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E-Sports Market 2022-2026: Insights And Business Growth, Development Factors, Current And Future Trends
‘New year, new updates! Our reports have been revised for market size, forecasts, and strategies to take on 2022https://www.thebusinessresearchcompany.com/global-market-reports
E-Sports Global Market Report 2022 – Market Size, Trends, And Global Forecast 2022-2026’ by The Business Research Company is the most comprehensive report available on this market, with analysis of the market’s historic and forecast growth, drivers and restraints causing it, and highlights of the opportunities that companies in the industry can take on. The esports market research report helps gain a truly global perspective of the esports industry as it covers 60 geographies worldwide. Regional and country breakdowns give an analysis of the market in each geography, with information on the size of the market by region and by country.
The regions covered in the esports market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, and Africa. Among these regions, North America accounts for the largest esports market share.
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The esports market consists of sales of esports and related services. Esports or electronic sports are team-based sports played online and are supported by electronic systems in which all the functions are performed through a human-computer interface. Esports are played by professional gamers that are sponsored by business organizations, or from sporting organizations.
Key competitors in the esports market include Modern Times Group MTG AB, Activision Blizzard Inc., Gfinity, PLC, Turner Broadcasting System, Valve Corporation, Tencent, Electronic Arts, Inc., Hi-Rez Studios, Nintendo, FACEIT, CJ Corporation, Kabam, Wargaming Public, Rovio Entertainment, GungHo Online Entertainment, Riot Games Inc., Epic Games, Alisports, Total Entertainment Network, King Digital Entertainment PLC, Zynga Inc., Gamevil Inc., Cloud9, Team SoloMid, Team Liquid, Echo Fox, Fnatic, Gen.G Esports, 100 Thieves, G2 Esports and Immortals.
The global e-sports market size is expected grow from $1.20 billion in 2021 to $1.41 billion in 2022 at a compound annual growth rate (CAGR) of 17.2%. The growth in the market is mainly due to the companies resuming their operations and adapting to the new normal while recovering from the COVID-19 impact, which had earlier led to restrictive containment measures involving social distancing, remote working, and the closure of commercial activities that resulted in operational challenges. The esports market is expected to reach $2.56 billion in 2026 at a CAGR of 16.1%.
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TBRC’s report segments the global esports market:
1) By Game: Multiplayer Online Battle Arena (MOBA), Real Time Strategy, First Person Shooter, Fighting and Sports
2) By Platform: PC, Console, Mobile, Others
3) By Revenue Source: Sponsorship, Advertising, Merchandise and Tickets, Publisher Fees, Media Rights
Read Further On The Esports Market Here:
https://www.thebusinessresearchcompany.com/report/e-sports-global-market-report
The Table of Contents includes:
1. Executive Summary
2. Esports Market Characteristics
3. Esports Market Trends And Strategies
4. Impact Of COVID-19 On Esports
5. Esports Market Size And Growth
.....
27. Esports Market Competitive Landscape And Company Profiles
28. Key Mergers And Acquisitions In The Esports Market
29. Esports Market Future Outlook and Potential Analysis
30. Appendix
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