Market Synopsis
Competitive Market Growth, Size, Share and Forecast to 2028 for Esports Market 2019 2027, By Revenue Stream (Consumer Ticket Sales, Sponsorship, Media Rights, Streaming And Advertising, Consumer Contribution); By Game Type (First Person Shooters, Real Time Strategy, Multiplayer Online Battle Arena, Racing Others (Sports, Fighting Games Etc.)); By Game Platform (PC, Consoles, Handheld); By Competition Type (Minor League, Major League);
Market Snapshot
The Esports Market 2019 2027 will reach US$ Million by 2028 at a CAGR of 26.20% , according to the Absolute Markets Insights Comprehensive Research Report titled Esports Market 2019 2027
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Market Overview
Esports is a multiplayer game format, wherein the participants compete in different gaming tournaments in a virtual environment. The esports ecosystem comprises of game publishers or the game makers, external league organizers and the streaming platforms. The esports game players are offered lucrative incentives as prize money, to enhance their motivation in the competition. The game layout has also attracted a large number of viewers, both watching live, i.e., in person and also through online sources. The viewership of esports has seen a monumental shift over the years, and is estimated to cross more than 500 million viewers mark over the years. Hence, the worldwide growth in global audience rate of the tournaments is attracting existing and new game developers to capitalize on this trend, thereby influencing the growth of global esports market.
The prevailing pandemic outbreak has compelled the termination of sporting events globally, which also includes the Tokyo Olympics 2020. Esports has emerged as alternative filler, both for the viewers as well as the professionals. The esports market participants are experiencing massive increase in participation and viewership. Twitch, a media streaming platform for esports, observed a rise in 31% viewership in March, 2020. Moreover, few event organizers are completely diverting their esports tournaments into online formats, wherein the entire game is being played and viewed remotely. In March, 2020 League Championship Series (LCS) and Call of Duty League (CDL) cancelled their homestand events and through incorporation of requisite technology, organized the same remotely. The event organizers are viewing this as an opportunity for the coming years. Hence, the current situation enforcing social distancing among individuals globally, is driving the growth of global esports market.
The term Esports Market 2019 2027 is influenced by a number of variables, such as forward/backward integration, economies of scale, the proportion of different distribution channels, elements influencing consumer behavior, such as brand loyalty, price, and accessibility of the product, capital investments, the regulatory environment, production rights and patents, marketing strategies, and other customer preferences. It is likely that the stakeholders in the sector will find this information beneficial and that it may even motivate them to take action.
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Esports Market 2019 2027 Competitive Landscape:
The prominent companies in the Esports Market 2019 2027 are:
Activision Publishing, Inc., BANDAI NAMCO Entertainment America Inc., CAPCOM CO., LTD., Electronic Arts Inc., Epic Games, Inc., Gameloft, Hi-Rez Studios, INC., Konami Digital Entertainment, Microsoft (343 Industries), mixi, Inc., NetEase, Inc., Nintendo., Psyonix LLC (Rocket League), Riot Games, Sega, Sony Corporation, Super Evil Megacorp, Supercell Oy, Take-Two Interactive Software, Inc., Tencent, Ubisoft Entertainment, Valve Corporation, Wargaming.net. and ZENIMAX MEDIA INC. amongst others.
Impact of COVID-19:
This article discusses consumer behavior, demand movements, shopping trends, supply chain restructuring, market forces dynamics, and significant government involvement. The new paper offers more information, analyses, projections, and estimates of the market effects of COVID-19.
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Key Benefits of Global Esports Market 2019 2027 Report:
- A lot of work has been spent considering both the present and the future as part of the examination into global Esports Market 2019 2027 patterns.
The Global Esports Market 2019 2027 Growth Research Report offers comprehensive details on the Market Introduction, Market Summary, Global Market Revenue (Revenue USD), Market Drivers, Market Restraints, Market Opportunities, Competitive Analysis, and Regional and National levels.
Researching global Esports Market 2019 2027 trends might be useful for identifying business prospects.
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Esports Market 2019 2027 Regional Insights
North America region registered the highest share in global esports market in 2018. Presence of large number of game developers along with large number of esports events with major prize money, held in the region is contributing the growth of the market in the region. Asia Pacific is expected to register the highest growth rate over the period of next eight years. The associations and companies in the region are largely directing investments towards the esports market and are considering this a potential growth opportunity in the coming years. The Japan eSports Federation, the eSports Promotion Organization and Japan e-Sports Association have merged together and formed a single entity, the Japan Esports Union (JESU). The association is pacing efforts towards recognition of esports gaming format in the country. In regard to the same, the country has planned to establish training and education centres across 11 prefectures in the country, to impart education pertaining to organizing esports gaming events in Japan. Hence, the growing inclination towards the gaming format, from both private and public sectors, is expected to boost the market growth over the next eight years.
In terms of revenue, global esports market was valued at US$ 866.97 Mn in 2018 and is anticipated to grow at a CAGR of 26.2% over the forecast period. The study analyses the market in terms of revenue across all the major regions, which have been bifurcated into countries.
The study offers a thorough analysis of several elements, including the distribution of the Esports Market 2019 2027 in important geographic areas. Latin America, North America, Europe, and Asia-Pacific are the study’s primary geographic focus regions.
Why the Esports Market 2019 2027 Report is Beneficial?
- The study covers a significant amount of information on the most recent product and technology breakthroughs in the Esports Market 2019 2027 and provides a thorough analysis of the market competition for the Esports Market 2019 2027 .The study was created utilizing a thorough and contemporary research approach.
- The numerous analyses of how these updates might impact the continued expansion of Esports Market 2019 2027.
- The research report for the Esports Market 2019 2027 study contains a wealth of historical information and analysis.
- The Esports Market 2019 2027 report’s insights are evident and straightforward to understand because to the graphical data representations employed, such as bar graphs, statistics, pie charts, etc.
Esports Market 2019 2027 Segmentation:
Various categories have been created within the Esports Market 2019 2027 market based on the components of the product and the intended use for which it is designed. Market share and growth rates for each market segment are assessed. The experts have also considered prospective areas where the producers might make money in the future. The accurate volume and value estimates provided by the geographical analysis aid market participants in better understanding the overall industry.
Global Esports Market:
By Revenue Stream
- Consumer Ticket Sales
- Sponsorship
- Media Rights
- Streaming and Advertising
- Consumer Contribution
By Game Type
- First Person Shooters
- Real Time Strategy
- Multiplayer Online Battle Arena
- Racing
- Others (Sports, Fighting Games Etc.)
By Game Platform
- PC
- Consoles
- Handheld
- By Competition Type
- Minor League
- Major League
Global Esports Market 2019 2027 by Region Esports Market 2019 2027
- North America
- US
- Canada
- Mexico
- Rest of North America
- Europe
- Germany
- France
- Italy
- Spain
- UK
- Nordic Countries
- Denmark
- Finland
- Iceland
- Sweden
- Norway
- Benelux Union
- Belgium
- The Netherlands
- Luxembourg
- Rest of Europe
- Asia-Pacific
- Japan
- China
- India
- Australia
- South Korea
- Southeast Asia
- Indonesia
- Thailand
- Malaysia
- Singapore
- Rest of Southeast Asia
- Rest of Asia-Pacific
- The Middle East & Africa
- Saudi Arabia
- UAE
- Egypt
- South Africa
- Rest of the Middle East & Africa
- Latin America
- Brazil
- Argentina
- Rest of Latin America
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