Market Revenue eSports Industry Manufacturing Expenses | Página 2

Additionally, tournaments, content streaming, media rights, corporate initiatives in form of sponsorships, ticket sales, and merchandise are some of the major driving factors to strengthen the market growth. Moreover, the streaming of eSports and end-user related games is expected to rise the demand for eSports worldwide. YouTube and Twitch have been the major contributors to stream game content. Market entrants are expected to give a tough competition to the big players during the forecast period. Overall, the market is projected to grow at a higher CAGR for the forecast period. Browse Full Research Report @ https://www.millioninsights.com/industry-reports/esports-market On the basis of type of end-user, the global eSports market size spans regular viewers/participants, occasional viewers/participants and regular viewers. On the basis of revenue generation, the global eSports market size spans sponsorships, media rights, and advertisements, prize pools, merchandise and tickets. On the basis of market share, the global eSports market size spans prize pool offered and by tournaments. On the basis of geographic segmentation, the global eSports market size spans North America, Asia-Pacific, Europe, Middle-East and Africa. North America and Korea are dominant players in the global market size owing to the nascent market stage. European market is projected to witness a higher growth CAGR in the global eSports market. Asia-pacific regions are anticipated to grow owing to new market players and is projected to grow at a higher CAGR for the forecast period. The key players in the global eSports market size include Capcom, Bethesda Softworks, Activision Blizzard, Aksys Games, Microsoft Studios, Riot Games, Electronic Arts (EA), Bandai Namco, NCsoft, Hi-Rez Studios, Neowiz Games, Nintendo, Sega, Valve Corporation, Ubisoft and Wargaming. See More Reports of this Category by Million Insights @ https://www.millioninsights.com/industry/media-and-entertainment