Bharat Book Bureau Provides the Trending Market Research Report on "Global Esports Market Size study, by Revenue Source and Regional Forecasts 2020-2027"under Media Industry Analysis Report section. The report offers a collection of superior market research, market analysis, competitive intelligence and industry reports.
Global Esports Market is valued approximately at USD 1.1 billion in 2019 and is anticipated to grow with a healthy growth rate of more than 24.4% over the forecast period 2020-2027. Esports refers to organized video gaming in which professionals from across the world participates (it can be from their homes or at any particular physical platform) to compete in gaming leagues, which is followed and watched by millions of spectators in live events or on television or internet. Increasing investment from international brands in esport tournamentsn past couple of years, increasing audience reach, consideration of esports by millennials as a professional career, increasing live streaming of games and opportunities created for game developers, event organizers, gamers and influencers has driven the market growth. For instance, in 2018, Twitch signed a USD 90 million deal with the Overwatch League for two years, for the exclusive digital broadcasting rights in French, Korean and English. However, less number of organizations and limited infrastructure for esports tournament impedes the growth of the market over the forecast period of 2020-2027. Also, to develop skilled professionals, schools, colleges and universities are introducing dedicated curriculum for esports, which is likely to increase the market growth during the forecast period.
The regional analysis of global esports market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America and Rest of the World. North America is the leading/significant region across the world in terms of market share owing to involvement of TV networks, franchises, players, developers and streaming platforms mainly in in the United States. Whereas, Asia-Pacific is also anticipated to exhibit highest growth rate / CAGR over the forecast period 2020-2027. Factors such as growing penetration of mobile gaming and frequently growing internet usagewould create lucrative growth prospects for the Esports market across Asia-Pacific region.
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Furthermore, years considered for the study are as follows:
Historical year – 2017, 2018
Base year – 2019
Forecast period – 2020 to 2027
Target Audience of the Global Esports Market in Market Study:
Key Consulting Companies & Advisors
Large, medium-sized, and small enterprises
Venture capitalists
Value-Added Resellers (VARs)
Third-party knowledge providers
Investment bankers
Investors
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