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Published on : Jun 02, 2017

Albany, New York, June 02, 2017: The report examines different facets of the market for e-sports, or professional video-gaming, which has been around for a couple of years now and is denting viewership of real sports. The report predicts the global e-sports to expand at a whopping 32.28% CAGR from 2017 to 2021.

The report finds that e-sports are gaining popularity as they create a virtual reality where players can experience playing a game. On a large scale, they are considered as one of the most popular sports entertainment events in the world. In 2016, for example, Dota 2 by Valve grossed maximum revenue in the e-sports market. 

In order to study the global e-sports market in-depth, the report segments it based on the genre of e-sports into multiplayer online battle arena (MOBA) games, fight person shooter (FPS) games, and RTS games. The fighting games enjoy maximum demand in the eSports market currently. The different sources of revenue in the market are sponsorship and advertising, prize pool, eSports betting and fantasy site, amateur and micro tournament, merchandising, and ticket sales. Sponsorship and advertising is the dominant source of revenue on account of numerous new brands and advertisers foraying into the market.

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Depending upon the type of platform, eSports market can be broadly segmented into PC and console. Among the two, PC accounts for a greater market share as PC platform based games are more powerful and bigger than console.

Geographically, the key segments of the global e-sports market are Asia Pacific, the Americas, Europe, Middle East, and Africa. North America, at present, accounts for a leading share in the market. The market in the continent is powered by the U.S., which is home to maximum number of gamers and enthusiasts. Europe, bolstered by the market in the U.K. and Germany, trails North America in terms of market share. Asia Pacific is another key market that is expanding at a robust pace on account of the growing audience and rise of new technologies. South Korea and China are primary drivers of growth in Asia Pacific. 

Factors working in favor of the global eSports market are the ability to stream them on non-traditional platforms, progress in gaming technologies, growing popularity of eSports resulting from publishers, investors and broadcasters showering them with a lot of attention, and burgeoning eSports enthusiasts worldwide.

To assess the competition prevailing in the global e-sports market, the report studies key players operating in it. Some such players are Activision Blizzard, Riot Games, Epic Games, Wargaming.net, Nintendo, Valve, and EA Sports. The report studies their product offerings, sales and revenues, market shares, and prospects going forward.

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