Press release
Global eSports Market Size Is Projected To Grow USD 5.48 Billion By 2030
Global eSport Market 2023-2030, report discovers comprehensive insights on key manufacturers with share information, market size and projection, key dynamics, growth factors, and new company profiles. The report provides detailed information about the market overview, prevalent trends, demand, and recent developments impacting the market growth in the coming years. eSport Market opportunities analysis, strategic growth analysis, product launches, marketplace expanding, and technological innovations are also highlighted. The report uncovers eSport market size, potential growth, trends and expansion strategies followed by top prominent players.The Global eSports Market Size Was Valued At USD 1.22 Billion In 2021. The Market Is Projected To Grow From USD 1.44 Billion In 2022 To USD 5.48 Billion By 2029, Exhibiting A CAGR Of 21.0% During The Forecast Period.
๐๐ฒ๐ ๐ฎ ๐ฆ๐ฎ๐บ๐ฝ๐น๐ฒ ๐ฃ๐๐ ๐๐ผ๐ฝ๐ ๐ผ๐ณ ๐๐ฎ๐๐ฒ๐๐ ๐ฅ๐ฒ๐๐ฒ๐ฎ๐ฟ๐ฐ๐ต ๐ผ๐ป ๐ง๐ต๐ถ๐ ๐ฅ๐ฒ๐ฝ๐ผ๐ฟ๐ 2023 ๐๐ฒ๐ณ๐ผ๐ฟ๐ฒ ๐ฃ๐๐ฟ๐ฐ๐ต๐ฎ๐๐ฒ:
https://www.contrivedatuminsights.com/request-sample/248492
According to researh global market for eSports grew by an average of 15.4% between 2019 and 2020.
The market is growing because more games are being streamed live, big investments are being made, more people are watching, more people are getting involved, and league tournaments have better infrastructure. Because gamers, organisers, influencers, and game developers are getting better at what they do, there are more ways to make money in the market. Electronic sports can be a profession because they have big international prize pools and make money from streaming.
Also, colleges and universities have started to offer programmes that are designed to turn out skilled workers.
๐ฆ๐ผ๐บ๐ฒ ๐ผ๐ณ ๐๐ต๐ฒ ๐ธ๐ฒ๐ ๐ฝ๐น๐ฎ๐๐ฒ๐ฟ๐ ๐ฝ๐ฟ๐ผ๐ณ๐ถ๐น๐ฒ๐ฑ ๐ถ๐ป ๐๐ต๐ฒ ๐๐๐๐ฑ๐ ๐ฎ๐ฟ๐ฒ
Twitch Interactive, Inc. (U.S.), Activision Blizzard, Inc. (U.S.), Tencent Holdings Limited (China), Riot Games, Inc. (U.S.), Gfinity plc (U.K.), X1 Esports and Entertainment Ltd. (U.S.), Loco (Stoughton Street Tech Labs Private Limited) (India), Caffeine (U.S.), DLive Entertainment Pte. Ltd. (U.S.), Sony Group Corporation (Japan), and Others.
๐ ๐ฎ๐ฟ๐ธ๐ฒ๐ ๐ฆ๐ฒ๐ด๐บ๐ฒ๐ป๐๐ฎ๐๐ถ๐ผ๐ป:
By Streaming Type:
โข Live
โข On-demand
โข Others
By Revenue Streaming:
โข Media Rights
โข Advertisement
โข Sponsorship
โข Ticket & Merchandise
โข Game Publisher Fees
โข Others
By Gaming Genre:
โข Real-time Strategy Games
โข First Person Shooter Games
โข Fighting Games
โข Multiplayer Online Battle Arena Games
โข Mass Multiplayer Online Role-playing Games
โข Others
๐๐ฒ๐ผ๐ด๐ฟ๐ฎ๐ฝ๐ต๐ถ๐ฐ๐ฎ๐น๐น๐, ๐๐ต๐ฒ ๐ฑ๐ฒ๐๐ฎ๐ถ๐น๐ฒ๐ฑ ๐ฎ๐ป๐ฎ๐น๐๐๐ถ๐ ๐ผ๐ณ ๐ฐ๐ผ๐ป๐๐๐บ๐ฝ๐๐ถ๐ผ๐ป, ๐ฟ๐ฒ๐๐ฒ๐ป๐๐ฒ, ๐บ๐ฎ๐ฟ๐ธ๐ฒ๐ ๐๐ต๐ฎ๐ฟ๐ฒ ๐ฎ๐ป๐ฑ ๐ด๐ฟ๐ผ๐๐๐ต ๐ฟ๐ฎ๐๐ฒ, ๐ต๐ถ๐๐๐ผ๐ฟ๐ถ๐ฐ ๐ฎ๐ป๐ฑ ๐ณ๐ผ๐ฟ๐ฒ๐ฐ๐ฎ๐๐๐ (2023-2030) ๐ผ๐ณ ๐๐ต๐ฒ ๐ณ๐ผ๐น๐น๐ผ๐๐ถ๐ป๐ด ๐ฟ๐ฒ๐ด๐ถ๐ผ๐ป๐ ๐ฎ๐ฟ๐ฒ ๐ฐ๐ผ๐๐ฒ๐ฟ๐ฒ๐ฑ:
โข North America (U.S., Canada)
โข Europe (Germany, U.K., France, Italy, Russia, Spain, Rest of Europe)
โข Asia-Pacific (China, India, Japan, Australia, Southeast Asia, Rest of Asia Pacific)
โข South America (Mexico, Brazil, Argentina, Columbia, Rest of South America)
โข Middle East & Africa (GCC, Egypt, Nigeria, South Africa, Rest of Middle East and Africa)
๐ฅ๐ฒ๐ด๐ถ๐ผ๐ป๐ฎ๐น ๐๐ป๐๐ถ๐ด๐ต๐๐:
North America had the most of the market in 2021. There are a lot of online gamers in this area, which should help the business grow. The largest companies in the area are Activision Blizzard, Inc., Riot Games, Inc., X1 Esports and Entertainment Ltd., and others. They spend a lot of money on research and development to stay ahead of the competition and meet customer needs.
In August 2022, X1Esports bought Tyrus LLC in order to reach more people in the Gen Z age group and add more ways to make money.
Twitch said in July 2022 that its platform would be getting new safety features. This means that streamers should be able to choose who can "attack" them and should be able to share lists of banned accounts with other viewers. Both features are a response to the attacks on marginalised streamers that have happened over the past year.
Asia-Pacific is likely to grow a lot over the next few years. Because of how quickly sports events are moving to digital platforms for entertainment, countries like China, Japan, and India are likely to have a high demand. The demand for electronic sports has gone up because there are so many opportunities in the gaming and entertainment industry in Asia and the Pacific.
Most European countries have a strong sports market, which is likely to give companies that offer online sports platforms more ways to make money. Fans are always looking for new ways to play games. In the same way, a lot of different people are investing a lot in this market in Europe because it has a growing audience and a higher return on investment.
A lot of people in South America are interested in sports, which is likely to help businesses grow. There are so many growth opportunities in South American countries that many brands and sports companies are investing there. Companies like Cooler Master and Logitech have worked with sports groups in Argentina.
๐ง๐ผ ๐๐ฒ๐ ๐๐ผ๐บ๐ฝ๐น๐ฒ๐๐ฒ ๐๐ฐ๐ฐ๐ฒ๐๐ ๐ข๐ณ ๐ง๐ต๐ฒ ๐ฅ๐ฒ๐ฝ๐ผ๐ฟ๐ ๐๐น๐ถ๐ฐ๐ธ ๐๐ฒ๐ฟ๐ฒ:
https://www.contrivedatuminsights.com/buy/248492
๐ง๐ฎ๐ฏ๐น๐ฒ ๐ผ๐ณ ๐๐ผ๐ป๐๐ฒ๐ป๐:
1. Executive Summary
2. Research Methodology
3. Market Outlook
4. Covid-19 Impact On eSport Market
5. eSport Market Overview, By Segmentation, 2017 - 2030 (USD Million)
6. eSport Market Overview, By Geography, 2017 - 2030 (USD Million)
7. North America eSport Market Overview, By Countries, 2017 - 2030 (USD Million)
8. Europe eSport Market Overview, By Countries, 2017 - 2030 (USD Million)
9. Asia Pacific eSport Market Overview, By Countries, 2017 - 2030 (USD Million)
10. Middle East & Africa eSport Market Overview, By Countries, 2017 - 2030 (USD Million)
11. South America eSport Market Overview, By Countries, 2017 - 2030 (USD Million)
12. Competitive Landscape
13. Key Vendor Analysis
14. eSport Market Cost Analysis
15. Industrial Chain, Sourcing Strategy and Downstream Buyers
16. Marketing Strategy Analysis, Distributors/Traders
17. Market Effect Factors Analysis
18. Future Outlook of the Market
๐ฅ๐ฒ๐ฎ๐ฑ ๐๐ฒ๐๐ฎ๐ถ๐น๐ฒ๐ฑ ๐๐ป๐ฑ๐ฒ๐ ๐ผ๐ณ ๐ณ๐๐น๐น ๐ฅ๐ฒ๐๐ฒ๐ฎ๐ฟ๐ฐ๐ต ๐ฆ๐๐๐ฑ๐ ๐ฎ๐
https://www.contrivedatuminsights.com/product-report/esport-market-248492
๐ช๐ต๐ ๐ฌ๐ผ๐ ๐ฆ๐ต๐ผ๐๐น๐ฑ ๐๐๐ ๐ง๐ต๐ถ๐ ๐ฅ๐ฒ๐ฝ๐ผ๐ฟ๐:
1. The forecast for the established and growing markets for global eSport Market.
2. Use Porter's Five Forces analysis to analyze various market perspectives.
3. The market segment that is anticipated to dominate the eSport industry worldwide.
4. Geographical areas that are anticipated to experience the quickest growth over the projection period.
5. Identify the most recent innovations, market shares for global eSport and marketing techniques used by the leading industry competitors.
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๐๐ผ๐ป๐๐ฎ๐ฐ๐ ๐จ๐:
Anna B. | Head Of Sales
Contrive Datum Insights
Phone: +91 9834816757 | +1 2152974078
Email: anna@contrivedatuminsights.com
๐๐ฏ๐ผ๐๐ ๐จ๐:
Contrive Datum Insights (CDI) is a global delivery partner of market intelligence and consulting services to officials at various sectors such as investment, information technology, telecommunication, consumer technology, and manufacturing markets. CDI assists investment communities, business executives, and IT professionals to undertake statistics-based accurate decisions on technology purchases and advance strong growth tactics to sustain market competitiveness. Comprising of a team size of more than 100 analysts and cumulative market experience of more than 200 years, Contrive Datum Insights guarantees the delivery of industry knowledge combined with global and country-level expertise.
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