This report gives an insight into the global Esports market and predicts the future growth prospects and the trends that may exhibit in the market during the period of 2022-2029. The future growth has been calculated by taking into account the present growth rate and the overall market size. We have also discussed the alternatives that pose a threat to the growth of the market. In, this report we have categorized global Esports market into segments that are: By Application (Platform,, Service); By Streaming Type (Live, On-demand); By Device Type (Smart Phone, Smart TV, Desktop-Laptop-Tablets, Gaming Console); By Revenue Stream (Media Rights, Game Publisher Fee, Sponsorship, Digital Advertisement, Tickets, Merchandise); By Region (North America, Asia Pacific, Europe, Latin America, Middle East and Africa)
We have also illustrated the vendor landscape and conducted a detailed analysis of the top five global vendors of the global Esports market. The report also presents an analysis of the drivers that enable the growth of the market, the key challenges faced by the vendors and the market as a whole, and the upcoming trends that can have an impact on the market. Marketlook Consulting has collected key data related to the global Esports market and analyzed these data using a variety of methods. The market dynamics have been ascertained following a detailed study of the micro, meso and microeconomic indicators in the market. The report is based on in-depth qualitative and quantitative analyses of the global Esports market. The qualitative analysis involved the application of various projection and sampling techniques. The qualitative analysis involved primary interviews, surveys and vendor briefings. The data gathered as a result of these processes were validated through experts' opinions.
Global Esports Market Would Cross USD 4.76 Bn By 2029
Global Esports market report provides comprehensive qualitative and quantitative insights on the industry potential, key factors impacting sales and purchase decisions, hotspots, and opportunities available for Esports solution providers across the Globe. This report on the global Esports market studies the past as well as the current growth trends and opportunities to gain valuable insights of the indicators of the market during the forecast period from 2022 to 2029. The report provides revenue of the global Esports for the period 2019-2029, considering 2021 as the base year and 2022-29 as the forecast year. The report also provides the compound annual growth rate (CAGR 17.5%) of the global Esports from 2022 to 2029.
Segmental Analysis of Global Esports Market Market Study
The global Esports market study is segmented based on the various parameters by identifying their business activities, geographical presence, key application areas, end-users, etc., The report covers the market share analysis of all the segments from year 2022-2029. From a strategic point of view, the market outlook covers several frameworks including SWOT Analysis, Value Chain Analysis, and Porter's Five Forces Analysis while also offering an evaluation of the Product/Market Lifecycle.
Geographical Coverage of the Global Esports Market Study
For a better understanding of the global Esports, the market is segmented into geographies such as the North America (U.S, Canada), Europe (U.K, France, Germany, Russia, Italy, Rest of Europe), Asia Pacific (China, Japan, India, Australia, South-Korea, Rest of APAC), Latin America (Brazil, Mexico, Rest of Latin America), Middle East and Africa (Saudi Arabia, The U.A.E, South Africa, Rest of MEA). The country level analysis in each region is also provided in a very exhaustive manner.
Company Analysis on the Global Esports Market Market Study
In the report, the degree of competition among prominent global companies has been elaborated by analyzing several leading key players operating worldwide. The specialist team of research analysis sheds light on various traits such as global market competition, market share, most recent industry advancements, Innovative product launches, partnerships, mergers and acquisition by leading companies in the market. The major players have been analyzed by using research methodologies for getting insight on global competition.
Table of Content:
1. Introduction
1.1. Research Objective
1.2. Research Methodology
1.3. Research Process
1.4. Respondent Profile
2. Executive Summary
3. Global Esports Market Outlook, 2019-2029F
3.1. Market Size & Analysis
3.2. Market Share & Analysis
3.2.1. By Application
3.2.1.1. Platform
3.2.1.2. Service
3.2.2. By Streaming Type
3.2.2.1. On demand
3.2.2.2. Live
3.2.3. By Device Type
3.2.3.1. Smart phone
3.2.3.2. Smart TV
3.2.3.3. Desktop -laptop-tablets
3.2.3.4. Gaming console
3.2.4. By Revenue Stream
3.2.4.1. Media rights
3.2.4.2. Game publisher fee
3.2.4.3. Sponsorship
3.2.4.4. Digital advertisement
3.2.4.5. Tickets and merchandise
3.2.5. By Region
3.2.5.1. Asia-Pacific
3.2.5.2. Europe
3.2.5.3. North America
3.2.5.4. Middle East & Africa
3.2.5.5. Latin America
4. Asia-Pacific Esports Market Outlook, 2019-2029F
4.1. Market Size & Analysis
4.2. Market Share & Analysis
4.2.1. By Application
4.2.2. By Streaming Type
4.2.3. By Device Type
4.2.4. By Revenue Stream
4.2.5. By Country
4.2.5.1. China
4.2.5.2. India
4.2.5.3. Japan
4.2.5.4. South Korea
4.2.5.5. Australia
4.2.5.6. Rest of Asia-Pacific
5. Europe Esports Market Outlook, 2019-2029F
5.1. Market Size & Analysis
5.2. Market Share & Analysis
5.2.1. By Application
5.2.2. By Streaming Type
5.2.3. By Device Type
5.2.4. By Revenue Stream
5.2.5. By Country
5.2.5.1. United Kingdom
5.2.5.2. Germany
5.2.5.3. France
5.2.5.4. Italy
5.2.5.5. Russia
5.2.5.6. Rest of Europe
6. North America Esports Market Outlook, 2019-2029F
6.1. Market Size & Analysis
6.2. Market Share & Analysis
6.2.1. By Application
6.2.2. By Streaming Type
6.2.3. By Device Type
6.2.4. By Revenue Stream
6.2.5. By Country
6.2.5.1. United States
6.2.5.2. Canada
7. Latin America Esports Market Outlook, 2019-2029F
7.1. Market Size & Analysis
7.2. Market Share & Analysis
7.2.1. By Application
7.2.2. By Streaming Type
7.2.3. By Device Type
7.2.4. By Revenue Stream
7.2.5. By Country
7.2.5.1. Brazil
7.2.5.2. Mexico
7.2.5.3. Rest of Latin America
8. Middle East & Africa Esports Market Outlook, 2019-2029F
8.1. Market Size & Analysis
8.2. Market Share & Analysis
8.2.1. By Application
8.2.2. By Streaming Type
8.2.3. By Device Type
8.2.4. By Revenue Stream
8.2.5. By Country
8.2.5.1. Saudi Arabia
8.2.5.2. UAE
8.2.5.3. South Africa
8.2.6.4. Rest of Middle East and Africa
9. Global Esports Market Dynamics
9.1. Growth Drivers
9.2. Challenges
9.3. Impact Analysis
10. Global Esports Market Opportunities
11. Global Esports Value Chain Analysis
12. Global Esports Market Policies and Regulations
13. Global Esports Market Trends & Insights
14. Global Esports Market Porter's Five Forces Analysis
15. Global Esports Market-Entropy
15.1. New Product Launches
15.2. M&A, Collaborations, JVs, and Partnerships
16. Global Esports Market Company Analysis
16.1. Gfinity
16.2. NVIDIA Corporation
16.3. Modern Times Group
16.4. Activision Blizzard, Inc.
16.5. Kabam
16.6. Nintendo
16.7. CJ Corporation
16.8. FACEIT
16.9 Gameloft SE
16.10. Sony Corporation
17. About Us & Contact Details
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