Global E-Sports Market
Recreation

Global E-Sports Market Report 2021 – Opportunities And Strategies, Market Forecast And Trends

The Global E-Sports Market Report by The Business Research Company covers e-sports market drivers and restraints, e-sports market size, major players, and the impact of COVID-19 on the e-sports market.

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.

The rising demand for video games and increasing awareness of esports contribute to the growth of the esports market. The global e-sports market is expected grow from $0.97 billion in 2020 to $1.28 billion in 2021 at a compound annual growth rate (CAGR) of 32%. The growth is mainly due to the companies resuming their operations and adapting to the new normal while recovering from the COVID-19 impact, which had earlier led to restrictive containment measures involving social distancing, remote working, and the closure of commercial activities that resulted in operational challenges. The market is expected to reach $2.89 billion in 2025 at a CAGR of 23%.

 

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Some e-sports market trends include companies investing in innovative new esports platforms for increasing their revenue and expanding their consumer base and also for gaining a competitive edge over their rivals.

Global e-sports market segments include:

1) By Game: Multiplayer Online Battle Arena (MOBA), Real Time Strategy, First Person Shooter, Fighting And Sports.

2) By Platform: PC, Console, Mobile, Others.

3) By Revenue Source: Sponsorship, Advertising, Merchandise & Tickets, Publisher Fees, Media Rights.

By Geography: The market is segmented into North America, South America, Asia-Pacific, Eastern Europe, Western Europe, Middle East and Africa.

 

Read More On The E-Sports Global Market Report 2021: COVID 19 Growth And Change to 2030 At:

https://www.thebusinessresearchcompany.com/report/esports-market-global-report-2020-30-covid-19-growth-and-change

 

The E-Sports Global Market Report 2021: COVID 19 Growth And Change to 2030 is one of a series of new reports from The Business Research Company that provides e-sports market overviews, analyzes and forecasts market size, share, e-sports market players, e-sports market segments and geographies, market’s leading competitors’ revenues, profiles and market shares.

The e-sports market report identifies top countries and segments for opportunities and strategies based on market trends and leading competitors’ approaches.

 

Where To Learn More:

Read E-Sports Global Market Report 2021: COVID 19 Growth And Change to 2030 from The Business Research Company for information on the following:

Data Segmentations: Market Size, Global, By Region And By Country, Historic And Forecast Size, And Growth Rates For The World, 7 Regions And 12 Countries

Market Players 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.

Regions: Asia-Pacific, China, Western Europe, Eastern Europe, North America, USA, South America, Middle East and Africa.

Countries: Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA.

Time Series: Five years historic (2015-20) and ten years forecast (2021-2025-2030)

Other Information And Analyses: SWOT analysis, customer information, market product/service analysis – product examples, trends and opportunities, drivers and restraints, key mergers and acquisitions, suggested trend based strategies, impact of COVID-19 on the market, future outlook and potential analysis, key metrics covered: number of enterprises, number of employees, global market in 2021 – countries offering most new opportunities, conclusions and recommendations by expert analysts.

Sourcing And Referencing: Data and analysis throughout the report are sourced using end notes.

Strategies For Participants In The E-Sports Industry: The report explains a number of strategies for companies in the market, based on industry trends and company analysis.

Opportunities For Companies In The E-Sports Sector: The report reveals where the global industry will put on most $ sales up to 2023.

Interested to know more about The Business Research Company?

The Business Research Company has published over 1000 industry reports, covering over 2500 market segments and 60 geographies. The reports draw on 150,000 datasets, extensive secondary research, and exclusive insights from interviews with industry leaders. The reports are updated with a detailed analysis of the impact of COVID-19 on various markets.

Read more about us at https://www.thebusinessresearchcompany.com/about-the-business-research-company.aspx

 

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