ESports Market is expected to grow by USD 67,500 million during 2023-2030
Data Bridge Market Research
analyses that the global eSports market which was USD 11,450 million in 2022, is expected to
reach USD 67,500 million by 2030, and is expected to undergo a CAGR of 16.50%
during the forecast period 2023-2030. This indicates the market value.
Key Pointers Covered in ESports Market Industry
Trends and Forecast to 2030
·
Market
Size
·
Market
New Sales Volumes
·
Market
Replacement Sales Volumes
·
Market
Installed Base
·
Market
By Brands
·
Market
Procedure Volumes
·
Market
Product Price Analysis
·
Market Regulatory
Framework and Changes
·
Market
Shares in Different Regions
·
Recent
Developments for Market Competitors
·
Market
Upcoming Applications
·
Market
Innovators Study
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the report:
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Benefits of Considering this Report:
·
This
report is compiled using a vigorous and thorough research methodology. Data
Bridge Market Research is also known for its data accuracy and granular market
reports.
·
A
complete picture of the competitive scenario of ESports Market is depicted by
this report.
·
The
report consists of a vast amount of data about the recent product and technological
developments in the markets.
·
The
insights in the report are easy to understand and include a graphical
representation of the numbers in the form of histograms, bar graphs, pie
charts, etc.
ESports Market Scope and Market Size
The global
eSports market is segmented on the basis of revenue streams, games, and
E-platforms. The growth amongst these segments will help you analyze meagre
growth segments in the industries and provide the users with a valuable market
overview and market insights to help them make strategic decisions for
identifying core market applications.
Revenue Streams
·
Media Rights
·
Tickets and Merchandise
·
Sponsorships and Direct Advertisements
·
Publisher Fees
Games
·
Multiplayer Online Battle Arena (MOBA)
·
Player Vs. Player (PvP)
·
First Person Shooters (FPS)
·
Real Time Strategy (RTS)
·
Salons
·
Spas
E-Platform
·
PC-Based eSports
·
Consoles-Based eSports
·
Mobile and Tablets
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Some of the key questions
answered in this report:
·
What are the
global trends in the ESports Market? Would the market witness an increase or
decline in the demand in the coming years?
·
What is the
estimated demand for different types of products in ESports Market? What are
the upcoming industry applications and trends for ESports Market?
·
How big is the
opportunity for the ESports Market? How will the increasing adoption of ESports
Market for mining impact the growth rate of the overall market?
·
How much is the ESports
Market? What was the value of the market In 2030?
·
Who are the major
players operating in the ESports Market? Which companies are the front runners?
·
Which are the
recent industry trends that can be implemented to generate additional revenue
streams?
·
What Should Be
Entry Strategies, Countermeasures to Economic Impact, and Marketing Channels
for ESports Market?
Market Analysis and Insights: Global eSports
Market
·
eSports or IVR
refers to a technology which allows humans to interact with an automated
telephone system. Apparently, it receives a combination of telephone input and
keypad selection tone to basically provide appropriate responses to inquiries
in the form of voice, email, fax, call back, and other contact methods. The
major purpose of eSports is to interact with callers, collect information and
direct the incoming calls to the appropriate recipients.
·
The increase in
popularity of video games across the globe acts as one of the major factors
driving the growth of global eSports market. The rise in emergence of eSports
as a professional career because of impressive international prize pools, one-to-one
sponsorships, streaming revenues and increase in popularity of
the gaming tournaments accelerate the market growth. The rise in the
infrastructure for the league tournaments and increase in the live streaming of
games further influence the market. Additionally, rapid industrialization,
emergence of industry 4.0, rapid infrastructural developments, expansion
of end use industry and formidable investments positively affect the global
eSports market.
·
“Media Rights”
dominates the type segment of the global eSports market due to their sports and
fitness segment is expected to dominate the market as due to continuous
increasing adoption of wearable electronic devices for sports and
fitness in the order to enhanced sports, fitness, and well-being by monitoring
physiological conditions of wearers. In addition to the insights on market
scenarios such as market value, growth rate, segmentation, geographical
coverage, and major players, the market reports curated by the Data Bridge
Market Research also include in-depth expert analysis, geographically
represented company-wise production and capacity, network layouts of
distributors and partners, detailed and updated price trend analysis and
deficit analysis of supply chain and demand.
ESports Market Country Level Analysis
·
U.S., Canada and
Mexico in [North America]
·
Germany, France,
U.K., Netherlands, Switzerland, Belgium, Russia, Italy, Spain, Turkey, [Rest of
Europe]
·
China, Japan,
India, South Korea, Singapore, Malaysia, Australia, Thailand, Indonesia,
Philippines, [Rest of Asia-Pacific (APAC)]
·
Saudi Arabia,
U.A.E, South Africa, Egypt, Israel, [Rest of Middle East and Africa (MEA)]
·
Brazil, Argentina
and [Rest of South America]
ESports Market Share Analysis
The global eSports market
competitive landscape provides details by competitor. Details included are
company overview, company financials, revenue generated, market potential,
investment in research and development, new market initiatives, North America presence,
production sites and facilities, production capacities, company strengths and
weaknesses, product launch, product width and breadth, and application
dominance. The above data points provided are only related to the companies'
focus related to global eSports market.
Key player eSports Market
·
Modern
Times Group MTG AB (Sweden)
·
Activision
Blizzard Inc. (U.S.)
·
Gfinity,
PLC (U.K.)
·
Turner
Broadcasting System (U.S.)
·
Valve
Corporation (U.S.)
·
Tencent
(China)
·
Electronic
Arts, Inc. (U.S.)
·
Hi-Rez
Studios (U.S.)
·
Nintendo
(Japan)
·
FACEIT
(U.K.)
·
CJ
Corporation (South Korea)
·
Kabam
(U.S.)
·
GungHo
Online Entertainment (Japan)
·
Riot
Games Inc. (U.S.)
·
Epic
Games (U.S.)
·
Alisports
(China)
·
King
Digital Entertainment PLC (U.K.)
·
Zynga
Inc. (U.S.)
·
Gamevil
Inc. (South Korea)
·
Cloud9
(U.S.)
·
Team
SoloMid (U.S.)
·
Team
Liquid (Netherlands)
·
Echo
Fox (U.S.)
·
Fnatic
(U.K.)
·
Gen.G
ESports (South Korea)
·
100
Thieves (U.S.)
·
G2
ESports (Germany)
·
Immortals
(U.S.)
MAJOR
TOC OF THE REPORT
·
Chapter
One: Introduction
·
Chapter
Two: Market Segmentation
·
Chapter
Three: Market Overview
·
Chapter
Four: Executive Summary
·
Chapter
Five: Premium Insights
·
Chapter
Six: ESports Market Share by Product & Procedure type
Get TOC Details:
https://www.databridgemarketresearch.com/toc/?dbmr=global-esports-market
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