The Global Esports Market to Reach Revenues of Around $3 Billion During the Period 2020 -2025 - Market Research by Arizton

CHICAGO, April 8, 2020 /PRNewswire/ -- According to Arizton's recent research report, Esports Market - Global Outlook and Forecast 2020-2025 is expected to grow at a CAGR of over 16% during the period 2019-2025. Leverage Arizton's data-driven and deep market insights on the impact of COVID-19 across geographies, segments, and vendor landscape to take real-time strategic business decisions and enhance your product/service portfolios.

Key Highlights Offered in the Report:

    1. The total esports occasional viewership has reached over 450 million and
       the number of esports enthusiasts worldwide reached around 20 million in
       2019 with a YoY growth of over 15%.
    2. The total number of esports audience accounted for over 600 million in
    3. The growth in shift towards internet penetration among young population
       will propel the global esports market to reach around $3 billion by 2025.
    4. Countries such South Korea and others have started considering esports as
       professional games and are giving it same privileges as traditional
       sports. These countries are also assisting event organizers and players
       to enhance the esports experience.
    5. North America is the leading esports region followed by APAC and Europe
       in terms of both audience and revenue. North America accounted for
       approximately 40% of global esports revenue in 2019.
    6. League infrastructure is creating meaningful opportunities for direct
       monetization. Various investments are being made to build well-equipped
       esports arenas and provide various training facilities to players to
       improve gaming skills.

Key Offerings:

    --  Market Size & Forecast by Revenue | 2019-2025
    --  Market Dynamics - Leading trends, growth drivers, restraints, and
        investment opportunities
    --  Market Segmentation - A detailed analysis by revenue, games, e-platform,
        and geography
    --  Competitive Landscape - Profile of 6 key vendors and 28 other vendors

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Esports Market - Segmentation

    --  The revenue from the media right segment is expected to double by 2024.
        The segment is likely to become the largest source of esports revenue as
        massive audiences, and associated advertisement revenue from established
        online video platforms such as Twitch, YouTube, Douyu, and Huya will
        support the growth of media rights fees paid to top publishers.
    --  Multiplayer online battle arena (MOBA) games have become incredibly
        popular among video gamers in recent years. MOBAs are witnessing
        continuous growth in emerging markets, especially in Latin America.
        Latin America is in the perfect position for a major upswing when it
        comes to esports.
    --  The rise in mobile phone entertainment is gradually capturing the
        traditional game console market. Two significant factors are
        contributing to the shift in popularity from PC to mobile gaming: the
        performance and rendering quality of mobile games that now rival the
        look and feel of PC and console games, and powerful wireless
        connectivity performance options such as 5G.

Market Segmentation by Revenue

    --  Game Publisher Fee
    --  Merchandize & Tickets
    --  Advertisement
    --  Sponsorships
    --  Media Rights

Market Segmentation by Games

    --  Multiplayer Online Battle Arena (MOBA)
    --  Player vs. Player (PvP)
    --  First Person Shooters (FPS)
    --  Real Time Strategy (RTS)
    --  Salons & Spas

Market Segmentation by E-platform

    --  PC-based Esports
    --  Consoles-based Esports
    --  Mobile & Tablets

Esports Market - Dynamics

The video game developing companies have come with amazing advances in their technology which has improved the playing experience for the gamers. Technological advancements such as facial recognition, sound recognition, gesture control, graphics, virtual reality, and augmented reality has given the video games a completely new look and has encouraged gamers to play such games. As technology has advanced, the thrill of playing games has also increased with more visual stimulus, creativity, and satisfaction. Another advanced technology introduced to enhance gaming experience is wearable gaming. Companies have now started using wearable technology to play games so that gamers can enjoy video games anywhere anytime and will not be restricted to one place to play games.

Key Drivers and Trends fueling Market Growth:

    --  Growth in Gaming Audience
    --  Increase in Internet Penetration
    --  Role of Association and Government Involvement
    --  Growth in Sponsorships and Franchise

Esports Market - Geography

Countries such as the US, China, and South Korea have been showing impressive growth in the development of esports games, the number of players, audience, and infrastructure. In recent years many arenas have been built across the globe, with well-designed sitting arrangements, and the arenas are well equipped with gaming equipment, lighting, screens, and supporting equipment. China's esports industry has the world's largest number of gamers. Over 600 million people play games on phones, computers, or game consoles. In recent years, the APAC esports market has emerged as the most potential market with the growing number of gamers as well as tournaments. Besides, several developing countries in Asia have emerged as a lucrative esports market, including the Philippines, India, Australia, Taiwan, Hong Kong, and Vietnam.

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Market Segmentation by Geography

    --  Europe
        --  Germany
        --  UK
        --  France
        --  Poland
        --  Sweden
    --  North America
        --  US
        --  Canada
    --  APAC
        --  South Korea
        --  China
        --  Japan
        --  Australia
        --  India
        --  Malaysia
    --  Latin America
        --  Brazil
        --  Mexico
        --  Argentina
        --  Chile
    --  MEA
        --  UAE
        --  Egypt
        --  Morocco
        --  South Africa

Major Vendors

    --  Activision Blizzard
    --  Electronic Arts
    --  Modern Times Group (MTG)
    --  Take-Two Interactive Software
    --  Tencent
    --  Valve Corporation

Other vendors include - Supercell, Nintendo, Hi-Rez Studios, Epic Games, Torque Esports, Bandai Namco Entertainment, Nival, Zeni Max, Psyonix, Super Evil Megacorp, GAMEVIL, Capcom, Crytek, Inno Games, Deep Silver, Gameforge, Konami Holdings Corporation, Zynga, Kabam, Rovio Entertainment, Wargaming Group Limited, Ubisoft, Sega, Neowiz Games, NCSoft, Microsoft Studios, Bethesda Softworks, and Aksys Games.

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