Global e-Sports Market Report 2022-2027 Featuring Activision Blizzard, Valve Corp, Tencent, Electronic Arts, Gameloft, Nintendo, & NVIDIA - ResearchAndMarkets.com

DUBLIN--()--The "Esports Market: Global Industry Analysis, Trends, Market Size, and Forecasts up to 2027" report has been added to ResearchAndMarkets.com's offering.

Global esports market to grow with a CAGR of 23.66% over the forecast period from 2021-2027

The report on the global esports market provides qualitative and quantitative analysis for the period from 2019 to 2027. The study on the esports market covers the analysis of the leading geographies such as North America, Europe, Asia-Pacific, and RoW for the period of 2019 to 2027.

The report on esports market is a comprehensive study and presentation of drivers, restraints, opportunities, demand factors, market size, forecasts, and trends in the global esports market over the period of 2019 to 2027. Moreover, the report is a collective presentation of primary and secondary research findings.

Porter's five forces model in the report provides insights into the competitive rivalry, supplier and buyer positions in the market and opportunities for the new entrants in the global esports market over the period of 2019 to 2027. Further, Growth Matrix gave in the report brings an insight into the investment areas that existing or new market players can consider.

Report Findings

Drivers

  • Increasing audience reach and engagement activities.
  • Rising live streaming of games.
  • Increasing infrastructure for the league tournaments.

Restraints

  • Some betting of gambling activities have been seen in the esport industries.

Opportunities

  • Increasing number of events with large pool prizes.

Company Profiles

  • Activision Blizzard, Inc.
  • Valve Corporation
  • Tencent Holding Limited
  • Electronic Arts Inc.
  • Gameloft SE
  • Nintendo of America Inc.
  • NVIDIA Corporation

Key Topics Covered:

1. Preface

1.1. Report Description

1.2. Research Methods

1.3. Research Approaches

2. Executive Summary

2.1. Esports Market Highlights

2.2. Esports Market Projection

2.3. Esports Market Regional Highlights

3. Global Esports Market Overview

3.1. Introduction

3.2. Market Dynamics

3.2.1. Drivers

3.2.2. Restraints

3.2.3. Opportunities

3.3. Analysis of COVID-19 impact on the Esports Market

3.4. Porter's Five Forces Analysis

3.5. Growth Matrix Analysis

3.5.1. Growth Matrix Analysis by Streaming Type

3.5.2. Growth Matrix Analysis by Revenue Stream

3.5.3. Growth Matrix Analysis by Device Type

3.5.4. Growth Matrix Analysis by Region

3.6. Value Chain Analysis of Esports Market

4. Esports Market Macro Indicator Analysis

5. Global Esports Market by Streaming Type

5.1. On Demand

5.2. Live

6. Global Esports Market by Revenue Stream

6.1. Media Rights

6.2. Game Publisher Fee

6.3. Sponsorship

6.4. Digital Advertisement

6.5. Tickets and Merchandise

7. Global Esports Market by Device Type

7.1. Smart Phone

7.2. Smart TV

7.3. Desktop -laptop-tablets

7.4. Gaming Console

8. Global Esports Market by Region 2021-2027

8.1. North America

8.1.1. North America Esports Market by Streaming Type

8.1.2. North America Esports Market by Revenue Stream

8.1.3. North America Esports Market by Device Type

8.1.4. North America Esports Market by Country

8.2. Europe

8.3. Asia-Pacific

8.4. RoW

9. Company Profiles and Competitive Landscape

9.1. Competitive Landscape in the Global Esports Market

9.2. Companies Profiled

For more information about this report visit https://www.researchandmarkets.com/r/qo9l8a

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Contacts

ResearchAndMarkets.com
Laura Wood, Senior Press Manager
press@researchandmarkets.com
For E.S.T Office Hours Call 1-917-300-0470
For U.S./CAN Toll Free Call 1-800-526-8630
For GMT Office Hours Call +353-1-416-8900