Esports Games Marketing Data
- . eSports Statistics, Demographics, & Interesting Data (2020). South Korea was the second highest eSports market, with 92 million euros in revenues.
- ESports Revenue Growth and How Brands are Contributing to It. Realizing the potential of tapping into the eSports market, some brands have already made significant eSports marketing investments. So, the industry has seen an impressive increase in revenue in recent years.
Nielsen Holdings PLC, for example, puts esports watchers’ average age at 25, according to the latest Nielsen Esports Fan Insights data. Interpret, a California-based market researcher, instead.
All Esport Games
Market share and consumption growth of each regional market over the forecast period are given as well. Product terrain outline: The product range of the E-sports Games Developing market is comprised of Free to Play and Pay to Play. Consumption market share held by each product category is cited in the document. Treat Esports Platforms Like Any Other Marketing Channel. Just like AdWords, LinkedIn.
Dublin, July 19, 2019 (GLOBE NEWSWIRE) -- The 'Global Esports Market - Forecast up to 2025' report has been added to ResearchAndMarkets.com's offering
Global Esports Market Set to Triple by 2025
Esports is expected to grow with a CAGR of ~20% in the years between 2019-2025.
The Global Esports market is expected to cross $3 billion by the end of 2025 due to the growing popularity of Esports worldwide and the growing support of game publishers for Esports.
The aim of this report is to define, analyze, and forecast the Esports market based on segments, which includes revenue model, gender, audience, and region.
In addition, the report helps venture capitalists in understanding the companies better and make well-informed decisions and is primarily designed to provide the company's executives with strategically substantial competitor information, data analysis, and insights about the market, development, and implementation of an effective marketing plan.
Esports is a potential market for the global gaming industry and it is experiencing a steady growth that is mainly driven by cloud gaming and mobile gaming. With the proliferation of smartphones with more and more processing power coupled with 5G network gaining popularity, In the same period, the gaming industry is expected to be more interactive and streaming-based. The countries that generate a major portion of the revenue in the gaming industry include China, Japan, US, Germany, South Korea, France, Canada, and UK.
Esports is gaining huge attention with many gaming events being telecasted on social media and streaming sites including YouTube and Twitch. Esports market is expected to cross $3 billion by the end of 2025 with major competitions occurring in games like Dota 2, Fortnite, and League of Legend. Real Time Strategy (RTS), Massive Online Battle Arena (MOBA), and First-Person Shooter (FPS) are the most common type of game genres witnessed in most of the Esports events.
The popularity of Esports has increased since 2010 with a greater number of revenue streams arriving in the form of merchandising and corporate sponsorships apart from traditional revenue streams like broadcasting rights of the event and tickets to the event. As of 2019, game streaming platform -Twitch is one of the major broadcasting mediums for Esports. Esports events including E LEAGUE Major, Genesis, Evo Japan, and WESG which generates more viewers for video game streaming platforms. Also, Esports events are providing more prize money for winners due to growing revenue streams.
North America is the leading revenue generator in the global Esports market with a major share of the market contributed by the US. North American market for Esports is mainly driven by a growing number of audiences for Esports and APAC is one of the fastest growing markets in the global Esports market with major growth being witnessed in China, Australia, South Korea, Taiwan, and Japan.
Based on the revenue model, the global Esports market is segmented into advertisement, sponsorship, media rights, and others. Others include game publisher fees and revenue generated from the sales of tickets and merchandise. Advertisement and sponsorship accounted for the major part of the revenue generated by the Esports market in 2018.
Based on audience, the global Esports market is segmented into regular viewers and occasional viewers. Regular viewers include fans and hardcore game enthusiasts who watch Esports regularly. As of 2019, regular viewers accounted for a major share in the market.
Based on gender, the global Esports market is segmented into male viewers and female viewers. As of 2019, male viewers especially those within the age group of 20-35 accounted for a major part of the market share.
The Esports market is primarily dominated by major companies that organize Esports events and game publishers. Some of the major vendors in the market are Cloud9, Team SoloMid, Team Liquid, Epic Games, Valve Corporation, Activision Blizzard, and Echo Fox. Other prominent vendors in the market include Fnatic, Gen.G Esports (formerly KSV Esports), 100 Thieves, G2 Esports, Immortals, Envy Gaming, Counter Logic Gaming, Nintendo, Tencent, Hi-Rez Studios, and EA Sports.
The market is expected to witness an increase in the number of audience and tournaments in the forecast period which may lead to a greater number of vendors (including game publishers and gaming organizations) entering in the market.
Key Topics Covered
1 Executive Summary
2 Industry Outlook
2.1 Industry Snapshot
2.1.1 Industry Trends
3 Market Snapshot
3.1 Total Addressable Market
3.2 Segmented Addressable Market
3.2.1 PEST Analysis
3.2.2 Porter's Five Force Analysis
3.3 Related Markets
4 Market Characteristics
4.1 Market Ecosystem
4.2 Market Segmentation
4.3 Market Dynamics
4.3.1 Drivers
4.3.1.1 Growth in the Number of Revenue Streams for Esports Vendors
4.3.2 Restraints
4.3.2.2 Underage Esports Gambling Leading to Stringent Government Regulations
4.3.3 Opportunities
4.3.3.1 Growth of 5G Network and Increasing Investment in Live Game Streaming Services
4.3.4 DRO - Impact Analysis
5 Global Esports Market, By Revenue Model
5.1 Overview
5.2 Advertisement
5.3 Sponsorship
5.4 Media Rights
5.5 Others
6 Global Esports Market, By Audience
6.1 Overview
6.2 Regular Viewers
6.3 Occasional Viewers
7 Global Esports Viewers, By Gender
7.1 Overview
7.2 Male
7.3 Female
8 Global Esports Market, By Region
8.1 Overview
8.2 APAC
8.2.1 China
8.2.2 Japan
8.2.3 South Korea
8.2.4 Rest of APAC
8.3 North America
8.3.1 USA
8.3.2 Canada
8.3.3 Mexico
8.4 Europe
8.4.1 Germany
8.4.2 UK
8.4.3 France
8.4.4 Rest of Europe
8.5 RoW
8.4.1 South America
8.4.2 Middle East and Africa
9 Competitive Landscape
9.1 Competitor Analysis
9.2 Product/Offerings
9.3 Market Developments
9.3.1 Mergers & Acquisitions (M&A)
9.3.2 Expansions
9.3.3 Business Restructuring
10 Vendor Profiles
- 100 Thieves
- Activision Blizzard
- Cloud9
- Counter Logic Gaming
- EA Sports.
- Envy Gaming
- Epic Games
- G2 Esports
- Gen.G Esports (formerly KSV Esports)
- Hi-Rez Studios
- Immortals
- Nintendo
- Team Liquid
- Team SoloMid
- Tencent
- Valve Corporation
- Echo Fox Fnatic
For more information about this report visit https://www.researchandmarkets.com/r/xzqx3u
Research and Markets also offers Custom Research services providing focused, comprehensive and tailored research.
ANDORRA LA VELLA, Andorra, Nov. 11, 2020 (GLOBE NEWSWIRE) -- Data Bridge Market Research published a new report, titled, “eSports Market Global Opportunities Analysis and Industry Forecast.” This market document is the best option to have most excellent level of market insights and knowhow of the market opportunities into the specific markets. This market analysis report covers a market data that provides a detailed analysis of the ICT industry and its impact based on applications and different geographical regions. Additionally, this market report also gives a detailed overview about product specification, technology, product type and production analysis by taking into consideration other major factors such as revenue, cost, and gross margin. The global eSports report is presented with full commitment by assuring the best possible service depending upon business requirements.
This eSports Market Analysis Report examines the market and the industry thoroughly by considering several aspects. According to this market report, the global market is anticipated to notice a moderately higher growth rate during the forecast period. This makeover can be subjected to the moves of key players or brands which include developments, product launches, joint ventures, mergers and acquisitions that in turn change the view of the global face of the industry. This eSports business research report provides all-inclusive study about production capacity, consumption, import and export for all the major regions across the globe.
The eSports market is expected to reach USD 4.28 billion by 2027 witnessing market growth at a rate of 16.0% in the forecast period of 2020 to 2027. Data Bridge Market Research report on eSports market provides analysis and insights regarding the various factors expected to be prevalent throughout the forecasted period while providing their impacts on the market’s growth.
Get PDF Sample Copy of this Report to understand the structure of the complete eSports Research Study: (Including Full TOC, List of Tables & Figures, Chart) @ https://www.databridgemarketresearch.com/request-a-sample/?dbmr=global-esports-market
(***Our Free Sample Copy of the report gives a brief introduction to the research report outlook, TOC, list of tables and figures, an outlook to key players of the market and comprising key regions. ***)
Asia-Pacific will dominate the eSports market while North America will hold the highest market share. Asia-Pacific will dominate owing to the growing penetration of mobile phones along with internet usage which will accelerate the growth of the industry. Also, due to the increasing number of eSports competition, it has become a lucrative market for heavy investments. Adding to it, China has declared eSports as a national industry which enables them to provide professional jobs in the country. North America will capture the largest market share owing to the growing number of PC and console gamers. As it is a multimillion dollar business, investments will continue to pour in the region.
What's keeping Rovio Entertainment, Riot Games Inc., Epic Games, Cloud9, Team SoloMid, Modern Times Group MTG AB, Activision Blizzard Inc., Gfinity, PLC, Turner Broadcasting System, Valve Corporation, Tencent, Electronic Arts, Inc., Hi-Rez Studios, Nintendo, ahead in the Market? Benchmark yourself with the strategic moves and findings recently released by DBMR
Access Full Report @ https://www.databridgemarketresearch.com/checkout/buy/singleuser/global-esports-market
Market Segmentation
By Revenue Streams (Media Rights, Tickets and Merchandise, Sponsorships and Direct Advertisements and Publisher Fees),
- By Games (Multiplayer Online Battle Arena (MOBA),
- By Player Vs. Player (PvP), First Person Shooters (FPS), Real Time Strategy (RTS) and Salons & Spas),
- By E-Platform (PC-Based eSports, Consoles-Based eSports and Mobile & Tablets),
- By Country (U.S., Canada, Mexico, Brazil, Argentina, Rest of South America, Germany, Italy, U.K., France, Spain, Netherlands, Belgium, Switzerland, Turkey, Russia, Rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific, Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa) Industry Trends and Forecast to 2027
Read More About This Report At https://www.databridgemarketresearch.com/reports/global-esports-market
Esports Games Marketing Data Analytics
The investment made in the study would provide you access to information such as:
- eSports Market [Global – Broken-down into regions]
- Regional level split [North America, Europe, Asia Pacific, South America, Middle East & Africa]
- Country wise Market Size Split [of important countries with major market share]
- Market Share and Revenue/Sales by leading players
- Market Trends – Emerging Technologies/products/start-ups, PESTEL Analysis, SWOT Analysis, Porter’s Five Forces, etc.
- Market Size)
- Market Size by application/industry verticals
- Market Projections/Forecast
Competitive Landscape and eSports Market Share Analysis
The Global eSports market competitive landscape provides details by competitor. Details included are company overview, company financials, revenue generated, market potential, investment in research and development, new market initiatives, global presence, company strengths and weaknesses, product launch, product width and breadth, application dominance. The above data points provided are only related to the companies’ focus related to eSports market.
The major players covered in the eSports market report are Modern Times Group MTG AB, Activision Blizzard Inc., Gfinity, PLC, Turner Broadcasting System, Valve Corporation, Tencent, Electronic Arts, Inc., Hi-Rez Studios, Nintendo, FACEIT, CJ Corporation, Kabam, Wargaming Public, Rovio Entertainment, GungHo Online Entertainment, Riot Games Inc., Epic Games, Alisports, Total Entertainment Network, King Digital Entertainment PLC, Zynga Inc., Gamevil Inc., Cloud9, Team SoloMid, Team Liquid, Echo Fox, Fnatic, Gen.G ESports, 100 Thieves, G2 ESports and Immortals among other domestic and global players. Market share data is available for global, North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South America separately. DBMR analysts understand competitive strengths and provide competitive analysis for each competitor separately.
Esports Games Marketing Data Sheet
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In September 2020, VISA has entered a partnership with EVOS eSports by which it has enabled VISA to become EVOS preferred payment platform for all in-game currency purchases and merchandise.
Key Benefits:
Esports Game List
**The report provides a qualitative and quantitative analysis of the current eSports market trends, forecasts, and market size to determine the prevailing opportunities.
**Porter’s Five Forces analysis highlights the potency of buyers and suppliers to enable stakeholders to make strategic business decisions and determine the level of competition in the industry.
**Top impacting factors & major investment pockets are highlighted in the research.
**The major countries in each region are analyzed and their revenue contribution is mentioned.
**The market report also provides an understanding of the current position of the market players active in the eSports industry.
Key poles of the TOC:
Chapter 1 Global eSports Market Business Overview
Chapter 2 Major Breakdown by Type
Chapter 3 Major Application Wise Breakdown (Revenue & Volume)
Chapter 4 Manufacture Market Breakdown
Chapter 5 Sales & Estimates Market Study
Chapter 6 Key Manufacturers Production and Sales Market Comparison Breakdown
…………………..
Chapter 8 Manufacturers, Deals and Closings Market Evaluation & Aggressiveness
Chapter 9 Key Companies Breakdown by Overall Market Size & Revenue by Type
…………………....
Chapter 11 Business / Industry Chain (Value & Supply Chain Analysis)
Chapter 12 Conclusions & Appendix
Get Full Table of Contents Instantly for free At https://www.databridgemarketresearch.com/toc/?dbmr=global-esports-market
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Esports Games Marketing Data
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