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ESports Market Key Developments, Opportunity, New Technology & impact on Market

E-sports Market Overview:

The Esports market refers to the market for competitive video gaming, where professional players compete against each other in organized events and tournaments. The e-sports market has seen significant growth in recent years, driven by the increasing popularity of video games and the rise of live-streaming platforms, such as Twitch and YouTube Gaming.

The Esports Market was analyzed which was worth USD 1.67 Billion in the year 2021, expecting a CAGR of 21.1% during the forecast period (2022-2030), and the market is projected to be valued at USD 9.35 Billion by 2030.

One of the key drivers of the e-sports market is the growing popularity of video games. The video game industry has grown significantly in recent years, with the increasing number of gamers and the release of new games that have captured the interest of both casual and hardcore gamers. This has led to a growing demand for e-sports events and tournaments, where players can compete against each other and showcase their skills.

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Esports Market is the rise of live-streaming platforms, such as Twitch and YouTube Gaming. These platforms have made it easier for gamers to broadcast their gameplay and reach a wider audience, and have also created new opportunities for e-sports events and tournaments. In addition, the growth of e-sports has also led to the development of e-sports organizations and teams, which are dedicated to competitive video gaming.

Esports Market Includes Key Players:

  • Activision Blizzard, Inc.
  • Electronic Arts Inc.
  • Gameloft SE; HTC Corporation
  • Intel Corporation
  • Modern Times Group (MTG)
  • Nintendo of America Inc.
  • NVIDIA Corporation
  • Tencent Holding Limited
  • Valve Corporation

The Esports Market is segmented into various Streaming type, Device Type, applications, Revenue Stream including Sub segments such as:

  • By Streaming type: On demand, Live
  • By Application: Platform, Service
  • By Device Type: Smart phone, Smart TV, Desktop -laptop-tablets, Gaming console
  • By Revenue Stream: Media rights, Game publisher fee, Sponsorship, Digital advertisement, Tickets and merchandise
  • By Geography: North America, Europe, Asia Pacific, Latin America, the Middle East, and Africa

 

The e-sports market is segmented into North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa. Asia-Pacific is the largest market for e-sports, due to the large player base and the high popularity of video games in the region. North America and Europe are also significant markets for e-sports, driven by the Esports Market Growth of e-sports events and the increasing popularity of video games in these regions.

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