Esports Market Trends, Size, Share, Growth Opportunities, and Emerging Technologies 2029
Esports Market was worth US$ 2.11 Bn. in 2022 and total revenue is expected to grow at a rate of 24.4 % CAGR from 2023 to 2029, reaching almost US$ 9.75 Bn. in 2029.
Esports Market Overview:
For the global industry's Esports Market analysis, a research team did thorough primary and secondary research. Secondary research was carried out to enhance the existing data, segment the market, estimate overall market size, predict the market size, and growth rate.
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Market Scope:
Several methods for determining market value and market growth rate have been developed. Maximize research crew gathered market information and data from a variety of sources to present a more accurate regional view. The country-level analysis of the study is based on an examination of numerous regional stakeholders, regional tax laws and policies, consumer behavior, and macroeconomic data.
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Segmentation:
by Gender
Male
Female
by Audience
Regular Viewers
Occasional Viewers
by Revenue
Model Sponsorship & advertising
Esports betting & fantasy site
Prize pool
Amateur & micro tournament
Merchandising
Ticket sale
Key Players: The key players are
1. Modern Times Group (Sweden)
2. Activision Blizzard (US)
3. FACEIT (UK)
4. Nintendo (Japan)
5. Gfinity (UK)
6. Turner Broadcasting System (US)
7. CJ Corporation (South Korea)
8. Valve Corporation (US)
9. Tencent (China)
10. Electronic Arts (EA) (US)
11. Gameloft SE
12. NVIDIA Corporation
13. Intel Corporation
14. HTC Corporation
15. Epic Games
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Regional Analysis:
A country-level study of the Esports Market focuses on segments identified as potentially high-growth, countries with the biggest market share, and nations with the greatest development potential. North America (USA, Canada), South America, Asia Pacific (China, Japan, India, Korea), Europe (Germany, UK, France, Italy), and Other nations are the geographical breakdowns in the Esports Market study.
COVID-19 Impact Analysis on Esports Market:
The study investigates macroeconomic data, market trends, underlying variables, and market attractiveness by segment. COVID-19 (Corona Virus) has an influence on the product industry chain, encompassing upstream and downstream markets, regions, and nations, as well as the future growth of the industry.
Key Questions Answered in the Esports Market Report are:
- Which are the major players in the Esports Market?
- What key trends are likely to emerge in the Esports Market in the coming years?
- What will be the Esports Market size?
- Which company held the largest share in the Esports Market?
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