ESports Market Size Anticipated to Observe Growth at a Steady Rate of 16.50% for the Study Period 2022-2029

 

Market Analysis and Insights Global eSports Market

The eSports market is expected to witness market growth at a rate of 16.50% in the forecast period of 2022 to 2029, and is estimated to reach the value of USD 5.80 billion by 2029 Data Bridge Market Research report on eSports market provides analysis and insights regarding the various factors expected to be prevalent throughout the forecast period while providing their impacts on the market’s growth. The increase in the use of product in various industries globally is escalating the growth of eSports market.

The eSports refer to electronic sports that can be in the form of video games. These games can be played on different platforms including console, PC, tablets or mobile. It can be played for leisure or can be competed against other players at a professional level.

The increase in popularity of video games across the globe acts as one of the major factors driving the growth of eSports market. The rise in emergence of esports as a professional career because of impressive international prize pools, one-to-one sponsorships, streaming revenues and increase in popularity of the gaming tournaments accelerate the market growth. 

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https://www.databridgemarketresearch.com/request-a-sample/?dbmr=global-esports-market


Global eSports Market Scope and Market Size

The eSports market is segmented on the basis of revenue streams, games and e-platform. The growth among segments helps you analyze niche pockets of growth and strategies to approach the market and determine your core application areas and the difference in your target markets.   

Global eSports Market, By Revenue Streams (Media Rights, Tickets and Merchandise, Sponsorships and Direct Advertisements and Publisher Fees), Games (Multiplayer Online Battle Arena (MOBA), Player Vs. Player (PvP), First Person Shooters (FPS), Real Time Strategy (RTS), Salons and Spas), E-Platform (PC-Based eSports, Consoles-Based eSports and Mobile and Tablets), Country (U.S., Canada, Mexico, Brazil, Argentina, Rest of South America, Germany, Italy, U.K., France, Spain, Netherlands, Belgium, Switzerland, Turkey, Russia, Rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific, Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa) Industry Trends and Forecast to 2029.

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https://www.databridgemarketresearch.com/reports/global-esports-market


Competitive Landscape and eSports Market Share Analysis

The eSports market competitive landscape provides details by competitor. Details included are company overview, company financials, revenue generated, market potential, investment in research and development, new market initiatives, regional presence, company strengths and weaknesses, product launch, product width and breadth, application dominance. The above data points provided are only related to the companies’ focus related to eSports market.

Some of the major players operating in the eSports market report are Modern Times Group MTG AB, Activision Blizzard Inc., Gfinity, PLC, Turner Broadcasting System, Valve Corporation, Tencent, Electronic Arts, Inc., Hi-Rez Studios, Nintendo, FACEIT, CJ Corporation, Kabam, Wargaming Public, Rovio Entertainment, GungHo Online Entertainment, Riot Games Inc., Epic Games, Alisports, Total Entertainment Network, King Digital Entertainment PLC, Zynga Inc., Gamevil Inc. , Cloud9, Team SoloMid, Team Liquid, Echo Fox, Fnatic, Gen.G ESports, 100 Thieves, G2 ESports and Immortals, among others.


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