ESports Market Global Industry Analysis, Size, Share, Growth, Trends and Forecast 2030
Esports Market Overview:
The Esports market refers to the market for competitive
video gaming, where professional players compete against each other in
organized events and tournaments. The e-sports market has seen significant
growth in recent years, driven by the increasing popularity of video games and
the rise of live-streaming platforms, such as Twitch and YouTube Gaming.
The Esports
Market was analyzed which was worth USD 1.67 Billion in the year 2021,
expecting a CAGR of 21.1% during the forecast period (2022-2030), and the
market is projected to be valued at USD 9.35 Billion by 2030.
One of the
key drivers of the e-sports market is the growing popularity of video games.
The video game industry has grown significantly in recent years, with the
increasing number of gamers and the release of new games that have captured the
interest of both casual and hardcore gamers. This has led to a growing demand
for e-sports events and tournaments, where players can compete against each
other and showcase their skills.
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Esports Market
is the rise of live-streaming platforms, such as Twitch and YouTube Gaming.
These platforms have made it easier for gamers to broadcast their gameplay and
reach a wider audience, and have also created new opportunities for e-sports
events and tournaments. In addition, the growth of e-sports has also led to the
development of e-sports organizations and teams, which are dedicated to
competitive video gaming.
Esports Market Includes Key Players:
·
Activision
Blizzard, Inc.
·
Electronic
Arts Inc.
·
Gameloft
SE; HTC Corporation
·
Intel
Corporation
·
Modern
Times Group (MTG)
·
Nintendo
of America Inc.
·
NVIDIA
Corporation
·
Tencent
Holding Limited
·
Valve
Corporation
The Esports Market is segmented into
various Streaming type, Device Type, applications, Revenue Stream including Sub
segments such as:
·
By Streaming type: On demand, Live
·
By Application: Platform, Service
·
By Device Type: Smart phone, Smart TV, Desktop
-laptop-tablets, Gaming console
·
By Revenue Stream: Media rights, Game publisher fee,
Sponsorship, Digital advertisement, Tickets and merchandise
·
By Geography: North America, Europe, Asia Pacific,
Latin America, the Middle East, and Africa
The e-sports
market is segmented into North America, Europe, Asia-Pacific, Latin America,
and Middle East & Africa. Asia-Pacific is the largest market for e-sports,
due to the large player base and the high popularity of video games in the
region. North America and Europe are also significant markets for e-sports,
driven by the Esports Market Growth of e-sports events and the
increasing popularity of video games in these regions.
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