Esports Market: Substantial Investments in Sponsorships Creating Growth Opportunities – Fact.MR Study

The market study done by Fact.MR gives exclusive information about how the market will grow. The study identifies crucial trends that are determining the growth of Esports market. This newly published report sheds light on vital dynamics, such as the drivers, restraints, and opportunities for key market players as well as emerging players associated with the production and supply. The latest report by Fact.MR provides detailed Market Analysis of Esports

The report offers actionable and valuable market insights of Esports. The latest report by Fact.MR provides details on the present scenario of the market across various regions along with the historic data and forecast of the market. The report also includes information on the sales and demand of Esports Market across various industries and regions.

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A recently published study by Fact.MR estimates the global esports market to exhibit a steady expansion over the forecast period 2017 to 2022. eSports enables individuals in experiencing different aspects of games including ladder, league, and tournament through a single system. The global electronic sports market is expected to account for around US$ 400 Mn revenues by 2022-end.

The eSports market size is set to surpass US$ 6,000 million by 2028-end on account of sizeable sponsorships, growing smartphone uses, introduction of virtual reality and ameliorating eSports infrastructure.

A latest study on the global eSports market by Fact.MR estimates global revenues to grow by 7x through 2028. Growth will be accelerated by growing viewership, as well as the reduction in outdoor sporting activity due to the COVID-19 pandemic.

This newly published and insightful report sheds light on Market Insights of Esports, key dynamics, their impact on the overall value chain from suppliers to end-users and Growth of Esports Market.

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Competition Landscape

The competition landscape segment provides the dashboard view of the key vendors operating in the eSports market.

Few of the prominent vendors of the eSports market include North

  • Immortals
  • Millennial Esports Corporation
  • Refresh Entertainment
  • Riot Games, Inc.
  • ESL
  • VY Esports
  • Znipe Esports
  • Coke Esports among others.

Other market players that have a stronghold in the global space of the eSports market are covered in the eSports market report.

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8 Key Takeaways from Fact.MR’s Report on Global eSports Market for Forecast Period 2017 to 2022

  1. Online mode will continue to be the largest design mode segment of esports adopted around the world, with revenues estimated to hold approximately 50% market share over the forecast period. But, online design mode of e-sports will lose 114 BPS in its share of the market by 2022-end.
  2. Local Area Network design mode of esports is poised to exhibit the highest CAGR through 2022.
  3. On the basis of genres type, racing and real-time strategy are estimated to ride on similar CAGRs through 2022. The real-time strategy genre of e-sports will account for the largest share of the market, in terms of revenues, during 2017 to 2022.
  4. Fighting games are expected to remain the second most lucrative genre of e-sports, in terms of revenues.
  5. Based on buyer type, promotional segment is projected to register the fastest expansion in the global esports market through 2022.
  6. Institutional segment is estimated to be the most lucrative buyer type segment, with sales poised to account for nearly US$ 200 Mn revenues by 2022-end.
  7. North America’s dominance in the global esports market is expected to remain unchallenged, in terms of revenues. This is partially attributed to the teams of North America, and their great hospitality to myriad new non-academic sponsorships, along with a number of world’s largest leagues & tournaments hosted by this region. These incidences are anticipated to create a huge amount of sponsorship money.
  8. Key players in the global esports market include Valve Corporation, Zynga Inc., Activision Blizzard Inc., Tencent Holdings Limited, GungHo Online Entertainment, Inc., Nintendo Co., Ltd., Electronic Arts Inc., Microsoft Corporation, and Sony Corporation.

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Key Question answered in the survey of Esports market report:

  • Sales and Demand of Esports
  • Growth of Esports Market
  • Market Analysis of Esports
  • Market Insights of Esports
  • Key Drivers Impacting the Esports market
  • Which are the Key drivers impacted by Esports market
  • Restraints Shaping Market Growth
  • Market Survey of Esports

More Valuable Insights on Esports Market

Fact.MR, in its new report, offers an unbiased Market Analysis of Esports, Sales and Demand of Esports, analyzing forecast statistics through 2019 and beyond. The study reveals growth projections on the basis of various criteria.

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