Global E-Sports Market Report 2022 – Market Forecast, Trends And Strategies

4 Mar, 2022

The global e-sports market size is expected grow from $1.20 billion in 2021 to $1.41 billion in 2022 at a compound annual growth rate (CAGR) of 17.2%. The growth in the market 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 esports market is expected to reach $2.56 billion in 2026 at a CAGR of 16.1%.

What is the Global 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.

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What drives the Global E-Sports Market?

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. Video gaming has become a transforming pop culture and redefining the ways that young people consume entertainment. In 2019, according to PwC's latest Global Entertainment & Media Outlook, the videogames market in the United States is expected to reach $30 billion by 2023. The revenue of esports reached $1.57 billion in 2019. Therefore, the rising demand for video games and increasing awareness of esports drives the esports market growth in the forecast period.

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Global E-Sports Market Segments
The global e-sports market is segmented:
By Game: Multiplayer Online Battle Arena (MOBA), Real Time Strategy, First Person Shooter, Fighting and Sports
By Platform: PC, Console, Mobile, Others
By Revenue Source: Sponsorship, Advertising, Merchandise and Tickets, Publisher Fees, Media Rights
By Geography: The regions covered in the e-sports market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, and Africa.

E-Sports Global Market Report 2022provides market size and growth forecasts for the global e-sports market, global e-sports market share, e-sports market segments and geographies, e-sports market competitive landscape including 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.

Global E-Sports Industry Playersinclude 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 and Immortals. Based on industry trends and company analysis, the report explains a number of strategies for companies in the market.