DUBLIN–(BUSINESS WIRE)–The “E-Sports – Global Market Outlook (2018-2027)” report has been added to ResearchAndMarkets.com’s offering.
The Global E-Sports market accounted for $823.39 million in 2018 and is expected to reach $4125.84 million by 2027 growing at a CAGR of 19.6% during the forecast period. Some of the key factors propelling the market growth are growing demand popularity of video games and growing knowledge about esports. However, risk from esport gambling/betting in developing and underdeveloped countries is the restraining factor for the growth of the market.
Electronics sports (esports) are forceful tournaments planned for video game players. It imitate the skill of presentation a expert sports event, where audiences watch video gamers compete against each other. Esports events include competitive leagues and tournaments. The esports income is generated all over sponsorships and advertisements, tickets and merchandise, and media rights.
By revenue streams, sponsorship and direct advertisement segment is expected to grow at the significant market share during the forecast period due to its offer various opportunities to the brand owners to directly reach to the game fans in an occurrence. Booths, video displays, posters, freebies, interactive advertising, and many other imaginative methods facilitate this reach to the brands. On ground sponsoring is cheaper than an online advertisement, and tends to be influential, especially, for companies offering products and services directly related to gaming. On the basis of geography, Asia Pacific is predictable to hold considerable market share during the forecast period due to escalating number of esports competitions in the region. Asia has always been a outstanding market for the gaming industry, specially due to the ease of entry, compare to other markets. in addition, a number of esports spectators, sponsors, and brands from the western countries are more and more invest in the market in this region.
Companies Mentioned
- Activision Blizzard
- Alisports
- CJ Corporation
- Electronic Arts
- Faceit
- Gfinity
- Gungho Online Entertainment
- Hi Rez Studios
- Kabum
- Modern Times Group
- Nintendo
- Rovio Entertainment
- Turner Broadcasting System
- Valve Corporation
-
Wargaming Public
What the report offers:
- Market share assessments for the regional and country-level segments
- Strategic recommendations for the new entrants
- Covers Market data for the years 2017, 2018, 2019, 2023 and 2027
- Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
- Strategic analysis: Drivers and Constraints, Product/Technology Analysis, Porter’s five forces analysis, SWOT analysis, etc.
- Strategic recommendations in key business segments based on the market estimations
- Competitive landscaping mapping the key common trends
- Company profiling with detailed strategies, financials, and recent developments
- Supply chain trends mapping the latest technological advancements
Key Topics Covered:
1 Executive Summary
2 Preface
2.1 Abstract
2.2 Stake Holders
2.3 Research Scope
2.4 Research Methodology
2.5 Research Sources
3 Market Trend Analysis
3.1 Introduction
3.2 Drivers
3.3 Restraints
3.4 Opportunities
3.5 Threats
3.6 Product Analysis
3.7 End User Analysis
3.8 Emerging Markets
3.9 Impact of Covid-19
4 Porters Five Force Analysis
5 Global E-Sports Market, By Device
5.1 Introduction
5.2 Tablets & Laptops
5.3 Smartphones
5.4 PCs
5.5 Gaming Headsets
5.6 Gaming Consoles
6 Global E-Sports Market, By Age Group
6.1 Introduction
6.2 0-15
6.3 16-25
6.4 26-35
6.5 More than 35
7 Global E-Sports Market, By Revenue Stream
7.1 Introduction
7.2 Media Rights
7.2.1 Online Advertisements
7.2.2 Subscriptions
7.3 Publisher Fees
7.4 Sponsorships and Direct Advertisements
7.5 Tickets and Merchandise
7.6 eSports betting & fantasy site
7.7 Prize Pool
7.8 Amateur & Micro Tournament
8 Global E-Sports Market, By Streaming Platform
8.1 Introduction
8.2 YouTube
8.3 Twitch
8.4 Hayu
8.5 DouYu
9 Global E-Sports Market, By Product
9.1 Introduction
9.2 Mice
9.3 Controller
9.4 Keyboard
10 Global E-Sports Market, By End User
10.1 Introduction
10.2 BFSI
10.3 Manufacturing
10.4 Healthcare
10.5 Retail
10.6 Fighting and Action
10.7 First Person Shooter
10.8 Multiplayer Online
10.9 Occasional Viewers
10.10 Professional Players
10.11 Real Strategy
11 Global E-Sports Market, By Geography
11.1 Introduction
11.2 North America
11.3 Europe
11.4 Asia Pacific
11.5 South America
11.6 Middle East & Africa
12 Key Developments
12.1 Agreements, Partnerships, Collaborations and Joint Ventures
12.2 Acquisitions & Mergers
12.3 New Product Launch
12.4 Expansions
12.5 Other Key Strategies
13 Company Profiling
For more information about this report visit https://www.researchandmarkets.com/r/cnhk7x