Press release
ESports Market size to Reach USD 67,500 million by 2030.
eSports Market Analysis and SizeThe increase in popularity of video games across the globe acts as one of the major factors driving the growth of global eSports market. The rise in emergence of eSports as a professional career because of impressive international prize pools, one-to-one sponsorships, streaming revenues and increase in popularity of the gaming tournaments accelerate the market growth. The rise in the infrastructure for the league tournaments and increase in the live streaming of games further influence the market. Additionally, rapid industrialization, emergence of industry 4.0, rapid infrastructural developments, expansion of end use industry and formidable investments positively affect the global eSports market.
Data Bridge Market Research analyses that the global eSports market which was USD 11,450 million in 2022, is expected to reach USD 67,500 million by 2030, and is expected to undergo a CAGR of 16.50% during the forecast period 2023-2030. This indicates the market value. "Media Rights" dominates the type segment of the global eSports market due to their sports and fitness segment is expected to dominate the market as due to continuous increasing adoption of wearable electronic devices for sports and fitness in the order to enhanced sports, fitness, and well-being by monitoring physiological conditions of wearers. In addition to the insights on market scenarios such as market value, growth rate, segmentation, geographical coverage, and major players, the market reports curated by the Data Bridge Market Research also include in-depth expert analysis, geographically represented company-wise production and capacity, network layouts of distributors and partners, detailed and updated price trend analysis and deficit analysis of supply chain and demand.
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Market Definition
eSports or IVR refers to a technology which allows humans to interact with an automated telephone system. Apparently, it receives a combination of telephone input and keypad selection tone to basically provide appropriate responses to inquiries in the form of voice, email, fax, call back, and other contact methods. The major purpose of eSports is to interact with callers, collect information and direct the incoming calls to the appropriate recipients.
Global eSports Market Scope
The global eSports market is segmented on the basis of revenue streams, games, and E-platforms. The growth amongst these segments will help you analyze meagre growth segments in the industries and provide the users with a valuable market overview and market insights to help them make strategic decisions for identifying core market applications.
Global eSports Market, By Revenue Streams (Media Rights, Tickets and Merchandise, Sponsorships and Direct Advertisements and Publisher Fees), Games (Multiplayer Online Battle Arena (MOBA), Player Vs. Player (PvP), First Person Shooters (FPS), Real Time Strategy (RTS), Salons and Spas), E-Platform (PC-Based eSports, Consoles-Based eSports and Mobile and Tablets) - Industry Trends and Forecast to 2030.
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