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Global E-Sports Market Size, Share, Growth, Industry Analysis, Opportunities and Forecast 2022-2031

Esports Market

Esports Market

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The global E-sports market report by the business research company identifies rising demand for video games and increasing awareness of esports contribute to the growth of the esports market. As technology is expanding so video content, products, virtual reality, and video game competitions are increasing. Video gaming has become a transforming pop culture and redefining the ways that young people consume entertainment. In 2019, according to PwC's latest Global Entertainment & Media Outlook, the videogames market in the United States is expected to reach $30 billion by 2023.

The global e-sports market is expected to grow from $1.20 billion in 2021 to $1.41 billion in 2022 at a compound annual growth rate (CAGR) of 17.2%. The Russia-Ukraine war disrupted the chances of global economic recovery from the COVID-19 pandemic, at least in the short term. The war between these two countries has led to economic sanctions on multiple countries, a surge in commodity prices, and supply chain disruptions, affecting many markets across the globe. The e-sports market is expected to reach $2.56 billion in 2026 at a CAGR of 16.1%.

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North America was the largest region in the e-sports market in 2021. South America is expected to be the fastest-growing region in the forecast period. The regions covered in the esports market are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, and Africa.

Major players in the esports market 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.

The global e-sports market is segmented -
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 & Tickets, Publisher Fees, Media Rights

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The E-sports Market Report Contents Include
1. Executive Summary
2. Esports Market Characteristics
3. Esports Market Trends And Strategies
4. Esports Market - Macro Economic Scenario
5. Esports Market Size And Growth
....
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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