Esports Market Applications, Technology, Types, Recent Trends, Future Growth Analysis, Industry Analysis and Forecasts 2028

Esports Market Applications, Technology, Types, Recent Trends, Future Growth Analysis, Industry Analysis and Forecasts 2028
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Rising emergence of online sports café trend and increasing venture capital investments are some key factors driving global esports market revenue growth currently

The global esports market size reached USD 1,165.6 Million in 2020 and is expected to register a revenue CAGR of 20.7%, during the forecast period, according to latest analysis by Emergen Research. Some key factors driving global esports market revenue growth are emergence of online sports cafes and increased venture capital investments. In addition, rising number of events with major sponsorship deals is expected to fuel revenue growth of the market in the near future.

Many gamers are interested in online sports or esports cafe concepts since these allow playing games without need to purchase the required equipment. Another benefit of running an esports cafe is the potential to foster a competitive attitude through organizing of amateur tournaments. Majority of esports cafes currently have cutting-edge gaming equipment, which is expected to encourage gamers to visit esports café, and in turn boost market growth.

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Some Key Highlights From the Report

  • First Person Shooter (FPS) segment revenue is expected to expand at a significantly rapid CAGR during the forecast period. The FPS game genre is currently the most popular and wanted. In this game genre, a player can control one avatar at a time. Among the most popular games are Counter-Strike and Call of Duty, among many others.
  • Sponsorship segment is expected to lead in terms of revenue share contribution over the forecast period. Sponsorship gives businesses a major opportunity to reach out directly to their target audience via online and offline media channels. Many major companies such as Nvidia and Intel have signed sponsorship deals with esports teams and event organizers. Providing gaming-related products has proven to be an excellent investment, thereby allowing businesses to increase revenues and drive brand image.
  • Smartphone segment is expected to lead in terms of revenue over the forecast period. Since smartphone users have risen significantly over the years, developments in esports has been increasing in parallel, driven by robust Internet connectivity and speed as well as ease of accessibility and affordability of high-performance smartphones, which are some key factors expected to drive revenue growth of this segment.
  • Asia Pacific is expected to account for relatively larger revenue share than other regional markets over the forecast period. Increasing number of esports fans and sponsors in various developed and developing countries is expected to drive market growth.
  • Some major players in the Esports market include Activision Blizzard, Inc., Modern Times Group, Nintendo Co., Ltd., FACEIT, Gfinity plc, Tencent Holdings Ltd., Turner Broadcasting System, Inc., Electronic Arts Inc., Valve Corporation, and Gameloft SE.

Key Growth Prospects: The report specializes in examining the major growth prospects of the global Esports market, such as new product launches, collaborations, joint ventures, mergers & acquisitions, agreements, partnerships, and the progress of the key market players functioning in the market, on regional and global levels.

The market intelligence report exhaustively examines the market value, share, demand, growth prospects, latest and historical trends, manufacturers, gross revenue collection, competitive terrain, market growth forecast, available products, and end-use applications.

Geographical Terrain of the Global Esports Market:

  • North America (U.S., Canada, and Mexico)
  • Europe (Germany, France, the U.K, Russia, and Italy)
  • Asia Pacific (China, Japan, Korea, India, and Southeast Asia)
  • Latin America (Brazil, Argentina, Colombia, etc.)
  • Middle East & Africa (Saudi Arabia, UAE, Egypt, Nigeria, and South Africa)

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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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Table Of content

Chapter 1. Methodology & Sources
    1.1. Market Definition
    1.2. Research Scope  
    1.3. Methodology
    1.4. Research Sources
          1.4.1. Primary
          1.4.2. Secondary
          1.4.3. Paid Sources
    1.5. Market Estimation Technique
Chapter 2. Executive Summary
    2.1. Summary Snapshot, 2021–2028
Chapter 3. Key Insights
Chapter 4. Esports Market Segmentation & Impact Analysis
    4.1. Esports Market Material Segmentation Analysis
    4.2. Industrial Outlook
          4.2.1. Market indicators analysis
          4.2.2. Market drivers analysis
                    4.2.2.1. Rising emergence of the online sports cafe
                    4.2.2.2. Increasing venture capital investments
                    4.2.2.3. Increasing live esports coverage platforms
                    4.2.2.4. Rising popularity of video games
          4.2.3. Market restraints analysis 
                    4.2.3.1. Gambling or betting-related risks
                    4.2.3.2. Lack of standardization
    4.3. Technological Insights 
    4.4. Regulatory Framework
    4.5. Porter’s Five Forces Analysis
    4.6. Competitive Metric Space Analysis
    4.7. Price trend Analysis
    4.8. Covid-19 Impact Analysis

Chapter 5. Esports Market By Game Type Insights & Trends, Revenue (USD Million)
    5.1. Game Type Dynamics & Market Share, 2021–2028
          5.1.1. First Person Shooter (FPS)
          5.1.2. Multiplayer Online Battle Arena (MOBA)
          5.1.3. Real-time Strategy (RTS)
          5.1.4. Player Versus Player (PvP)

Chapter 6. Esports Market By Revenue Streams Insights & Trends, Revenue (USD Million)
    6.1. Revenue Streams Dynamics & Market Share, 2021–2028
          6.1.1. Publisher Fees
          6.1.2. Sponsorship
          6.1.3. Media Rights
          6.1.4. Merchandise & Tickets
          6.1.5. Advertising

Chapter 7. Esports Market By Device Insights & Trends, Revenue (USD Million)
    7.1. Device Dynamics & Market Share, 2021–2028
          7.1.1. Smartphone
          7.1.2. Computer
          7.1.3. Tablet
          7.1.4. Others

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