eSports, also known as an electronic sport as the name itself suggests, is primarily facilitated by video games. It is getting popularity among gamers and youngster at an enormous rate worldwide. eSports has been recognized as a mainstream gaming event only in the last decade and has developed from its initial concept of multiplayer video gaming competitions. Currently, gamers participate in these events to play for cash prizes (In 2015, The International DotA 2 awarded the biggest prize pool in eSports history of over $18.6 million. Its popularity shows that eSports is making a sustainable and long-term business), hoping to be sponsored by companies to get recognition and funding for their profession. These competitions are played either online or over LAN and are watched by billions across the globe.
2. ABSTRACT
Worldwide eSports Market – Report Insights
eSports, also known as an electronic sport as the name itself suggests, is primarily facilitated by
video games. It is getting popularity among gamers and youngster at an enormous rate
worldwide. eSports has been recognized as a mainstream gaming event only in the last decade
and has developed from its initial concept of multiplayer video gaming competitions. Currently,
gamers participate in these events to play for cash prizes (In 2015, The International DotA 2
awarded the biggest prize pool in eSports history of over $18.6 million. Its popularity shows that
eSports is making a sustainable and long-term business), hoping to be sponsored by companies to
get recognition and funding for their profession. These competitions are played either online or
over LAN and are watched by billions across the globe.
Worldwide eSports market research report covers the present scenario and the growth prospects
of the worldwide eSports Market for the period 2015-2021. The report provides in-depth analysis
of market size and growth of worldwide eSports market. This market research report includes a
detailed market segmentation of the worldwide eSports Market by the following segmentation
types
Type of End-users
Esports Enthusiasts
Regular viewers/participants
By Demography
Occasional viewers/participants
Regular viewers
By Demography
3. ABSTRACT
Worldwide eSports Market – Market Size and Dynamics
eSports, also known as electronics sports is a form of mind sports where players contest in video
gaming competition in game arenas and eSports tournaments organized on a mass level. In
general, eSports is an organized competition between professional gamers. These competitions
are multiplayer in nature. RTS, FPS, and MOBA games are some of the common video game
genres played in eSports tournaments worldwide. ESports are broadcasted live worldwide on
streaming platforms such as Twitch and YouTube. Sponsors and advertisers use this platform to
promote themselves in front of a mass audience. Market research analysts at Beige Market
Intelligence, forecast the Worldwide eSports market to grow at a CAGR of more than 25 % during
the forecast period.
Live streaming providing boost for eSports market – key trend supporting the market
The streaming of eSports contests and end-users' associated play-throughs and guidance of
games has been witnessing a large surge in popularity worldwide. Twitch and YouTube have
contributed significantly to create awareness of eSports. New players such as Azubu, Hitbox, and
DingIt will give tough competition to Twitch and YouTube during the forecast period.
Increase in number of eSports tournaments – key driving force for the market
Global eSports market has been witnessing an increase in the number of eSports tournaments as
well as a fan base; the reason is because of its increasing popularity among youngsters
worldwide. The number of eSports tournaments in 1998 was just 7. In 2013, that figure went up
to more than 1500. With an increase in the number of tournaments, the prize money offered at
these tournaments has also been increasing steadily. Tournaments, content streaming, media
rights, corporate sponsorships, ticket sales, and merchandise along with others entities are some
of the major eSports revenue contributors.
4. Length Publisher Published Date
127 Pages
Beige Market
Intelligence
April 12th, 2016
Table of Contents
1. Research Methodology
2. Executive Summary
3. Scope of the Report
4. Market Research Methodology
5. Market Landscape
6. Key Market Trends
7. Key Market Growth Drivers
8. Key Market Restraints
9. Value Chain Analysis
10. Worldwide eSports Market by Revenue
11. Worldwide eSports Market by eSports Enthusiasts
12. Geographical Segmentation
13. eSports Market in North America
14. eSports Market in APAC
15. Etc.
Learn more about this report
5. ABOUT THE PUBLISHER
Beige Market Intelligence is a new-age provider of competitive business intelligence, working
across various industry verticals. Their expertise and knowledge ensures that the market
analysis Beige Market Intelligence provides is comprehensive, detailed and complete. The
analysis helps their client organizations become aware and make educated decisions, as far as
investing or devising a marketing strategy is concerned. The actionable insights delivered
through their research provides a comprehensive market analysis for every level of market
segmentation in an industry.
View more reports from this publisher
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