Global Esports Market Research Report: Ken Research REQUEST FOR SAMPLE REPORT Buy Now Request For sample Report × Report Title Name Email Designation Phone No Comapny Name Comapny URL Country -- Please Select Your Country -- Afganistan Africa Albania Algeria Andorra Angola Anguilla Antigua and Barbuda Argentina Armenia Aruba Asia Australasia Australia Austria Azerbaijan Bahamas Bahrain Bangladesh Barbados Belarus Belgium Belize Benin Bermuda Bhutan Bolivia Bonaire Bosnia Herzegovina Botswana Brazil BRICS British Virgin Islands Brunei Darussalam Bulgaria Burkina Faso Cambodia Cameroon Canada Cape Verde Cayman Islands Central African Republic Central and South America Chad Chile China Colombia Comoros Congo Costa Rica Cote d'Ivoire Croatia Cuba Curacao Cyprus Czech Republic Denmark Djibouti Dominica Dominican Republic Ecuador Egypt El Salvador Equatorial Guinea Eritrea Estonia Ethiopia Europe European Union Falkland Islands Faroe Islands Fiji Finland France French Guiana French Polynesia Gabon Gambia Georgia Germany Ghana Gibraltar Global Great Britain Greece Greenland Grenada Guadeloupe Guam Guatemala Guerney & Alderney Guinea Guinea-Bissau Guyana Haiti Honduras Hong Kong Hungary Iceland India Indonesia Iran Iraq Ireland Isle of Man Israel Italy Ivory Coast Jamaica Japan Jersey Jordan Kazakhstan Kenya Kiribati Kosovo Kuwait Kyrgyzstan Laos Latvia Lebanon Lesotho Liberia Libyan Arab Jamahiriya Liechtenstein Lithuania Luxembourg Macao Macau Macedonia Madagascar Malawi Malaysia Maldives Mali Malta Man (Island of) Marshall Islands Martinique Mauritania Mauritius Mayotte Mexico Micronesia Middle East Minnesota Moldova Monaco Mongolia Monserrat Montenegro Morocco Morroco Mozambique Myanmar Namibia Nepal Netherlands New Caledonia New Zealand Nicaragua Niger Nigeria Niue North America North Korea Norway Oman Pakistan Palau Palestine Panama Papua New Guinea Paraguay Peru Philippines Poland Portugal Puerto Rico Qatar Reunion Romania Russia Rwanda Saint Helena Saint Lucia Saint Martin Saint Pierre and Miquelon Saint Vincent and the Grenadines Samoa Samoa (American) San Marino Sao Tome and Principe Saudi Arabia Scandinavia Senegal Serbia Seychelles Sierra Leone Singapore Sint Maarten Slovakia Slovenia Solomon (Islands) Somalia South Africa South Korea South Sudan Spain Sri Lanka Sudan Suriname Svalbard and Jan Mayen Islands Swaziland Sweden Switzerland Syria Taiwan Tajikistan Tanzania Thailand Timor Leste Togo Tonga Trinidad and Tobago Tunisia Turkey Turkmenistan Turks and Caicos Islands Uganda Ukraine United Arab Emirates United Kingdom United States Uruguay Uzbekistan Vanuatu Vatican City Venezuela Vietnam Virgin Islands Western Sahara Yemen Zambia Zimbabwe Requirement Submit Major players in the esports market are Modern Times Group MTG AB, Activision Blizzard Inc., Gfinity, PLC, Turner Broadcasting System, Valve Corporation, Tencent, Electronic Arts, Inc., Hi-Rez Studios, Nintendo, and FACEIT. The Global Esports Market is expected to grow from USD 1.09 billion in 2019 and to USD 1.11 billion in 2020 at a growth rate of 2.16%. The slow growth in 2020 is mainly due to the economic slowdown across countries owing to the COVID-19 outbreak and the measures to contain it. The market is then expected to grow and reach USD 2.11 billion in 2023 at CAGR of 23.82%. The esports market consists of sales of esports and related services. Esports or electronic sports are team based sports played online and are supported by electronic systems in which all the functions are performed through a human-computer interface. Esports are played by professional gamers that are sponsored by business organizations, or from sporting organizations. North America was the largest region in the esports market in 2019. Asia Pacific is expected to be the fastest growing region in the forecast period. Esports companies are investing in innovative new esports platform for increasing their revenue and expanding their consumer base and also for gaining a competitive edge over their rivals. For instance, in 2019, in Africa, NickX, an esports platform, launched by Viacom provides children with a tournament platform, using Nickelodeon gaming content. Also for instance, in 2019, IKON, a USA-based gaming platform company launched a new platform that allows players to challenge fans and friends in games, such as League of Legends and PUBG. Also for instance, in 2019, Mobile Premier League (MPL), an India-based mobile esports platform company launched its mobile esports platform in Indonesia. The esports market covered in this report is segmented by game into multiplayer online battle arena (MOBA); real time strategy; first person shooter; fighting and sports. It is also segmented by platform into PC; console; mobile; others. Match-fixing has always been a major challenge in the esports industry. Match-fixing in esports is when a player intentionally loses to win a bet. The esports market will be negatively impacted when viewers start to believe that esport is losing its integrity due to match-fixing. In 2019, in Australia, match-fixing in esports resulted in the arrest of six Australian gamers. Also, in 2018, according to the global Esports Survey 2018, a total of 78% of respondents stated match-fixing as a serious risk to the esports industry, which is expected to reach USD 1 billion by the end of 2018. Therefore, match-fixing limits the growth of the esports market. In June 2019, Immortals Gaming Club, a USA-based company specialized in providing esports platform through the development of software such as video game software, acquired Infinite Esports & Entertainment for over USD 100 million. The acquisition is expected to help Immortals Gaming Club to become a part of franchised esports leagues and to become the world’s largest esports organizations, boosting elite brands such as Immortals, Optic, MIBR and LA Valiant. Infinite Esports & Entertainment is a USA-based esports and entertainment holdings company that specializes in electronic sports, online media and multi-gaming. The rising demand for video games and increasing awareness of esports contribute to the growth of the esports market. As technology is expanding so the video content, products, virtual reality, and video game competitions are increasing. Video gaming has become a transforming pop culture and redefining the ways that young people consume entertainment. In 2019, according to PwC’s latest Global Entertainment & Media Outlook, the videogames market in the United States is expected to reach USD 30 billion by 2023, from USD 16 billion in 2014 at a CAGR of 18.3%. Also, there has been an immense rise in awareness of the eSports since 2015. The revenue of esports in 2018 reached USD 1.43 billion and is estimated to reach USD 1.57 billion by 2019. Therefore, the rising demand for video games and increasing awareness of esports drives the market’s growth in the forecast period. For More Information, Click on the Link Below:- Global Esports Market Related Reports:- Global Esports Market Report 2020 by Key Players, Types, Applications, Countries, Market Size, Forecast to 2026 (Based on 2020 COVID-19 Worldwide Spread) Contact Us:- Ken Research Ankur Gupta, Head Marketing & Communications Ankur@kenresearch.com +91-9015378249 Tags: Activision Blizzard Inc Esports Market Share, China Esports Market, Europe Esports Market, Fighting and Sports, First Person Shooter, Global Esports Industry, Global Esports Industry Research Report, Global Esports Market, Global Esports Market Analysis, Global Esports Market Competitive Landscape, Global Esports Market Forecast, Global Esports Market Growth, Global Esports Market Insights, Global Esports Market Outlook, Global Esports Market Overview, Global Esports Market Research Report, Global Esports Market Revenue, Global Esports Market Segmentation, Global Esports Market Share, Global Esports Market Trends, GungHo Online Entertainment Esports Market Revenue, India Esports Market, Japan Esports Market, Modern Times Group MTG AB Esports Market Revenue, Real Time Strategy, Turner Broadcasting System Esports Market Share, US Esports Market