Esports Market

Esports Market

Esports Market Study offers authentic data and exhaustive analysis of the Esports ecosystem. Based on a well-founded methodology, the study arrives at the market size and growth numbers using unique DB Forecasting Model that gives varied weightage to all frames of market influencers such as DROCs, Industry Trends, PESTLE, Competitive Landscape, Latest Developments and our primary probes. The study covers Esports providers, software compliance, technology providers, in addition to, robustly ranking the leading market players, and forecasting their growth on basis of their activities, revenues, offerings, partnerships and other multiple parameters. Major players are profiled in the report such as Modern Times Group (Sweden), Activision Blizzard (US), FACEIT (UK), Nintendo (Japan), Gfinity (UK), Turner Broadcasting System (US), CJ Corporation (South Korea), Valve Corporation (US), Tencent (China), and Electronic Arts (EA) (US), and others. In this extensive seven-year study, from 2020-2026, we track the multiple segments such as by Revenue Streams (Media Rights (Subscription & Online Advertisement), Tickets and Merchandise, Sponsorship & Direct Advertisement, and Publisher Fees), End-User, and Region (country, while providing reasons for each of these segments’ size and growth rate). Asia Pacific is estimated to account for the major market size and highest growth in the Esports Market during the forecast period. Asia has always been an attractive market for the gaming industry, especially owing to the ease of entry, compared to other markets. Moreover, a number of esports spectators, sponsors, and brands from the western countries are increasingly investing in the market in this region. The report contains relevant figures and tables in a ready-to-use format. Please fill the form for a detailed ToC, Sample and Executive Summary. Custom demand for exclusive sections/countries is available.
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