Press release
E-Sports Market 2022 To Witness Notable Growth With Covid-19 Analysis, Opportunities And Future Scope Forecast 2031
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%.The Business Research Company offers the E-Sports Global Market Report 2022 in its research report store. It is the most comprehensive report available on this market and will help gain a truly global perspective as it covers 60 geographies. The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by region and by country. It also compares the market's historic and forecast growth, and highlights important trends and strategies that players in the market can adopt.
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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.
Some key e-sports market players are 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 countries covered in the global e-sports market are Argentina, Australia, Austria, Belgium, Brazil, Canada, Chile, China, Colombia, Czech Republic, Denmark, Egypt, Finland, France, Germany, Hong Kong, India, Indonesia, Ireland, Israel, Italy, Japan, Malaysia, Mexico, Netherlands, New Zealand, Nigeria, Norway, Peru, Philippines, Poland, Portugal, Romania, Russia, Saudi Arabia, Singapore, South Africa, South Korea, Spain, Sweden, Switzerland, Thailand, Turkey, UAE, UK, USA, Venezuela, Vietnam.
The regions covered in the global e-sports market are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.
E-Sports Market Segmentation:
By Game
1. Multiplayer Online Battle Arena (MOBA)
2. Real Time Strategy
3. First Person Shooter
4. Fighting and Sports
By Platform
1. PC
2. Console
3. Mobile
By Revenue Source
1. Sponsorship
2. Advertising
3. Merchandise and Tickets
4. Publisher Fees
5. Media Rights
See more on the report at https://www.thebusinessresearchcompany.com/report/e-sports-global-market-report
The Report's 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
.....
25. Middle East Esports Market
26. Africa Esports Market
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
This report covers the trends and market dynamics of the e-sports market in major countries - Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, and USA. The report also includes consumer surveys and various future opportunities for the market.
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