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Global eSports Market (By Revenue Stream-Sponsorship & Advertising, Ticket Sales, Merchadising & Others; By Region-Europe, North America & Asia Pacific) Market Outlook 2024

Global eSports Market (By Revenue Stream-Sponsorship & Advertising, Ticket Sales,...

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Global eSports Market (By Revenue Stream-Sponsorship & Advertising, Ticket Sales, Merchadising & Others; By Region-Europe, North America & Asia Pacific) Market Outlook 2024
Global eSports Market (By Revenue...
Report Code
RO11/119/1002

Publish Date
30/Nov/2018

Pages
77
PRICE
$ 1800/-
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Booming eSports industry has caught attention of investors who are capitalizing on this opportunity by infusing funds majorly by angel and venture capital investors. The industry has already witnessed more than 70 deals worth billions in the year 2018, and the number continues to surge.
The report ?Global eSports Market - (By Revenue Stream - Sponsorship & Advertising, Ticket Sales, Merchandising & Others; By Region- North America, Europe & Asia Pacific) Market Outlook 2024? provides in-depth analysis of the current scenario, detailed market outlook of the global eSports market overall as well as across various sub-segments such as Sponsorship & Advertising, Ticket Sales, Merchandising & Others for the period 2018-24. Regional analysis is done across major markets in North America, Europe and Asia Pacific.
The report provides comprehensive coverage on major industry drivers, restraints, and their impact on market growth during the forecast period. Furthermore, the study encompasses various market specific growth opportunities in global eSports market. The report has been segmented as following:-
Revenue Streams
? Sponsorship & Advertising
? Ticket Sales
? Merchandising
? Others
Geographical Coverage
? North America
? Europe
? Asia Pacific
Key Vendors
? Activision Blizzard
? Nintendo Co. Ltd.
? Electronic Arts Inc.
? Disney Interactive Studios, Inc.
? Valve Corporation
? Rovio Entertainment Corporation
? Tencent Holdings Limited

eSports can be termed as the electronic sports, professional video gaming or pro-gaming. It is an advanced form of competitive video gaming with competition at a professional level and in an organized format with a specific goal. The majority of the eSports played are team based games played in leagues or tournaments throughout the year. The industry generates revenue from revenue streams such as Sponsorship & Advertising, Ticket Sales, Merchandising, Media Rights Revenues and Tournament Winnings. Sponsorship & Advertising being the major revenue contributor accounts for three-fourths of total revenue of the industry.
eSports has garnered huge base of enthusiasts world over and economy of the industry is expected to witness growth spurt in the near term. Growth of the global eSports market is propelled by increasing adoption of smartphones, broadcasting and media rights, growing number of millennial and increasing market awareness. However, the market faces several challenges due to absence of eSport governance, lack of interaction and personalization on existing platforms and intellectual property issues.
The report ?Global eSports Market - (By Revenue Stream - Sponsorship & Advertising, Ticket Sales, Merchandising & Others; By Region- North America, Europe & Asia Pacific) Market Outlook 2024? provides in-depth analysis of the current scenario, detailed market outlook of the global eSports market with coverage on major revenue streams such as Sponsorship & Advertising, Ticket Sales, Merchandising & Others. Future forecasts of eSports market overall and across various revenue streams has been provided in the report till 2024. Furthermore, major industry players have been prudently analysed in the competitive landscape section of the report in order to provide key comparative insights.
Major industry players operating in the global eSports market include Activision Blizzard, Nintendo Co. Ltd., Electronic Arts Inc., Disney Interactive Studios, Inc., Valve Corporation, Rovio Entertainment Corporation, Tencent Holdings Limited, among others. These players are profiled herein based on attributes such as business overview, product segments and financial analysis. It also compiles performance comparison of aforementioned companies and other leading companies in the segment based on various parameters in the competitive landscape section. In totality, the report provides detailed market analysis, with relevant forecasted data supported by key market dynamics. This information will be helpful in evaluating opportunities in global eSports market.

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