75 reports

Esports Global Market Opportunities And Strategies To 2030: COVID-19 Growth And Change provides the strategists, marketers and senior management with the critical information they need to assess the global esports market as it emerges from the COVID 19 shut down. Description: Where is the largest and fastest growing...

  • Esports
  • World
  • E-Sports Revenue
  • Gross Domestic Product Per Capita

The eSports market is expected to register a CAGR of 20% during the forecast period, 2021-2026. As per the World Economic Forum, the eSports viewers spent 17.9 million hours watching their gaming heroes on channels such as YouTube’s gaming channel or on Twitch in the first quarter of 2018. The Sports market is still in its initial stage, and...

  • Esports
  • World
  • Europe
  • APAC
  • E-Sports Revenue
  • E-Sports Audience

Major 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, Nintendo, FACEIT, CJ Corporation, Kabam, Wargaming Public, Rovio Entertainment, GungHo Online Entertainment, Riot Games Inc., Epic Games, Alisports,...

  • Esports
  • World
  • United States
  • Australia
  • E-Sports Revenue

A recent market study published on the market offers global industry analysis for 2014-2021 & opportunity assessment for 2022–2032. The study offers a comprehensive assessment of the more important market dynamics. After conducting thorough research on the historical and current growth parameters of the E-Sports & Games Streaming...

  • Esports
  • World
  • Latin America
  • North America
  • Western Europe
  • Eastern Europe
  • Japan

The Global Esports Market size is expected to reach $3,574.9 million by 2027, rising at a market growth of 21.3% CAGR during the forecast period. Esports refers to electronic sports, in which digital mediums are used among competitors and spectators like PC, tablets, or mobile. Esports is available in the form of video games, which...

  • Esports
  • World
  • E-Sports Revenue
  • Internet Subscribers

Esports Market – Scope of Report A latest study collated and published analyzes the historical and present-day scenario of the global Esports market, to accurately gauge its potential future development.The study presents detailed information about the important growth factors, restraints, and key trends that are creating...

  • Esports
  • World
  • E-Sports Revenue

The global esports market reached a value of US$ 1.18 Billion in 2021. Looking forward, the analyst expects the market to reach US$ 3.86 Billion by 2027, exhibiting at a CAGR of 22.4% during 2022-2027. Keeping in mind the uncertainties of COVID-19, we are continuously tracking and evaluating the direct as well as the indirect influence of...

  • Esports
  • World
  • E-Sports Revenue

Executive Summary With stadiums vacant and all sporting events cancelled due to the Covid-19 pandemic, the E-Sports market has gained major significance as it draws the attention of a new audience looking for entertainment avenues. Esports companies are investing in innovative new Esports platform for increasing their revenue...

  • Esports
  • World
  • E-Sports Revenue
  • E-Sports Audience

Global E-sports Market 2021-2025 The analyst has been monitoring the e-sports market and it is poised to grow by $ 2.05 bn during 2021-2025, decelerating at a CAGR of over 18% during the forecast period. Our report on the e-sports market provides a holistic analysis, market size and forecast, trends, growth drivers, and...

  • Esports
  • World
  • E-Sports Revenue

Major 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 e-sports market is expected grow from $0.97 billion in 2020 to $1.28 billion in 2021 at a compound annual...

  • Esports
  • United States
  • World
  • Australia
  • E-Sports Revenue

Esports Market by Application (Platform, and Service), Streaming Type (Live, and On-demand), Device Type (Smart Phone, Smart TV, Desktop-Laptop-Tablets, and Gaming Console), Revenue Stream (Media Rights, Game Publisher Fee, Sponsorship, Digital Advertisement, Tickets, and Merchandise): Global Opportunity Analysis and Industry Forecast,...

  • Esports
  • APAC
  • Europe
  • E-Sports Revenue
  • E-Sport Player Number

eSports Companies are revising their long-term strategies to emerge stronger in the post-COVID pandemic scenario. After facing series of challenges such as supply chain disruption, demand fluctuations, other pressing concerns during 2020, companies are revising their strategies through modifying the composition of product portfolios, investing...

  • Esports
  • World
  • E-Sports Revenue

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...

  • Esports
  • World
  • E-Sports Revenue

The gaming accessories market is expected to reach a CAGR of 9.5% during the forecast period of 2021 - 2026. Increasing adoption of smartphones, rapidly evolving technologies such as virtual reality (VR) and artificial intelligence (AI) are fueling the growth of the market across the globe. - Major gaming console manufacturers like...

  • Video Game Hardware
  • Input Output Device
  • Headphone
  • Esports
  • Virtual Reality
  • Research And Development
  • World
  • APAC
  • North America
  • Latin America
  • E-Sport Player Number
  • E-Sports Revenue

Abstract: - Global Esports Market to Reach $3.5 Billion by 2027 - Amid the COVID-19 crisis, the global market for Esports estimated at US$1.1 Billion in the year 2020, is projected to reach a revised size of US$3.5 Billion by 2027, growing at a CAGR of 18.5% over the analysis period 2020-2027. Media Rights, one of...

  • Esports
  • World
  • China
  • United States
  • E-Sports Revenue

This IDC Market Perspective updates the definition of esports and focuses on revenue generated by businesses in the esports market. More specifically, it divides esports into two core segments, two adjacent segments, sizes the respective revenue going to companies in each of these segments over the 2018-2020 period, and draws some inferences...

  • Esports
  • World
  • E-Sports Revenue

With the Purchase of Global Esports Market Report, Receive a FREE Copy of Market Impact of COVID-19 on Businesses. The esports market is expected to grow at a CAGR of over 16% during the period 2019–2025. Electronic sports is an emerging vertical of the gaming space; however, it should not be combined with virtual sports or...

  • Esports
  • World
  • E-Sports Revenue
  • E-Sports Audience

eGaming - Telco Value Propositions and Bundling Strategies Summary eGaming - Telco Value Propositions and Bundling Strategies a new Global Outlook Report , provides an executive-level overview of the global eGaming market. It delivers deep qualitative insights into the eGaming industry, eGaming value chain and...

  • Video Game
  • Mobile Services
  • Esports
  • Egypt
  • Belgium
  • Portugal
  • South Korea
  • E-Sports Revenue
  • Mobile Gaming Penetration

Global Game Streaming Market 2022-2026 The analyst has been monitoring the game streaming market and it is poised to grow by $ 1.14 bn during 2022-2026, accelerating at a CAGR of 9.15% during the forecast period. Our report on the game streaming market provides a holistic analysis, market size and forecast, trends, growth...

  • Esports
  • World
  • Middle East

Global Computer Accessories Market 2021-2025 The analyst has been monitoring the computer accessories market and it is poised to grow by $ 4.28 bn during 2021-2025, progressing at a CAGR of 5.87% during the forecast period. Our report on the computer accessories market provides a holistic analysis, market size and forecast,...

  • Esports
  • World

Report Scope: The scope of this report is broad and covers the global markets for esports, which is organized globally to generate various types of revenue streams, ranging from media rights to sponsorships to tickets and merchandise.The market is broken down by revenue streams and by region. Revenue forecasts...

  • Esports
  • World
  • E-Sports Revenue
  • E-Sports Audience

"The COVID-19 pandemic has had a major impact on the China gaming market in 2020, and it's likely to continue in 2021. While mobile and PC gaming will continue to dominate the China market, other gaming segments such as console, VR, and cloud gaming are also brought to the foreground because of the pandemic lockdown", says Yexi Liao, research...

  • Video Game
  • Esports
  • China

Global Gaming Peripheral Market 2021-2025 The analyst has been monitoring the gaming peripheral market and it is poised to grow by $ 3.36 billion during 2021-2025, progressing at a CAGR of almost 7% during the forecast period. Our report on the gaming peripheral market provides a holistic analysis, market size and forecast,...

  • Esports
  • Marketing Research
  • World

A Gaming chair is designed for video game players. These chairs come with head cushion and lumbar support to provide comfort to the gamer while gaming. A gaming chair is essential for professional and hardcore gamers. These chairs come in a variety of sizes, colors, and range. Gaming chairs are important for gamers who spend an average of...

  • Video Game
  • Leather
  • Esports
  • Furniture
  • World
  • United States
  • Europe
  • Disposable Income
  • E-Sports Audience

Global Mechanical Keyboard Market 2022-2026 The analyst has been monitoring the mechanical keyboard market and it is poised to grow by $ 138.96 mn during 2022-2026, progressing at a CAGR of 6.47% during the forecast period. Our report on the mechanical keyboard market provides a holistic analysis, market size and forecast,...

  • E-Commerce
  • Marketing Research
  • Esports
  • World

Global Gaming Chair Market 2021-2025 The analyst has been monitoring the gaming chair market and it is poised to grow by $ 130.77 mn during 2021-2025, progressing at a CAGR of 5.49% during the forecast period. Our report on the gaming chair market provides a holistic analysis, market size and forecast, trends, growth drivers,...

  • Marketing Research
  • Esports
  • World

Global Gaming Market 2022-2026 The analyst has been monitoring the gaming market and it is poised to grow by $ 74.93 billion during 2022-2026, accelerating at a CAGR of 7.31% during the forecast period. Our report on the gaming market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges,...

  • Video Game
  • Blockchain Technology
  • Marketing Research
  • Esports
  • World
  • Middle East

Global Ticket Market 2022-2026 The analyst has been monitoring the ticket market and it is poised to grow by $ 159.54 bn during 2022-2026 decelerating at a CAGR of 24.15% during the forecast period. Our report on the ticket market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges,...

  • Marketing Research
  • Esports
  • Mobile Application
  • Social Network
  • World
  • Middle East

Global Online Gaming Market 2022-2026 The analyst has been monitoring the online gaming market and it is poised to grow by $ 46.59 bn during 2022-2026 progressing at a CAGR of 12.27% during the forecast period. Our report on the online gaming market provides a holistic analysis, market size and forecast, trends, growth...

  • Marketing Research
  • Esports
  • Video Game Distribution
  • World

Global Keyboard Market 2020-2024 The analyst has been monitoring the keyboard market and it is poised to grow by $ 260.70 mn during 2020-2024 progressing at a CAGR of 3% during the forecast period. Our reports on keyboard market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges,...

  • E-Commerce
  • Esports
  • World