Press release
Esports Market - Size, Share, Industry Growth, Trends, And Forecast (2019 - 2026)
This Esports Market research report is focused on providing its reader with all the necessary details that can help them make necessary business decisions. It provides wholesome information that is necessary to understand the market inside-out.ReportsnReports has recently added a new research report to its expanding repository. The research report, titled "Esports Market," mainly includes a detailed segmentation of this sector, which is expected to generate massive returns by the end of the forecast period, thus showing an appreciable rate of growth over the coming years on an annual basis. The research study also looks specifically at the need for Esports Market.
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Report Scope:
The scope of this report is broad and covers the global markets for esports, which is organized globally to generate various types of revenue streams, ranging from media rights to sponsorships to tickets and merchandise. The market is broken down by revenue streams and by region. Revenue forecasts from 2019 to 2024 are presented for revenue stream and regional market.
The report also includes a discussion on the major players in each of the regional markets for esports. It explains the major market drivers of the global market for esports, the current trends within the industry and the regional dynamics of the esports market. The report concludes with a special focus on the vendor landscape which includes detailed profiles of the major vendors in the esports industry globally.
Report Includes:
- 74 tables
- An overview of global esports market
- Analyses of global market trends, with data from 2018 and 2019, and projections of compound annual growth rates (CAGRs) through 2024
- An idea about popular esports games and market analysis of target audience
- Analysis of the market's dynamics, specifically growth drivers, restraints, and opportunities
- Coverage of esports market landscape and involved parties
- Knowledge about revenue streams of esports market, i.e., media rights, advertising, tickets and merchandise sales, sponsorships and publisher fees
- Comprehensive profiles of major players in the industry, including Activision Blizzard, CJ Corp., Electronic Arts, Gfinity, Modern Times Group, Take-two Interactive Software Inc., Tencent and Valve Corp.
Summary
The global gaming industry is rapidly changing with technological advancements, new business models and greater regulation. Over the past decade, the market for esports or competitive gaming, has also grown across the world. It was estimated that more than 350 million people across the world watched esports both online and in-person during 2018. The most popular esports games include Dota 2, League of Legends, Counter-Strike: Global Offensive (CS: GO), Overwatch and Hearthstone, among others.
The growing popularity of esports has enabled stakeholders to organize large global esport events and tournaments similar in scale to traditional sporting events. Revenues in the global esports market have increased consistently over the years with sources including advertising, media rights, tickets and merchandise, publisher fees, and sponsorships. At present, sponsorships are the highest revenue generating source for the global esports market. However, revenues generated through the media rights segment are expected to overtake the sponsorships segment by the end of the forecast period.
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Recent Industry Trend:
The report contains the profiles of various prominent players in the Global Esports Market. Different strategies implemented by these vendors have been analyzed and studied in order to gain a competitive edge, create unique product portfolios and increase their market share. The study also sheds light on major global industry vendors. Such essential vendors consist of both new and well-known players. In addition, the business report contains important data relating to the launch of new products on the market, specific licenses, domestic scenarios and the strategies of the organization implemented on the market.
Scope of the Report:
Through following the Esports Market through depth, the readers should find this study very helpful. The aspects and details are depicted by charts, bar graphs, pie diagrams, and other visual representations in theEsports Market study. This intensifies the representation of the pictures and also helps to improve the facts of the Esports Market industry. At a substantial CAGR, the Esports Market is likely to grow. Esports Market report's main objective is to guide the user to understand the market in terms of its definition, classification, industry potential, the latest trends, and the challenges facing the Esports Market.
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