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The global esports market size was worth USD 1,178 million in 2021. It is expected to reach USD 5,743 million by 2030, growing at a CAGR of 21.9% during the forecast period (2022u20132030).<br><br>https://straitsresearch.com/report/esports-market/request-sample
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Esports Market Outlook, Growth Factors, Industry Share, and Size By 2032 View Report Request Sample
Esports Market Outlook, Growth Factors, Industry Share, Size By 2032 Millions of people worldwide are increasingly interested in competitive video gaming, which offers billions of dollars in prize money. Streaming services and live events have transformed casual gamers into bona fide celebrities who can earn seven-figure salaries and garner enormous corporate endorsements. Esports, often known as electronic sports, are a form of competition played via video games. The term "Esports" refers to the organized, competitive video game industry. In popular online games like Fortnite, League of Legends, Counter-Strike, Call of Duty, Overwatch, and Madden NFL, players from various leagues or teams compete against one another. A survey from a market analytics company claimed that 380 million people watched esports in 2018, including 165 million esports enthusiasts. According to Straits Research, the global esports market size was worth USD 1,178 million in 2021. It is expected to reach USD 5,743 million by 2030, growing at a CAGR of 21.9% during the forecast period (2022–2030). Buy now report -https://straitsresearch.com/buy-now/esports-market
Esports Market $5,743 USD Billion CAGR 21.9% $1,178 USD Billion Request Sample 2023 2032
Esports Market Main Market Players Covered in This Report: A Summary of the Impact of COVID-19 on this Market: • Modern Times Group • Activision Blizzard Inc. • Electronic Arts Inc. • Riot Games Inc. (Tencent Holdings Ltd) • Epic Games Inc. • Gfinity PLC • FACEIT • Capcom Co. Ltd • Valve Corporation • Nintendo Co. Ltd The appearance of COVID-19 has transported the globe to a halt. We understand that this health disaster has brought an unprecedented impact on businesses across industries. However, this too shall pass. Growing support from governments and various companies can benefit in the fight against this highly transmissible disease. There are some businesses that are struggling and some are thriving. General, almost every sector is anticipated to be stuck by the pandemic
Esports Market The Esports Markethas been segmented as below: • By Revenue Model • Media Rights • Advertising And Sponsorships • Merchandise And Tickets • By Gaming Genre • Real-time Strategy Games • First Person Shooter Games • Fighting Games • Multiplayer Online Battle Arena Games We are taking nonstop efforts to help your business sustain and cultivate during COVID-19 pandemics. Based on our knowledge and expertise, we will provide you an impact analysis of coronavirus outbreaks across businesses to help you prepare for the future. Thanks for reading this article; you can also get distinct chapter-wise sections or region-wise report versions like Asia, US, Europe, Africa, etc.
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