Global E-Sports Market Insights, Forecast to 2028

SKU ID :QYR-20481502 | Published Date: 14-Mar-2022 | No. of pages: 110
E-sports are a form of competition using video games. Most commonly, eSports take the form of organized, multiplayer video game competitions, particularly between professional players. The most common video game genres associated with eSports are real-time strategy (RTS), first-person shooter (FPS), fighting, and multiplayer online battle arena (MOBA).
Market Analysis and Insights: Global E-Sports Market
The global E-Sports market size is projected to reach US$ million by 2028, from US$ million in 2021, at a CAGR of % during 2022-2028.
The esports market in APAC is expected to grow rapidly between 2018 and 2023. The increasing investments from sponsors and advertisers are fueling the demand for esports in this region.
With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global E-Sports market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global E-Sports market in terms of revenue.
Overall, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global E-Sports market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global E-Sports market.
Global E-Sports Scope and Market Size
E-Sports market is segmented by players, region (country), by Type and by Application. Players, stakeholders, and other participants in the global E-Sports market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application for the period 2017-2028.
Segment by Type
Real-time Strategy (RTS)
First-person Shooter (FPS)
Multiplayer Online Battle Arena (MOBA)
Others
Segment by Application
Mobilehone & Tablet
PC
Video Game
Others
By Company
Modern Times Group
Activision Blizzard
Valve Corporation
CJ Corporation
Electronic Arts
Nintendo
Turner Broadcasting System
Faceit
Gfinity
Hi Rez Studios
Kabum
Wargaming Public
Rovio Entertainment
Gungho Online Entertainment
Alisports
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
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