Global Esports Market - Upcoming Trends, Growth Drivers and Challenges – Forecast to 2026
Summary -
A new market
study, titled “Global Esports Market Analysis, Trends and Opportunities 2020 - 2026” has been featured on
WiseGuyReports.
This report focuses on
esports market which is experiencing strong growth. The report gives a guide to
the esports market which will be of significance over the next ten years and
beyond, including the market's response to the challenge of the global
pandemic.
Reasons to Purchase
• Gain a truly global
perspective with the most comprehensive report available on this market
covering 12+ geographies.
• Understand how the
market is being affected by the coronavirus and how it is likely to emerge and
grow as the impact of the virus abates.
• Create regional and
country strategies on the basis of local data and analysis.
• Identify growth
segments for investment.
• Outperform competitors
using forecast data and the drivers and trends shaping the market.
• Understand customers
based on the latest market research findings.
• Benchmark performance
against key competitors.
• Utilize the
relationships between key data sets for superior strategizing.
• Suitable for
supporting your internal and external presentations with reliable high quality
data and analysis
• Report will be updated
with the latest data and delivered to you within 3-5 working days of order.
Description:
Where is the largest and
fastest growing market for the esports? How does the market relate to the
overall economy, demography and other similar markets? What forces will shape
the market going forward? The Esports market global report from the Business
Research Company answers all these questions and many more.
The report covers market
characteristics, size and growth, segmentation, regional and country breakdowns,
competitive landscape, market shares, trends and strategies for this market. It
traces the market’s historic and forecast market growth by geography. It places
the market within the context of the wider esports market, and compares it with
other markets.
• The market
characteristics section of the report defines and explains the market.
• The market size
section gives the market size ($b) covering both the historic growth of the
market, the influence of the Covid 19 virus and forecasting its growth.
• Market segmentations
break down market into sub markets.
• The regional and
country breakdowns section gives an analysis of the market in each geography
and the size of the market by geography and compares their historic and
forecast growth. It covers the growth trajectory of Covid 19 for all regions,
key developed countries and major emerging markets.
• Competitive landscape
gives a description of the competitive nature of the market, market shares, and
a description of the leading companies. Key financial deals which have shaped
the market in recent years are identified.
• The trends and
strategies section analyses the shape of the market as it emerges from the
crisis and suggests how companies can grow as the market recovers.
• The esports market
section of the report gives context. It compares the esports market with other
segments of the esports market by size and growth, historic and forecast. It
analyses GDP proportion, expenditure per capita, esports indicators comparison.
Scope
Markets Covered: 1) By
Game: Multiplayer Online Battle Arena (MOBA); Real Time Strategy; First Person
Shooter; Fighting And Sports 2) By Platform: PC ; Console; Mobile; Others
Companies Mentioned:
Modern Times Group MTG AB; Activision Blizzard Inc.; Gfinity, PLC; Turner Broadcasting
System; Valve Corporation
Countries: Argentina;
Australia; Austria; Belgium; Brazil; Canada; Chile; China; Colombia; Czech
Republic; Denmark; Egypt; Finland; France; Germany; Hong Kong; India;
Indonesia; Ireland; Israel; Italy; Japan; Malaysia; Mexico; Netherlands; New
Zealand; Nigeria; Norway; Peru; Philippines; Poland; Portugal; Romania; Russia;
Saudi Arabia; Singapore; South Africa; South Korea; Spain; Sweden; Switzerland;
Thailand; Turkey; UAE; UK; USA; Venezuela; Vietnam
Regions: Asia-Pacific;
Western Europe; Eastern Europe; North America; South America; Middle East;
Africa
Time series: Five years
historic and ten years forecast.
Data: Ratios of market
size and growth to related markets, GDP proportions, expenditure per capita,
Data segmentations:
country and regional historic and forecast data, market share of competitors,
market segments.
Sourcing and
Referencing: Data and analysis throughout the report is sourced using end
notes.
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, and FACEIT.
The global esports
market is expected to grow from $1.09 billion in 2019 and to $1.11 billion in
2020 at a growth rate of 2.16%. The slow growth in 2020 is mainly due to the
economic slowdown across countries owing to the COVID-19 outbreak and the
measures to contain it. The market is then expected to grow and reach $2.11
billion in 2023 at CAGR of 23.82%.
The esports market
consists of sales of esports and related services. Esports or electronic sports
are team based sports played online and are supported by electronic systems in
which all the functions are performed through a human-computer interface.
Esports are played by professional gamers that are sponsored by business
organizations, or from sporting organizations.
North America was the
largest region in the esports market in 2019. Asia Pacific is expected to be
the fastest growing region in the forecast period.
Esports companies are
investing in innovative new esports platform for increasing their revenue and
expanding their consumer base and also for gaining a competitive edge over
their rivals. For instance, in 2019, in Africa, NickX, an esports platform,
launched by Viacom provides children with a tournament platform, using
Nickelodeon gaming content. Also for instance, in 2019, IKON, a USA-based
gaming platform company launched a new platform that allows players to challenge
fans and friends in games, such as League of Legends and PUBG. Also for
instance, in 2019, Mobile Premier League (MPL), an India-based mobile esports
platform company launched its mobile esports platform in Indonesia.
The esports market
covered in this report is segmented by game into multiplayer online battle
arena (MOBA); real time strategy; first person shooter; fighting and sports. It
is also segmented by platform into PC ; console; mobile; others.
Match-fixing has always
been a major challenge in the esports industry. Match-fixing in esports is when
a player intentionally loses to win a bet. The esports market will be
negatively impacted when viewers start to believe that esport is losing its
integrity due to match-fixing. In 2019, in Australia, match-fixing in esports
resulted in the arrest of six Australian gamers. Also, in 2018, according to
the global Esports Survey 2018, a total of 78% of respondents stated
match-fixing as a serious risk to the esports industry, which is expected to
reach $1 billion by the end of 2018. Therefore, match-fixing limits the growth
of the esports market.
In June 2019, Immortals
Gaming Club, a USA-based company specialized in providing esports platform
through the development of software such as video game software, acquired
Infinite Esports & Entertainment for over $100 million. The acquisition is
expected to help Immortals Gaming Club to become a part of franchised esports
leagues and to become the world's largest esports organizations, boosting elite
brands such as Immortals, OpTic, MIBR and LA Valiant. Infinite Esports &
Entertainment is a USA-based esports and entertainment holdings company that
specializes in electronic sports, online media and multi-gaming.
The rising demand for
video games and increasing awareness of esports contribute to the growth of the
esports market. As technology is expanding so the 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, from $16 billion in 2014 at a CAGR of 18.3%. Also,
there has been an immense rise in awareness of the eSports since 2015. The
revenue of esports in 2018 reached $1.43 billion and is estimated to reach
$1.57 billion by 2019. Therefore, the rising demand for video games and
increasing awareness of esports drives the market’s growth in the forecast
period.
FOR MORE DETAILS: https://www.wiseguyreports.com/reports/5320591-esports-global-market-report-2020-30-covid-19
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