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Esports Market: Current Analysis and Forecast (2021-2027)

Region:Global

Product Code:UMME21671

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Published On

January 2022

Total pages

235

About the Report

The Esports medical devices market is primarily driven by factors such as growing adoption of advanced gaming technologies, changing entertainment preferences among consumers, rising income levels, and growing demand for mobile gaming.
The use of smartphones across developing economies is on a continuous increase due to numerous factors such as rise in per capita income, cost affordability, availability of multiple low price option with significant feature's and others. This increases the demand for online smartphone gaming and video gaming. Video games have been around for decades, providing entertainment for children. The video game sector is immensely large. In fact, it is larger than movie & music industry and it is also growing rapidly. As the demand for online video game event is increases it will create lucrative opportunity for the E-sport market globally.
Based on Streaming Type, the Esports market is segmented into On Demand and Live. The large share of the streaming type segment can be attributed to the growing youth population and changing lifestyles have both contributed to an increase in demand for video games and online video games over the years. Growing audience reach and engagement activities, significant investments, rising live streaming of games, and expanding infrastructure for league tournaments are key factors driving the market growth.
Based on Device Type, the Esports market is segmented into Smartphone, Smart TV, Desktop/laptop/tablets and Gaming console. Smartphone holds the highest share in the Esports market. The constant technological advancements across the world have compelled people to depend on smartphones, several high-tech gadgets, and the internet. As a large number of people are engaged in playing video games, the vendors have introduced a recurring revenue model in the past few years. In addition, virtual reality products, video game tournaments, and consumer spending on video content are experiencing high growth around the world due to the consistent technological advancement.
Based on Revenue Stream, the Esports market is segmented into Media rights, Game Publisher fee, sponsorship, digital advertisement, tickets and merchandise. Sponsorship holds the highest share in the Esports market. On ground sponsoring is cheaper than an online advertisement, and tends to be influential, especially, for companies offering products and services directly related to gaming.
For a better understanding of the market of Esports, the market is analyzed based on its worldwide adoption in the countries such as North America (US, Canada, Rest of North America), Europe (Germany, United Kingdom, France, Italy, Spain, Rest of Europe), Asia-Pacific (China, Japan, India, Australia, Rest of Asia- Pacific), & Rest of World.
Some of the major players operating in the market include Activision Blizzard, Inc., CJ Corporation, Electronic Arts, FACEIT, Gameloft SE, Gfinity, Kabam, Modern Times Group, Nintendo, NVIDIA Corporation, etc. Several M&A's along with partnerships have been undertaken by these players to boost their presence in different regions.

Scope of the Report

Products

The Esports medical devices market is primarily driven by factors such as growing adoption of advanced gaming technologies, changing entertainment preferences.

Companies

Activision Blizzard, Inc., CJ Corporation, Electronic Arts, FACEIT, Gameloft SE, Gfinity, Kabam, Modern Times Group, Nintendo, NVIDIA Corporation

Table of Contents

1 MARKET INTRODUCTION

1.1. Market Definitions

1.2. Limitation

1.3. Stake Holders

1.4. Currency used in Report

2 RESEARCH METHODOLOGY OR ASSUMPTION

2.1. Research Process of the Esports Market

2.2. Research Methodology of the Esports Market

2.3. Forecasting Method

2.4. Respondent Profile

2.5. Main Objective of the Esports Market Study

3 MARKET SYNOPSIS

4 EXECUTIVE SUMMARY

5 ESPORTS MARKET COVID-19 IMPACT

6 ESPORTS MARKET REVENUE, 2019-2027F

7 MARKET INSIGHTS BY APPLICATION

7.1. Platform

7.2. Service

8 MARKET INSIGHTS BY STREAMING TYPE

8.1. On Demand

8.2. Live

9 MARKET INSIGHTS BY DEVICE TYPE

9.1. Smartphone

9.2. Smart TV

9.3. Desktop/Laptop/Tablets

9.4. Gaming Console

10 MARKET INSIGHTS BY REVENUE STREAM

10.1. Media Rights

10.2. Game Publisher Fee

10.3. Sponsorship

10.4. Digital Advertisement

10.5. Tickets and Merchandise

11 MARKET INSIGHTS BY REGION

11.1. NORTH AMERICA ESPORTS MARKET

11.1.1. United States

11.1.2. Canada

11.1.3. Rest of North America

11.2. EUROPE ESPORTS MARKET

11.2.1. Germany

11.2.2. France

11.2.3. United Kingdom

11.2.4. Spain

11.2.5. Rest of Europe

11.3. ASIA-PACIFIC ESPORTS MARKET

11.3.1. China

11.3.2. Japan

11.3.3. India

11.3.4. Australia

11.3.5. Rest of Asia Pacific

11.4. REST OF WORLD ESPORTS MARKET

12 ESPORTS MARKET DYNAMICS

12.1. Market Drivers

12.2. Market Challenges

12.3. Impact Analysis

13 ESPORTS MARKET OPPORTUNITIES

14 ESPORTS MARKET TRENDS

15 POLICY & REGULATORY LANDSCAPE

16 DEMAND AND SUPPLY SIDE ANALYSIS

16.1. Demand Side Analysis

16.2. Supply Side Analysis

17 VALUE CHAIN ANALYSIS

18 COMPETITIVE SCENARIO

18.1. COMPETITIVE LANDSCAPE

18.1.1. Company Shares, By Revenue

19 COMPANY PROFILED

19.1. Activision Blizzard, Inc.

19.2. CJ Corporation

19.3. Electronic Arts

19.4. FACEIT

19.5. Gameloft SE

19.6. Gfinity

19.7. Kabam

19.8. Modern Times Group

19.9. Nintendo

19.10. NVIDIA Corporation

20 DISCLAIMER

Research Methodology

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