Press release
2020 Electronic Sports (eSports) Market Research: International Size, Growth, Trends, Outlook and Future Scope Analysis by 2025 - FACEIT Gfinity, CJ, Valve, Tencent, Electronic Arts, KaBuM
Global Electronic Sports (eSports) Market overview:The growing demand for Electronic Sports (eSports) has provided a major boost to the Global Electronic Sports (eSports) Market as more people are shifting their preferences to this growing sector. The market is expected to keep rising at a high CAGR and reach values of high millions by the end of the forecast period of 2020 up to 2024.
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The emergence of Electronic Sports (eSports) is expected to transform the outlook of sports industry. Major revenue streams for Electronic Sports (eSports) include media rights; tickets and merchandise, sponsorships; direct advertisements; and publisher fees. In revenue-generating streams, sponsorships and advertisements are the major sources of revenue generation that have witnessed burgeoning demand during the last five years.
The global Electronic Sports (eSports) Market is primarily segmented based on Product Type, Application, End-Use Industry and Regions.
Based on Product Type, the market is divided into:
1 Media Rights (Subscription & Online Advertisement)
2 Tickets and Merchandise
3 Sponsorship & Direct Advertisement
4 Publisher Fees
On the basis of End Use Industry, the market is split into:
1 Online
2 Offline
It imitates the experience of viewing a professional sports event, where audiences watch video gamers compete against each other. Electronic Sports (eSports) events comprise competitive leagues and tournaments. The Electronic Sports (eSports) revenue is generated through sponsorships and advertisements, tickets and merchandise, and media rights. Sponsorships play a vital role in the esports business, as the increasing number of companies are investing in the esports industry. Further, with increasing player wages and expanding Electronic Sports (eSports) market, the introduction of new sponsors is critical for the future commercial success of Electronic Sports (eSports)
Objectives of the Study
To describe and forecast the global Electronic Sports (eSports) Market on the basis of Product Type, industry verticals, Channel and regions.
To forecast the Electronic Sports (eSports) Market size of the five main regional segments, namely North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA), and Latin America.
To strategically analyzesubsegments with respect to individual growth trends, future prospects, and contribution to the total market.
To provide detailed information regarding the major factors influencing the growth of the Electronic Sports (eSports) Market (drivers, restraints, opportunities, and challenges).
To analyze the opportunities in the market for stakeholders and to provide details of competitive landscape for major players.
To strategically profile key players and comprehensively analyze their core competencies and positioning.
To track and analyze competitive developments such as mergers and acquisitions, new product developments, and partnerships, agreements & collaborations in the Electronic Sports (eSports) Market.
Some of the Electronic Sports (eSports) Market manufacturers involved in the market are Modern Times Group (Sweden), Activision Blizzard (US), FACEIT (UK), Total Entertainment Network (US), Gfinity (UK), Turner Broadcasting System (US), CJ Corporation (South Korea), Valve Corporation (US), Tencent (China), Electronic Arts (EA) (US), Hi-Rez Studios (US), KaBuM (Canada), Wargaming Public (Cyprus), Rovio Entertainment (Finland),GungHo Online Entertainment (Japan), Alisports (China), Acquisitions and effective mergers are some of the strategies adopted by the Electronic Sports (eSports) Market manufacturers. New product launches and continuous technological innovations are the Electronic Sports (eSports) Market strategies adopted by the major players.
Latest Industry Updates:
FACEIT is the leading independent competitive gaming platform for online multiplayer PvP gamers with more than eight million users, and a total of twelve million online gaming sessions each month. We aim to further the esports ecosystem by offering players of all levels the chance to compete in a competitive environment with the games they love while providing publishers and third party organisers with the tools needed to build their competitive community.
Our platform offers all the tools required for publishers and developers to reinforce the esports ecosystem around their game thanks to the advanced software development kit (SDK) which provides game creators with the necessary tools to integrate user-friendly matchmaking, tournaments, and leagues into their titles. Once a game creator has utilised our SDK and successfully integrated with FACEIT, esports organisations, players, and communities for that title will be able to create, manage, and promote their own online competitions and tournaments.
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Asia Pacific was a prominent market for Electronic Sports (eSports)s in 2016. Among the countries in Asia Pacific, the demand was substantially high in developing countries such as China and India. These countries have been witnessing rapid increase in its population along with expansion of their overall economies, which has led to increase in disposable income. Increased spending on home interiors is fuelling the Electronic Sports (eSports) market in Asia Pacific.
There are several manufacturers of Electronic Sports (eSports)s in Europe and North America. In North America, the demand for Electronic Sports (eSports)s is primarily driven by the residential sector. Improved standards of living and rising usage of Electronic Sports (eSports)s for flooring purpose are anticipated to drive the market in North America.
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Table of Contents:
Global Electronic Sports (eSports) Market Report 2020
1 Electronic Sports (eSports) Definition
2 Global Electronic Sports (eSports) Market Major Player Share and Market Overview
3 Major Player Electronic Sports (eSports) Business Introduction
4 Global Electronic Sports (eSports) Market Segmentation (Region Level)
5 Global Electronic Sports (eSports) Market Segmentation (Product Type Level)
6 Global Electronic Sports (eSports) Market Segmentation (Industry Level)
7 Global Electronic Sports (eSports) Market Segmentation (Channel Level)
8 Electronic Sports (eSports) Market Forecast 2020-2024
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