Press release
Esports Market to Witness Huge Growth by Key Players: Modern Times Group, Activision Blizzard, FACEIT, Nintendo, Gfinity, Turner Broadcasting System, CJ Corporation, Valve Corporation, Tencent and Others.
According to Market Study Report, Esports Market provides a comprehensive analysis of the Esports Market segments, including their dynamics, size, growth, regulatory requirements, competitive landscape and emerging opportunities of global industry. This report also provides market landscape and market share information in the Esports Market. An exclusive data offered in this report is collected by research and industry experts team.Get Free Sample Report @ https://www.reportsnreports.com/contacts/requestsample.aspx?name=1551860
The Esports Market is expected to reach USD 2,174.8 Million by 2023 from USD 926.3 Million by 2018, at a CAGR of 18.61% between 2018 and 2023. This report spread across 132 pages, profiling 10 companies and supported with 60 tables and 32 figures are now available in this research.
Top Companies Profiled in the Esports Market:
o Modern Times Group (Sweden)
o Activision Blizzard (US)
o FACEIT (UK)
o Nintendo (Japan)
o Gfinity (UK)
o Turner Broadcasting System (US)
o CJ Corporation (South Korea)
o Valve Corporation (US)
o Tencent (China)
o Electronic Arts (EA) (US)
"Revenue contribution from media rights to grow at highest CAGR during 2018-2023"
This report covers the following revenue streams: media rights (subscription and online advertisement), tickets and merchandise, sponsorship and direct advertisement, and publisher fees. Currently, media rights are significantly contributing to the global esports industry. In recent years, the sale of broadcasting and media rights has been the largest source of revenue for most of the esports organizers. The revenue generated from the trade of media rights is used to finance major sporting events, renovate stadiums, and contribute to the development of esports at the grassroots level.
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"Esports market in APAC to grow at highest CAGR between 2018 and 2023"
This report covers the esports market segmented on the basis of following regions: North America, Europe, APAC, and RoW. The market in APAC is expected to grow at the highest CAGR between 2018 and 2023. In 2017, Rest of APAC accounted for a substantial share of the esports market in APAC. The growth of this industry can be attributed to the increasing number of esports competitions in the region.
Breakdown of primary participants' profile:
o By Company Type: Tier 1 - 35 %, Tier 2 - 45%, and Tier 3 - 20%
o By Designation: C-Level Executives - 35%, Directors - 25%, and Others - 40%
o By Region: North America - 45%, Europe - 20%, APAC - 30%, and RoW - 5%
Competitive Landscape of Esports Market:
1 Introduction
2 Ranking Analysis
3 Competitive Scenario
3.1 Events and Game Launch
3.2 Expansions and Sponsorships
3.3 Partnership, Investment, Acquisition, and Contract
3.4 Others (Franchises)
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Research Coverage:
Esports mainly generates revenue through streams such as media rights (subscription and online advertisement), tickets and merchandise, sponsorships and direct advertisements, and publisher fees. The market has been segmented, on the basis of region, into North America, Europe, APAC, and RoW.
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