Esports Market PPT 2021-26 | Enhancing Huge Growth and Latest Trends by Top Players

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Global Esports Market Research Report and Forecast 2021-2026

© 2019 IMARC All Rights Reserved

Author: Elena Anderson, Marketing Manager | Copyright © IMARC Service Pvt Ltd. All Rights Reserved IMARC Group


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Report Description

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Report Description and Highlights

Report Description

Global Esports Market Outlook 2026: The latest report by IMARC Group, titled “Esports Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2021-2026,” finds that the global esports market size reached US$ 1.4 Billion in 2020. Esports, or electronic sports, are video games that can be played on a PC, console, mobile, or tablet. They are a form of a competitive tournament organized for video game players, which imitates the experience of viewing a professional sporting event. In this type of setting, the audiences watch various video gamers compete against each other. Esports can be played by amateurs as well as professional gamers for leisure or professional championships. They are also known to improve hand-eye coordination, attention, visual acuity, basic processing, and executive functions. In recent years, esports have gained popularity among individuals as they enhance problem-solving ability, strategy skills, self-confidence, and player socialization. Request for a free sample: https://www.imarcgroup.com/esports-market/requestsample


Report Description and Highlights

Report Description

Global Esports Market Trends: The revenue in the esports industry is generated through sponsorships and advertisements, tickets and merchandise, and media rights. As a result, the market is primarily driven by the increasing investments by various media organizations for winning exclusive media rights to broadcast the live streaming of these events. In addition to this, easy access to communication technology has enabled fans across the globe to track live esports activities, which is fueling the market growth. Esports are commonly available in numerous formats, making them easily accessible for players. Moreover, the pop-culturization of the sports industry, coupled with the growing acceptance of video games, is creating opportunities for the market. As a result, streaming platforms such as Twitch, HitBox, Beam, Azubu, Bigo Live, and YouTube Gaming are gaining popularity among consumers.


Report Description and Highlights Report Description Market Summary: Breakup by Revenue Model: • Media Rights • Advertising and Sponsorships • Merchandise and Tickets Breakup by Platform: • PC-based Esports • Consoles-based Esports • Mobile and Tablets Breakup by Games: • Multiplayer Online Battle Arena (MOBA) • Player vs Player (PvP) • First Person Shooters (FPS) • Real Time Strategy (RTS)


Report Description and Highlights Report Description Breakup by Region: • North America • Asia Pacific • Europe • Middle East and Africa • Latin America Looking forward, the market value is expected to reach US$ 24.4 Billion by 2026, exhibiting a CAGR of 5.1% during the forecast period (2021-2026).


Report Description and Highlights Report Description Competitive Landscape With Key players: • Activision Blizzard Inc • Capcom Co. Ltd • Electronic Arts Inc • Epic Games Inc • FACEIT • Gameloft SE (Vivendi SE) • Gfinity PLC • Intel Corporation • Modern Times Group • Nintendo Co. Ltd • NVIDIA Corporation • Riot Games Inc • Valve Corporation • Zynga Inc View Report TOC, Figures and Tables: https://www.imarcgroup.com/esports-market


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We are the trusted business partners to the

of Clients leading corporates, governments, and ourPartial ClientsListworld's institutions


Report Description and Highlights

Report Description

© 2019 IMARC All Rights Reserved This Publication and all it’s contents unless otherwise mentioned are copyrighted in the name of International Market Analysis Research and Consulting (IMARC). No part of this publication may be reproduced, repackaged, redistributed or resold in whole or in any part. The publication may also not be used in any form or by and means graphic electronic or mechanical, including photocopying, recording, taping or by information storage or retrieval, or by any other form, without the express consent of International Market Analysis Research and Consulting (IMARC). Disclaimer: All contents and data of this publication, including forecasts, data analysis and opinion have been based on information and sources believed to be accurate and reliable at the time of publishing. International Market Analysis Research and Consulting makes no representation of warranty of any kind as to the accuracy or completeness of any Information provided. IMARC accepts no liability whatsoever for any loss or damage resulting from opinion, errors or inaccuracies if any found this publication. IMARC, IMARC Group and Global Therapy Insight Series are registered trademarks of International Market Analysis Research and Consulting. All other trademarks used in this publication are registered trademarks of their respective companies.


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