Scope of E-Sports Market Report: Analysis, Trends and Growth Opportunities Forecasted till 2022
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A recently published study by Fact.MR estimates the global e-sports market to exhibit a steady expansion over the forecast period 2017 to 2022. E-sports enables individuals in experiencing different aspects of games including ladder, league, and tournament through a single system. The global market for e-sports is expected to account for around US$ 400 Mn revenues by 2022-end.
E-sports, or electronic sports, are facilitated by electronic system, wherein a human computer interface performs all functions associated with the sport. E-sports is enabling individuals in experiencing various types of game aspects such as tournament, league, and ladder through a single system. Professional gamers, being part of different sporting organizations, participate in E-sports. In various cases, these professional gamers are also sponsored by business organizations.
With e-sports becoming engrained in DNA of various successful competitive games, the publishers are actively focusing on expanding their franchise as spectator sports for engaging their current fans, and attracting new ones. Usually lacking in resources and experience, these publishers seek the white-label organizers in helping them to set up events and leagues across their franchises. For majority of the game publishers, the business of e-sports is currently futile. However, their investment gets justified by the positive influence on game revenues, and on their e-sports activities’ future potential as a standalone business. E-sports is not only witnessing an exponential expansion as new independent business, but also accelerating convergence of several established industries. A chance in capitalizing on the favorite pastime of millennial and digital natives – watching game content and playing games, is being provided by e-sports to media, broadcasting networks, and entertainment companies. With the introduction of live events and streams, gaming has entered the area of media and broadcasters, who may now utilize their advertising business models for tapping into the market that was out of their reach previously.
According to a report by Fact.MR, the global market for e-sports has been estimated to register an above-average CAGR during the forecast period 2017 to 2022. Revenues from the global e-sports market are projected to reach nearly US$ 400 Mn by 2022-end.
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On the basis of buyer type, Institutional segment will continue to retain its dominance in the market. Revenues from this segment will reach approximately US$ 200 Mn by 2022-end. Promotional segment is estimated to exhibit the highest CAGR in the market through 2022.
Key players profiled in Fact.MR’s report on the global e-sports market include Sony Corporation, Microsoft Corporation, Electronic Arts Inc., Nintendo Co., Ltd., GungHo Online Entertainment, Inc., Tencent Holdings Limited, Activision Blizzard Inc., Zynga Inc., Valve Corporation, and Epic Games, Inc.
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Fact.MR is a fast-growing market research firm that offers the most comprehensive suite of syndicated and customized Sports Market Research Reports. We believe transformative intelligence can educate and inspire businesses to make smarter decisions. We know the limitations of the one-size-fits-all approach; that's why we publish multi-industry global, regional, and country-specific research reports.
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