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Fatpos Global has released a report titled “Esports Market- Analysis of Market Size, Share & Trends for 2014 – 2021 and Forecasts to 2031” which is anticipated to reach USD 8.8 billion by 2031. According to a study by Fatpos Global, the market is anticipated to portray a CAGR of 20.6% between 2021 and 2031. As per the report, major factors driving market expansion comprise growing audience reach and engagement activities, major investments, rising live streaming of games, and rising infrastructure for league competitions. The industry's professionalization has offered lucrative opportunities for game makers, gamers, influencers, and event planners. Owing to the growing popularity of gaming competitions, outstanding international prize pools, streaming profits, and one-to-one sponsorships, millennials are contemplating esports as a professional career.

The market report on the global Esports Market includes in-depth insights as:

The estimated value of the market was USD 1.4 billion in the year 2021.
Global Esports Market in Asia Pacific held the largest market share in the year 2020.
Global Esports Market is classified on the basis of Device Type into Smart Phone, Smart TV, Desktop -Laptop-Tablets, and Gaming Console.
Based on Application, the global Esports Market is fragmented into Platform, and Service.
Key players are likely to focus on mergers, partnerships, and acquisitions to retain their rankings in the market.
“People have become increasingly reliant on cellphones, other high-tech devices, and the internet as a result of global technological breakthroughs. Because a big number of individuals like playing video games, suppliers have begun to use a recurring income model in recent years. Because of the high popularity of these esports events among gamers and spectators, the Esports sector is becoming profitable. Several universities and colleges are also offering scholarships and even esport courses, similar to traditional sports, giving gamers the opportunity to pursue it as a professional career. In the next years, this is projected to accelerate the expansion of the global esports market.”, said a lead analyst at Fatpos Global.

Esports are digital sports in which contestants and spectators use digital platforms such as PCs, tablets, and smartphones. Esports are video games that can be played for fun as well as professionally by any traditional athlete. Esports are becoming more popular as the world becomes more digitalized and powerful gaming devices become more affordable. Esports has also transformed online video gaming into a spectator sport. Spectators at esports tournaments have the same experience as they would at any other traditional sporting event.

Global Esports Market is classified on the basis of Revenue Stream into Media Rights, Game Publisher Fee, Sponsorship, Digital Advertisement, and Tickets and Merchandise. In previous years, the game publisher fee segment dominated the total Esports market, and this trend is projected to continue during the projection period. This is due to the growing use of Esports in the gaming industry to obtain a strategic and competitive advantage over their competitors. Furthermore, it offers a complete gaming solution as well as a platform for e-sport tournaments, propelling the sector forward.

Key Players in the Market

Some of the key players operating in the global Esports Market are Activision Blizzard, Inc., CJ Corporation, Electronic Arts, FACEIT, Gameloft SE, Gfinity, Kabam, Modern Times Group, Nintendo, NVIDIA Corporation, and Other Prominent Players.

Get Valuable Insights into Global Esports Market

In the new report, Fatpos Global thrives to present an unbiased analysis of the global Esports Market that covers the historical demand data as well as the forecast figures for the period, i.e., 2021-2031. The study includes compelling insights into growth that is witnessed in the market. Global Esports Market is classified on the basis of Device Type into Smart Phone, Smart TV, Desktop -Laptop-Tablets, and Gaming Console. By Streaming Type, the global Esports Market is divided into On Demand, and Live. By Application, the global Esports Market is categorized into Platform, and Service. By Revenue Stream, the global Esports Market is divided into Media Rights, Game Publisher Fee, Sponsorship, Digital Advertisement, and Tickets and Merchandise. Geographically, the market is segmented into North America, Latin America, Europe, Asia Pacific and Middle East and Africa.