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Global E-Sports Market Expected to Account for Around US$ 400 Mn revenues by 2022-end, Analysis Report 2017 to 2022

02-23-2018 03:33 PM CET | Sports

Press release from: Fact.MR

Fact.MR

Fact.MR

Major factors influencing growth of the global e-sports market include advancements in gaming technologies, ability of streaming on non-traditional platforms, increasing awareness about e-sports on the back of attention provided by worldwide publishers, and rising number of e-sports enthusiasts. The report, compiled by Fact.MR, provides in-depth analysis of the global e-sports market for the forecast period 2017-2022, and offers key insights about future market direction. E-sports, or electronic sports, are facilitated by electronic system, wherein a human computer interface performs all functions associated with the sport. E-sports is enabling individuals in experiencing various types of game aspects such as tournament, league, and ladder through a single system. Professional gamers, being part of different sporting organizations, participate in E-sports. In various cases, these professional gamers are also sponsored by business organizations.

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8 Key Takeaways from Fact.MR’s Report on Global E-Sports Market for Forecast Period 2017 to 2022

Online mode will continue to be the largest design mode segment of e-sports adopted around the world, with revenues estimated to hold approximately 50% market share over the forecast period. But, online design mode of e-sports will lose 114 BPS in its share of the market by 2022-end.


Local Area Network design mode of e-sports is poised to exhibit the highest CAGR through 2022.


On the basis of genres type, racing and real-time strategy are estimated to ride on similar CAGRs through 2022. The real-time strategy genre of e-sports will account for the largest share of the market, in terms of revenues, during 2017 to 2022.


Fighting games are expected to remain the second most lucrative genre of e-sports, in terms of revenues.


Based on buyer type, promotional segment is projected to register the fastest expansion in the global e-sports market through 2022.


Institutional segment is estimated to be the most lucrative buyer type segment, with sales poised to account for nearly US$ 200 Mn revenues by 2022-end.


North America’s dominance in the global e-sports market is expected to remain unchallenged, in terms of revenues. This is partially attributed to the teams of North America, and their great hospitality to myriad new non-academic sponsorships, along with a number of world’s largest leagues & tournaments hosted by this region. These incidences are anticipated to create a huge amount of sponsorship money.


Key players in the global e-sports market include Valve Corporation, Zynga Inc., Activision Blizzard Inc., Tencent Holdings Limited, GungHo Online Entertainment, Inc., Nintendo Co., Ltd., Electronic Arts Inc., Microsoft Corporation, and Sony Corporation.
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Table of Contents:

Global E-Sports Market – Executive Summary
Global E-Sports Market Overview
2.1. Introduction
2.1.1. Global E-Sports Market Taxonomy
2.1.2. Global E-Sports Market Definition
2.2. Global E-Sports Market Size (US$ Mn) and Forecast, 2012-2022
2.2.1. Global E-Sports Market Y-o-Y Growth
2.3. Global E-Sports Market Dynamics
2.3.1. Drivers
2.3.2. Restraints
2.3.3. Trends
2.4. Supply Chain
2.5. Cost Structure
2.6. Pricing Analysis
2.7. Raw Material Sourcing Strategy and Analysis
2.8. List of Distributors
2.9. Key Participants Market Presence (Intensity Map) By Region
Global E-Sports Market Analysis and Forecast By Genres Type
3.1. Global E-Sports Market Size and Forecast By Genres Type, 2012-2022
3.1.1. Fighting games E-Sports Market Size and Forecast, 2012-2022
3.1.1.1. Revenue (US$ Mn) Comparison, By Region
3.1.1.2. Market Share Comparison, By Region
3.1.1.3. Y-o-Y growth Comparison, By Region
3.1.2. First-person shooters E-Sports Market Size and Forecast, 2012-2022
3.1.2.1. Revenue (US$ Mn) Comparison, By Region
3.1.2.2. Market Share Comparison, By Region
3.1.2.3. Y-o-Y growth Comparison, By Region
3.1.3. Real-time strategy E-Sports Market Size and Forecast, 2012-2022
3.1.3.1. Revenue (US$ Mn) Comparison, By Region
3.1.3.2. Market Share Comparison, By Region
3.1.3.3. Y-o-Y growth Comparison, By Region
3.1.4. Sports games E-Sports Market Size and Forecast, 2012-2022
3.1.4.1. Revenue (US$ Mn) Comparison, By Region
3.1.4.2. Market Share Comparison, By Region
3.1.4.3. Y-o-Y growth Comparison, By Region
3.1.5. Racing E-Sports Market Size and Forecast, 2012-2022
3.1.5.1. Revenue (US$ Mn) Comparison, By Region
3.1.5.2. Market Share Comparison, By Region
3.1.5.3. Y-o-Y growth Comparison, By Region
Continued….

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About Fact.MR
Fact.MR is a fast-growing market research firm that offers the most comprehensive suite of syndicated and customized Sports market research reports. We believe transformative intelligence can educate and inspire businesses to make smarter decisions. We know the limitations of the one-size-fits-all approach; that's why we publish multi-industry global, regional, and country-specific research reports.

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