Esport Market 2020: Global Growth, Share, Application, Potential Revenue, Regional Analysis & Forecast 2024


Posted February 11, 2020 by Rupali11

The report covers a forecast and an analysis of the Global Esport Market on a global and regional level. The study provides historical data for 2015, 2016, and 2017 and forecast from 2018 to 2024 based on revenue (USD Million) and volume (Kilotons).

 
Overview of Global Esport Market:
The report covers a forecast and an analysis of the Esport Market on a global and regional level. The study provides historical data for 2015, 2016, 2017 and 2018 along with a forecast from 2020 to 2024 based on revenue (USD Million) and volume (Kilotons). The study includes drivers and restraints of the Esport Market along with the impact they have on the demand over the forecast period. Additionally, the report includes the study of opportunities available in the Esport Market on a global level.
Esports is a form of sport competition using video games. Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams.
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This report contains a complete product overview and its scope in the market to define the key terms and provide the clients a holistic idea of the market and its tendency. It comprehensively evaluates the Global Esport Market with different perspectives for the purpose of providing a detailed, informative, and accurate analysis of regional growth, competition, market segmentation, and other important aspects.
According to the new market research report, the esports market is expected to be worth USD million in 2020 and is expected to grow by 2024, at a high CAGR between 2020 and 2024. Media rights, tickets and merchandise, sponsorship and direct advertisement, and publisher fees are the major streams that contribute to the overall revenue generation of the esports market. The increasing popularity of video games and growing awareness about esports are the major factors driving the esports market.
Product Type Segmentation:
The Global Esport Market provides with the basic product type as one Real-time strategy (RTS), First-person shooter (FPS) and Multiplayer online battle arena (MOBA). High prize pool events are also boosting the number of viewers and attracting top-level players, especially for offline esports tournaments. The increasing number of offline esports tournaments is providing opportunities for sponsors and advertisers to create brand awareness and loyalty among its customers.
Industry Segmentation:
Using the Global Esport Market it is possible of communication through medium by various industries such as Mobile phone, Tablet, PC and Video Game. Internet helps the users to access different applications with minimum costs & efforts and provides a faster way of gaming. The gamers form a highly dedicated audience, with a strong sense of brand loyalty; they tend to be loyal to their preferred products and brands. If brands succeed in attracting esports audience, they would successfully gain some long-term customers.
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Regional Segmentation:
The Esport market is dominating North America due to the presence of global players in the U.S. Growing opportunities and increasing application area of Esport is supporting the Esport market in North America. APAC is the largest market for esports due to the presence of key game publishers and event organizers, such as Tencent, Alisporst, and Nintendo. The increasing investments from sponsors and advertisers are fueling the demand for esports in this region. The growth of this industry can be attributed to the increasing number of esports competitions in the region. Asia has always been an attractive market for the gaming industry, especially due to the ease of entry, compared to other markets. A number of esports spectators, sponsors, and brands from the western countries are increasingly investing in the market in this region.
Top Key Players Segmentation: Modern Times Group, Activision Blizzard, Valve Corporation, CJ Corporation, Electronic Arts, Nintendo, Turner Broadcasting System, Faceit, Gfinity, Hi Rez Studios, Kabum, Wargaming Public, Rovio Entertainment, Gungho Online Entertainment, Alisports. New product launches and continuous technological innovations are the key strategies adopted by the major players.
Current Industry News:
1 Gfinity: Sony PlayStation will not be at E3 2020 says analyst- Sony left a big hole when it didn’t attend last year's E3. The Playstation 4 has been the dominant console of this generation, with strong sales numbers accompanied by a string of successful exclusive title releases, so having a titan such as Sony absent was a serious blow to the event. “As the industry evolves, Sony Interactive Entertainment continues to look for inventive opportunities to engage the community,” said the tech giant. “PlayStation fans mean the world to us and we always want to innovate, think differently and experiment with new ways to delight gamers. As a result, we have decided not to participate in E3 in 2019. We are exploring new and familiar ways to engage our community in 2019 and can’t wait to share our plans with you.”
2 Activision Blizzard: LEGENDARY STREETWEAR DESIGNER JEFF STAPLE TEAMS UP WITH THE OVERWATCH LEAGUE™ TO CREATE FIRST-OF-ITS-KIND ESPORTS KIT- The Overwatch League™ today announced a first-of-its-kind collaboration with designer and streetwear powerhouse, Jeff Staple, to reimagine, design, and create an authentic player kit for esports. The new kits, designed in concert with Overwatch League player feedback for a look and feel that’s unique to both traditional sports and esports, feature elevated fabrics, premium graphic applications, new side gussets for adjustable comfort, and a fit that is cut and sewn to increase quality and wearability while gaming. Each of the 20 Overwatch League teams will have their own unique home and away kits during the 2020 season, which launches on Feb. 8.
Staple worked with Overwatch League players throughout the design process to ensure the kits are a comfortable, functional uniform for competition, while also maintaining Staple’s signature aesthetic. The new kits utilize elevated pin-dot mesh fabric to create lightweight and breathable jerseys to balance and regulate players’ temperature for maximum comfort. The full kit will include a short-sleeve jersey, long-sleeve jersey, jacket, compression sleeve, hat, and beanie for each of the league’s 20 teams.
“This first-of-its-kind collaboration is a great reflection of esports’ evolution into a true lifestyle. This is not just a win for the Overwatch League and our fans, but for esports as an industry,” Daniel Cherry, chief marketing officer at Activision Blizzard Esports said. “We’re incredibly excited to be working with our friend and streetwear legend Jeff Staple on these team kits. Our players’ close partnership with Jeff can be seen and felt in the considered design elements included in the apparel. We cannot wait to see this gear worn on the streets of each of our Overwatch League team cities this season.”
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Key questions answered in the report:
What will the market growth rate of Esport market in 2024?
What are the key factors driving the global Esport market?
What are sales, revenue, and price analysis of top manufacturers of Esport market?
Who are the distributors, traders and dealers of Esport market?
Who are the key manufacturers in Esport market space?
What are the Esport market opportunities and threats faced by the vendors in the global Esport market?
What are sales, revenue, and price analysis by types and applications of Esport market?
What are sales, revenue, and price analysis by regions of Esport market?
What are the market opportunities, market risk and market overview of the Esport market?
Major Points in Table of Contents:
1 Esport Product Definition
2 Global Esport Market Manufacturer Share and Market Overview
2.1 Global Manufacturer Esport Shipments
2.2 Global Manufacturer Esport Business Revenue
2.3 Global Esport Market Overview
3 Manufacturer Esport Business Introduction
3.1 Modern Times Group Esport Business Introduction
3.1.1 Modern Times Group Esport Shipments, Price, Revenue and Gross profit 2014-2019
3.1.2 Modern Times Group Esport Business Distribution by Region
3.1.3 Modern Times Group Interview Record
3.1.4 Modern Times Group Esport Business Profile
3.1.5 Modern Times Group Esport Product Specification
3.2 Activision Blizzard Esport Business Introduction
3.2.1 Activision Blizzard Esport Shipments, Price, Revenue and Gross profit 2014-2019
3.2.2 Activision Blizzard Esport Business Distribution by Region
3.2.3 Interview Record
3.2.4 Activision Blizzard Esport Business Overview
3.2.5 Activision Blizzard Esport Product Specification
3.3 Valve Corporation Esport Business Introduction
3.3.1 Valve Corporation Esport Shipments, Price, Revenue and Gross profit 2014-2019
3.3.2 Valve Corporation Esport Business Distribution by Region
3.3.3 Interview Record
3.3.4 Valve Corporation Esport Business Overview
3.3.5 Valve Corporation Esport Product Specification
3.4 CJ Corporation Esport Business Introduction
3.5 Electronic Arts Esport Business Introduction
3.6 Nintendo Esport Business Introduction
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Categories Games , Mobile , Sports
Tags activision blizzard , cj , esport forecast , esport market , esport market key vendors , gfinity , global esport market , valve
Last Updated February 11, 2020