Global Esports Market (2021 to 2030) - Featuring Electronic Arts, Gameloft and Kabam Among Others - ResearchAndMarkets.com

·3 min read

DUBLIN, January 19, 2022--(BUSINESS WIRE)--The "Esports Market" report has been added to ResearchAndMarkets.com's offering.

E-sport is an online video game which is slightly different than the traditional video gaming in which the E-sports is competitive in nature that is in E-sport actual human-vs-human game is played virtually and usually has an active audience involved into it for cheering players.

E-sport tournaments usually consist of skilled or professional gamers competing against one another for a cash prize. E-sports is competitive video gaming where skill and professionalism of players is one of the most important factors. The pro gamers which played at this level know the games inside out, much like a professional footballer or athlete would in their respective fields. E-sports players can either play one-on-one or against one another or in teams.

Factors such as major shift toward video games and increase in popularity of e-sports event drives the growth of the E-sports market. However, lack of standardization in online gaming event and online threats such as gambling may restrict the market growth. Furthermore, increase in number of tournament & event with huge prize for winners and runner-up team along with long term investment opportunity in the e-sport event will create lucrative opportunity in the market during the forecast period.

The E-sports market is segmented on the basis of application, streaming type, device type, revenue stream, and region. By application, it is bifurcated into platform and service. By streaming type, it is divided into live and on demand. By device type, it is categorized into smart phone, smart TV, desktop-laptop-tablets, gaming console. By revenue stream, it is classified into media rights, game publisher fee, sponsorship, digital advertisement, tickets, and merchandise. By region, the market is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

Key Benefits

  • The study provides an in-depth analysis of the E-sports market along with the current trends and future estimations to elucidate the imminent investment pockets.

  • Information about key drivers, restraints, and opportunities and their impact analysis on the E-sports market size is provided.

  • Porter's five forces analysis illustrates the potency of buyers and suppliers operating in the E-sports market.

  • The quantitative analysis from 2020 to 2030 is provided to determine the E-sports market potential.

Market Dynamics

Drivers

  • Increasing popularity of video games

  • Growing awareness about E-sports

Restraints

  • Threat from E-sport gambling/betting

  • Lack of standardization

Opportunities

  • Increasing number of events with large prize pools

  • Long-term investment opportunity

Key Market Players

  • Activision Blizzard, Inc.

  • CJ Corporation

  • Electronic Arts

  • FACEIT

  • Gameloft SE

  • Gfinity

  • Kabam

  • Modern Times Group

  • Nintendo

  • NVIDIA Corporation

For more information about this report visit https://www.researchandmarkets.com/r/u20y17

View source version on businesswire.com: https://www.businesswire.com/news/home/20220119005894/en/

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