A recent
report published by Infinium Global Research on the esports market provides
in-depth analysis of segments and sub-segments in the global as well as
regional esports market. The study also highlights the impact of drivers,
restraints, and macro indicators on the global and regional esports market over
the short term as well as long term. The report is a comprehensive presentation
of trends, forecast and dollar values of the global esports market. According
to the report, the global esports market is projected to grow at a CAGR of
23.66% over the forecast period of 2021-2027.
Market
Insight
The global
esports market growing from nearly USD 1376.4 million in 2021 to about USD
4921.3 million in 2027. The global esports market is projected to grow with a
CAGR of 23.66% during 2021-2027. A kind of online sport in which two or more
competitors compete using online video games in a multiplayer environment is
known as Esport. Electronic marks (Esport) are the same as traditional sports
despite the that these are the competitive tournaments organized for video game
players. It provides an experience of viewing a professional sports event to
the audience by watching video gamers compete against each other. Furthermore,
in Esport, the skill and professionalism of players is the most important
factor since it comprises competitive leagues and tournaments. Moreover,
sponsorships and advertisements, tickets and merchandise, and media rights are
the prime revenue generators of Esports. Additionally, many companies are
investing in the esports industry; hence sponsorships play a vital role in the
esports business. The export market is expanding with an increase in players'
wages; therefore, there is a need for the introduction of new sponsors in the
industry, which can predict the future of esports.
Some of the
key driving factors of the Esport market are increasing audience reach and
engagement activities, formidable investments, rising live streaming of games,
improving infrastructure for the league tournaments, and others. There are
lucrative opportunities for game developers, gamers, influencers, and event
organizers in the Esport industry, created by professionalization in the industry.
Furthermore, millions of people consider esports a professional career due to
the increased popularity of gaming tournaments, impressive international prize
pools, streaming revenues, and one-to-one sponsorships. Additionally, growing
awareness about esports and the increasing popularity of video games are other
prime factors propelling the market’s growth over the forecast period. On the
other hand, due to rising popularity, some betting of gambling activities have
been seen in the export industries. As gambling or betting is banned in many
countries, such actions can hinder the market’s growth over the forecast
period. Nevertheless, there is a long-term investment opportunity for esport
investors due to the increasing number of events with large pool prizes. Hence,
this becomes lucrative opportunities for the esport market over the forecast
period.
North
America is the dominating region of the esport market, and it has captured an
enormous amount of share that is 39% in 2019. The area is also expected to
dominate the market in the future due to PC gaming serving a more niche group
of consumers. The investment and growth of the esports market are also likely
to increase in the region with the franchised North America League of Legends
Championship Series (NA LCS) and Overwatch League. In the U.S., game
developers, players, leagues, TV networks, and streaming platforms all are
involved in the esport business; hence esport became a multimillion-dollar
business in U.S. Furthermore, due to the growing penetration of mobile gaming
and internet usage, Asia Pacific is expected to dominate the market over the
forecast period. For instance, in 2003, China declared esports an official
sport, and after 13 years, it was announced as a national industry providing esports
operators and professionals’ jobs in the country. Moreover, many countries like
China, India, and South Korea support the esport developments in their lands;
hence, these regions are expected to grow significantly during the forecast
period.
Segment
Covered
The report
on global esports market covers segments such as streaming type, revenue
stream, and device type. On the basis of streaming type, the sub-markets
include on demand, and live. On the basis of revenue stream, the sub-markets
include media rights, game publisher fee, sponsorship, digital advertisement,
and tickets and merchandise. On the basis of device type, the sub-markets
include smart phone, smart TV, desktop -laptop-tablets, and gaming
console.
Companies
Profiled:
The report
provides profiles of the companies in the market such as Activision Blizzard,
Inc., Valve Corporation, Tencent Holding Limited, Electronic Arts Inc.,
Gameloft SE, Nintendo of America Inc., and NVIDIA Corporation.
Report Highlights:
The report
provides deep insights into the demand forecasts, market trends, and micro and
macro indicators. In addition, this report provides insights into the factors
that are driving and restraining the growth in this market. Moreover, The IGR-Growth
Matrix analysis given in the report brings an insight into the investment areas
that existing or new market players can consider. The report provides insights
into the market using analytical tools such as Porter's five forces analysis
and DRO analysis of the esports market. Moreover, the study highlights current
market trends and provides forecast from 2021-2027. We also have highlighted
future trends in the market that will affect the demand during the forecast
period. Moreover, the competitive analysis given in each regional market brings
an insight into the market share of the leading players.