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Global Esports Market Application, Growth Factors And Forecast 2027
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 Global Esports Market Report 2020 to 2027 (Forecast Period) provides detailed analysis of market growth factors, future evaluation, country level analysis, Esports market distribution, and competitive landscape analysis of major industry players. In the research report, every segment of the global Esports market is thoroughly examined. Through leading segments, the segment analysis identifies critical opportunities in the global Esports market. The regional study of the global Esports market assists readers in gaining a comprehensive understanding of the developments of the different geographic markets in recent years and going forward. The report also includes a wide range overview of the key dynamics of the global Esports market, such as market influence and market effect factors, drivers, threats, constraints, trends, and prospects. Other types of analysis, such as qualitative and quantitative, are also ...
... included in the research study.
Questions Answered in the Report
What is the market potential for Esports?
Which region will emerge as a key player in the next years?
Which category will see rapid growth?
What chances for development exist in the Esports sector in the upcoming years?
What are the future obstacles that the Esports market may face?
Who are the key market leaders in the Esports segment?
What are the primary trends that are affecting market?
Competitive Share Analysis
Esports The competitive environment of the market includes statistics and data on various competitors. This survey provides a detailed analysis of players from 2018 to 2021 and reliable revenue information. It also provides in-depth analysis based on accurate revenue information (global and regional) for the period 2018-2021. It provides company profile, key businesses, total sales and revenue, Esports business revenue, Esports market entry date, Esports product launch, recent developments and other details.
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Segmentation:
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%. Sponsorship offers advertisers a valuable opportunity to reach out directly to their target audience 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 firms have already created sponsorship relationships with esports teams and competitions, such as Intel and Nvidia. Selling gaming-related products has proven to be a wise investment, as it has increased 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
Impact of COVID-19 on the Market
COVID19 has three major impacts on the global economy. It has a direct impact on production and demand, supply chain and market turmoil, and economic impact on businesses and financial markets. Our analysts, who monitor the situation around the world, believe that after the difficulties of COVID19, the market offers producers a favourable opportunity. The purpose of the report is to provide a more detailed account of the current situation, the economic slowdown, and the impact of COVID 19 on the industry as a whole.
Esports Market Regional Analysis
This section of the report examines the share and growth rate of each region, nation, and submarket region throughout the estimated period. The research also includes a comprehensive PEST analysis for each of the five areas, namely North America, Europe, Asia Pacific, the Middle East, and Africa, and South America, after examining the political, economic, social, and technological variables influencing the Esports market in these regions.
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About Us:
Maximize Market Research provides B2B and B2C research on 12000 high growth emerging opportunities & technologies as well as threats to the companies across the Healthcare, Pharmaceuticals, Electronics & Communications, Internet of Things, Food and Beverages, Aerospace and Defence and other manufacturing sectors.
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