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Global E-Sports Market Overview, Trends and Growth Opportunities Forecasted till 2022

02-06-2018 10:59 AM CET | Sports

Press release from: Fact.MR

Fact.MR

Fact.MR

A recently published study by Fact.MR estimates the global e-sports market to exhibit a steady expansion over the forecast period 2017 to 2022. E-sports enables individuals in experiencing different aspects of games including ladder, league, and tournament through a single system. The global market for e-sports is expected to account for around US$ 400 Mn revenues by 2022-end.

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The report offers an overview of the e-sports market. This comprises an introduction to the market, along with a standard definition of the product – e-sports. In this section, market value and year-over-year growth is offered to the readers. Year-over-year growth provides readers with a broader view of growth patterns over the forecast period.

The report’s succeeding section focuses on drivers, restraints and key trends from macroeconomic, demand, and supply perspectives. Impact analysis of weighted average model-based growth drivers is contained in the report for better provision of decision-making insights to clients.

In order to offer readers with up-to-date information about the latest advancements in the global e-sports market, the report provides updates about market opportunities, which can benefit leading manufacturers of e-sports. With continuous evolution of the sports industry, keeping a record of latest developments and trends is fundamental for e-sports manufacturers to formulate key business strategies. Detailed insights about raw material sourcing, supply chain, pricing analysis, list of distributors, and cost structure are provided in this section.

Key Takeaways from Fact.MR’s Report on Global E-Sports Market for Forecast Period 2017 to 2022

1) Online mode will continue to be the largest design mode segment of e-sports adopted around the world, with revenues estimated to hold approximately 50% market share over the forecast period. But, online design mode of e-sports will lose 114 BPS in its share of the market by 2022-end.
2) Local Area Network design mode of e-sports is poised to exhibit the highest CAGR through 2022.
3) On the basis of genres type, racing and real-time strategy are estimated to ride on similar CAGRs through 2022. The real-time strategy genre of e-sports will account for the largest share of the market, in terms of revenues, during 2017 to 2022.
4) Fighting games are expected to remain the second most lucrative genre of e-sports, in terms of revenues.
5) Based on buyer type, promotional segment is projected to register the fastest expansion in the global e-sports market through 2022.
6) Institutional segment is estimated to be the most lucrative buyer type segment, with sales poised to account for nearly US$ 200 Mn revenues by 2022-end.
7) North America’s dominance in the global e-sports market is expected to remain unchallenged, in terms of revenues. This is partially attributed to the teams of North America, and their great hospitality to myriad new non-academic sponsorships, along with a number of world’s largest leagues & tournaments hosted by this region. These incidences are anticipated to create a huge amount of sponsorship money.

North America’s Dominance in Global E-sports Market to Prevail
North America will remain dominant in the global e-sports market, in terms of revenues. The dominance of North America in the market is partially attributed to North American teams, which have welcomed a large number of new non-academic sponsorships, coupled with several world’s largest tournaments and leagues hosted by the region. This further generates a large amount of sponsorship money.

Based on genres type, real-time strategy is expected to account for the largest revenue share of the market over the forecast period. In addition, real-time strategy and racing are both expected to expand at 4.9% CAGR through 2022. Fighting games will continue to be the second largest genres type segment in the market, in terms of revenues.

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Online mode is expected to be the most lucrative design mode of e-sports across the globe, with revenues poised to account for nearly half share of the market during 2017 to 2022. However, online mode is anticipated to lose 114 BPS in its market share by 2022-end. Local Area Network (LAN) design mode of e-sports is projected to exhibit the fastest expansion through 2022.

On the basis of buyer type, Institutional segment will continue to retain its dominance in the market. Revenues from this segment will reach approximately US$ 200 Mn by 2022-end. Promotional segment is estimated to exhibit the highest CAGR in the market through 2022.

Competition Tracking
Key players profiled in Fact.MR’s report on the global e-sports market include Sony Corporation, Microsoft Corporation, Electronic Arts Inc., Nintendo Co., Ltd., GungHo Online Entertainment, Inc., Tencent Holdings Limited, Activision Blizzard Inc., Zynga Inc., Valve Corporation, and Epic Games, Inc.

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About Fact.MR
Fact.MR is a fast-growing market research firm that offers the most comprehensive suite of syndicated and customized market research reports. We believe transformative intelligence can educate and inspire businesses to make smarter decisions. We know the limitations of the one-size-fits-all approach; that's why we publish multi-industry global, regional, and country-specific research reports.

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Rockville, MD 20852
United States
Email: sales@factmr.com
Web: https://www.factmr.com/

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