E-sports refers to organized video gaming in which professionals from across the world participate (it can be from their homes or at any particular physical platform) to compete in gaming leagues, which is followed and watched by millions of spectators in live events or on television or internet. Increasing investment from international brands in esports tournaments, increasing audience reach, consideration of esports by millennials as a professional career, increasing live streaming of games, and opportunities created for game developers, event organizers, gamers, and influencers have driven the market growth. For instance, in 2018, Twitch signed a USD 90 million deal with the Overwatch League for two years, for the exclusive digital broadcasting rights in French, Korean and English. However, fewer organizations and limited infrastructure for esports tournaments impede the growth of the market over the forecast period of 2020-2027. Also, to develop skilled professionals, schools, colleges, and universities are introducing a dedicated curriculum for esports, which is likely to increase the market growth during the forecast period.
The global E-sports Market is valued approximately at USD 1.1 billion in 2019 and is anticipated to grow with a healthy growth rate of more than 24.4% over the forecast period 2020-2027 and is estimated to reach USD 6.31 billion by 2027.
The regional analysis of the global e-sports market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America, and the Rest of the World. North America is the leading/significant region across the world in terms of market share owing to the involvement of TV networks, franchises, players, developers, and streaming platforms mainly in the United States. Whereas, Asia-Pacific is also anticipated to exhibit the highest growth rate / CAGR over the forecast period 2020-2027. Factors such as growing penetration of mobile gaming and frequently growing internet usage would create lucrative growth prospects for the E-sports market across the Asia-Pacific region.
Major market players included in this report are Activision Blizzard Inc, Valve Corporation, Tencent Holding Limited, Electronic Arts Inc, Gameloft SE, Nintendo of America Inc, NVIDIA Corporation, Modern Times Group (MTG), Intel Corporation, and HTC Corporation
The detailed segments and sub-segment of the market are explained below:
By Revenue Source: Sponsorship, Advertising, Merchandise & Tickets, Publisher Fees, Media Rights
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