E-sport is method of sport competition using with video games and it is enabled through the electronic medium .In this medium all the functions of the sport are agreed out through human-computer interface. E-Sports allows the users to practice different type of game aspects. The rising significance of the gaming industry is boosting the growth of the market. The global E-Sports market size was valued at USD XX million in XXXX growing at a CAGR of XX% during the forecast period.
Now days, E-Sports market is increasing the popularity of video games and growing the awareness of this e sports which will boost the revenue in the future. the gaming industry is predictable to be more interactive and flooding based. . However, challenges such as fraudulent betting is hampering the growth of the market
The E-Sports market segmented on the base of revenue source, game, and platform, product and regions. Based on mode of platform, the E-Sports market can be classified into PC and console. PC seized most of the market share in the category in 2017, as PC based games are superior and more powerful and then console.
Further, on the basis of revenue source the E-Sports market is segmented into fantasy site, eSports betting, ticket sale, sponsorship, prize pool, micro tournament, advertising and merchandising.
Moreover, on the basis of region the market is segmented into North America, Europe, America, APAC , Latin and Middle East & Africa. North America is expectable to lead the E-Sports market due to major players is from this region. Rising demand for E-Sports in Europe is increasing and is predictable to contribute to the market growth. A main growth factor is the introduction of advanced E-Sports tools by the players operating in the market.
The primary market players include Hi Rez Stuidos, Riot Games Inc, Activision Blizzard Inc, Wargaming Public Co Ltd, Rovio Entertainment Ltd, Gamevil Inc, GungHo Online Entertainment Inc, Electronic Arts, King Digital Entertainment PLC, Zynga Inc, Kabam Inc and. among others
E-Sports Market Key Segmentation:
On the Basis of Mode of Revenue Source:
• Prize pool
• E-Sports betting & fantasy site
• Sponsorship & advertising
• Ticket sale
• Amateur & micro tournament
On the Basis of Platform:
On the Basis of Game:
On the Basis of Product:
On the Basis of Region:
• Rest of Europe
• North America
• Middle East and Africa (MEA)
• South Africa
• Saudi Arabia
• Rest of MEA
• Rest of Asia-Pacific
• Latin America
• Rest of Latin America