ESports Market Size, Status and Growth Opportunities during 2020 to 2025

The ESports Market report provides the entire market overview at a glance historical data and provides forecasts during the forecast period. It provides the revenue estimates & forecasts, and growth trends for the mentioned regions & countries and other segmentations mentioned in the report.

The global ESports Market is projected to grow at a CAGR of 20.0% during the forecast period 2020 to 2025.

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ESports or electronic sports is a form of competition which is played using video games.

Key Market Trends
Advertising to be the Largest Sources of eSports Revenue
– The advertising comprises the revenue generated from the advertisements targeting esports viewers, including ads shown during live streams on online platforms, on video-on-demand content of esports matches, or esports TV.
– With the rising viewership on online platforms such as Twitch and YouTube, advertising is expected to generate more revenue during the forecast period. According to Streamlabs, Twitch and YouTube led the race with 1.13 million active streamers and 432,000 active streamers per quarter, respectively, in 2018. Thus, with the increasing number of streamers, advertising relevant content is expected to increase, which in return will help to generate revenue for the industry.
– Moreover, Overwatch League Grand Finals, which took place on September 29, 2019, saw a 16% increase of viewership from last year’s, which resulted in a global AMA (Average Minute Audience) at 1.12 million. Therefore, in order to track the viewership of Overwatch League and Call of Duty League, Activision Blizzard partnered with Nielsen in April 2018 to track both Overwatch League and Call of Duty League viewership. This partnership aimed to accurately gauge viewership for these events, helping Activision Blizzard strike accurate investing and advertising partnerships.
– Hence, all the factors mentioned above are expected to contribute to the advertising segment for generating revenue for the eSports market in the forecasted period.

China Dominates the Market
– China is anticipated to hold a significant market share in the eSports market owing to the popularity of the esports among the youth and supportive government support for the growth of the market.
– For instance, Hangzhou ( a city in China) plans to build 14 esports facilities before 2022 and expected to invest up to RMB15.45 billion (USD 2.22 billion). This investment is expected to make it the esports capital of the world.
– Moreover, Hangzhou is going to host Asian Games in 2022, where esports is expected to be an official medal event. With its investments, China is expected to become to hold significant market share.
– Further, Tencent Holdings Limited, a significant player in the eSports industry, is headquartered in China and played an influential role in the increase of eSports in China by developing games like “Honor of Kings,” which made revenue of USD 1.3 billion in its own right in 2018. Tencent Holdings Limited is planning for expanding tournaments for hugely popular games like “League of Legends” and “Honor of Kings in China which is going to attract global players and viewers.
– Additionally, in February 2019, Nike, Inc signed a four-year deal with the League of Legends Pro League (LPL) in China. Nike, Inc would supply every squad with sneakers, casual clothing, and professional jerseys. Nike-sponsored jerseys are expected to enhance the visibility of the LPL league globally.
– Hence, with the increasing investment in the eSports in the country is expected to augment the China market.

Competitive Landscape
The eSports market is at its initial stage, and thus, the market is a little competitive in nature. Although seeing the popularity of the eSports leagues, companies are entering into the market to gain competitive advantage and expand their geographical presence. Organizing new sports leagues, partnerships, mergers, and acquisitions are the strategies followed by these companies to increase their visibility across different geographic locations. Some of the significant players are Modern Times Group, Activision Blizzard, Inc and Riot Games, Inc. (Tencent Holdings Ltd) amongst others. Few recent developments are:
– October 2019 – Electronic Arts Inc., in partnership with Federation Internationale de Football Association (FIFA), announced the launch of the EA SPORTS FIFA 20 Global Series on The Road to the FIFA eWorld CupTM. The EA SPORTS FIFA 20 Global Series continued to expand as more than 20 of the world’s most notable football leagues will run local events. And, it is expecting millions of participants from over 60 nations globally.
– December 2018  Electronic Sports League (ESL) and Intel Corporation partnered to promote the advancement of the esports ecosystem through the introduction of the latest technologies, tournaments, and events across the globe, especially in the Asia-Pacific region. Moreover, Intel would invest more than USD 100 million to boost the profile of electronic sports worldwide by providing high-powered computer processors.

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Regions covered By ESports Market Report are
North America (The United States, Canada, and Mexico), Asia-Pacific (China, India, Japan, South Korea, Australia, Indonesia, Malaysia, and Others), Europe (Germany, France, UK, Italy, Russia, and Rest of Europe), Central & South America (Brazil, and Rest of South America), and Middle East & Africa (GCC Countries, Turkey, Egypt, South Africa and Other).

Effect of the ESports market report is
– Comprehensive evaluation of all opportunities and risks in the market.
– ESports market current developments and significant occasions.
– Deep study of business techniques for development of the market-driving players.
– Conclusive study about the improvement plot of market for approaching years.
– Top to bottom approach of market-express drivers, targets and major littler scale markets.
– Favorable impression inside imperative mechanical and publicize latest examples striking the market.

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Global E-sports Market – Growth, Trends, And Forecast (2020 – 2025)

MarketResearchNest.com Announced that its published an Exclusive Report on “Global E-sports Market” in its research database with report summary, table of content, research methodologies and data sources; This report studies the E-sports Market with many aspects of the industry like the Market size, Market status, Market trends and forecast, the report also provides brief information of the competitors and the specific growth opportunities with key Market drivers. Find the complete E-sports Market analysis segmented by companies, region, type and applications in the report.

E-Sports is the activity of playing computer games against other people on the internet, often for money, and often watched by other people using the internet, sometimes at specially organized events. E-sports have become a major industry, as some of the top gamers around the world battle each other in a wide range of games. By 2019, it is estimated that 427 million people worldwide will be watching e-Sports. The increasing availability of online streaming media platforms, particularly YouTube has become central to the growth and promotion of e-Sports competitions.

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E-sports market continues to evolve and expand in terms of the number of companies, products, and applications that illustrates the growth perspectives. The report also covers the list of Product range and Applications with SWOT analysis, CAGR value, further adding the essential business analytics. E-sports market research analysis identifies the latest trends and primary factors responsible for market growth enabling the Organizations to flourish with much exposure to the markets.

The report also presents the market competition landscape and a corresponding detailed analysis of the major vendor/manufacturers in the market.

Activision Blizzard, Epic Games, Nintendo, Riot Games, Valve Corporation, Wargaming.Net, EA Sports, Hi-Rez Studios, Microsoft Studios.

Segmentation by type: breakdown data from 2015 to 2020; and forecast to 2025

Multiplayer Online Battle Arena (MOBA), First-Person Shooter (FPS), Real-Time Strategy (RTS).

Segmentation by application: breakdown data from 2015 to 2020; and forecast to 2025

Professional, Amateur.

Browse full table of contents and data tables @ https://www.marketresearchnest.com/reportdetail/Global-E-Sports-Market-Size-Status-and-Forecast-2019-2025-629636

The E-sports market research report completely covers the vital statistics of the capacity, production, value, cost/profit, supply/demand import/export, further divided by company and country, and by application/type for best possible updated data representation in the figures, tables, pie chart, and graphs. These data representations provide predictive data regarding the future estimations for convincing market growth. The detailed and comprehensive knowledge about our publishers makes us out of the box in case of market analysis.

The key ponits of the report:
1.The report provides a basic overview of the industry including its definition, applications and manufacturing technology.
2.The report explores the international and Chinese major industry players in detail. In this part, the report presents the company profile, product specifications, capacity, production value, and 2014-2020 market shares for each company.
3.Through the statistical analysis, the report depicts the global and Chinese total market of E-sports industry including capacity, production, production value, cost/profit, supply/demand and Chinese import/export.
4.The total market is further divided by company, by country, and by application/type for the competitive landscape analysis.
5.The report then estimates 2020-2025 market development trends of E-sports industry. Analysis of upstream raw materials, downstream demand, and current market dynamics is also carried out.
6.The report makes some important proposals for a new project of E-sports Industry before evaluating its feasibility.

This report includes the estimation of market size for value (million USD) and volume (K Units). Top-down and bottom-up approaches have been used to estimate and validate the market size of E-sports market, to estimate the size of various other dependent submarkets in the overall market. Key players in the market have been identified through secondary research, and their market shares have been determined through primary and secondary research. All percentage shares, splits, and breakdowns have been determined using secondary sources and verified primary sources.

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E-sports Market Growth Strategies and Insight Driven Transformation 2020-2026

Market Research Intellect has recently added an extensive report to its repository titled E-sports market. The latest market study provides a lucid understanding of the E-sports sector and the report scrutinizes the data by using primary and secondary research techniques. Moreover, it also sheds light on various dynamic aspects of businesses such as client requirements, demanding products or services, shares, and raw material. Additionally, the data has been examined by means of effective analysis technique such as, SWOT and Porter’s Five analysis. This in return also gives a descriptive overview of strengths, weaknesses, threats, and opportunities.

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The major manufacturers covered in this report: “Activision Blizzard, Epic Games, Nintendo, Riot Games, Valve Corporation, Wargaming.net, Ea Sports, Hi-rez Studios, Microsoft Studios”

Market Segmentation:

The E-sports Market has been segregated into various crucial divisions including applications, types, and regions. Each market segment is intensively studied in the report contemplating its market acceptance, worthiness, demand, and growth prospects. The segmentation analysis will help the client to customize their marketing approach to have a better command of each segment and to identify the most prospective customer base.

In terms of region, this research report covers almost all the major regions across the globe such as North America, Europe, South America, the Middle East, and Africa and the Asia Pacific. Europe and North America regions are anticipated to show an upward growth in the years to come. While E-sports Market in Asia Pacific regions is likely to show remarkable growth during the forecasted period. Cutting edge technology and innovations are the most important traits of the North America region and that’s the reason most of the time the US dominates the global markets. E-sports Market in South, America region is also expected to grow in the near future.

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Key Questions Answered in Report:

  • What is major factor which lead this market to next level?
  • What will the market Demand and what will be Growth?
  • What are the latest opportunities to E-sports Market in future?
  • What are the strengths of the key players?
  • What are the key of E-sports Market?

E-sports Market Report provides future growth drivers and competitive landscape. This will be beneficial for buyers of the market report to gain a clear view of the important growth and subsequent market strategy. The granular information in the market will help monitor future profitability and make important decisions for growth.

Our Study Report Offers:

  • Market share analysis for the regional and country-level segments.
  •  E-sports Market share analysis of the best business players.
  • Strategic proposal for the new entrants.
  • Market forecasts for the next five years of all the mentioned segments, sub-segments and conjointly the regional markets.
  • Market Opportunities, Trends, Constraints, Threats, Challenges, Drivers, Investment and suggestions.
  • Strategic steerage in key business segments supported the market estimations.
  • Competitive landscaping mapping the key common trends.
  • Company identification with careful methods, financials, and up so far developments.
  • provide chain trends mapping the foremost recent technological advancements.

The report’s conclusion reveals the overall scope of the Global E-sports Market in terms of feasibility of investments in the various segments of the market, along with a descriptive passage that outlines the feasibility of new projects that might succeed in the market in the near future.

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