Esports Market
Recreation

Global Esports Market Report 2021 – Opportunities And Strategies, Market Forecast And Trends

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

The esports market consists of sales of esports and related goods by entities (organizations, sole traders and partnerships) that operate esports facilities. 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 global e-sports market was valued at $1,070.5 million in 2020. The market accounted for 0.001% of the global GDP. In terms of per capita consumption, the esports market accounted for $0.1.

The presence of a wide product assortment is expected to drive the growth of the market in forecast period. Different genres of esports allows players interact with tens of thousands of other players online while completing quests and socializing. The different esports genres such as real-time strategy games, Massively Multiplayer Online (MMO) and its sub-categories Multiplayer online battle arena (MOBA) and Massively Multiplayer Online Role-Playing Games (MMORPG) are increasingly becoming popular among the millennials and is expected to boost the user engagement, thus, increasing revenues. For instance, Battle Royale, First Person Shooter (FPS), Real-Time Strategy, Sports games, Simulation and Fighting are few genres.

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Some esports market trends include increasing shift towards esports due to COVID-19. In the wake of the COVID-19 pandemic, esports have seen a rapid rise in popularity as people look for alternative entertainment due to cancellation of sporting events across the globe. Moreover, with the growing traction of esports, the market is witnessing capital investments by capitalists. These investments are mainly being used to setup esports infrastructure including streaming stations, content production capabilities, and building teams.

Global esports 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

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

 

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The Esports Opportunities And Strategies: Forecast To 2030 is one of a series of new reports from The Business Research Company that provides esports market overviews, analyzes and forecasts market size, share, esports market players, esports market segments and geographies, market’s leading competitors’ revenues, profiles and market shares.

The esports identifies top countries and segments for opportunities and strategies based on market trends and leading competitors’ approaches.

Where To Learn More:

Read Esports Opportunities And Strategies: Forecast 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: Activision Blizzard Inc., Modern Times Group MTG AB, Tencent, Valve Corporation, Electronic Arts Inc.

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 Esports 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 Esports Sector: The report reveals where the global industry will put on most $ sales up to 2023.

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