Esports Market Size, Share, & Growth Report

Rising number of gamers, expansion across gaming sector, and growing number of tournaments with lucrative prizes are some of the major factors driving the market.

Esports Market

Esports Market is predicted to expand at a promising rate over the forecast period, owing to rapid digitalization and lower cost of sophisticated gaming technology.

Rising number of gamers, expansion across gaming sector, and growing number of tournaments with lucrative prizes are some of the major factors driving the Esports market sizeIntensified investment by leading players including Coca Cola, Adidas, and BMW to sponsor a vast audience base and growing penetration of online smartphone and video gaming will further fuel the esports market growth. In addition, universities and colleges have developed Esports programs to inculcate skills in professionals which will pave the way for market.

Sponsorships segment is projected to grow at a higher CAGR over the forecast period. Sponsorships help different brand to reach their target customers directly using online and offline mediums such as booths, posters, and video-displays. Thus, several leading brands like Nvidia Corporation are investing in sponsorship deals with esports teams to expand their eSports market share.

Asia-Pacific is estimated to hold a larger share over the forecast period, owing to the government support, increasing internet penetration, and rising sports events in Japan, China, and South Korea. Also, as per the esports market research, a huge population base in the region has contributed to a large number of mobile subscribers for esports, driving the market size.

Leading players operating in the market include Modern Times Group, CJ Corporation, Blizzard Entertainment, Inc., Valve Corporation, Nintendo, Electronic Arts, Faceit, Gfinity, Rovio Entertainment, and Riot Games, Inc., among others.

Key Developments:

In 2020, Riot Games, Inc. declared their upcoming League of Legends All-Star 2020 events where fans voted for their favorite teams. This tournament was streamed live on the Riot Game Twitch.

Esports Market Segmentation:
Esports Market by Revenue Stream
  • Sponsorships
  • Advertising
  • Media Rights
  • Game Publisher Fees
  • Merchandise Tickets
Esports Market by Age Group
  • Below 15
  • 16 – 35
  • Above 35
Esports Market by Region:
  • Asia Pacific
    • China
    • Japan
    • India
    • Rest of APAC
  • North America
    • United States of America
    • Canada
  • Europe
    • United Kingdom
    • Germany
    • France
    • Spain
    • Rest of Europe
  • RoW
    • Brazil
    • South Africa
    • Saudi Arabia
    • UAE

About GMI Research

GMI Research is a market research and consulting firm which provides market insights and intelligence across 12 major sectors helping our clients in making effective investment and business decisions.

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