Esports Market 2021 to 2028 Opportunities, Industry News and Policies by Regions and Companies
The Global Esports Market Research Report is furnished with the latest information
about product specifications and portfolio, technological advancement, product
type, and manufacturing. Major factors such as revenue, costs, and gross margin
are taken into consideration while formulating this report. The report provides
extensive data concerning the key market players along with their SWOT
analysis, financial standing, technological and product development, and recent
strategic business expansion plans.
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Electronic
Sports (Esport) – the business that has long been regarded as a minor segment
of the media and entertainment scene – is gaining traction and attracting the
attention of players and audiences all over the world. Esports has become a
competitive and fastest-growing part of the global gaming business, with an
increasing number of events and competitions being held in numerous nations
across the world. Everyone is coming into esports to reap the benefits of the
burgeoning sector, from technology giants to the largest gaming firms in the
world.
Over the last
few years, online games such as League of Legends, Blizzard's Starcraft II,
Riot Games, and many more have attracted significant audiences, with millions
of participants and viewers. The rising esports sector is expected to reach a
market size of USD 5.1 billion by 2028, according to Emergen
Research.
World’s Prominent Companies in the Esports Market: Top 10 by Revenue
Microsoft Studios
Nintendo
Tencent
Activision Blizzard
EA Sports
Epic Games
net
Valve Corporation
Hi-Rez Studios
Gfinity
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Emergen Research has segmented the global esports market on the basis of
game type, revenue streams, device, and region:
Game Type Outlook (Revenue, USD Million; 2018–2028)
First Person Shooter (FPS)
Multiplayer Online Battle Arena (MOBA)
Real-time Strategy (RTS)
Player Versus Player (PvP)
Revenue Streams Outlook (Revenue, USD Million; 2018–2028)
Publisher Fees
Sponsorship
Media Rights
Merchandise & Tickets
Advertising
Device Outlook (Revenue, USD Million; 2018–2028)
Smartphone
Computer
Tablet
Others
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Regional
Segmentation
North
America (U.S., Canada)
Europe (U.K., Italy,
Germany, France, Rest of EU)
Asia Pacific (India, Japan,
China, South Korea, Australia, Rest of APAC)
Latin
America (Chile, Brazil, Argentina, Rest of Latin America)
Middle East
& Africa (Saudi Arabia, U.A.E., South Africa, Rest of MEA)
Key Features
of the Esports Market Report:
The report offers details about key drivers, restraints, opportunities,
challenges, growth prospects, limitations, and threats
The report encompasses details about the key companies, product portfolio
along with specifications, production valuation, and market shares
Evaluation of key current and emerging market trends and growth prospects
It also offers research-backed estimations for the forecast period of
eight years, primarily to estimate the potential market growth
Brief overview of industry with regards to research and development,
technological advancements, and product development
In-depth assessment of upstream raw materials, downstream buyers,
demands, and current market scenario
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