Rising Sponsorships and Franchises facilitates Global eSports Market Growth

Rising Sponsorships and Franchises facilitates Global eSports Market Growth
The Global eSports Market
According to a new market research report launched by Inkwood Research, the Global eSports Market is predicted to reach $6815.21 million by 2030, recording a CAGR of 22.18% over the forecast period, 2022-2030.

Browse 67 Market Data Tables and 55 Figures spread over 243 Pages, along with in-depth analysis on Global eSports Market by Gender, Device, Age Group, Revenue Streams, Genre, and by Geography

This insightful market research report by Inkwood Research focuses on market trends, leading players, supply chain trends, technological innovations, key developments, and future strategies. The report covers all the aspects of this comprehensive market by assessing major geographies and is a valuable asset for the existing players, new entrants, and future investors. The study presents a detailed market analysis, with inputs derived from industry professionals across the value chain.

Global eSports Market Scenario

Esports are organized competitive gaming events in various leagues with grand prizes on offer. Also, it offers the experience of witnessing a professional sporting event.

The growing sponsorships and franchises propel the global eSports market growth. Over the years, competitive gaming has been a medium that built friendships & rivalries and communities offline and online. As a result, the world’s largest businesses are increasingly looking to raise their visibility among the cyber-savvy members through eSports.

At the same time, the success and emergence of franchise models are evaluated to be a key factor in the future development of eSports. For instance, prominent eGames publishers like Riot Games and Activision Blizzard have incorporated franchising systems into their most popular eSports leagues. In addition, several smart professionals in the eSports industry have vast sponsorship experience, thereby providing more flexibility than their equivalent in traditional sports. However, the lack of a single regulatory body hinders the global eSports market growth.

The Global eSports Market report provides data tables and includes charts and graphs for visual analysis.

Request Free Sample Report for Global eSports Market by Gender, Device, Age Group, Revenue Streams, Genre, and by Geography: https://inkwoodresearch.com/reports/esports-market/#request-free-sample

Market Segmentation

Market by Revenue Streams

  • Sponsorship
  • Publisher Fees
  • Merchandise & Tickets
  • Media Rights
  • Advertising

Market by Age Group

  • 44 and Above Age Group
  • 16-24 Age Group
  • 25-34 Age Group
  • 35-44 Age Group

Market by Device

  • Personal Computer
  • Console
  • Mobile

Market by Genre

  • Real-Time Strategy
  • Battle Royale Game
  • Multiplayer Online Battle Arena
  • First-Person Shooter
  • Other Genres

Market by Gender

  • Female Participants
  • Male Participants

Report Highlights

– The report provides a detailed analysis of the current and future market trends to identify the investment opportunities – Market forecasts till 2028, using estimated market values as the base numbers – Key market trends across the business segments, regions, and countries – Key developments and strategies observed in the market – Market dynamics such as drivers, restraints, opportunities, and other trends – In-depth company profiles of key players and upcoming prominent players – Growth prospects among the emerging nations through 2028

Companies Profiled

  • SUPERCELL
  • EPIC GAMES
  • CAPCOM CO LTD
  • VALVE CORPORATION
  • TAKE-TWO INTERACTIVE
  • NINTENDO CO LTD
  • RIOT GAMES INC
  • ACTIVISION BLIZZARD
  • PSYONIX
  • ELECTRONIC ARTS

 

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