The global esports market size reached USD 1,165.6 Million in 2020 and is expected to register a revenue CAGR of 20.7%, during the forecast period, according to latest analysis by Emergen Research. Some key factors driving global esports market revenue growth are emergence of online sports cafes and increased venture capital investments. In addition, rising number of events with major sponsorship deals is expected to fuel revenue growth of the market in the near future.
Many gamers are interested in online sports or esports cafe concepts since these allow playing games without need to purchase the required equipment. Another benefit of running an esports cafe is the potential to foster a competitive attitude through organizing of amateur tournaments. Majority of esports cafes currently have cutting-edge gaming equipment, which is expected to encourage gamers to visit esports café, and in turn boost market growth.
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Some Key Highlights From the Report
Key Growth Prospects: The report specializes in examining the major growth prospects of the global Esports market, such as new product launches, collaborations, joint ventures, mergers & acquisitions, agreements, partnerships, and the progress of the key market players functioning in the market, on regional and global levels.
The market intelligence report exhaustively examines the market value, share, demand, growth prospects, latest and historical trends, manufacturers, gross revenue collection, competitive terrain, market growth forecast, available products, and end-use applications.
Geographical Terrain of the Global Esports Market:
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Emergen Research has segmented the global esports market on the basis of game type, revenue streams, device, and region:
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Table Of content
Chapter 1. Methodology & Sources 1.1. Market Definition 1.2. Research Scope 1.3. Methodology 1.4. Research Sources 1.4.1. Primary 1.4.2. Secondary 1.4.3. Paid Sources 1.5. Market Estimation Technique Chapter 2. Executive Summary 2.1. Summary Snapshot, 2021–2028 Chapter 3. Key Insights Chapter 4. Esports Market Segmentation & Impact Analysis 4.1. Esports Market Material Segmentation Analysis 4.2. Industrial Outlook 4.2.1. Market indicators analysis 4.2.2. Market drivers analysis 4.2.2.1. Rising emergence of the online sports cafe 4.2.2.2. Increasing venture capital investments 4.2.2.3. Increasing live esports coverage platforms 4.2.2.4. Rising popularity of video games 4.2.3. Market restraints analysis 4.2.3.1. Gambling or betting-related risks 4.2.3.2. Lack of standardization 4.3. Technological Insights 4.4. Regulatory Framework 4.5. Porter’s Five Forces Analysis 4.6. Competitive Metric Space Analysis 4.7. Price trend Analysis 4.8. Covid-19 Impact Analysis
Chapter 5. Esports Market By Game Type Insights & Trends, Revenue (USD Million) 5.1. Game Type Dynamics & Market Share, 2021–2028 5.1.1. First Person Shooter (FPS) 5.1.2. Multiplayer Online Battle Arena (MOBA) 5.1.3. Real-time Strategy (RTS) 5.1.4. Player Versus Player (PvP)
Chapter 6. Esports Market By Revenue Streams Insights & Trends, Revenue (USD Million) 6.1. Revenue Streams Dynamics & Market Share, 2021–2028 6.1.1. Publisher Fees 6.1.2. Sponsorship 6.1.3. Media Rights 6.1.4. Merchandise & Tickets 6.1.5. Advertising
Chapter 7. Esports Market By Device Insights & Trends, Revenue (USD Million) 7.1. Device Dynamics & Market Share, 2021–2028 7.1.1. Smartphone 7.1.2. Computer 7.1.3. Tablet 7.1.4. Others
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