Global Esports (egames) Market Research Report 2022

SKU ID : QYR-21415637 | Publishing Date : 03-Aug-2022 | No. of pages : 115

Market Analysis and Insights: Global Esports (egames) Market
Esports (egames) is an activity in which a video game competition reaches the level of "competition".Electronic sports is the use of electronic equipment as sports equipment, interpersonal intellectual confrontation sports.Through sports, participants' thinking ability, reaction ability, coordination ability of heart, eyes and limbs and willpower can be exercised and improved, and team spirit can be cultivated.
The global Esports (egames) market size is projected to reach US$ million by 2028, from US$ million in 2021, at a CAGR of % during 2022-2028.
Fully considering the economic change by this health crisis, Multiplayer Online Battle Arena (MOBA) accounting for % of the Esports (egames) global market in 2021, is projected to value US$ million by 2028, growing at a revised % CAGR from 2022 to 2028. While Amateur Players segment is altered to an % CAGR throughout this forecast period.
China Esports (egames) market size is valued at US$ million in 2021, while the North America and Europe Esports (egames) are US$ million and US$ million, severally. The proportion of the North America is % in 2021, while China and Europe are % and respectively, and it is predicted that China proportion will reach % in 2028, trailing a CAGR of % through the analysis period 2022-2028. Japan, South Korea, and Southeast Asia are noteworthy markets in Asia, with CAGR %, %, and % respectively for the next 6-year period. As for the Europe Esports (egames) landscape, Germany is projected to reach US$ million by 2028 trailing a CAGR of % over the forecast period 2022-2028.
With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global Esports (egames) market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global Esports (egames) market in terms of revenue.
Overall, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global Esports (egames) market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global Esports (egames) market.
Global Esports (egames) Scope and Market Size
Esports (egames) market is segmented by players, region (country), by Type and by Application. Players, stakeholders, and other participants in the global Esports (egames) market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application for the period 2017-2028.
Segment by Type
by Game
Multiplayer Online Battle Arena (MOBA)
First-Person Shooter (FPS)
Real-Time Strategy (RTS)
Other
by Revenue Stream
Media (Subscription And Online Advertising)
Tickets And Merchandise
Sponsorship And Direct Advertising
Publisher Fee
Other
Segment by Application
Amateur Players
Professional Players
Club
Associations And Organizations
Other
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
By Company
Modern Times Group (Sweden)
Activision Blizzard
FACEIT
Total Entertainment Network (US)
Gfinity
Turner Broadcasting System (US)
CJ Corporation
Valve Corporation
Tencent
Electronic Arts
Hi-Rez Studios
KaBuM
Wargaming
Rovio Entertainment (Finland)
GungHo Online Entertainment (Japan)
Alisports (Alibaba Group)
EA Sports
Epic Games
Nintendo
Riot Games
Microsoft Studios

Frequently Asked Questions

This market study covers the global and regional market with an in-depth analysis of the overall growth prospects in the market. Furthermore, it sheds light on the comprehensive competitive landscape of the global market. The report further offers a dashboard overview of leading companies encompassing their successful marketing strategies, market contribution, recent developments in both historic and present contexts.
  • By product type
  • By End User/Applications
  • By Technology
  • By Region
The report provides a detailed evaluation of the market by highlighting information on different aspects which include drivers, restraints, opportunities, and threats. This information can help stakeholders to make appropriate decisions before investing.
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