eSport Market Acquire Huge Growth, Global Opportunities and Trends to 2030

The Global eSports Market Size Was Valued At USD 1.22 Billion In 2021. The Market Is Projected To Grow From USD 1.44 Billion In 2022 To USD 5.48 Billion By 2029, Exhibiting A CAGR Of 21.0% During The Forecast Period. Global eSport Market Reports give a Key study on the industry status of the eSport Industry Manufacturer with the specific statistics, meaning, definition, SWOT Analysis, expert opinion, and recent development across the globe. The research report also covers the Market Size, Price, Sales, Revenue, Market share, Gross Margin, growth rate, and cost structure. The report aims to give an additional sample of the latest scenario, economic slowdown, and Covid-19 impact on overall Industry.

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According to researh global market for eSports grew by an average of 15.4% between 2019 and 2020.

The market is growing because more games are being streamed live, big investments are being made, more people are watching, more people are getting involved, and league tournaments have better infrastructure. Because gamers, organisers, influencers, and game developers are getting better at what they do, there are more ways to make money in the market. Electronic sports can be a profession because they have big international prize pools and make money from streaming.

Also, colleges and universities have started to offer programmes that are designed to turn out skilled workers.

Competitive Landscape and Global Market Share Analysis:

Twitch Interactive, Inc. (U.S.), Activision Blizzard, Inc. (U.S.), Tencent Holdings Limited (China), Riot Games, Inc. (U.S.), Gfinity plc (U.K.), X1 Esports and Entertainment Ltd. (U.S.), Loco (Stoughton Street Tech Labs Private Limited) (India), Caffeine (U.S.), DLive Entertainment Pte. Ltd. (U.S.), Sony Group Corporation (Japan), Others

Market Segmentation:

By Streaming Type:

  • Live
  • On-demand
  • Others

By Revenue Streaming:

  • Media Rights
  • Advertisement
  • Sponsorship
  • Ticket & Merchandise
  • Game Publisher Fees
  • Others

By Gaming Genre:

  • Real-time Strategy Games
  • First Person Shooter Games
  • Fighting Games
  • Multiplayer Online Battle Arena Games
  • Mass Multiplayer Online Role-playing Games
  • Others

The report on the eSport market covers the following region (country) analysis:

  • North America (U.S., Canada)
  • Europe (Germany, U.K., France, Italy, Russia, Spain, Rest of Europe)
  • Asia-Pacific (China, India, Japan, Australia, Southeast Asia, Rest of Asia Pacific)
  • South America (Mexico, Brazil, Argentina, Columbia, Rest of South America)
  • Middle East & Africa (GCC, Egypt, Nigeria, South Africa, Rest of Middle East and Africa)

Regional Insights:

North America had the most of the market in 2021. There are a lot of online gamers in this area, which should help the business grow. The largest companies in the area are Activision Blizzard, Inc., Riot Games, Inc., X1 Esports and Entertainment Ltd., and others. They spend a lot of money on research and development to stay ahead of the competition and meet customer needs.

In August 2022, X1Esports bought Tyrus LLC in order to reach more people in the Gen Z age group and add more ways to make money.

Twitch said in July 2022 that its platform would be getting new safety features. This means that streamers should be able to choose who can “attack” them and should be able to share lists of banned accounts with other viewers. Both features are a response to the attacks on marginalised streamers that have happened over the past year.

Asia-Pacific is likely to grow a lot over the next few years. Because of how quickly sports events are moving to digital platforms for entertainment, countries like China, Japan, and India are likely to have a high demand. The demand for electronic sports has gone up because there are so many opportunities in the gaming and entertainment industry in Asia and the Pacific.

Most European countries have a strong sports market, which is likely to give companies that offer online sports platforms more ways to make money. Fans are always looking for new ways to play games. In the same way, a lot of different people are investing a lot in this market in Europe because it has a growing audience and a higher return on investment.

A lot of people in South America are interested in sports, which is likely to help businesses grow. There are so many growth opportunities in South American countries that many brands and sports companies are investing there. Companies like Cooler Master and Logitech have worked with sports groups in Argentina.

Following are the major TOC of the eSport Market:

Chapter 1: eSport Market Overview

Chapter 2: Global Economic Impact on Industry

Chapter 3: Global eSport Market Competition by Manufacturers

Chapter 4: Global Production, Profits (Value) by Region

Chapter 5: Global Supply (Production), Import, Export, Consumption, by Regions

Chapter 6: Global Price Trend by Type, Revenue (Value), Production

Chapter 7: Manufacturing Cost Analysis

Chapter 8: Global Market Analysis by Application

Chapter 9: Industrial Chain and Downstream Buyers, Sourcing Strategy

Chapter 10: Marketing Strategy Analysis, Distributors/Traders

Chapter 11: Market Effect Factors Analysis

Chapter 12: Global eSport Market Forecast

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Key Reasons to Purchase eSport Market report:

The report provides a thorough examination of the manufacturing methods, as well as ideas to reduce development risk, major market growth challenges and strategic inputs to overcome the market threats.

In-depth market analysis and an overview of the global eSport Market trend and commercial landscape are included in the report. In addition, the report discusses the effect of COVID-19 on the market.

Reader can acquire a better interpretation of the eSport Market forecast’s future view and opportunities from the report.

The report contains an analysis of recent developments as well as profiles of important market leaders and key players.

To gain an understanding of the market strategies by the leading market players in the eSport

The report analyses the most important driving and restraining factors in the industry, as well as their impact on global market growth.

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