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Esports Market 2020 – 2024: Activision Blizzard, Modern Times Group, Gfinity, Nintendo, Tencent and Electronic Arts

By: X herald

The Global Esports Market Research Report Forecast 2020 – 2024 provides a comprehensive analysis of the Market segments, including their dynamics, size, growth, regulatory requirements, competitive landscape, and emerging opportunities of the global industry. It provides in-depth study of Esports market by using SWOT analysis. The research analysts provide an elaborate description of the value chain and its distributor analysis. This Market study provides comprehensive data that enhances the understanding, scope, and application of this report.

The global esports market is anticipated to reach US$2.40 billion in 2024, growing at a CAGR of 18.19% for the period spanning 2020-2024. 

Get a Sample PDF Copy of the Latest Research on Esports Market 2020 :

https://www.marketinsightsreports.com/reports/08312273100/global-esports-market-insights-forecast-with-potential-impact-of-covid-19-2020-2024/inquiry?mode=69

Segmentation:

Top Key Players in the Global Esports Market: Activision Blizzard, Modern Times Group, Gfinity, Nintendo, Tencent and Electronic Arts.

The growth in the esports market was driven by rising internet users & penetration, growing GDP per capita, increasing digitalization and rising smartphone users. The market is expected to face certain challenges like growing addiction of esports and physical & psychological effects. The market is witnessing certain trends such as increasing adoption of virtual reality (VR) and augmented reality (AR) in gaming industry.

The global esports market by revenue source can be segmented into the following: sponsorship, media rights, advertising, publisher fees and merchandise & tickets. In 2019, the dominant share of market was held by sponsorship, followed by media rights, advertising, publisher fees and merchandise & tickets. The global esports audience is predicted to reach 888 million in 2024, experiencing growth at a CAGR of 18.19% during the period spanning 2020-2024. The global esports audience by type can be segmented as follows: occasional viewer and enthusiast. The higher share of the market was held by occasional viewer in 2019.

The global esports market by region can be segmented into the following: North America, Asia Pacific and Europe. In 2019, the dominant share of the market was held by North America, followed by Asia Pacific and Europe. The various factors responsible for the dominant market share held by North America are rising audience of esports, increasing disposable income and surging adoption of smartphones. North America would continue to hold a dominant market share during the forecasted years.

Scope of the report:

– The report provides a comprehensive analysis of the global esports market with potential impact of COVID-19.
– The major regional markets North America, Asia Pacific and Europe along with the US have been analyzed.
– The market dynamics such as growth drivers, market trends and challenges are analyzed in-depth.
– The competitive landscape of the market, along with the company profiles of leading players (Activision Blizzard, Modern Times Group, Gfinity, Nintendo, Tencent and Electronic Arts) are also presented in detail.

Regional Analysis for Market:

For a comprehensive understanding of market dynamics, the global Esports market is analyzed across key geographies namely: United States, China, Europe, Japan, South-east Asia, India, and others. Each of these regions is analyzed on the basis of market findings across major countries in these regions for a macro-level understanding of the market.

This Esports Market statistical surveying report underlines the leading merchants in this market everywhere throughout the world. This sector of the report includes market depictions, requirements, and product portrayals, manufacture, competence, contact figures, cost, and revenue. In a comparable way, automated gathering, upstream raw materials, and downstream demand studies are administered.

Browse Complete Report details with Table of Content:

https://www.marketinsightsreports.com/reports/08312273100/global-esports-market-insights-forecast-with-potential-impact-of-covid-19-2020-2024?mode=69

Table Of Content:

Overview: This segment offers an overview of the report to provide an idea regarding the contents and nature of the research report along with a wide synopsis of the global Esports Market.

Analysis of Leading Players Strategies: Market top players can utilize this analysis to increase the upper hand over their rivals in the market.

Study on Major Market Trends: This segment of the report delivers a broad analysis of the most recent and future market trends.

Forecasts of the Market: The report gives production, consumption, sales, and other market forecasts. Report Buyers will approach exact and approved evaluations of the total market size in terms of value and volume.

Analysis of Regional Growth: This report covered all major regions and countries. The regional analysis will assist market players to formulate strategies specific to target regions, tap into unexplained regional markets, and compare the growth of all regional markets.

The research includes historic data from 2015 to 2020 and forecasts until 2024 which makes the reports an invaluable resource for industry executives, marketing, sales, and product managers, consultants, analysts, and other people looking for key industry data in readily accessible documents with clearly presented tables and graphs.

Customization of this Report: This report can be customized as per your needs for additional data up to 3 companies or countries or 40 analyst hours.

Please contact our sales professional (sales@marketinsightsreports.com), we will ensure you obtain the report which works for your needs.

Note: All the reports that we list have been tracking the impact of COVID-19 on the market. Both upstream and downstream of the entire supply chain has been accounted for while doing this. Also, where possible, we will provide an additional COVID-19 update supplement/report to the report in Q3, please check for with the sales team.

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