Scope of the Study
The global Esports market is expected to witness the highest CAGR growth during the forecast period due to the increasing number of gamers worldwide. Esports is competitive gaming at a professional level and in an organized format (a tournament or league) with a specific goal and a clear distinction between players and teams that are competing against each other. The most popular esports games in recent years are League of Legends (LoL), Call of Duty (CoD), Defense of the Legends 2 (DOTA 2), Overwatch, and the 1998 classic Starcraft. The most common place to watch esports is online. Computers, tablets, mobile devices, and smart TVs are all perfect for streaming live events for free online. The most popular streaming services for e-gaming are currently Twitch.com and YouTube.com. The increasing inclination of the young population towards esports also helps to fuel the global market.
The market study is being classified and major geographies with country level break-up. According to AMA, the Global Esports market is expected to see growth rate of 20.1%
Activision Blizzard (United States), Modern Times Group (Sweden), FACEIT (United Kingdom), Gfinity (United Kingdom), Total Entertainment Network (United States), CJ Corporation (South Korea), Turner Broadcasting System (United States), Valve Corporation (United States), Tencent (China) and Electronic Arts (EA) (United States) are some of the key players profiled in the study. Additionally, the Vendors which are also part of the research are Hi-Rez Studios (United States), KaBuM (Canada), Wargaming Public (Cyprus), Rovio Entertainment (Finland), GungHo Online Entertainment (Japan) and Alisports (China).
Leading key players are focusing on strategic partnerships to improve their products and services. they are following various strategies such as the introduction of new platforms help to increase the market share of the players and offer them a competitive edge over their rivals. Other ongoing developments that have high revenue potential include increased esports franchising, new content formats and premium passes, the success of mobile gaming, team profitability, and the success of new focus on professionals and streamers as brands. Research Analyst at AMA predicts that United States Vendors will contribute to the maximum growth of Global Esports market throughout the predicted period.
AdvanceMarketAnalytics has segmented the market of Global Esports market by Type, Application and Region. On the basis of Type, Sponsorships and Direct Advertisements are dominating the market in the year 2018 where as Media Rights stood as second largest market share.
On the basis of application, Occasional Viewers segment is dominating the market in the year 2018 where as Esports Enthusiasts segment stood as second largest market.
On the basis of geography, the market of Esports has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). North America region held largest market share in the year 2018. Europe on the other hand stood as second largest market due to the presence of key companies into the region and high technological advancement. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.
- Increasing Attraction of Young Population towards Esports in Developing Countries
- Growing Demand due Availability of Various Platforms
- Upsurging Popularity of Video Games
- Introduction and Popularity of Gaming Consoles
- The Issues Associated with Gambling/Betting
- Rising Number of Events with Large Prize Pools
- High Demand due to Long- Term Investment Opportunity
- The Growing Concern Regarding Lack of Standardization
Market Leaders and their expansionary development strategies
May 2019, IKON has launched a new gaming challenge platform. This new platform supports the League of Legends and PUBG and allows players to challenge friends and fans.
Key Target AudienceEsports Providers, Online Gamers, Industry Association Related with Esports, Government Regulatory Bodies, Government Reaserch Orgnizations, Private Reaserch Orgnizations and Others
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