Global E-Sports Market Opportunities And Strategies For Major Players In The E-Sports Market 2021-2030
17 Aug, 2021
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.
Global E-Sports Market Size And Drivers:
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 market accounted for $0.1. The presence of a wide product assortment is expected to drive the growth of the market in forecast period.
Request For A Sample For The Global E-Sports Market Report:
Trends In The Global E-Sports Market
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. This increasing popularity of esports is filling a social void and is helping in bringing entertainment into many homes. This allows people to connect with each other even in lockdown. According to the 2020 Esports Survey Report conducted by Foley & Lardner LLP and The Esports Observer, nearly 61% of respondents stated that the driver of this trend is continued social distancing boosting engagement with esports. Another 61% cited that the growth of online streaming platforms boosted the market, and 52% of respondents stated the increased movement of big brands into esports sponsorships.
Global E-Sports Market Segments:
The global e-sports market is further segmented based on game, platform, revenue and geography.
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 & Tickets, Publisher Fees, Media Rights
By Geography: The global e-sports market is segmented into North America, South America, Asia-Pacific, Eastern Europe, Western Europe, Middle East and Africa. Among these regions, North America is the largest region in the esports market, accounting for 33.1% of the global market in 2020.
Read More On The Report For The Global E-Sports Market At:https://www.thebusinessresearchcompany.com/report/esports-market
E-Sports Global Market Report 2021 is one of a series of new reports from The Business Research Company that provides e-sports market overviews, analyzes and forecasts market size and growth for the global e-sports market, e-sports market share, e-sports market players, e-sports market segments and geographies, e-sports 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.