North America is dominating the Global Esports market
The global Esports market is expected to witness a CAGR of nearly 20% to cross the $3 billion mark by 2025
Bangalore, India, June 25, 2019: With its recently published study “Global Esports Market –Drivers, Restraints, Opportunities, Trends, and Forecast up to 2025”, Infoholic Research forecasts that the global market for Esports will continue to grow mainly due to the growing number of Esports tournaments and Esports popularity among the non-gaming community.
Esports is a form of videogame competition which is organized either online or offline. Esports is gaining huge attention with many gaming events being telecasted on social media and streaming sites including YouTube and Twitch. The Esports market is expected to cross $3 billion revenue by the end of 2025, with major competitions seen in games such as Dota 2, Fortnite, and League of Legend. Real Time Strategy (RTS), Massive Online Battle Arena (MOBA), and First-Person Shooter (FPS) are the most common types of game genres witnessed in majority of the Esports events. This trend is expected to continue during the forecast period 2019–2025, contributing to a CAGR of nearly 20% in the aforementioned time period.
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North America is the leading revenue generator in the global Esports market with a major share being contributed by the US. North American market for Esports is mainly driven by growing number of audiences for Esports. On the other hand, the APAC is one of the fastest growing region in the global Esports market, with major growth being witnessed in China, Australia, South Korea, Taiwan, and Japan.
Esports events are witnessing increasing growth of sponsorship revenues and this segment accounted for major share of the market revenue in 2019. Other revenue streams in the market include media rights, game publisher fees, revenue generated from merchandise, and ticket sales.
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“Gaming is becoming a part of mainstream entertainment media and Esports market is witnessing an overwhelming growth rate with increasing number of gaming arenas worldwide,” pointed out Arjun Das, Senior Research Analyst, Infoholic Research.
Key Segments of the Report include:
- Revenue model:
- Media rights
- Others (game publisher fees and revenue generated from the sales of tickets and merchandise)
- Key audience:
- Regular viewers
- Occasional viewers
- Male viewers
- Female viewers
- North America
- Industry outlook: Market trends, drivers, restraints, and opportunities