Esports Study by Latest Research, Trends, and Revenue till Forecast

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The global esports market size was worth USD 1,178 million in 2021. It is expected to reach USD 5,743 million by 2030, growing at a CAGR of 21.9% during the forecast period (2022–2030).

Leading Forces in the Esports Market: Forecasts and Key Player Insights Through 2032

This Global Esports research report offers a comprehensive overview of the market, combining both qualitative and quantitative analyses. The qualitative analysis explores market dynamics such as growth drivers, challenges, and constraints, providing deep insights into the market's present and future potential. Meanwhile, the quantitative analysis presents historical and forecast data for key market segments, offering detailed statistical insights.

According to Straits Research, the global Esports market size was valued at USD 1178 Million in 2021. It is projected to reach from USD XX Million in 2022 to USD 5743 Million by 2030, growing at a CAGR of 21.9% during the forecast period (2022–2030).

Who are the leading companies (Marketing heads, regional heads) in the Esports 

  1. Modern Times Group
  2. Activision Blizzard Inc.
  3. Electronic Arts Inc.
  4. Riot Games Inc. (Tencent Holdings Ltd)
  5. Epic Games Inc.
  6. Gfinity PLC
  7. FACEIT
  8. Capcom Co. Ltd
  9. Valve Corporation
  10. Nintendo Co. Ltd
  11. iRacing

We offer revenue share insights for the Esports Market, covering both publicly listed and privately held companies.

The report integrates comprehensive quantitative and qualitative analyses, offering a complete overview of the Esports. It spans from a macro-level examination of overall market size, industry chain, and market dynamics, to detailed micro-level insights into segment markets by type, application, and region. This approach provides a holistic view and deep understanding of the market, covering all critical aspects. Regarding the competitive landscape, the report highlights industry players, including market share, concentration ratios, and detailed profiles of leading companies. This enables readers to better understand their competitors and gain deeper insights into the competitive environment. Additionally, the report addresses key factors such as mergers and acquisitions, emerging market trends, the impact of COVID-19, and regional conflicts. In summary, this report is essential reading for industry players, investors, researchers, consultants, business strategists, and anyone with a stake or interest in entering the market.

Get Free Request Sample Report @ https://straitsresearch.com/report/esports-market/request-sample

The report integrates comprehensive quantitative and qualitative analyses, offering a complete overview of the Esports markets. It spans from a macro-level examination of overall market size, industry chain, and market dynamics, to detailed micro-level insights into segment markets by type, application, and region. This approach provides a holistic view and deep understanding of the market, covering all critical aspects. Regarding the competitive landscape, the report highlights industry players, including market share, concentration ratios, and detailed profiles of leading companies. This enables readers to better understand their competitors and gain deeper insights into the competitive environment. Additionally, the report addresses key factors such as mergers and acquisitions, emerging market trends, the impact of COVID-19, and regional conflicts. In summary, this report is essential reading for industry players, investors, researchers, consultants, business strategists, and anyone with a stake or interest in entering the market.

Global Esports Market: Segmentation

  1. By Revenue Model
    1. Media Rights
    2. Advertising And Sponsorships
    3. Merchandise And Tickets
    4. Others
  2. By Streaming Platform
    1. Twitch
    2. YouTube
    3. Others (DouYu and Huya)
  3. By Device Type
    1. Smartphones
    2. Smart TVs
    3. Desktops
    4. Laptops
    5. Tablets
    6. Gaming Consoles
  4. By Gaming Genre
    1. Real-time Strategy Games
    2. First Person Shooter Games
    3. Fighting Games
    4. Multiplayer Online Battle Arena Games
    5. Mass Multiplayer Online Role-playing Games

Explore detailed Segmentation from here: @ https://straitsresearch.com/report/esports-market/segmentation

The report forecasts revenue growth at all geographic levels and provides an in-depth analysis of the latest industry trends and development patterns from 2022 to 2030 in each of the segments and sub-segments. Some of the major geographies included in the market are given below:

  • North America (U.S., Canada)
  • Europe (U.K., Germany, France, Italy)
  • Asia Pacific (China, India, Japan, Singapore, Malaysia)
  • Latin America (Brazil, Mexico)
  • Middle East Africa

This Report is available for purchase on Buy Esports Market Report

Key Highlights

  • To explain Esports the following: introduction, product type and application, market overview, market analysis by countries, market opportunities, market risk, and market driving forces
  • The purpose of this study is to examine the manufacturers of Esports, including profile, primary business, news, sales and price, revenue, and market share.
  • To provide an overview of the competitive landscape among the leading manufacturers in the world, including sales, revenue, and market share of Esports percent
  • To illustrate the market subdivided by kind and application, complete with sales, price, revenue, market share, and growth rate broken down by type and application
  • To conduct an analysis of the main regions by manufacturers, categories, and applications, covering regions such as North America, Europe, Asia Pacific, the Middle East, and South America, with sales, revenue, and market share segmented by manufacturers, types, and applications.
  • To investigate the production costs, essential raw materials, production method, etc.

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