The Global Esports Market Report, published by Emergen Research, offers an industry-wide assessment of the Esports market, which is inclusive of the most crucial factors contributing to the growth of the industry. The latest research report comprises an extensive analysis of the micro- and macro-economic indicators that influence the global market development during the forecast period of 2020-2028. According to our team experts, the global Esports market is projected to deliver a magnificent CAGR of 20.7%, throughout the forecast timeframe to rise USD 1,165.6 Million in 2020 to USD 5,199.8 Million in 2028.
The current trends of the Esports market, combined with a wide array of growth opportunities, key drivers, restraints, challenges, and other critical aspects, have been vividly detailed in the Esports market report. Furthermore, the report takes into account various market dynamics, which, in turn, generate a plethora of developmental prospects for the leading players involved in the of the Esports industry.
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The latest report is the most recent study that offers 360° coverage of the Esports industry that has been facing the brunt of the adverse economic impact of the COVID-19 outbreak since the beginning of this year. The global health crisis has affected nearly every aspect of the business vertical and led to massive disruptions to the global Esports market demand and supply chains. Researchers draw predictions for the market scenario in the post-COVID era. The report, additionally, assesses the present market situation and estimates its future outcomes, keeping in mind the impact of the pandemic on the global economic landscape.
Emergen Research has segmented the global esports market on the basis of game type, revenue streams, device, and region:
Game Type Outlook (Revenue, USD Million; 2018–2028)
- First Person Shooter (FPS)
- Multiplayer Online Battle Arena (MOBA)
- Real-time Strategy (RTS)
- Player Versus Player (PvP)
Revenue Streams Outlook (Revenue, USD Million; 2018–2028)
- Publisher Fees
- Media Rights
- Merchandise Tickets
Device Outlook (Revenue, USD Million; 2018–2028)
This section of the report offers valuable insights into the geographical segmentation of the Esports market, alongside estimating the current and future market valuations based on the demand-supply dynamics and pricing structure of the leading regional segments. Furthermore, the growth prospects of each segment and sub-segment have been meticulously described in the report.
The report classifies the global Esports market into various regions, including:
- North America (U.S., Canada)
- Latin America (Chile, Brazil, Argentina, Rest of Latin America)
- Europe (U.K., Italy, Germany, France, Rest of EU)
- Asia Pacific (India, Japan, China, South Korea, Australia, Rest of APAC)
- Middle East Africa (Saudi Arabia, the U.A.E., South Africa, Rest of MEA)
- Some major players in the market include Activision Blizzard, Inc., Modern Times Group, Nintendo Co., Ltd., FACEIT, Gfinity plc, Tencent Holdings Ltd., Turner Broadcasting System, Inc., Electronic Arts Inc., Valve Corporation, and Gameloft SE.
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- The report conducts a comparative assessment of the leading market players participating in the global Esports market.
- The report marks the notable developments that have recently taken place in the Esports industry
- It details on the strategic initiatives undertaken by the market competitors for business expansion.
- It closely examines the micro- and macro-economic growth indicators, as well as the essential elements of the Esports market value chain.
- The repot further jots down the major growth prospects for the emerging market players in the leading regions of the market.
Key questions addressed in the report:
- Who are the leading players dominating the global Esports Market?
- Which factors could potentially hamper the global market growth during the forecast period?
- Which regional market offers the most attractive growth opportunities to the companies operating in this market?
- How is the raw material availability affecting the demand for Esports in this industry vertical?
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