The global esports market size reached USD 1,165.6 Million in 2022 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.
The latest report offers a profound analysis of the present market scenario, its key product types, end-user landscape, application outlook, leading regions, competitive terrain, and the leading companies’ detailed profiles. The study performs a historical assessment of the esports market from 2017 to 2018, focusing on the market trends, revenue share, growth rate, production capacity, pricing structure, and other vital aspects during that period.
For more details of the esports market Report, visit @https://www.emergenresearch.com/industry-report/esports-market
Covid 19 analysis:
The latest report is the first study encompassing the current esports market market situation with respect to the COVID-19 outbreak. Since the advent of the outbreak, the global economic landscape has been grappling with adverse financial consequences. The report analyzes the drastic impact of the pandemic on this business sphere. The pandemic has affected nearly all segments of the esports market market. It has further hampered the developmental scope of various manufacturers and buyers engaged in this sector. Thus, the report studies the industry’s shifting dynamics to scrutinize the profits earned or loss suffered by different segments.
The global esports market market consists of various segments, including product type outlook, application spectrum, end-user overview, leading regions, and the competitive analysis. The report further provides information regarding the value chain, emerging market sectors, and the technological advancements in the industry to benefit readers and businesses looking to invest in this industry
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
- Media Rights
- Merchandise & Tickets
- Device Outlook (Revenue, USD Million; 2018–2028)
Major Geographies Covered in the Report:
- 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)
Target Audience of the Report:
- Leading Companies
- Large, medium-sized, and small enterprises
- Value-Added Resellers (VARs)
- Venture capitalists
- Third-party knowledge providers
The report considers the following timeline for market estimation:
- Historical Years: 2017-2018
- Base Year: 2019
- Estimated Year: 2022
- Forecast Years: 2022-2027
Request a sample copy of the global esports market report @https://www.emergenresearch.com/request-sample/748
The global esports market market report evaluates the latest economic scenario in terms of value and volume. It highlights the key growth drivers, restraints, production capacity, demand & supply ratio, import/export status, growth rate, and other critical aspects. Additionally, the report also performs SWOT analysis, Porter’s Five Forces analysis, speculation attainability investigation, and venture return investigation.
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