Esports Market Research Report Analysis 2021 – 2028 by Size, Share, Trends, Growth, Industry Analysis and Outlook

Rising emergence of online sports café trend and increasing venture capital investments are some key factors driving global esports market revenue growth currently

The latest research report by Emergen Research, named ‘Global Esports Market - Forecast to 2028’, entails a comprehensive review of the global Esports Market’s present and future trends. The report gathers viable information on the most established industry players, sales and distribution channels, regional spectrum, estimated market share and size, and revenue estimations over the forecast timeframe. The study is inclusive of a profound analysis of this business sphere focuses on the overall remuneration of the market over the projected period.

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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.

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

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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

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Regional Segmentation

North America (U.S., Canada)

Europe (U.K., Italy, Germany, France, Rest of EU)

Asia Pacific (India, Japan, China, South Korea, Australia, Rest of APAC)

Latin America (Chile, Brazil, Argentina, Rest of Latin America)

Middle East Africa (Saudi Arabia, U.A.E., South Africa, Rest of MEA)

Key Features of the Esports Market Report:

The report offers details about key drivers, restraints, opportunities, challenges, growth prospects, limitations, and threats

The report encompasses details about the key companies, product portfolio along with specifications, production valuation, and market shares

Evaluation of key current and emerging market trends and growth prospects

It also offers research-backed estimations for the forecast period of eight years, primarily to estimate the potential market growth

Brief overview of industry with regards to research and development, technological advancements, and product development

In-depth assessment of upstream raw materials, downstream buyers, demands, and current market scenario

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