Market Revenue eSports Industry Manufacturing Expenses | 页面 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.
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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.
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