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Global E-Sports Market Dynamics Trends, Segmentation, Key Players, Application and Forecast

03-07-2019 08:54 AM CET | IT, New Media & Software

Press release from: P&S Intelligence

Global E-Sports Market Dynamics Trends, Segmentation, Key

The growing numbers of audience attending real-life tournaments, and watching e-sports online, are the major drivers for the growth of the e-sports market. Approximately 85% male and 15% female, with 60% of spectators between the age group of 18- 34, contribute to the global e-sport market. Organized competitions have been a part of video game culture for long, and their popularity has been increasing.

North America and Europe dominates the global e-sports market, with more number of people attending real-life tournaments and watching e-sports online. According to Superdata (a playable media and games market research organization), almost half of e-sports observers in the U.S., primarily use Twitch.tv, the world’s major live streaming website for sports game content. Approximately half of e-sports spectators participate in certain type of competitive gaming, mostly through online platforms. However, the market for e-sports by the number of users playing electronic games has been dominated by Asia-Pacific.

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E-sports or electronic sports refer to the competition organized for PC or video gaming users, which is commonly held between professional gamers. E-sports or electronic sports is a competitive type of gaming, where gamers compete online, or in real life against live in a video game to test skills, against strangers or friends.

Teenagers are highly involved in earning millions through gaming, and signing lucrative sponsorship deals, thus getting more inclined towards making their future in the field of gaming. Investment in innovative business models, platforms, and derivative businesses, further drive growth in the competitive e-sport gaming.

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Internet is the primary medium for electronic sports coverage. Coverage of e-sports by general news organizations is generally rare. Most e-sport reports come from news organizations, with special emphasis on gaming console technology or video game releases. Esports Nation, Esports Heaven, and ESFI World stand among the few self-governing news organizations that are especially dedicated to electronic sports. Other typical sources for e-sports information include video game developer's websites, websites of professional teams, and independent community websites.

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League of Legends, Counter Strike: Global Offensive, Dota 2 and others are the major e-sports games, which feature both online, and at “Our Events” exhibitions, as competitive e-sports tournaments. Currently, League of Legends is the most popular title in the professional gaming market. The 2014 World Championship was the most viewed e-Sports event of the year. Social gaming site Raptr states that “League of Legends” holds approximately 19.97% share of PC games played in January 2015, which puts it in highest spot for the world’s most widespread game. The original Counter-Strike was launched in 1999, and has been a main of computer gaming ever since. Dota 2 is another major game, which is helping professionals to make a big earning. This game is best suited for professionals who want to earn cash with their gaming skills. Other dominant e-sport games are Call of Duty, Starcraft 2, and FIFA.

About P&S Intelligence
P&S Intelligence is a provider of market research and consulting services catering to the market information needs of burgeoning industries across the world. Providing the plinth of market intelligence, P&S as an enterprising research and consulting company, believes in providing thorough landscape analyses on the ever-changing market scenario, to empower companies to make informed decisions and base their business strategies with astuteness.

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