ESports Market Estimated At USD 67,500 million by 2030, Likely To Surge At CAGR 16.50% from 2023 to 2030.

eSports or IVR refers to a technology which allows humans to interact with an automated telephone system. Apparently, it receives a combination of telephone input and keypad selection tone to basically provide appropriate responses to inquiries in the form of voice, email, fax, call back,

Data Bridge Market Research analyses that the global eSports market which was USD 11,450 million in 2022, is expected to reach USD 67,500 million by 2030, and is expected to undergo a CAGR of 16.50% during the forecast period 2023-2030. This indicates the market value.

Key Pointers Covered in ESports Market Industry Trends and Forecast to 2030

  • Market Size
  • Market New Sales Volumes
  • Market Replacement Sales Volumes
  • Market Installed Base
  • Market By Brands
  • Market Procedure Volumes
  • Market Product Price Analysis
  • Market Regulatory Framework and Changes
  • Market Shares in Different Regions
  • Recent Developments for Market Competitors
  • Market Upcoming Applications
  • Market Innovators Study

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Benefits of Considering this Report:

  • This report is compiled using a vigorous and thorough research methodology. Data Bridge Market Research is also known for its data accuracy and granular market reports.
  • A complete picture of the competitive scenario of ESports Market is depicted by this report.
  • The report consists of a vast amount of data about the recent product and technological developments in the markets.
  • The insights in the report are easy to understand and include a graphical representation of the numbers in the form of histograms, bar graphs, pie charts, etc.

ESports Market Scope and Market Size

The global eSports market is segmented on the basis of revenue streams, games, and E-platforms. The growth amongst these segments will help you analyze meagre growth segments in the industries and provide the users with a valuable market overview and market insights to help them make strategic decisions for identifying core market applications.

Revenue Streams

  • Media Rights
  • Tickets and Merchandise
  • Sponsorships and Direct Advertisements
  • Publisher Fees

Games

  • Multiplayer Online Battle Arena (MOBA)
  • Player Vs. Player (PvP)
  • First Person Shooters (FPS)
  • Real Time Strategy (RTS)
  • Salons
  • Spas

 E-Platform

  • PC-Based eSports
  • Consoles-Based eSports
  • Mobile and Tablets

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 Some of the key questions answered in this report:

  • What are the global trends in the ESports Market? Would the market witness an increase or decline in the demand in the coming years?
  • What is the estimated demand for different types of products in ESports Market? What are the upcoming industry applications and trends for ESports Market?
  • How big is the opportunity for the ESports Market? How will the increasing adoption of ESports Market for mining impact the growth rate of the overall market?
  • How much is the ESports Market? What was the value of the market In 2030?
  • Who are the major players operating in the ESports Market? Which companies are the front runners?
  • Which are the recent industry trends that can be implemented to generate additional revenue streams?
  • What Should Be Entry Strategies, Countermeasures to Economic Impact, and Marketing Channels for ESports Market?

Market Analysis and Insights: Global eSports Market

  • eSports or IVR refers to a technology which allows humans to interact with an automated telephone system. Apparently, it receives a combination of telephone input and keypad selection tone to basically provide appropriate responses to inquiries in the form of voice, email, fax, call back, and other contact methods. The major purpose of eSports is to interact with callers, collect information and direct the incoming calls to the appropriate recipients.
  • The increase in popularity of video games across the globe acts as one of the major factors driving the growth of global eSports market. The rise in emergence of eSports as a professional career because of impressive international prize pools, one-to-one sponsorships, streaming revenues and increase in popularity of the gaming tournaments accelerate the market growth. The rise in the infrastructure for the league tournaments and increase in the live streaming of games further influence the market. Additionally, rapid industrialization, emergence of industry 4.0, rapid infrastructural developments, expansion of end use industry and formidable investments positively affect the global eSports market.
  • “Media Rights” dominates the type segment of the global eSports market due to their sports and fitness segment is expected to dominate the market as due to continuous increasing adoption of wearable electronic devices for sports and fitness in the order to enhanced sports, fitness, and well-being by monitoring physiological conditions of wearers. In addition to the insights on market scenarios such as market value, growth rate, segmentation, geographical coverage, and major players, the market reports curated by the Data Bridge Market Research also include in-depth expert analysis, geographically represented company-wise production and capacity, network layouts of distributors and partners, detailed and updated price trend analysis and deficit analysis of supply chain and demand.

ESports Market Country Level Analysis

  • S., Canada and Mexico in [North America]
  • Germany, France, U.K., Netherlands, Switzerland, Belgium, Russia, Italy, Spain, Turkey, [Rest of Europe]
  • China, Japan, India, South Korea, Singapore, Malaysia, Australia, Thailand, Indonesia, Philippines, [Rest of Asia-Pacific (APAC)]
  • Saudi Arabia, U.A.E, South Africa, Egypt, Israel, [Rest of Middle East and Africa (MEA)]
  • Brazil, Argentina and [Rest of South America]

ESports Market Share Analysis

The global eSports market competitive landscape provides details by competitor. Details included are company overview, company financials, revenue generated, market potential, investment in research and development, new market initiatives, North America presence, production sites and facilities, production capacities, company strengths and weaknesses, product launch, product width and breadth, and application dominance. The above data points provided are only related to the companies' focus related to global eSports market.

Key player eSports Market

  • Modern Times Group MTG AB (Sweden)
  • Activision Blizzard Inc. (U.S.)
  • Gfinity, PLC (U.K.)
  • Turner Broadcasting System (U.S.)
  • Valve Corporation (U.S.)
  • Tencent (China)
  • Electronic Arts, Inc. (U.S.)
  • Hi-Rez Studios (U.S.)
  • Nintendo (Japan)
  • FACEIT (U.K.)
  • CJ Corporation (South Korea)
  • Kabam (U.S.)
  • GungHo Online Entertainment (Japan)
  • Riot Games Inc. (U.S.)
  • Epic Games (U.S.)
  • Alisports (China)
  • King Digital Entertainment PLC (U.K.)
  • Zynga Inc. (U.S.)
  • Gamevil Inc. (South Korea)
  • Cloud9 (U.S.)
  • Team SoloMid (U.S.)
  • Team Liquid (Netherlands)
  • Echo Fox (U.S.)
  • Fnatic (U.K.)
  • G ESports (South Korea)
  • 100 Thieves (U.S.)
  • G2 ESports (Germany)
  • Immortals (U.S.)

 MAJOR TOC OF THE REPORT

  • Chapter One: Introduction
  • Chapter Two: Market Segmentation
  • Chapter Three: Market Overview
  • Chapter Four: Executive Summary
  • Chapter Five: Premium Insights
  • Chapter Six: ESports Market Share by Product & Procedure type

Get TOC Details:

https://www.databridgemarketresearch.com/toc/?dbmr=global-esports-market

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