Sports and Leisure Industry Today

Esports Market is Booming Worldwide | Modern Times Group, FACEIT, Gfinity

Get a view on global Esports market sales by marketing channels. Target important market by region and tap important dynamics of this industry.
Published 08 November 2023

Advance Market Analytics published a new research publication on "Esports Market Insights, to 2028" with 232 pages and enriched with self-explained Tables and charts in presentable format. In the Study you will find new evolving Trends, Drivers, Restraints, Opportunities generated by targeting market associated stakeholders. The growth of the Esports market was mainly driven by the increasing R&D spending across the world.

Get inside Scoop of the report, request for free sample @: https://www.advancemarketanalytics.com/sample-report/65149-global-esports-market-1?utm_source=IndustryToday&utm_medium=tanuja



Keep yourself up-to-date with latest market trends and changing dynamics due to COVID Impact and Economic Slowdown globally. Maintain a competitive edge by sizing up with available business opportunity in Esports Market various segments and emerging territory.

Some of the key players profiled in the study are:

Activision Blizzard (United States), Modern Times Group (Sweden), FACEIT (United Kingdom), Gfinity (United Kingdom), Total Entertainment Network (United States), CJ Corporation (South Korea), Turner Broadcasting System (United States), Valve Corporation (United States), Tencent (China), Electronic Arts (EA) (United States),.

Scope of the Report of Esports

The global Esports market is expected to witness the highest CAGR growth during the forecast period due to the increasing number of gamers worldwide. Esports is competitive gaming at a professional level and in an organized format (a tournament or league) with a specific goal and a clear distinction between players and teams that are competing against each other. The most popular esports games in recent years are League of Legends (LoL), Call of Duty (CoD), Defense of the Legends 2 (DOTA 2), Overwatch, and the 1998 classic Starcraft. The most common place to watch esports is online. Computers, tablets, mobile devices, and smart TVs are all perfect for streaming live events for free online. The most popular streaming services for e-gaming are currently Twitch.com and YouTube.com. The increasing inclination of the young population towards esports also helps to fuel the global market.

The titled segments and sub-section of the market are illuminated below:

by Game Genre (Multiple Online Battle Arena (MOBA), First Person Shooter (FPS), Real-Time Strategy (RTS), Others), Revenue Streams (Media Rights, Advertising, Tickets and Merchandise, Sponsorships and Direct Advertisements, Publisher Fees), Audiance (Occasional Viewers, Esports Enthusiasts)

Market Trends:

Upsurging Popularity of Video Games

Introduction and Popularity of Gaming Consoles

Opportunities:

Rising Number of Events with Large Prize Pools

High Demand due to Long- Term Investment Opportunity

Market Drivers:

Increasing Attraction of Young Population towards Esports in Developing Countries

Growing Demand due Availability of Various Platforms

What can be explored with the Esports Market Study?

  • Gain Market Understanding
  • Identify Growth Opportunities
  • Analyze and Measure the Global Esports Market by Identifying Investment across various Industry Verticals
  • Understand the Trends that will drive Future Changes in Esports
  • Understand the Competitive Scenarios
  • Track Right Markets
  • Identify the Right Verticals

Have Any Questions Regarding Global Esports Market Report, Ask Our Experts@ https://www.advancemarketanalytics.com/enquiry-before-buy/65149-global-esports-market-1?utm_source=IndustryToday&utm_medium=tanuja

Region Included are: North America, Europe, Asia Pacific, Oceania, South America, Middle East & Africa

Country Level Break-Up: United States, Canada, Mexico, Brazil, Argentina, Colombia, Chile, South Africa, Nigeria, Tunisia, Morocco, Germany, United Kingdom (UK), the Netherlands, Spain, Italy, Belgium, Austria, Turkey, Russia, France, Poland, Israel, United Arab Emirates, Qatar, Saudi Arabia, China, Japan, Taiwan, South Korea, Singapore, India, Australia and New Zealand etc.

Table of Contents

Global Esports Market Research Report

Chapter 1 Global Esports Market Overview

Chapter 2 Global Economic Impact on Industry

Chapter 3 Global Market Competition by Manufacturers

Chapter 4 Global Productions, Revenue (Value) by Region

Chapter 5 Global Supplies (Production), Consumption, Export, Import by Regions

Chapter 6 Global Productions, Revenue (Value), Price Trend by Type

Chapter 7 Global Market Analysis by Application

Chapter 8 Manufacturing Cost Analysis

Chapter 9 Industrial Chain, Sourcing Strategy and Downstream Buyers

Chapter 10 Marketing Strategy Analysis, Distributors/Traders

Chapter 11 Market Effect Factors Analysis

Chapter 12 Global Esports Market Forecast

Finally, Esports Market is a valuable source of guidance for individuals and companies.

Read Detailed Index of full Research Study at @ https://www.advancemarketanalytics.com/reports/65149-global-esports-market-1?utm_source=IndustryToday&utm_medium=tanuja

Thanks for reading this article; you can also get individual chapter wise section or region wise report version like North America, Middle East, Africa, Europe or LATAM, Southeast Asia.

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