Electronic Sports (Esport) – the business that has long been regarded as a minor segment of the media and entertainment scene – is gaining traction and attracting the attention of players and audiences all over the world. Esports has become a competitive and fastest-growing part of the global gaming business, with an increasing number of events and competitions being held in numerous nations across the world. Everyone is coming into esports to reap the benefits of the burgeoning sector, from technology giants to the largest gaming firms in the world.
Over the last few years, online games such as League of Legends, Blizzard’s Starcraft II, Riot Games, and many more have attracted significant audiences, with millions of participants and viewers. The rising esports sector is expected to reach a market size of USD 5.1 billion by 2028, according to Emergen Research.
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It further offers a comprehensive coverage of the strategic alliances such as mergers and acquisitions, joint ventures, collaborations, product launches, brand promotions, and partnerships, among others. Key strategic alliances for product development and advancements is expected to add traction to market growth going ahead. The report also covers an in-depth analysis of the key competitors of the market along with their growth strategies and business expansion plans.
World’s Prominent Companies in the Esports Market: Top 10 by Revenue
Microsoft Studios
Nintendo
Tencent
Activision Blizzard
EA Sports
Epic Games
net
Valve Corporation
Hi-Rez Studios
Gfinity
Emergen Research has segmented the global esports market on the basis of game type, revenue streams, device, and region:
Game Type Outlook (Revenue, USD Million; 2018–2028)
First Person Shooter (FPS)
Multiplayer Online Battle Arena (MOBA)
Real-time Strategy (RTS)
Player Versus Player (PvP)
Revenue Streams Outlook (Revenue, USD Million; 2018–2028)
Publisher Fees
Sponsorship
Media Rights
Merchandise & Tickets
Advertising
Device Outlook (Revenue, USD Million; 2018–2028)
Smartphone
Computer
Tablet
Others
Key Highlights from the Report
First Person Shooter (FPS) segment revenue is expected to expand at a significantly rapid CAGR during the forecast period. The FPS game genre is currently the most popular and wanted. In this game genre, a player can control one avatar at a time. Among the most popular games are Counter-Strike and Call of Duty, among many others.
Sponsorship segment is expected to lead in terms of revenue share contribution over the forecast period. Sponsorship gives businesses a major opportunity to reach out directly to their target audience via online and offline media channels.
Many major companies such as Nvidia and Intel have signed sponsorship deals with esports teams and event organizers. Providing gaming-related products has proven to be an excellent investment, thereby allowing businesses to increase revenues and drive brand image.
On the basis of regional analysis, the market is segmented into the following regions: North America, Latin America, Europe, Asia Pacific, and Middle East & Africa. The market is expected to be dominated by North American nations closely followed by European countries. Asia Pacific is expected to show a significant growth owing to recent advancements and rising investments in the R&D sector.
The report addresses the following key points:
The report estimates the expected market size from 2021-2028
The report provides a forecast of market drivers, restraints, and future opportunities for the Esports market
The report further analyses the changing market dynamics
Regional analysis and segmentation of the market with analysis of the regions and segments expected to dominate the market growth
Extensive competitive landscape mapping with profiles of the key competitors
In-depth analysis of business strategies and collaborations such as mergers and acquisitions adopted by the key companies
Revenue forecast, country scope, application insights, and product insights
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