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Product Code IW091570745HLO
Published Date 2022/1/31
English220 PagesGlobal

GLOBAL ESPORTS MARKET FORECAST 2022-2030ConsumerGoods_Retail Market


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Product Code IW091570745HLO◆The Jan 2026 edition is also likely available. We will check with the publisher immediately.
Published Date 2022/1/31
English 220 PagesGlobal

GLOBAL ESPORTS MARKET FORECAST 2022-2030ConsumerGoods_Retail Market



Abstract


Summary

KEY FINDINGS The global eSports market is projected to register a CAGR of 22.18% during the forecast period, 2022-2030. The market growth drivers include improved internet access and speed, franchise & sponsorship, prize money, and live streaming of esports events. MARKET INSIGHTS eSports entails organized competitive video gaming. The teams compete in tournaments for a cash prize. Also, it is followed by hordes of fans globally who tune in online or through live events. The advancing internet accessibility and speed is one of the key drivers of the global eSports market growth. The global download speed on fixed and mobile broadband increased from 55 Mbps to 107.50 Mbps in July 2021. As per the Speedteest Global Index, from July 2020 to July 2021, fixed broadband increased by 31.9%, and mobile broadband increased by 59.5%. In eSports, ‘ping,’ a numerical measure of the latency between their device and the game’s server, is highly important in competitive circumstances. Low speeds result in latency in the gameplay. This hinders the gamers’ interaction with the virtual world and their chances of winning. As a result, there is an increasing need for the fastest commercially accessible connection that offers additional stability and speed. Moreover, the enhanced and stable internet connection has made eSports lucrative among players. In addition, 5G technology is estimated to offer more potential for mobile gaming in the coming years. However, the health concerns and lack of a single regulatory body pose a challenge to the global eSports market growth. REGIONAL INSIGHTS The global eSports market growth assessment includes the geographical evaluation of North America, Europe, Asia-Pacific, and Rest of World. Asia-Pacific is the largest revenue-generating region in the global market, accredited to the rising investments in games and events. COMPETITIVE INSIGHTS The market rivalry is expected to be high, with several universities offering varsity eSports programs. Some of the key companies in the market include Take-Two Interactive, Riot Games Inc, Electronic Arts, Activision Blizzard, etc. Our report offerings include: • Explore key findings of the overall market • Strategic breakdown of market dynamics (Drivers, Restraints, Opportunities, Challenges) • Market forecasts for a minimum of 9 years, along with 3 years of historical data for all segments, sub-segments, and regions • Market Segmentation cater to a thorough assessment of key segments with their market estimations • Geographical Analysis: Assessments of the mentioned regions and country-level segments with their market share • Key analytics: Porter’s Five Forces Analysis, Vendor Landscape, Opportunity Matrix, Key Buying Criteria, etc. • Competitive landscape is the theoretical explanation of the key companies based on factors, market share, etc. • Company profiling: A detailed company overview, product/services offered, SCOT analysis, and recent strategic developments

Table of Contents

1 RESEARCH SCOPE & METHODOLOGY 1.1 STUDY OBJECTIVES 1.2 SCOPE OF STUDY 1.3 METHODOLOGY 1.4 ASSUMPTIONS & LIMITATIONS 2 EXECUTIVE SUMMARY 2.1 MARKET SIZE & ESTIMATES 2.2 MARKET OVERVIEW 3 MARKET DYNAMICS 3.1 MARKET SCOPE 3.2 KEY DRIVERS 3.2.1 IMPROVEMENT IN INTERNET SPEED AND ACCESSIBILITY 3.2.2 LIVE STREAMING OF ESPORTS EVENTS 3.2.3 PRIZE MONEY INVOLVED IN ESPORTS 3.2.4 SPONSORSHIPS & FRANCHISE 3.3 KEY RESTRAINTS 3.3.1 HEALTH CONCERNS 3.3.2 LACK OF SINGLE REGULATORY BODY 4 KEY ANALYTICS 4.1 IMPACT OF COVID-19 ON ESPORTS MARKET 4.2 KEY MARKET TRENDS 4.3 PORTER’S FIVE FORCES ANALYSIS 4.3.1 BUYERS POWER 4.3.2 SUPPLIERS POWER 4.3.3 SUBSTITUTION 4.3.4 NEW ENTRANTS 4.3.5 INDUSTRY RIVALRY 4.4 OPPORTUNITY MATRIX 4.5 VENDOR LANDSCAPE 5 MARKET BY REVENUE STREAMS 5.1 SPONSORSHIP 5.2 MEDIA RIGHTS 5.3 MERCHANDISE & TICKETS 5.4 PUBLISHER FEES 5.5 ADVERTISING 6 MARKET BY GENRE 6.1 MULTIPLAYER ONLINE BATTLE ARENA 6.2 FIRST-PERSON SHOOTER 6.3 BATTLE ROYALE GAME 6.4 REAL-TIME STRATEGY 6.5 OTHER GENRES 7 MARKET BY DEVICE 7.1 CONSOLE 7.2 PERSONAL COMPUTER 7.3 MOBILE 8 MARKET BY GENDER 8.1 MALE PARTICIPANTS 8.2 FEMALE PARTICIPANTS 9 MARKET BY AGE GROUP 9.1 16-24 AGE GROUP 9.2 25-34 AGE GROUP 9.3 35-44 AGE GROUP 9.4 44 AND ABOVE AGE GROUP 10 GEOGRAPHICAL ANALYSIS 10.1 NORTH AMERICA 10.1.1 MARKET SIZE & ESTIMATES 10.1.2 KEY GROWTH ENABLERS 10.1.3 KEY CHALLENGES 10.1.4 KEY PLAYERS 10.1.5 COUNTRY ANALYSIS 10.1.5.1 UNITED STATES 10.1.5.2 CANADA 10.2 EUROPE 10.2.1 MARKET SIZE & ESTIMATES 10.2.2 KEY GROWTH ENABLERS 10.2.3 KEY CHALLENGES 10.2.4 KEY PLAYERS 10.2.5 COUNTRY ANALYSIS 10.2.5.1 UNITED KINGDOM 10.2.5.2 GERMANY 10.2.5.3 FRANCE 10.2.5.4 NORDICS 10.2.5.5 ITALY 10.2.5.6 RUSSIA 10.2.5.7 SPAIN 10.2.5.8 POLAND 10.2.5.9 REST OF EUROPE 10.3 ASIA-PACIFIC 10.3.1 MARKET SIZE & ESTIMATES 10.3.2 KEY GROWTH ENABLERS 10.3.3 KEY CHALLENGES 10.3.4 KEY PLAYERS 10.3.5 COUNTRY ANALYSIS 10.3.5.1 CHINA 10.3.5.2 JAPAN 10.3.5.3 INDIA 10.3.5.4 SOUTH KOREA 10.3.5.5 INDONESIA 10.3.5.6 THAILAND 10.3.5.7 SINGAPORE 10.3.5.8 AUSTRALIA & NEW ZEALAND 10.3.5.9 MALAYSIA 10.3.5.10 REST OF ASIA-PACIFIC 10.4 REST OF WORLD 10.4.1 MARKET SIZE & ESTIMATES 10.4.2 KEY GROWTH ENABLERS 10.4.3 KEY CHALLENGES 10.4.4 KEY PLAYERS 10.4.5 REGIONAL ANALYSIS 10.4.5.1 LATIN AMERICA 10.4.5.2 MIDDLE EAST & AFRICA 11 COMPETITIVE LANDSCAPE 11.1 KEY STRATEGIC DEVELOPMENTS 11.1.1 MERGERS & ACQUISITIONS 11.1.2 PRODUCT LAUNCHES & DEVELOPMENTS 11.1.3 PARTNERSHIPS & AGREEMENTS 11.1.4 BUSINESS EXPANSIONS & DIVESTITURES 11.2 COMPANY PROFILES 11.2.1 ACTIVISION BLIZZARD 11.2.2 CAPCOM CO LTD 11.2.3 ELECTRONIC ARTS 11.2.4 EPIC GAMES 11.2.5 NINTENDO CO LTD 11.2.6 PSYONIX 11.2.7 RIOT GAMES INC 11.2.8 SUPERCELL 11.2.9 TAKE-TWO INTERACTIVE 11.2.10 VALVE CORPORATION
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GLOBAL ESPORTS MARKET FORECAST 2022-2030 | ConsumerGoods_Retail Market Research Report - ShareFair Markets