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Global E-Sports Market (2018 to 2027) – Featuring Activision Blizzard, Alisports & CJ Corporation Among Others – ResearchAndMarkets.com

DUBLIN–(BUSINESS WIRE)–The “E-Sports – Global Market Outlook (2018-2027)” report has been added to ResearchAndMarkets.com’s offering.

The Global E-Sports market accounted for $823.39 million in 2018 and is expected to reach $4125.84 million by 2027 growing at a CAGR of 19.6% during the forecast period. Some of the key factors propelling the market growth are growing demand popularity of video games and growing knowledge about esports. However, risk from esport gambling/betting in developing and underdeveloped countries is the restraining factor for the growth of the market.

Electronics sports (esports) are forceful tournaments planned for video game players. It imitate the skill of presentation a expert sports event, where audiences watch video gamers compete against each other. Esports events include competitive leagues and tournaments. The esports income is generated all over sponsorships and advertisements, tickets and merchandise, and media rights.

By revenue streams, sponsorship and direct advertisement segment is expected to grow at the significant market share during the forecast period due to its offer various opportunities to the brand owners to directly reach to the game fans in an occurrence. Booths, video displays, posters, freebies, interactive advertising, and many other imaginative methods facilitate this reach to the brands. On ground sponsoring is cheaper than an online advertisement, and tends to be influential, especially, for companies offering products and services directly related to gaming. On the basis of geography, Asia Pacific is predictable to hold considerable market share during the forecast period due to escalating number of esports competitions in the region. Asia has always been a outstanding market for the gaming industry, specially due to the ease of entry, compare to other markets. in addition, a number of esports spectators, sponsors, and brands from the western countries are more and more invest in the market in this region.

Companies Mentioned

What the report offers:

Key Topics Covered:

1 Executive Summary

2 Preface

2.1 Abstract

2.2 Stake Holders

2.3 Research Scope

2.4 Research Methodology

2.5 Research Sources

3 Market Trend Analysis

3.1 Introduction

3.2 Drivers

3.3 Restraints

3.4 Opportunities

3.5 Threats

3.6 Product Analysis

3.7 End User Analysis

3.8 Emerging Markets

3.9 Impact of Covid-19

4 Porters Five Force Analysis

5 Global E-Sports Market, By Device

5.1 Introduction

5.2 Tablets & Laptops

5.3 Smartphones

5.4 PCs

5.5 Gaming Headsets

5.6 Gaming Consoles

6 Global E-Sports Market, By Age Group

6.1 Introduction

6.2 0-15

6.3 16-25

6.4 26-35

6.5 More than 35

7 Global E-Sports Market, By Revenue Stream

7.1 Introduction

7.2 Media Rights

7.2.1 Online Advertisements

7.2.2 Subscriptions

7.3 Publisher Fees

7.4 Sponsorships and Direct Advertisements

7.5 Tickets and Merchandise

7.6 eSports betting & fantasy site

7.7 Prize Pool

7.8 Amateur & Micro Tournament

8 Global E-Sports Market, By Streaming Platform

8.1 Introduction

8.2 YouTube

8.3 Twitch

8.4 Hayu

8.5 DouYu

9 Global E-Sports Market, By Product

9.1 Introduction

9.2 Mice

9.3 Controller

9.4 Keyboard

10 Global E-Sports Market, By End User

10.1 Introduction

10.2 BFSI

10.3 Manufacturing

10.4 Healthcare

10.5 Retail

10.6 Fighting and Action

10.7 First Person Shooter

10.8 Multiplayer Online

10.9 Occasional Viewers

10.10 Professional Players

10.11 Real Strategy

11 Global E-Sports Market, By Geography

11.1 Introduction

11.2 North America

11.3 Europe

11.4 Asia Pacific

11.5 South America

11.6 Middle East & Africa

12 Key Developments

12.1 Agreements, Partnerships, Collaborations and Joint Ventures

12.2 Acquisitions & Mergers

12.3 New Product Launch

12.4 Expansions

12.5 Other Key Strategies

13 Company Profiling

For more information about this report visit https://www.researchandmarkets.com/r/cnhk7x

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