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Global Esports Market Driven by Large Prize and Corporate Sponsorships

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Published on : May 24, 2017

Albany, New York, May 24, 2017: The report has been prepared to serve as a reliable decision-making document for the stakeholder connected to esports market, representing the current scenario and based on an analysis of all the factors that may influence the demand in the near future, it provides estimations on the state of the market until 2021. Several leading companies in this market have also been profiled in the report in order to explore the competitive landscape and other strategic developments.

Esports is a subsection of electronic sports market, wherein people participate in video game tournaments. These video games can be of single combat or multiplayer, and are played by professionals. Based on genre, esports can be of four types: first person shooter, fighting games, multiple online battle arena, and real time strategy. Platform-wise, esports are played online, over local area network (LAN), or in spectator mode. 

The report has noted that esports is already a high intensity international game and as the tournament levels rise, media covering escalating alongside. Internet live streaming, television live telecast, print media coverage, and news reporting significantly add to the popularity, and hence proves a boon for the esports market players. The report has analyzed the penetration of the market, estimates its valuation, globally and regionally, and providers insights into the growing number of viewership. 

Click to get more details with TOC in a PDF Format: https://www.researchmoz.us/enquiry.php?type=S&repid=1068337

Large prize offered by these events, increasing popularity of esports among youngsters, growing population of the millennial, corporate sponsorships, hyptonic gaming experience, and fan comparison from traditional sports are some of the factors augmenting the demand in the global esports market. On the other hand, factors such as weakness in smartphone games, stringent regulations against gambling by minors, violent contents of these games, player representation, and net neutrality are expected to challenge the market from attaining its true potential during the forecast period.

This report on the global esports market also notes a few trends that much be realized by the leading vendors in order gain ground over their competitors. Live video platform provided by social media, traditional sports matching new league and growing interest in them, prosperity of this market in vast population base in Asia, escalating number of franchises, and introduction of advanced sports are some of favorable trends for the global esports market.

According to the findings of the report, Riot Games, Activision Blizzard, Valve, and Nintendo are four leading players operating in the esports market, dominating with a large participant base. The report profiles all these four players, taking stock of their business structure, studies their recent strategies, and explores their financial might. For each of these companies, the report has evaluated the net sales during the period of 2012 to 2026.

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