Esports Market Trends and Forecast 2018 - 2026

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eSports Market - Outline Amidst the ongoing COVID-19 pandemic, esports has witnessed a surge in demand mainly for entertainment. Lockdowns imposed by governments forced individuals to find entertainment in the confines of their homes, for which, esports emerged to be a popular among various age groups. The choice of sports to indulge into virtually is a key factor driving the eSports market. Soccer, cricket, and even horse racing are some sports that individuals can enjoy on the virtual medium. Meanwhile, amidst lockdowns developing countries such as India with a large Internet using population witnessed incessant demand for online gaming. This created ample opportunities in the eSports market. Besides this, the presence of well-established players in China makes Asia Pacific a key region in the global eSports market. North America is a prominent region in the eSports market. Vast telecommunication networks that offer affordable Internet bandwidths accounts for excessive usage of the medium by a large population for entertainment. Online gaming applications that are mostly targeted at pre-teens, teenagers, and young adults, but are used by other age groups is a major source of entertainment in most parts of the region. Technological expertise and capital investments made by some key players based in the region to develop new gaming applications to keep gamers hooked bolsters growth in the eSports market of the region. Get PDF brochure for Industrial Insights and business Intelligence @ https://www.transparencymarketresearch.com/sample/sample.php?flag=S&rep_id=54564 Esports or electronic sports are a group of sports played online via video games. Each team or individual competes in various popular online games and sponsors compete for a bigger share of the global audience. Esports market is home to intense competitions which increasingly take place in front of a live audience to build and measure audience loyalty. These sports competitions are becoming increasingly popular in recent times. According to recent estimates, Esports market caters to over 380 million audience online every year. North America and China are home to some major players in the esports market. A sizeable share of the total revenue in the esports market is generated from these two regions. Europe is also a prominent market. The revenue model in esports market works in a similar manner as in traditional sporting competitions. Most important revenue streams include sponsorships, advertising, publisher fees, ticket sales, and merchandise. The most popular genres in esports market culture are first-person shooter (FPS), real-time strategy (RTS), battle royale games and fighting, and multiplayer online battle arena (MOBA). Popular games for esports include FPS titles Counter-Strike and Call of Duty, MOBA titles like Dota 2, and League of Legends, and tactical shooters like Rainbow Six Siege and CrossFire. YouTube and Twitch have become central to driving esports market worldwide. Major league gaming in esports has reported 85% male viewership and 15% female viewership. Despite the skewed ratio, several prominent female personalities within esports are hopeful about the bright opportunities for female gamers. Recently, first esports arena opened in Santa Ana, California. It is the U.S. first dedicated esports facility. The commercial questions about audience commitment and the nature of esports are an on-going debate. However, esports market has registered incredible growth in the last ten years. Global Esports Market: Overview


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