$ 2.89 billion in esports markets, 2015-2020, 2020-2025F,
Dublin, May 25, 2021 (GLOBE NEWSWIRE) – The “Global Esports Market Report 2021: Growth and Change in COVID-19 to 2030” the report was added to ResearchAndMarkets.com from offer.
The main players in the esports market are Modern Times Group MTG AB, Activision Blizzard Inc., Gfinity, PLC, Turner Broadcasting System, Valve Corporation, Tencent, Electronic Arts, Inc., Hi-Rez Studios and Nintendo, Faceit.
The global esports market is expected to grow from $ 0.97 billion in 2020 to $ 1.28 billion in 2021 at a compound annual growth rate (CAGR) of 32%.
The growth is mainly driven by business resumption and adaptation to the new normal while recovering from the impact of COVID-19, which previously led to restrictive containment measures involving social distancing, the remote work and closure of business activities which resulted in operational challenges. The market is expected to reach $ 2.89 billion in 2025 with a CAGR of 23%.
The esports market consists of the sale of esports and related services. Electronic sports or electronic sports are team sports played online and are supported by electronic systems in which all functions are performed through a human-computer interface. Electronic sports are played by professional players sponsored by professional organizations or sports organizations.
Esports companies are investing in an innovative new esports platform to increase their revenue and expand their consumer base, as well as to gain a competitive advantage over their rivals. For example, in 2019 in Africa, NickX, an esports platform, launched by Viacom provides children with a tournament platform, using Nickelodeon game content.
Additionally, for example, in 2019, IKON, a US-based gaming platform company, launched a new platform that allows players to challenge fans and their friends in games, such as league of legends and PUBG. For example, in 2019, Mobile Premier League (MPL), an India-based mobile esports platform company, launched its mobile esports platform in Indonesia.
The growing demand for video games and the growing awareness of esports are contributing to the growth of the esports market. As technology develops, video content, products, virtual reality, and video game competitions increase. Video games have become a pop culture that is transforming and redefining the way young people consume entertainment.
In 2019, according to PwC’s latest Global Entertainment and Media Outlook, the United States video game market is expected to reach $ 30 billion by 2023. E-sports revenue in 2018 reached $ 1. $ 43 billion and is expected to reach $ 1.57 billion by 2019. Hence, increasing demand for video games and increasing awareness of esports drive the market growth during the forecast period.
The esports market covered in this report is segmented by Online Multiplayer Fighting Arena (MOBA) game; Real-time strategy; First person shooter; fights and sports. It is also segmented by platform into PC; console; mobile; other.
Match-fixing has always been a major challenge in the esports industry. Match-fixing in esports is when a player intentionally loses to win a bet. The esports market will be negatively affected when viewers begin to believe that esports loses its integrity due to match-fixing. In 2019, in Australia, match-fixing in esports resulted in the arrest of six Australian players.
In June 2019, Immortals Gaming Club, a US-based company specializing in providing esports platforms through the development of software such as video game software, acquired Infinite esports & entertainment for over $ 100 million. of dollars.
This acquisition is expected to help Immortals Gaming Club become part of the franchised esports leagues and become the largest esports organizations in the world, boosting elite brands such as Immortals, OpTic, MIBR and LA Valiant.
Infinite esports & entertainment is a United States-based esports and entertainment holding company specializing in esports, online media, and multi-gaming.
Main topics covered:
2. Characteristics of the electronic sports market
3. Trends and strategies in the esports market
4. Impact of COVID-19 on esports
5. Size and growth of the esports market
5.1. Historical global esports market, 2015-2020, in billions of dollars
5.1.1. Market drivers
5.1.2. Market constraints
5.2. Global Esports Forecast Market, 2020-2025F, 2030F, Billion USD
5.2.1. Market drivers
5.2.2. Market constraints
6. Segmentation of the esports market
6.1. Global esports market, segmentation by game, history and forecast, 2015-2020, 2020-2025F, 2030F, billion dollars
- Online Multiplayer Battle Arena (MOBA)
- Real time strategy
- First person shooter
- Combat and sport
6.2. Global Esports Market, Segmentation by Platform, History and Forecast, 2015-2020, 2020-2025F, 2030F, in USD Billion
6.3. Global esports market, segmentation by revenue source, history and forecast, 2015-2020, 2020-2025F, 2030F, billion dollars
- Merchandise and tickets
- Editor’s fees
- Media rights
7. Regional and national analysis of the esports market
7.1. Global esports market, divided by region, history and forecast, 2015-2020, 2020-2025F, 2030F, in billions of dollars
7.2. Global esports market, divided by country, history and forecast, 2015-2020, 2020-2025F, 2030F, billion dollars
- Modern Day MTG AB Group
- Activision Blizzard Inc.
- Turner Diffusion System
- Valve Corporation
- Electronic Arts, Inc.
- Hi-Rez Studios
- CJ Corporation
- Public wargaming
- Rovio Entertainment
- GungHo Online Entertainment
- Riot Games Inc.
- Epic games
- Total entertainment network
- King Digital Entertainment PLC
- Zynga Inc.
- Gamevil Inc.
- Cloud 9
- SoloMid team
- Team liquid
- Echo Fox
- Gen.G Esports
- 100 thieves
- G2 Esports
For more information on this report, visit https://www.researchandmarkets.com/r/4qtl99