Different Genres In The Esports Industry Are A Major Boost To The Market


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Esports market Report - Opportunities And Strategies - Global Forecast To 2030

The Business Research Company's Esports Market - Opportunities And Strategies – Global Forecast To 2030

LONDON, GREATER LONDON, UK, October 27, 2021 /EINPresswire.com / -- The presence of a wide product assortment is expected to drive the growth of the market in forecast period. Different genres of esports allows players interact with tens of thousands of other players online while completing quests and socializing. The different esports genres such as real-time strategy games, Massively Multiplayer Online (MMO) and its sub-categories Multiplayer online battle arena (MOBA) and Massively Multiplayer Online Role-Playing Games (MMORPG) are increasingly becoming popular among the millennials and is expected to boost the user engagement, thus, increasing revenues. For instance, Battle Royale, First Person Shooter (FPS), Real-Time Strategy, Sports games, Simulation and Fighting are few genres.

In the wake of the COVID-19 pandemic, esports have seen a rapid rise in popularity as people look for alternative entertainment due to cancellation of sporting events across the globe. This increasing popularity of esports is filling a social void and is helping in bringing entertainment into many homes. This allows people to connect with each other even in lockdown. According to the 2020 Esports Survey Report conducted by Foley & Lardner LLP and The Esports Observer, nearly 61% of respondents stated that the driver of this trend is continued social distancing boosting engagement with esports. Another 61% cited that the growth of online streaming platforms boosted the market, and 52% of respondents stated the increased movement of big brands into esports sponsorships.

The global e-sports market was valued at $1.07 billion in 2020. The market accounted for 0.001% of the global GDP. In terms of per capita consumption, the esports market accounted for $0.1.

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Major players covered in the global esports industry are Activision Blizzard Inc., Modern Times Group MTG AB, Tencent, Valve Corporation, Electronic Arts Inc.

TBRC's global e-sports market report is segmented by game into multiplayer online battle arena (MOBA), real time strategy, first person shooter, fighting and sports, by platform into pc, console, mobile, others, by revenue source into sponsorship, advertising, merchandise & tickets, publisher fees, media rights.

Esports Market - By Game (Multiplayer Online Battle Arena (MOBA), Real Time Strategy, First Person Shooter, Fighting And Sports), By Platform (PC, Console, Mobile), By Revenue Source (Sponsorship, Advertising, Merchandise & Tickets, Publisher Fees, Media Rights) And By Region, Opportunities And Strategies – Global Forecast To 2030 is one of a series of new reports from The Business Research Company that provides esports market overview, forecast esports market size and growth for the whole market, esports market segments, and geographies, esports market trends, esports market drivers, restraints, leading competitors' revenues, profiles, and market shares.

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