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This “Esports Global Market Report 2021: The Growth of COVID-19 and Changes to 2030” Report has been added to ResearchAndMarkets.com provide.
The main players in the e-sports market are Modern Times Group MTG AB, Activision Blizzard Inc., Gfinity, PLC, Turner Broadcasting System, Valve Corporation, Tencent, Electronic Arts, Inc., Hi-Rez Studios and Nintendo, Faceit.
The global e-sports market is expected to grow from USD 970 million in 2020 to USD 1.28 billion in 2021, with a compound annual growth rate (CAGR) of 32%.
The growth is mainly due to the company’s resumption of operations and adapting to the new normal, while recovering from the effects of COVID-19, which earlier led to restrictive containment measures, including social evacuations, remote work and the closure of business activities, resulting in operational problems challenge. It is estimated that by 2025, the market will reach 2.89 billion US dollars, with a compound annual growth rate of 23%.
The e-sports market includes the sales of e-sports and related services. E-sports or e-sports is a team-based sport that is performed online and is supported by an electronic system in which all functions are performed through a man-machine interface. E-sports are conducted by professional gamers sponsored by commercial organizations or sports organizations.
E-sports companies are investing in innovative new e-sports platforms to increase revenue and expand the consumer base, and gain a competitive advantage with competitors. For example, in 2019, Viacom launched NickX, an e-sports platform in Africa, using Nickelodeon game content to provide children with a competition platform.
In addition, for example, in 2019, the US-based gaming platform company IKON launched a new platform that allows players to challenge fans and friends in games, such as League of Legends and PUBG. In addition, for example, in 2019, India-based mobile e-sports platform company Mobile Premier League (MPL) launched its mobile e-sports platform in Indonesia.
The growing demand for video games and the growing understanding of e-sports have contributed to the growth of the e-sports market. With the development of technology, the competition of video content, products, virtual reality and video games is also increasing. Video games have become a transforming popular culture and redefine the way young people consume entertainment.
PwC’s latest “Global Entertainment and Media Outlook” predicts that by 2019, the U.S. video game market will reach US$30 billion by 2023. E-sports revenue in 2018 will reach 1.43 billion U.S. dollars, and it is estimated to reach 1.57 billion U.S. dollars in 2019. As a result, the growing demand for video games and the growing understanding of e-sports have driven the market’s growth during the forecast period.
The e-sports market covered in this report is divided into multiplayer online battle arenas (MOBA) by game; real-time strategy; first-person shooting; combat and sports. It can also be subdivided into PCs by platform. Comfort; mobile; other.
Game fraud has always been a major challenge in the e-sports industry. E-sports competitions are when players deliberately lose and win bets. When viewers begin to believe that e-sports will lose their integrity due to fixed matches, the e-sports market will be negatively affected. In 2019, in Australia, an e-sports competition resulted in the arrest of six Australian players.
In June 2019, Immortals Game Club is a US-based company that specializes in developing video game software and other software to provide an e-sports platform, and acquired Infinite esports & entertainment for more than $100 million.
The acquisition is expected to help Immortals Game Club become part of the franchised e-sports league and become the world’s largest e-sports organization, thereby promoting the development of elite brands such as Immortals, Optic, MIBR and LA Valiant.
Infinite esports & entertainment is an e-sports and entertainment holding company based in the United States, specializing in e-sports, online media and multi-function games.
Key topics covered:
1.executive Summary
2. Sports market characteristics
3. E-sports market trends and strategies
4. The impact of COVID-19 on sports
5. E-sports market size and growth
5.1. 2015-2020, global e-sports historical market, billion U.S. dollars
5.1.1.Market drivers
5.1.2.Market constraints
5.2. 2020-2025F, 2030F global e-sports prediction market, billion US dollars
5.2.1.Market drivers
5.2.2.Market constraints
6.Sports market segmentation
6.1.Global e-sports market, segmented by game, history and forecast, 2015-2020, 2020-2025F, 2030F, USD 1 billion
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Multiplayer Online Battle Arena (MOBA)
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Real-time strategy
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First-person shooter
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Fighting sports
6.2.Global e-sports market, segmented by platform, history and forecast, 2015-2020, 2020-2025F, 2030F, USD 1 billion
6.3.Global e-sports market, segmented by revenue source, history and forecast, 2015-2020, 2020-2025F, 2030F, USD 1 billion
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Sponsor
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advertising
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Merchandise and tickets
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Publisher fees
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Media rights
7. E-sports market area and country analysis
7.1.Global e-sports market, by region, history and forecast, 2015-2020, 2020-2025F, 2030F, USD 1 billion
7.2.Global e-sports market, by country, history and forecast, 2015-2020, 2020-2025F, 2030F, billion US dollars
Companies mentioned
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Hyundai Group MTG AB
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Activision Blizzard
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Affinity
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PLC
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Turner Broadcasting System
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Valve Company
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Tencent
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Electronic Arts Company
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Hi-Rez Studios
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Nintendo
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do
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CJ Corporation
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Kabam
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War public
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Rovio Entertainment
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GungHo Online Entertainment
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Riot Games Company
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Epic game
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Ali Sports
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Comprehensive entertainment network
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King Digital Entertainment
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Zynga Inc.
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Gamevil Inc.
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Cloud 9
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SoloMid team
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Team fluid
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Echo Fox
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Fnatic
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Generation G Sports
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100 thieves
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G2 Sports
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immortal
For more information about this report, please visit https://www.researchandmarkets.com/r/k430wq
View the source code version on businesswire.com: https://www.businesswire.com/news/home/20210524005383/zh-CN
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