(Companies Covered: Modern Times Group MTG AB, Activision Blizzard Inc., Gfinity, PLC, Turner Broadcasting System, Valve Corporation, Tencent, Electronic Arts, Inc., Hi-Rez Studios, Nintendo, FACEIT, CJ Corporation, Kabam, Wargaming Public, Rovio Entertainment, GungHo Online Entertainment, Riot Games Inc., Epic Games, Alisports, Total Entertainment Network, King Digital Entertainment PLC, Zynga Inc., Gamevil Inc. , Cloud9, Team SoloMid, Team Liquid, Echo Fox, Fnatic, Gen.G Esports, 100 Thieves, G2 Esports, Immortals)
The global esports market is expected to grow from $1.09 billion in 2019 and to $1.11 billion in 2020 at a compound annual growth rate of 2.16%. The slow growth in 2020 is mainly due to the economic slowdown across countries owing to the COVID-19 outbreak and the measures to contain it. The market is then expected to grow and reach $2.11 billion in 2023 at compound annual growth rate of 23.82%.
Read More On The Global Esports Market Report At –
The esports market consists of sales of esports and related services. Esports or electronic sports are team based sports played online and are supported by electronic systems in which all the functions are performed through a human-computer interface. Esports are played by professional gamers that are sponsored by business organizations, or from sporting organizations.
Global Esports Market Segmentation –
1) By Game: Multiplayer Online Battle Arena (MOBA), Real Time Strategy, First Person Shooter, Fighting And Sports
2) By Platform: PC , Console, Mobile, Others
Global Esports Market Driver –
The rising demand for video games and increasing awareness of esports contribute to the growth of the esports market. As technology is expanding so the video content, products, virtual reality, and video game competitions are increasing.
Request For A Sample Of The Global Esports Market Report At –
Few Points From The Global Esports Market TOC
1. Executive Summary
2. Esports Market Characteristics
3. Esports Market Size And Growth
3.1. Global Esports Historic Market, 2015 – 2019, $ Billion
3.1.1. Drivers Of The Market
3.1.2. Restraints On The Market
3.2. Global Esports Forecast Market, 2019 – 2023F, 2025F, 2030F, $ Billion
3.2.1. Drivers Of The Market
3.2.2. Restraints On the Market
4. Esports Market Segmentation
4.1. Global Esports Market, Segmentation By Game, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion
4.2. Global Esports Market, Segmentation By Platform, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion
5. Esports Market Regional And Country Analysis
5.1. Global Esports Market, Split By Region, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion
5.2. Global Esports Market, Split By Country, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion
Interested to know more about The Business Research Company?
The Business Research Company is a market intelligence firm that excels in company, market, and consumer research. Located globally it has specialist consultants in a wide range of industries including manufacturing, healthcare, financial services, chemicals, and technology.
Company Name: The Business Research Company
Contact Person: Oliver Guirdham
Email: Send Email
Phone: +44 20 7193 0708
State: Greater London
Country: United Kingdom