sports market revenue.

The outbreak of the COVID-19 pandemic has definitely impacted the growth of the global esports market. The burden of lockdown and social distancing rules has forced people to engage with each other through digital and virtual platforms. The digital transformation in the online gaming/sports industry has contributed to the demand for the esports market. However, the rollout of Esports has been slightly affected by the limited supply of additional tools such as game configuration and console sensors and screens. But, with the relaxations of lockdown standards and regulations, the growth of the global esports market is expected to increase exponentially in the coming years.

The future of the global esports industry will likely be powered by mobile phones, which will further lower barriers to entry and allow even more players and fans to enter. The mobile gaming segment is expected to account for more than 40% of the total global esports market in 2021. This popularity is now spilling over into certain competitive areas as China has a thriving mobile esports market.

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Read the Market Research Report, “Global eSports Market is segmented by Device Type (Smartphone, Smart TV, Desktop-Laptop-Tablets, Gaming Console), Revenue Model (Sponsorship , Advertising, Merchandise & Tickets, Publisher Fee, Media Rights), By Type (Multiplayer Online Battle Arena (Moba), First Person Shooter (FPS), Real Time Strategy (RTS), Other) , by streaming platform (Twitch, YouTube, others), by audience (tournament organizers, alliances, game Publishers, sponsors, Esports investors, research institutes and organizations, analysts and strategic business planners, market research and council) and by region – Forecast and analysis 2022-2028 » by SkyQuest

With the increase in viewership on online platforms such as Twitch and YouTube. Digital advertising is expected to generate additional revenue over the forecast period. This investment in the development of Esports facilities is expected to make it the Esports Capital of the World. Additionally, Hangzhou is set to host the Asian Games in 2022, where Esports will likely be an official award event. With its huge investments, China is expected to grab a major market share in the global esports market. Tencent Holdings Limited is a big player in China’s esports industry and has played an important role in the growth of esports in China by developing games like Honor of Kings. He plans to expand tournaments for hugely popular games like League of Legends and Honor of Kings in China, which will attract players and viewers from around the world.

Due to the technological birth of the field, no company currently wields significant influence, and the race for dominance has already begun, with companies investing in multiple Esports projects, acquiring a few along the way. arrival in the field. Major players in the global esports market include Modern Times Group (Sweden), Activision Blizzard (US), Valve Corporation (US), Electronic Arts (US), Nintendo (Japan), Wargaming Public (Cyprus ), Turner Broadcasting System (US), Faceit (UK), Hi Rez Studios (Georgia), Rovio Entertainment (Finland), Gungho Online Entertainment (Japan), Alisports (Switzerland) and Gfinity (UK).

The report published by SkyQuest Technology Consulting provides in-depth qualitative insights, historical data and verifiable projections on the size of the Esports market. The projections presented in the report have been derived using proven research methodologies and assumptions.

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Report results

  • Drivers- There are over two billion gamers around the world. This represents only 26% of the total population and it continues to increase. As the demand for esports events increases, it will create lucrative opportunities for the esports industry worldwide.
  • Detention- Absence of proper gambling policy and lack of standardization such as betting and gambling is limiting the market growth for this sector.

What does this report bring?

  • Market estimate for more than 20 countries
  • Esports Market Demand by Region, Sub-Region and Country
  • Customization of segments, regions and business profiles
  • 100+ tables, 150+ figures
  • Global, Regional and Country Esports Market Trends
  • Comprehensive mapping of esports industry metrics
  • Attractive investment proposition in the global esports industry
  • Competitive strategies adopted by key players in the esports market
  • Drivers, Restraints, Opportunities, Challenges and Impact on Esports Market Size
  • Market growth rate to 2028
  • Regulatory scenario, regional dynamics and Esports market overview of key countries in each region
  • Detailed market information by region and country
  • Analysis of market segmentation trends, opportunities and growth
  • Porter’s five forces analysis to know the state of the market
  • Analysis of prices and sales in the esports market
  • Parent Market Analysis
  • Benchmark of the product portfolio

SkyQuest has segmented the global esports market on the basis of device type, revenue model, type, streaming platform, audience, and region:

  • Global Esports Market by Device Type (Revenue, USD Billion, 2021-2028)
    • Smartphone
    • Smart-TV
    • Personal computer
    • Game console
  • Global Esports Market by Revenue Model (Revenue, USD Billion, 2021-2028)
    • Sponsorship
    • Advertising
    • Goods and tickets
    • Publisher fees
    • Media rights
  • Global Esports Market by Type (Revenue, USD Billion, 2021-2028)
    • Multiplayer Online Battle Arena (Moba)
    • First person shooter (fps)
    • Real Time Strategy (RTS)
    • Other
  • Global Esports Market by Streaming Platform (Revenue, USD Billion, 2021-2028)
  • Global Esports Market by Audience (Revenue, USD Billion, 2021-2028)
    • Tournament organizers
    • Wedding rings
    • Game publishers
    • Sponsors
    • Esports Investors
    • Research institutes and organizations
    • Analysts and strategic business planners
    • Market research and consulting companies
  • Global Esports Market by Region (Revenue, USD Billion, 2021-2028)
    • North America
    • Europe
      • Germany
      • France
      • UK
      • Italy
      • Spain
      • The rest of Europe
    • Asia Pacific
      • China
      • India
      • Japan
      • Rest of Asia-Pacific
    • Central and South America
    • Middle East and Africa
      • GCC countries
      • South Africa
      • Rest of MEA

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List of Key Players of Global Esports Market

  • Modern Times Group (Sweden)
  • Activision Blizzard (US)
  • Valve Corporation (USA)
  • Electronic Arts (US)
  • Nintendo (Japan)
  • Wargaming Public (Cyprus)
  • Turner Broadcast System (USA)
  • Faceit (UK)
  • Hi Rez Studios (Georgia)
  • Rovio Entertainment (Finland)
  • Gungho Online Entertainment (Japan)
  • Alisports (Switzerland)
  • Gfinity (UK)

Related Reports in the SkyQuest Library:

Global Over-the-Top / OTT Market

Global online video platform market

Global video streaming market

Global video conferencing market

Global telecommunications market

About Us:

SkyQuest Technology is a leading growth consulting firm providing market intelligence, marketing and technology services. It has more than 450 satisfied customers worldwide.

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