Esports Market Size — Roadmap for Recovery From COVID-19 | Branding Through Esports to Boost the Market Growth | Technavio
Technavio has been monitoring the Esports market size and it is poised to grow by USD 1.40 billion during 2020–2024, decelerating at a CAGR of over 18% during the forecast period. The report offers an up-to-date analysis regarding the current market scenario, latest trends and drivers, and the overall market environment.
Although the COVID-19 pandemic continues to transform the growth of various industries, the immediate impact of the outbreak is varied. While a few industries will register a drop in demand, numerous others will continue to remain unscathed and show promising growth opportunities. Technavio’s in-depth research has all your needs covered as our research reports include all foreseeable market scenarios, including pre- & post-COVID-19 analysis. Download a Free Sample Report on COVID-19 Impacts
Frequently Asked Questions-
- What are the major trends in the market?
- Rising number of Esports events is one of the major trends in the market.
- At what rate is the market projected to grow?
- The incremental growth of the market is anticipated to be USD 1.40 billion. However, the market is expected to decelerate at a CAGR of over 18%.
- Who are the top players in the market?
- Activision Blizzard Inc., Electronic Arts Inc., Epic Games Inc., Gfinity Plc, Harena Data Inc., Intergalactic Gaming Ltd., Modern Times Group MTG AB, Nintendo Co. Ltd., Take-Two Interactive Software Inc., Tencent Holdings Ltd., and Valve Corp. are some of the major market participants.
- What are the key market drivers and challenges?
- Branding through Esports is one of the major factors driving the market. However, the growing cost of game development restraints the market growth.
- How big is the North America market?
- The North America region will contribute 38% of market growth.
The market is fragmented, and the degree of fragmentation will decelerate during the forecast period. Activision Blizzard Inc., Electronic Arts Inc., Epic Games Inc., Gfinity Plc, Harena Data Inc., Intergalactic Gaming Ltd., Modern Times Group MTG AB, Nintendo Co. Ltd., Take-Two Interactive Software Inc., Tencent Holdings Ltd., and Valve Corp. are some of the major market participants. The branding through Esports will offer immense growth opportunities. To make most of the opportunities, market vendors should focus more on the growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments.
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Esports Market 2020–2024: Segmentation
Esports Market is segmented as below:
- Geography
- Game Genre
- North America
- APAC
- Europe
- South America
- MEA
- MOBA
- FPS
- RTS
- Others
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Esports Market 2020–2024: Scope
Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources. The Esports market size report covers the following areas:
- Esports Market Size
- Esports Market Trends
- Esports Market Analysis
This study identifies the rising number of Esports events as one of the prime reasons driving the Esports market growth during the next few years.