Report Ocean has released a research study titled “Esports Market 2023 Forecast to 2031 Analysis by Market Trends.” This study offers precise economic forecasts, global assessments, and country-level insights. It provides a comprehensive view of the competitive market and includes an in-depth supply chain analysis to identify significant industry changes. The study explores the current market status, anticipated future growth, technological advancements, investment opportunities, market economics, and financial data. It thoroughly examines the market and offers insights based on a SWOT analysis of the industry.
Esports Market is valued approximately at USD 1.1 billion in 2019 and is anticipated to grow with a healthy growth rate of more than 24.4% over the forecast period 2020-2027. Esports refers to organized video gaming in which professionals from across the world participates (it can be from their homes or at any particular physical platform) to compete in gaming leagues, which is followed and watched by millions of spectators in live events or on television or internet. Increasing investment from international brands in esport tournamentsn past couple of years, increasing audience reach, consideration of esports by millennials as a professional career, increasing live streaming of games and opportunities created for game developers, event organizers, gamers and influencers has driven the market growth.
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For instance, in 2018, Twitch signed a USD 90 million deal with the Overwatch League for two years, for the exclusive digital broadcasting rights in French, Korean and English. However, less number of organizations and limited infrastructure for esports tournament impedes the growth of the market over the forecast period of 2020-2027. Also, to develop skilled professionals, schools, colleges and universities are introducing dedicated curriculum for esports, which is likely to increase the market growth during the forecast period.
Major market player included in this report are:
Activision Blizzard, Inc.
Valve Corporation
Tencent Holding Limited
Electronic Arts Inc.
Gameloft SE
Nintendo of America Inc.
NVIDIA Corporation
Modern Times Group (MTG)
Intel Corporation
HTC Corporation
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MARKET OVERVIEW
here is a comprehensive analysis of the Esports market.
- Market Size and Growth Trends: Analyzing the current market size, historical growth, and future projections for the Esports industry. This involves examining revenue streams, audience size, and regional market variations to understand the market’s expansion.
- Revenue Streams and Monetization: Evaluating diverse revenue streams within Esports, including sponsorships, media rights, advertising, merchandise, ticket sales, and digital content. Assessing the contribution of each revenue stream and their growth potential.
- Key Players and Competitive Landscape: Identifying major stakeholders in the Esports ecosystem, such as game publishers, tournament organizers, teams, and individual players. Analyzing their influence, brand value, performance, and market strategies within the industry.
- Tournament Ecosystem and Structure: Evaluating the structure and dynamics of Esports tournaments, leagues, and events. Understanding prize pools, viewership metrics, and the impact of major tournaments (e.g., The International, League of Legends World Championship) on the industry.
- Audience Demographics and Engagement: Analyzing the demographics and behavior of Esports audiences, including age groups, gender distribution, geographical preferences, and consumption patterns (streaming platforms, social media engagement). Understanding factors that drive audience engagement and loyalty.
- Technology and Infrastructure: Assessing the role of technology in Esports, including advancements in streaming platforms, virtual reality, augmented reality, and gaming hardware. Understanding how technological innovations influence gameplay, spectator experience, and industry growth.
- Regional Variances and Market Penetration: Examining the Esports landscape across different regions and countries. Analyzing factors such as cultural influences, regulatory environments, and infrastructure development that impact Esports’ penetration and growth in various markets.
- Partnerships and Sponsorships: Investigating partnerships between Esports organizations, teams, and brands. Analyzing sponsorship deals, brand endorsements, and collaborations to understand how they influence the industry and revenue streams.
- Regulatory and Legal Frameworks: Understanding the regulatory challenges and legal considerations specific to Esports, such as player contracts, gambling regulations, intellectual property rights, and player welfare. Assessing how these factors impact industry growth and stability.
- Future Outlook and Industry Predictions: Providing insights into the future of the Esports market, including anticipated technological advancements, regulatory changes, market trends, and the potential impact on industry players. Forecasting the direction of Esports practices and how they might evolve over time.
The detailed segments and sub-segment of the market are explained below:
By Revenue Source:
Sponsorship
Advertising
Merchandise & Tickets
Publisher Fees
Media Rights
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By Region:
North America
U.S.
Canada
Europe
UK
Germany
France
Spain
Italy
ROE
Asia Pacific
China
India
Japan
Australia
South Korea
RoAPAC
Latin America
Brazil
Mexico
Rest of the World
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