The report has included sharp-eyed evaluations of the corresponding revenue anticipations in the form of an absolute dollar opportunity. Generally overlooked during market analysis, the absolute dollar opportunity assists in identifying potential growth opportunities in the eSports market. Another important key insights included in the report is the market attractiveness index. Thorough analysis as such can help vendors in identifying the market landscape and determine business expansion strategies such as mergers and acquisitions.
eSport or electronic sport is a competitive gaming facilitated by electronic system. Initially enjoyed as a fun in modern times, competitive gaming has been commercialized significantly with the increasing popularity. On account of which eSports industry has taken the form of organized teams that compete against each other in gaming tournaments. The all-digital and online eSports market proliferates against the backdrop of technological advancements, developing eSports infrastructure and evolving behaviors of eSports enthusiasts.
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As eSports continues to gain popularity and attract increasing viewership, leading industry titans are sponsoring the tournaments and teams of the eSports. Brands such as Coca-Cola, McDonald’s, BMW, Adidas and Intel among others and gaming hardware companies such as SteelSeries are sponsoring the eSports tournaments with huge investments to leverage the exposure of a huge audience base. In addition, the eSports market is witnessing a considerable number of partnerships among technology providers and investors. For instance, the British Esports Association has commenced a partnership with the epic. LAN, one of the leading LAN gaming event in the UK. Similarly, Paris Saint-Germain (PSG) has entered into a partnership with Douyu TV, a Chinese eSports streaming platform as a new partner of PSG’s eSports team PSG.LGD on Dota2. Substantial investments in eSports sponsorships are likely to augur well for the future growth of the eSports market.
Broadcast advertising plays a crucial role in the eSports landscape, however, the industry has witnessed the challenges of broadcasting on traditional media. Being an all-digital sport, growing number of media companies have recognized the potential of eSports and increased the coverage of eSports events. For instance, Turner Broadcasting System, WME/IMG and ESPN have initiated eSports broadcast and are covering more eSports events. Growing coverage of eSports events on broadcast media is expected to enhance the viewership and, in turn, propel the eSport market in the coming years.
Along with the introduction of the eSports in the 2018 Asian Games, benefits of eSports are being noticed by the educational organizations including schools, colleges and universities. eSports is being recognized as a credible activity that assists in enhancing cognitive abilities and deliver other benefits when done in moderation. eSports modules are being introduced in the courses of several educational organizations in Canada, the U.S., Sweden and others. For example, Staffordshire University has introduces a full time BA (Hons) degree program of eSports in the UK. Further, as the eSports industry creates employment opportunities demanding people with specific skills, introduction of eSports in the educational domain can help students to explore career possibilities in the industry. Introduction of eSports in the educational platform is likely to present new growth avenues for the eSports market in the coming decade.
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Increasing media exposure is the prime fillip responsible for spreading the awareness of the eSports across world regions. In addition, with the increasing rates of smartphone subscriptions, a broader consumer base is exposed to the world of competitive gaming. eSports enthusiasts in Eastern Europe countries and Scandinavians have reported the most popular YouTube genre in eSports. The growing number of eSports enthusiasts, makes the United States one of the leading markets for the eSports. While significantly contributing in the North America market revenue, flourishing market in the U.S. has made North America region a hub of technology innovation and business innovation in the eSports market.
Additional Questions Answered
- Along with the aforementioned insights about the eSports market, the report also elaborates on other important market avenues influencing growth trajectory of the market during the forecast period. Following are few of such questions that can provide a better picture of the assessed market growth.
- What is the impact of the fragmented popularity of eSports on the overall performance of the eSports market?
- How are eSports operators aligning their business strategies to match the rapid expansion of the industry?
- Which are the important regional trends impacting the growth of the eSports market?
- How will new entrants influence the eSports market performance during the forecst period?
The report extensively elaborates individual segments and sub-segments of the eSports market mentioned in the market taxonomy. The eSports market is divided in to segments based on device type, end user, age group, revenue stream and region. Based in device type the report delivers accurate market values for PCs, tablets & laptops, smartphones, gaming headsets, gaming consoles and others. Based on the end user type, the report delivers market analysis and market values for professional players and occasional users of the eSports market. Further, based on age group, the eSports market is categorized into 0 – 15, 16 – 25, 26 – 35 and more than 35. While considering the revenue stream, the market includes analysis of categories such as sponsorships, advertising, media rights, game publisher fees, and merchandise & tickets.
The competition landscape segment provides the dashboard view of the key vendors operating in the eSports market. Few of the prominent vendors of the eSports market include North, FACEIT, Immortals, Millennial Esports Corporation, Rfrsh Entertainment, Riot Games, Inc., ESL, VY Esports, Znipe Esports and Coke Esports among others.
A robust research methodology has been followed during the course of the study on the eSports market. Various primary and secondary resources considered in the study forms the basis of the market research analysis. The comprehensive interviews with the key stakeholders and industry experts carried out by domain specific analysts comprised the primary research sources. The secondary research sources included annual reports of the company, credible publications and website content.
The research methodology also included exhaustive cross validations of the actionable insights included in the eSports market report. The unbiased market evaluations included in the report provide the users with the most credible and go-to forecast of the eSports market.
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