Global E-Sports Market is expected to reach $4,125.84 million by 2027 growing at a CAGR 19.6% during 2018 to 2027.

Some of the key players in E-Sports Market include Activision Blizzard, Alisports, CJ Corporation, Electronic Arts, Faceit, Gfinity, Gungho Online Entertainment, Hi Rez Studios, Kabum, Modern Times Group, Nintendo, Rovio Entertainment, Turner Broadcasting System, Valve Corporation, Wargaming Public.

Some of the key factors propelling the market growth are growing demand popularity of video games and growing knowledge about esports. However, risk from esport gambling/betting in developing and underdeveloped countries is the restraining factor for the growth of the market.

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Electronics sports (esports) are forceful tournaments planned for video game players. It imitate the skill of presentation a expert sports event, where audiences watch video gamers compete against each other. Esports events include competitive leagues and tournaments. The esports income is generated all over sponsorships and advertisements, tickets and merchandise, and media rights.

By revenue streams, sponsorship and direct advertisement segment is expected to grow at the significant market share during the forecast period due to its offer various opportunities to the brand owners to directly reach to the game fans in an occurrence. Booths, video displays, posters, freebies, interactive advertising, and many other imaginative methods facilitate this reach to the brands. On ground sponsoring is cheaper than an online advertisement, and tends to be influential, especially, for companies offering products and services directly related to gaming.

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On the basis of geography, Asia Pacific is predictable to hold considerable market share during the forecast period due to escalating number of esports competitions in the region. Asia has always been a outstanding market for the gaming industry, specially due to the ease of entry, compare to other markets. in addition, a number of esports spectators, sponsors, and brands from the western countries are more and more invest in the market in this region.

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Devices Covered:
• Tablets & Laptops
• Smartphones
• PCs
• Gaming Headsets
• Gaming Consoles

Age Groups Covered:
• 0-15
• 16-25
• 26-35
• More than 35

Revenue Streams Covered:
• Media Rights
• Publisher Fees
• Sponsorships and Direct Advertisements
• Tickets and Merchandise
• eSports Betting & Fantasy Site
• Prize Pool
• Amateur & Micro Tournament

Streaming Platforms Covered:
• YouTube
• Twitch
• Hayu
• DouYu

Products Covered:
• Mice
• Controller
• Keyboard

End Users Covered:
• Manufacturing
• Healthcare
• Retail
• Fighting and Action
• First Person Shooter
• Multiplayer Online
• Occasional Viewers
• Professional Players
• Real Strategy

Regions Covered:
• North America
o US
o Canada
o Mexico
• Europe
o Germany
o France
o Italy
o UK
o Spain
o Rest of Europe
• Asia Pacific
o Japan
o China
o India
o Australia
o New Zealand
o South Korea
o Rest of Asia Pacific
• South America
o Argentina
o Brazil
o Chile
o Rest of South America
• Middle East & Africa
o Saudi Arabia
o Qatar
o South Africa
o Rest of Middle East & Africa

What our report offers:
- Market share assessments for the regional and country level segments
- Market share analysis of the top industry players
- Strategic recommendations for the new entrants
- Market forecasts for a minimum of 9 years of all the mentioned segments, sub-segments, and the regional markets
- Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
- Strategic recommendations in key business segments based on the market estimations
- Competitive landscaping mapping the key common trends
- Company profiling with detailed strategies, financials, and recent developments
- Supply chain trends mapping the latest technological advancements

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Release ID: 88955155