The Esports market holds a huge opportunity for online game manufacturers during the forecast period. Esports or electronic sports word itself is an emerging trend in the market. The electronic sports market has been propelled with the latest emerging trends globally which include majorly various video games. With the digitization across the globe, esports is now being considered as a career that can be perused in return generating revenue by promoting various gaming tournaments, advertisements, and sponsorships. The trend of adopting esports globally is observed mostly in men as compared to women. Various universities, schools, and colleges have started esports campaigns. Some of the video games which have become pillars of the gaming industry are Dota2, Call of Duty, PUBG, Battlegrounds India, Counterstrike: Global Offensive and Overwatch, Fortnite, and League of Legends among others.
Various engrossing games such as cricket, FIFA, table tennis, bike, and car racing, and other tournaments are gaining popularity especially among the youth which in turn is driving the esports market growth globally. The inclination of youngsters more towards indoor games rather than outdoor games is also a major factor driving the market. The global esports market has provided opportunities to various YouTubers, Bloggers, gamers, and event organizers. However, there are limited organizations that are encouraging video games, along with this limited tournament frameworks are also few restraints of the esports market. Also, video gaming is restricted to a specific age group which is again a huge limitation.
Scope of the Market
The report is extensive research on the global esports market with a robust representation of facts and data. The market is segmented on basis of by audience, by revenue medium, by age group, and by region. By audience, the global Esports market is further divided into Sponsors, Media analysts, Research Organizations, Game Publishers, and Spectators or fans. By revenue medium, the market can be further bifurcated into Tickets & Merchandise, Online Advertisements, Subscriptions, Direct Advertisements, and Sponsorships. By age group market can be further classified into 14-28 years, 29-40 years, 41-55 years, and 55-70 years. By region, the market can be further categorized into parts of North America, Europe, Asia Pacific, and the Rest of the World (RoW).
Key Players of Global Esports Market
The key players of global esports market are Activision Blizzard (US), CJ Corporation (South Korea), FACEIT (UK), Nintendo (Japan), Gfinity (UK), Turner Broadcasting System (US), Tencent (China), Modern Times Group (Sweden), Riot Games, SAP, SK Telecom, Steam, StreamElements, Sunshine Soldiers, Valve Corporation (US), Alienware, Amazon, Deloitte, Disney, Electronic Arts (EA) (US), pple, AT&T, BAMTech, BMW USA, Bud Light, Caffeine, Champion, Chinese Mobile, Cloud9, Coca-Cola, Monster Energy, NBA, NEA, NetEase, Newzoo, NFL, NHL, Nielsen, Nissan, NZXT, Old Spice, OnePlus, PandaTV, TDK, Team Liquid, TJ Sports, Treyarch, Pizza Hut, PlayVS, Postmates, Puma, PwC, Red Bull, Renegades, Twitch, Twitter, Uber Eats, Ubisoft, Valve, Vivendi Games, YouTube, 1 UP Studios, Comcast, Douyu, DreamHack, Electronic Arts, Epic Games, ESL, ESPN, Facebook, HBO, Honda, Huya, HyperX, Instagram, J!nx, KeSPA, Liquipedia, Madrinas Coffee, Manchester City, Marvel, FaZe Clan, FIFA, G-Fuel, GamesBeat, Gen.G, Google, Microsoft, Mixer, MLB, MLG, Volkswagen Group, Daimler AG (Mercedes Benz), McDonald's Corporation, Tinder, and Vivo Communication Technology Co. Ltd. Tech giant Google LLC signed a partnership with Activision Blizzard, Inc. and entered the world of esports business.
Key Benefits of the Report
Market Segmentation of Global Esports Market
By Revenue Medium
By Age Group
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