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Esports Market Revenue 2022, Industry Key Dynamics, Growth Overview, Future Demand, and Analysis Report By 2027

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Esports Market Revenue 2022, Industry Key Dynamics, Growth Overview, Future Demand, and Analysis Report By 2027

November 22
13:50 2022
Esports Market Revenue 2022, Industry Key Dynamics, Growth Overview, Future Demand, and Analysis Report By 2027
Esports Market Report
The Esports Market is primarily driven by the growing pop-culturization of the sports industry.

According to the latest report by IMARC Group, titled Esports Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2022-2027” the global esports market reached a value of US$ 1.18 Billion in 2021. Looking forward, IMARC Group expects the market to reach US$ 3.86 Billion by 2027, exhibiting at a CAGR of 22.4% during 2022-2027.

Esports or electronic sports are forms of organized and competitive video games that are facilitated by electronic systems and internet connectivity. They generally include multiplayer video game competitions that are coordinated by different ladders, leagues and tournaments, which are played between professional players, individually or as teams. They are watched and streamed by a vast number of fans across the globe who either attend live events or tune into online streaming. They required enhanced attention, advanced visual processing systems, hand-eye coordination, executive functions and visual acuity. Some of the common games associated with esports include first-person shooter (FPS), battle royale, multiplayer online battle arena (MOBA) and real-time strategy (RTS) games.

The growing popularity of live gaming among individuals majorly drives the global market. This can be supported by the penetration of high-speed internet connectivity, along with the widespread adoption of smartphones among the masses. This has encouraged numerous game developers, event planners, and popular gamers to heavily invest in esports, this is acting as another growth-inducing factor. Coupled with this, the rising collaboration between advertising and esports companies in order to strengthen their market position and profit maximization is further impacting the market. With the escalating number of international sponsors spending in esports competitions, this is creating a positive market outlook. 

We are regularly tracking the direct effect of COVID-19 on the market, along with the indirect influence of associated industries. These observations will be integrated into the report.

Request Free Sample Report (Exclusive Offer on this report): https://www.imarcgroup.com/esports-market/requestsample

Industry Growth:

Apart from this, the advent of free-to-play gaming models as it allow in-game microtransactions for generating higher engagement, which is significantly boosting the esports market across the globe. Due to the easy access to esports via personal computers (PCs), mobile phones, and consoles, this is considered as a growth-inducing factor. Since the younger population is adopting esports as a professional career option due to the rising popularity of gaming tournaments, streaming revenues, one-to-one sponsorships, and international prize pools, this is providing a boost to the market. Furthermore, the emergence of real-time streaming services that offer personalized gameplay experiences is creating a positive market outlook. 

Ask Analyst for Instant Discount and Download Full Report with TOC & List of Figure: https://www.imarcgroup.com/esports-market

Global Esports Market 2022-2027 Analysis and Segmentation:

Competitive Landscape with Key Players:

  • Activision Blizzard Inc.
  • Capcom Co. Ltd.
  • Electronic Arts Inc.
  • Epic Games Inc.
  • FACEIT
  • Gameloft SE (Vivendi SE)
  • Gfinity PLC
  • Intel Corporation
  • Modern Times Group
  • Nintendo Co. Ltd.
  • NVIDIA Corporation
  • Riot Games Inc
  • Valve Corporation
  • Zynga Inc.


Breakup by Revenue Model:

  • Media Rights
  • Advertising and Sponsorships
  • Merchandise and Tickets
  • Others


Breakup by Platform:

  • PC-based Esports
  • Consoles-based Esports
  • Mobile and Tablets


Breakup by Games:

  • Multiplayer Online Battle Arena (MOBA)
  • Player vs Player (PvP)
  • First Person Shooters (FPS)
  • Real Time Strategy (RTS)


Breakup by Region:

  • North America (United States, Canada)
  • Europe (Germany, France, United Kingdom, Italy, Spain, Others)
  • Asia Pacific (China, Japan, India, Australia, Indonesia, Korea, Others)
  • Latin America (Brazil, Mexico, Others)
  • Middle East and Africa (United Arab Emirates, Saudi Arabia, Qatar, Iraq, Other)


Key Highlights of the Report:

  • Market Performance (2016-2021)
  • Market Outlook (2022-2027)
  • Porter’s Five Forces Analysis
  • Market Drivers and Success Factors
  • SWOT Analysis
  • Value Chain
  • Comprehensive Mapping of the Competitive Landscape

Note: If you need specific information that is not currently within the scope of the report, we can provide it to you as a part of the customization.


Browse More Research Reports:


About Us:

IMARC Group is a leading market research company that offers management strategy and market research worldwide. We partner with clients in all sectors and regions to identify their highest-value opportunities, address their most critical challenges, and transform their businesses.

IMARC’s information products include major market, scientific, economic and technological developments for business leaders in pharmaceutical, industrial, and high technology organizations. Market forecasts and industry analysis for biotechnology, advanced materials, pharmaceuticals, food and beverage, travel and tourism, nanotechnology and novel processing methods are at the top of the company’s expertise.

Media Contact
Company Name: IMARC Group
Contact Person: Elena Anderson
Email: Send Email
Phone: +1-631-791-1145
Address:30 N Gould St Ste R
City: Sheridan
State: WY
Country: United States
Website: https://www.imarcgroup.com

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