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Strategic assessment of worldwide e sports market forecast till 2021
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Market - Forecast Till 2021: MarketResearchReports.Biz
MarketResearchReports.Biz has announced addition of new report “Strategic Assessment Of
Worldwide ESports Market - Forecast Till 2021” to its database.
Worldwide eSports Market Report Insights
eSports, also known as an electronic sport as the name itself suggests, is primarily facilitated by video games.
It is getting popularity among gamers and youngster at an enormous rate worldwide. eSports has been
recognized as a mainstream gaming event only in the last decade and has developed from its initial concept of
multiplayer video gaming competitions. Currently, gamers participate in these events to play for cash prizes
(In 2015, The International DotA 2 awarded the biggest prize pool in eSports history of over $18.6 million. Its
popularity shows that eSports is making a sustainable and long-term business), hoping to be sponsored by
companies to get recognition and funding for their profession. These competitions are played either online or
over LAN and are watched by billions across the globe.
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Worldwide eSports market research report covers the present scenario and the growth prospects of the
worldwide eSports Market for the period 2015-2021. The report provides in-depth analysis of market size and
growth of worldwide eSports market. This market research report includes a detailed market segmentation of
the worldwide eSports Market by the following segmentation types
Type of End-users:
Esports Enthusiasts
• Regular viewers/participants
• By Demography
Occasional viewers/participants
• Regular viewers
• By Demography
Geographic Segmentation
2. • North America
• APAC
• Europe
• ROW
By Revenue Stream Generation
Sponsorships, media rights and advertisements
Prize Pools
Merchandise
Tickets
Others
Market Share
Based on the revenue generated in the region, market share segmentation is provided as follows
By prize pool offered
By tournaments
Worldwide eSports Market Market Size and Dynamics
eSports, also known as electronics sports is a form of mind sports where players contest in video gaming
competition in game arenas and eSports tournaments organized on a mass level. In general, eSports is an
organized competition between professional gamers. These competitions are multiplayer in nature. RTS, FPS,
and MOBA games are some of the common video game genres played in eSports tournaments worldwide.
ESports are broadcasted live worldwide on streaming platforms such as Twitch and YouTube. Sponsors and
advertisers use this platform to promote themselves in front of a mass audience. Market research analysts at
Beige Market Intelligence, forecast the Worldwide eSports market to grow at a CAGR of more than 25 % during
the forecast period.
Live streaming providing boost for eSports market key trend supporting the market
The streaming of eSports contests and end-users' associated play-throughs and guidance of games has been
witnessing a large surge in popularity worldwide. Twitch and YouTube have contributed significantly to create
awareness of eSports. New players such as Azubu, Hitbox, and DingIt will give tough competition to Twitch and
YouTube during the forecast period.
Increase in number of eSports tournaments key driving force for the market
Global eSports market has been witnessing an increase in the number of eSports tournaments as well as a fan
base; the reason is because of its increasing popularity among youngsters worldwide. The number of eSports
tournaments in 1998 was just 7. In 2013, that figure went up to more than 1500. With an increase in the
number of tournaments, the prize money offered at these tournaments has also been increasing steadily.
3. Tournaments, content streaming, media rights, corporate sponsorships, ticket sales, and merchandise along
with others entities are some of the major eSports revenue contributors.
eSports Market Competitive Landscape
The global eSports market is moderately concentrated as a few game publishers and tournament organizers
are dominating the market though the competition among these players is intense. Market concentration in
the developed countries such as the US and South Korea is higher while the market is in its nascent stage in
the developing countries such as China and India because of the recent entry of many games developing
companies in these countries.
Companies that are changing the landscape of the market include Capcom, Microsoft Studios, Riot Games,
Activision Blizzard, Aksys Games, Bandai Namco, Bethesda Softworks, Electronic Arts (EA), Hi-Rez Studios,
NCsoft, Neowiz Games, Nintendo, Sega, Ubisoft, Valve Corporation and Wargaming.
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