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eSports Market to Surpass US$ 6000 Million by 2031 on Back of Growing Popularity Among Enthusiasts – Fact.MR Study

Esports Market

According to a new analysis published by Fact.MR, the global esports business is expected to grow steadily from 2017 to 2022. Individuals can participate in eSports through a single system that allows them to experience multiple features of games such as ladders, leagues, and tournaments. By the end of 2022, the Global eSports market is estimated to generate over $400 million in sales.

Games have entered the realm of broadcasters and media, who are employing their advertising business models to get into places that were previously out of reach, thanks to the introduction of live events and streams. E-sports gives entertainment firms, media, and marketers a chance to cash in on millennials’ and digital natives’ preferred pastimes, such as playing games and watching game content.

Esports Market: Key Takeaways

  • Online mode will continue to be the most popular design mode for esports around the world, with revenues expected to account for around half of the market over the projected period. However, by the end of 2022, the online design form of e-sports will have lost 114 BPS in market share.
  • Through 2022, the Local Area Network design method of esports is expected to grow at the fastest rate.
  • Racing and real-time strategy are expected to have similar CAGRs through 2022, based on genre type. Between 2017 and 2022, the real-time strategy genre of e-sports will account for the highest share of the market in terms of revenue.
  • Fighting games are predicted to continue to be the second most profitable e-sports category in terms of revenue.
  • The promotional segment is expected to grow the quickest in the global esports market through 2022, based on buyer type.
  • The most profitable buyer type sector is expected to be institutional, with sales expected to reach over US$ 200 million by the end of 2022.
  • In terms of revenue, North America’s dominance in the global esports business is projected to continue. This is due in part to North American teams’ warm welcome of a slew of new non-academic sponsors, as well as the region’s hosting of a number of the world’s most prestigious leagues and tournaments. These occurrences are expected to generate a significant amount of sponsorship money.

Esports Market: Competitive Landscape

Broadcast advertising is critical in the eSports world, yet the business has seen the difficulties of broadcasting on traditional media.

As an all-digital sport, eSports has attracted the attention of an increasing number of media businesses, which have boosted their coverage of eSports tournaments.

Turner Broadcasting System, WME/IMG, and ESPN, for example, have started broadcasting eSports and are covering more eSports tournaments.

Growing broadcast media coverage of eSports tournaments is predicted to boost viewership and, as a result, move the eSports sector forward in the future years.

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