E-Sports Market Forecast Report Covering All Growth Opportunities and Trends Analysis through 2017-2022

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Major factors influencing growth of the global e-sports market include advancements in gaming technologies, ability of streaming on non-traditional platforms, increasing awareness about e-sports on the back of attention provided by worldwide publishers, and rising number of e-sports enthusiasts. The report, compiled by FactMR, provides in-depth analysis of the global E-Sports Market for the forecast period 2017-2022, and offers key insights about future market direction. The scope of FactMR’s report is to analyze the global e-sports market for the forecast period 2017-2022 and provide readers an unbiased and accurate analysis. E-sports manufacturers, stakeholders, and suppliers in the global sports industry can benefit from the analysis offered in this report. This report offers a comprehensive analysis, which can be of interest to leading trade magazines and sports journals.

The report commences with a brief information of the global e-sports market. This executive summary sets the tone for the rest of the report, providing users the scope of the report. The executive summary includes important facts and statistics on the global e-sports market.

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E-sports, or electronic sports, are facilitated by electronic system, wherein a human computer interface performs all functions associated with the sport. E-sports is enabling individuals in experiencing various types of game aspects such as tournament, league, and ladder through a single system. Professional gamers, being part of different sporting organizations, participate in E-sports. In various cases, these professional gamers are also sponsored by business organizations.

With e-sports becoming engrained in DNA of various successful competitive games, the publishers are actively focusing on expanding their franchise as spectator sports for engaging their current fans, and attracting new ones. Usually lacking in resources and experience, these publishers seek the white-label organizers in helping them to set up events and leagues across their franchises. For majority of the game publishers, the business of e-sports is currently futile. However, their investment gets justified by the positive influence on game revenues, and on their e-sports activities’ future potential as a standalone business. E-sports is not only witnessing an exponential expansion as new independent business, but also accelerating convergence of several established industries. A chance in capitalizing on the favorite pastime of millennial and digital natives – watching game content and playing games, is being provided by e-sports to media, broadcasting networks, and entertainment companies. With the introduction of live events and streams, gaming has entered the area of media and broadcasters, who may now utilize their advertising business models for tapping into the market that was out of their reach previously.

According to a report by FactMR, the global market for e-sports has been estimated to register an above-average CAGR during the forecast period 2017 to 2022. Revenues from the global e-sports market are projected to reach nearly US$ 400 Mn by 2022-end.

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Online mode is expected to be the most lucrative design mode of e-sports across the globe, with revenues poised to account for nearly half share of the market during 2017 to 2022. However, online mode is anticipated to lose 114 BPS in its market share by 2022-end. Local Area Network (LAN) design mode of e-sports is projected to exhibit the fastest expansion through 2022.

On the basis of buyer type, Institutional segment will continue to retain its dominance in the market. Revenues from this segment will reach approximately US$ 200 Mn by 2022-end. Promotional segment is estimated to exhibit the highest CAGR in the market through 2022.

Competition Tracking

Key players profiled in FactMR’s report on the global e-sports market include Sony Corporation, Microsoft Corporation, Electronic Arts Inc., Nintendo Co., Ltd., GungHo Online Entertainment, Inc., Tencent Holdings Limited, Activision Blizzard Inc., Zynga Inc., Valve Corporation, and Epic Games, Inc.

Table of Contents

  1. Global E-Sports Market – Executive Summary
  2. Global E-Sports Market Overview

2.1. Introduction

2.1.1. Global E-Sports Market Taxonomy

2.1.2. Global E-Sports Market Definition

2.2. Global E-Sports Market Size (US$ Mn) and Forecast, 2012-2022

2.2.1. Global E-Sports Market Y-o-Y Growth

2.3. Global E-Sports Market Dynamics

2.3.1. Drivers

2.3.2. Restraints

2.3.3. Trends

2.4. Supply Chain

2.5. Cost Structure

2.6. Pricing Analysis

Continued…………………………….

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