This eSports Market report has been prepared by considering several fragments of the present and upcoming market scenario. The market insights gained through this market research analysis report facilitates more clear understanding of the market landscape, issues that may interrupt in the future, and ways to position definite brand excellently. It consists of most-detailed market segmentation, thorough analysis of major market players, trends in consumer and supply chain dynamics, and insights about new geographical markets. The market insights covered in Magnet report simplifies managing marketing of goods and services effectively.
Data Bridge Market Research analyzes that the global eSports market is expected reach USD 6.19 billion by 2031 from USD 1.58 billion in 2023, growing with CAGR of 18.8% during forecast period of 2024 to 2031.
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Market Overview:
The global esports market continues to surge, driven by a confluence of factors. One of the primary drivers is the increasing accessibility of high-speed internet and the proliferation of smartphones and gaming devices, which have democratized gaming participation worldwide. Additionally, the rise of streaming platforms like Twitch and YouTube gaming has facilitated the widespread dissemination of esports content, fostering a vibrant community and attracting a diverse audience. However, amidst this growth, challenges such as regulatory hurdles and concerns over player health and well-being have emerged.
Some of the major players operating in the eSports Market are FaZe Holdings Inc., X1 Entertainment Group, ESL FACEIT GROUP, CLOUD9, Activision Blizzard, Gfinity, NODWINGAMING, G ESports Holding GmbH., Team Liquid, Challonge, LLC, Battlefy, Inc., Play Versus, Inc., OPTIC GAMING, ESports Battle, and ESports Tower LLC. among others among others.
Global eSports Market Scope
The global eSports market is segmented into three notable segments based on revenue streams, games and e-platform. The growth amongst these segments will help you analyze major growth segments in the industries and provide the users with a valuable market overview and market insights to make strategic decisions to identify core market applications.
Revenue Streams
· Sponsorships and Direct Advertisements
· Media Rights
· Publisher Fees
· Tickets and Merchandise
· Digital
· Streaming
On the basis of revenue streams, the market is segmented into sponsorships and direct advertisements, media rights, publisher fees, tickets and merchandise, digital, and streaming.
Games
· First/Third Person Shooters (FPS/TPS)
· Multiplayer Online Battle Arena (MOBA)
· Real Time Strategy (RTS)
· Fighting Games
· Sports Simulations
· Player Vs. Player (PVP)
· Others
On the basis of games, the market is further segmented into First/Third Person Shooters (FPS/TPS), Multiplayer Online Battle Arena (MOBA), Real Time Strategy (RTS), fighting games, sports simulations, player vs. player (PVP) and others.
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Table of Content:
Part 01: Executive Summary
Part 02: Scope of the Report
Part 03: Global eSports Market Landscape
Part 04: Global eSports Market Sizing
Part 05: Global eSports Market Segmentation By Product
Part 06: Five Forces Analysis
Part 07: Customer Landscape
Part 08: Geographic Landscape
Part 09: Decision Framework
Part 10: Drivers and Challenges
Part 11: Market Trends
Part 12: Vendor Landscape
Part 13: Vendor Analysis
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