Esports Market Trend 2021-2028: Growth and Analysis by Top Key players.


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.

The Esports Market report also studies business strategies and strategic alliances undertaken by companies to gain a robust footing in the market. The report provides full coverage of the companies’ data, including details about their production and manufacturing capacity, product portfolio, business overview, revenue, gross profit margins, sales network and distribution channel, financial standing, and market position.

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Competitive Terrain:

The global Esports industry is highly consolidated owing to the presence of renowned companies operating across several international and local segments of the market. These players dominate the industry in terms of their strong geographical reach and a large number of production facilities. The companies are intensely competitive against one another and excel in their individual technological capabilities, as well as product development, innovation, and product pricing strategies.

The leading market contenders listed in the report are:

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

The research study examines historic data from 2018 and 2020 to draw forecasts until 2028. The timeline makes the report an invaluable resource for readers, investors, and stakeholders looking for key insights in readily accessible documents with the information presented in the form of tables, charts, and graphs.

Key market aspects studied in the report:

Market Scope: The report explains the scope of various commercial possibilities in the global Esports market over the upcoming years. The estimated revenue build-up over the forecast years has been included in the report. The report analyzes the key market segments and sub-segments and provides deep insights into the market to assist readers with the formulation of lucrative strategies for business expansion.

Competitive Outlook: The leading companies operating in the Esports market have been enumerated in this report. This section of the report lays emphasis on the geographical reach and production facilities of these companies. To get ahead of their rivals, the leading players are focusing more on offering products at competitive prices, according to our analysts.

Report Objective: The primary objective of this report is to provide the manufacturers, distributors, suppliers, and buyers engaged in this sector with access to a deeper and improved understanding of the global Esports market.

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Market Segmentations of the Esports Market

This market is segmented based on Types, Applications, and Regions. The growth of each segment provides accurate forecasts related to production and sales by Types and Applications, in terms of volume and value for the period between 2020 and 2028. This analysis can help readers looking to expand their business by targeting emerging and niche markets. Market share data is given on both global and regional levels. Regions covered in the report are North America, Europe, Asia Pacific, Latin America, and Middle East Africa. Research analysts assess the market positions of the leading competitors and provide competitive analysis for each company. For this study, this report segments the global Esports market on the basis of product, application, and region:

Segments Covered in this report are:

  • 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 Outlook of the Esports Market

The global Esports market has been categorized into several important geographical regions, including North America, Europe, Asia Pacific, Latin America, and Middle East Africa. In this section, authors of the report have studied the presence of the global Esports market across major geographies. Moreover, the estimated market share, market size, revenue contribution, sales network and distribution channel, and other crucial elements of each regional segment have been detailed in the report.

Key Points of the Geographical Analysis:

  • Data and information related to the consumption rate in each region
  • Estimated increase in the consumption rate
  • Proposed growth of the market share of each region
  • Geographical contribution to market revenue
  • Expected growth rate of the regional markets

Key reasons to buy the Global Esports Market report:

  1. The latest report comprehensively studies the global Esports market size and provides useful inference on numerous aspects of the market, such as the current business trends, market share, product offerings, and product share.
  2. The report offers an insightful analysis of the regional outlook of the market.
  3. It offers a detailed account of the end-use applications of the products services offered by this industry.
  4. The report holistically covers the latest developments taking place in this industry. Therefore, it lists the most effective business strategies implemented by the market rivals for ideal business expansion.

In conclusion, the Esports Market report is an exhaustive database that will help readers formulate lucrative strategies. The Esports Market report studies the latest economic scenario with value, drivers, constraints, growth opportunities, challenges, demand and supply ratio, production capacity, import/export status, growth rate, and others. Additionally, the report also undertakes SWOT Analysis and Porter’s Five Forces Analysis to study the leading companies.

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