eSports Market - Outline
Amidst the ongoing COVID-19 pandemic, esports has witnessed
a surge in demand mainly for entertainment. Lockdowns imposed by governments
forced individuals to find entertainment in the confines of their homes, for
which, esports emerged to be a popular among various age groups.
The choice of sports to indulge into virtually is a key
factor driving the eSports market. Soccer, cricket, and even horse racing are
some sports that individuals can enjoy on the virtual medium. Meanwhile, amidst
lockdowns developing countries such as India with a large Internet using
population witnessed incessant demand for online gaming. This created ample
opportunities in the eSports market. Besides this, the presence of
well-established players in China makes Asia Pacific a key region in the global
eSports market.
North America is a prominent region in the eSports market.
Vast telecommunication networks that offer affordable Internet bandwidths
accounts for excessive usage of the medium by a large population for
entertainment. Online gaming applications that are mostly targeted at
pre-teens, teenagers, and young adults, but are used by other age groups is a
major source of entertainment in most parts of the region. Technological
expertise and capital investments made by some key players based in the region
to develop new gaming applications to keep gamers hooked bolsters growth in the
eSports market of the region.
Esports or electronic sports are a group of sports played
online via video games. Each team or individual competes in various popular
online games and sponsors compete for a bigger share of the global audience.
Esports market is home to intense competitions which increasingly take place in
front of a live audience to build and measure audience loyalty.
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These sports competitions are becoming increasingly popular
in recent times. According to recent estimates, Esports market caters to over
380 million audience online every year. North America and China are home to
some major players in the esports market. A sizeable share of the total revenue
in the esports market is generated from these two regions. Europe is also a
prominent market.
The revenue model in esports market works in a similar
manner as in traditional sporting competitions. Most important revenue streams
include sponsorships, advertising, publisher fees, ticket sales, and
merchandise.
The most popular genres in esports market culture
are first-person shooter (FPS), real-time
strategy (RTS), battle royale games and fighting, and
multiplayer online battle arena (MOBA). Popular games for esports include
FPS titles Counter-Strike and Call of Duty, MOBA titles
like Dota 2, and League of Legends, and tactical shooters like Rainbow Six
Siege and CrossFire.
YouTube and Twitch have become central to driving esports
market worldwide. Major league gaming in esports has reported 85% male
viewership and 15% female viewership. Despite the skewed ratio, several
prominent female personalities within esports are hopeful about the bright
opportunities for female gamers. Recently, first esports arena opened in Santa
Ana, California. It is the U.S. first dedicated esports facility.
The commercial questions about audience commitment and the
nature of esports are an on-going debate. However, esports market has
registered incredible growth in the last ten years.
Global Esports Market: Overview
Globally, the demand for video games and online video games
has grown largely. People across the globe are now taking huge interest in
esports and investing their time and money in it. These factors have
accelerated the global esports market significantly. Increasing awareness about
esports is also playing a significant role in driving the global esports
market. Moreover, large-scale investments in esports are also expected to drive
this market.
The global esports market can be classified on the basis of
revenue streams and regional analysis. In terms of revenue streams, the market
is segmented into tickets and merchandise, media rights, sponsorships and
direct advertisements, and publisher fees. The media rights segment is further
bifurcates into online advertisement and subscriptions.
The report on the global esports market presents an in-depth
analysis on this market. It includes the major factors responsible for the
growth of this market. Drivers and restraints give the current picture of the
market, whereas trends and opportunities will provide how the demand for
intelligent apps will shape in future. Segmentation supports and justifies the
above-mentioned factors. In addition, geographic analysis and vendor landscape
explains how investors and players can take strategic decisions in the coming
years.
Global Esports Market: Trends and Opportunities
Millennials and younger generations are now highly connected
to internet and technology. This has paved the way for online games and
activities. Nowadays, children prefer video games as compared to other sport
and outdoor activities. This has boosted the global esports market. Moreover,
growing awareness about esports and peer-to-peer sharing has also accelerated
the global esports market. Increasing number of events with large prize pools
is a new trend seen in the global market that is further driving the global
esports market. However, lack of standardization might restrict the growth of
the market to a certain extent.
Global Esports Market: Regional Analysis
Key region covered in the global sports market are Europe,
Asia Pacific, Latin America, North America, and the Middle East and Africa.
Asia Pacific is expected to hold larger share in the market during the forecast
period. This region holds almost one-third share in the overall esports market
in the past few years. Asia Pacific is a lucrative market for the gaming
industry due to its ease of entry as compared to other markets. Moreover,
increasing number of esports competition in the region has made it the most
lucrative regional market. investors from western regions are heavily investing
in this region in the esports market.
Global Esports Market: Companies Mentioned
Under this section, the report provided key information
about the prominent players operating in the global esports market. Some of the
key players mentioned in the report are Nintendo, Tencent, Turner Broadcasting
System, Activision Blizzard, Modern Times Group, and Valve Corporation. Leading
players might be investing in various business development strategies to
increase their geographical reach and get a firm hold in the market.
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dynamics of the market. It mainly comprises critical assessment of consumers'
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prospects, untapped avenues, factors shaping their revenue potential, and
demand and consumption patterns in the global market by breaking it into
region-wise assessment.
The following
regional segments are covered comprehensively:
- North
America
- Asia
Pacific
- Europe
- Latin
America
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