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  • Writer's pictureTani Shah

Esports Market: A Study of the Industry's Key Players and Their Strategies 2028



Analysis of the Global Esports Market

The Global Esports Market Research Report published by Emergen Research has been formulated by analysis of key business details and extensive geographical spread of the Esports industry. The study offers comprehensive coverage of the qualitative and quantitative analysis of the Esports market along with crucial statistical data about the Esports market. The report also profiles established and emerging players of the market, covering the business overview, product portfolio, strategic alliances, and business expansion strategies.

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 report projects the market is anticipated to grow at a significant rate owing to raid advancements and technological developments in the sector. The report offers strategic recommendations to the businesses and investors to capitalize on the lucrative growth opportunities. The report further provides a comprehensive analysis of the competitive landscape and provides complete coverage with regard to company profiles, product portfolio, revenue generation, financial standing, and market position. It also covers mergers and acquisitions, joint ventures, product launches, brand promotions, collaborations, agreements, and partnerships, among others. It also offers insights into the manufacturing processes, revenue estimations, R&D advancements, and industrial penetration.

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The comprehensive report addresses the following questions:

  • Which region is expected to dominate the market over the coming years?

  • Which application or end-user segment is anticipated to show significant growth over the projected timeline?

  • What is the impact of the COVID-19 pandemic on the overall market growth?

  • What are the macro- and micro-economic factors influencing the growth of the market?

  • What are the recent R&D and technological advancements in the Esports market?

Competitive Landscape:

Key market players operating in the global Esports market and studied in the report include 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

Furthermore, the report supplies an in-depth understanding and insight into the leading manufacturers and players with a brief overview of their business. This section deals with the latest business moves, product launches, strategic collaborations, technological advancements, and profitable business ventures. The report also includes revenue estimations and CAGR of the Esports market in the coming years.

The global Esports market report includes a comprehensive analysis of the top players of the market and their market scope through advanced analytical tools. Tools such as Porter’s Five Forces Analysis, SWOT analysis, feasibility analysis, and investment return analysis are used to analyze their growth patterns and market scope.

Emergen Research is Offering Limited Time Discount (Grab a Copy at Discounted Price Now) @ https://www.emergenresearch.com/request-discount/748

Esports Market Segmentation:

The report further explores the segmentation of the market based on types, applications, and regions.

  • 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


Regional Analysis:

According to the regional analysis, the market is segmented into the key geographical regions, including North America, Latin America, Europe, Asia Pacific, and Middle East & Africa. The report further provides insight into the regions dominating the market and is expected to lead the market in the coming years. The report also discusses the growth rate and market size of each major region for the forecast period. It also covers production and consumption patterns, supply and demand dynamics, current and emerging trends, import/export, and the presence of key players in each region.

In-depth Regional Analysis Covers:

  • North America (U.S., Canada, Mexico)

  • 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)

Browse Full Report Description + Research Methodology + Table of Content + Infographics@ https://www.emergenresearch.com/industry-report/esports-market

The report on the global Esports market offers strategic insights into the market landscape to stakeholders, investors, and business owners to help them make efficient and lucrative business decisions based on key statistical data and facts. The report aims to offers a thorough outlook of the Esports market based on various key elements, such as market drivers, limitations, threats, restraining factors, and growth prospects. The report aims to deliver a comprehensive understanding of the Esports market growth and expansion in each key region of the world.

Highlights of the TOC of the report:

Chapter 1: Market overview

Chapter 2: Global Esports market analysis

Chapter 3: Regional analysis of the Esports industry

Chapter 4: Market segmentation based on types and applications

Chapter 5: Revenue analysis based on types and applications

Chapter 6: Competitive landscape

Chapter 7: Market share analysis

Chapter 8: Drivers, Restraints, Challenges, and Opportunities

Chapter 9: Gross Margin and Price Analysis

Refer to ToC for more information on the chapters of the report.

Thank you for reading our report. For further queries or to request customization, please get in touch with us. Our team will ensure you get the report best suited for your needs.

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