Esports Industry Size, Latest Trends, Research Insights, Key Profile and Applications by 2031 – ChattTenn Sports

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Market Overview:

eSports is a type of electronically-enabled sport in which all functions of the sport are performed through a human-computer interface. E-Sports allows users to practice different types of game aspects including ladder, tournament and league through a single system. The Global Esports Market Size in 2018 USD XX Million and it is predicted to grow during the forecast period with an increasing CAGR of XX% and by 2027 the Esports Market size will be of XX million dollars.

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Market dynamics:

E-sports are simplified electronic systems that are broadcast on various platforms, including social media, where traditional sports are played through mediums such as radio, print and television. The ability to stream on non-traditional platforms, advancements in gaming technologies, increased awareness of eSports through attention from publishers, investors and broadcasters around the world, and an increase in the number of eSports enthusiasts are the major drivers responsible for the growth of the eSports market. eSports are made up of different communities and games. The performance of the eSports system depends on the size, structure and idea behind the development of the game. The operator does not have full control over tournaments and leagues, because the objectives of the publisher differ from those of the operator. Fraudulent betting is another challenge that can negatively affect the growth of the esports market.

Market players:

Riot Games Inc., Hi Rez Stuidos, Activision Blizzard Inc., Wargaming Public Co Ltd, Electronic Arts, Inc., GungHo Online Entertainment Inc., Kabam Inc., King Digital Entertainment PLC, Rovio Entertainment Ltd., Zynga Inc., Gamevil Inc. and others are some of the major players in the esports market.

Market segmentation :

The E-Sports Market is categorized based on platform, revenue source, game, product, and regions. Based on platform mode, the esports market can be segmented into console and PC. PC captured most of the market share in the category in 2017 as PC games are bigger and more powerful than console. & advertising, amateur & micro tournament, kitty and merchandising.

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Further, on the basis of region, the market is categorized into North America, Europe, Latin America, APAC, and Middle East & Africa. It is foreseeable that North America will dominate the esports market owing to the major players in this region. The growing demand for eSports in Europe is increasing and is expected to contribute to the growth of the market. A main growth driver is the introduction of advanced eSports tools by the players operating in the market.


Market segmented on the basis of revenue source mode:

Esports betting and fantasy site
Ticket sales
Sponsorship & advertising
Amateur and micro tournament
Jackpot
Merchandising

Market segmented on the basis of platform:

computer
Console

Market segmented on the basis of game:

Equipment
Software
Services

Market segmented on the basis of product:

Mouse
Controller
Helmet
Keyboard
Other

Market segmented on the basis of region:

North America
• WE
• Canada
• Mexico
Europe
• UK
• Germany
• France
• Rest of Europe
Asia Pacific
• China
• Japan
• India
• Australia
• Rest of Asia-Pacific
Latin America
• Brazil
• Rest of Latin America
Middle East and Africa (MEA)
• South Africa
• Saudi Arabia
• Rest of MEA

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