Esports Market Trends, Revenue, Major Players, Share Analysis & Forecast Till 2028

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

Emergen Research has newly published a research report on global Esports market. The report offers an in depth information about recent activities taking place in the Esports market. The report provides accurate data about current market scenario, market share and revenue growth, market size, market trends, drivers, restraints, challenges, opportunities, and top companies operating in the global Esports market.

 Some key factors driving global esports market revenue growth are emergence of online sports cafes and increased venture capital investments. In addition, rising number of events with major sponsorship deals is expected to fuel revenue growth of the market in the near future.Many gamers are interested in online sports or esports cafe concepts since these allow playing games without need to purchase the required equipment. Another benefit of running an esports cafe is the potential to foster a competitive attitude through organizing of amateur tournaments. 

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The report further explores the key business players along with their in-depth profiling, product catalog, and strategic business decisions. The key players studied in the report are Activision Blizzard, Inc., Modern Times Group, Nintendo Co., Ltd., FACEIT, Gfinity plc, Tencent Holdings Ltd., Turner Broadcasting System, Inc., Electronic Arts Inc., Valve Corporation, and Gameloft SE.

Some 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.
  • Smartphone segment is expected to lead in terms of revenue over the forecast period. Since smartphone users have risen significantly over the years, developments in esports has been increasing in parallel, driven by robust Internet connectivity and speed as well as ease of accessibility and affordability of high-performance smartphones, which are some key factors expected to drive revenue growth of this segment.

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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

Regional Bifurcation of the Esports Market Includes:

  • 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)

The report aims to provide a complete analysis of the global Esports market with important details about the key market players from insightful primary and secondary research data. The report also aims to benefit the user by providing constructive data to gain insight into market growth, size, and investment approaches. Additionally, the report provides an extensive analysis of the Esports market, including key data, such as factors influencing the growth of the market, buyers and vendors, production and consumption, and revenue.

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Highlights of Table of Contents (TOC):

  • Overview of Global Esports Market
  • Competitive analysis of the Esports market
  • Regional analysis of Global Esports market production and revenue
  • Regional analysis of Global Esports market supply, consumption, and export import
  • Type-based market analysis of global Esports production, revenue, and price trends
  • Application-based analysis of the global Esports market
  • Manufacturer profiles, manufacturing cost, and upstream and downstream analysis of global Esports market
  • Global Esports market forecast (2020-2027)
  • Conclusion of the research report

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