Esports Market Summary
Straits Research has recently added a new report to its vast depository of high-quality research reports titled Global Esports Market Research. The report studies vital factors about the Esports Market that are essential to be understood by existing and new market players. The report highlights the essential elements such as market share, profitability, production, sales, manufacturing, advertising, technological advancements, key market players, regional segmentation, and many more crucial aspects that are related to the Global Esports Market.
The global esports market size was worth USD 1,178 million in 2021. It is expected to reach USD 5,743 million by 2030, growing at a CAGR of 21.9% during the forecast period (2022–2030).
Market Players
Modern Times Group Activision Blizzard Inc. Electronic Arts Inc. Riot Games Inc. (Tencent Holdings Ltd) Epic Games Inc. Gfinity PLC FACEIT Capcom Co. Ltd Valve Corporation Nintendo Co. Ltd iRacing
Important factors like strategic developments, government regulations, market analysis, end-users, target audience, distribution network, branding, product portfolio, Esports market share, threats and barriers, growth drivers, and the latest trends in the industry are also mentioned.
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The report is segmented as follows:
The Global Esports Market Trends report provides detailed segmentation by type, applications, and regions. Each segment provides information about the production and manufacturing during the forecast period of 2020-2026. The application segment highlights the applications and operational processes of the industry. Understanding these segments will help identify the importance of various factors aiding the market growth.
By Revenue Model Media Rights Advertising And Sponsorships Merchandise And Tickets Others By Streaming Platform Twitch YouTube Others (DouYu and Huya)
Regional Analysis
North America (U.S., Canada)
Europe (U.K., Germany, France, Italy)
Asia Pacific (China, India, Japan, Singapore, Malaysia)
Latin America (Brazil, Mexico)
Middle East & Africa
The market research report on the Global Esports market analysis has been carefully curated after studying and observing various factors that determine the growth of the said market, such as the environmental, economic, social, technological, and political status of the regions mentioned. A thorough analysis of the data regarding revenue, production, and manufacturers gives a clear picture of the global scenario of the Esports market. The data will also help the key players and new entrants understand the potential of investments in the Global Esports Market Size.
Key features of this report are:
It provides valuable insights into the Global Esports Market.
Includes information for the forecasted period (2020-2026), with the important factors related to the market mentioned.
Technological advancements, government regulations, and recent developments are highlighted.
Advertising and marketing strategies, market trends, and analysis are studied in this report.
Growth analysis and predictions until the year 2026.
Statistical analyses of the key players in the market are highlighted.
Extensively researched market overview.
Important Questions answered in this report are:
What was the market size from 2015 to 2020?
What will be the market forecast till 2026, and what will be the market forecast in the current year?
Which segment or region will drive the market growth and why?
What are the key sustainability strategies adopted by the market players?
How will the drivers, barriers, and challenges affect the market scenario in the coming years?
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Other features of the report:
Gives a thorough analysis of the key strategies with a focus on the corporate structure, R&D methods, localization strategies, production capabilities, sales, and performance in various companies.
Provides valuable insights into the product portfolio, including product planning, development, and positioning.
Analyses the role of key market players and their partnerships, mergers, and acquisitions.
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