The article cited AMA's "Global E-Sports Market Study" explored substantial growth in North America and CAGR of 18.61%. According to the report, The emergence of franchises
is one of the primary growth factors for the market. Increasing popularity of video games and growing awareness about esports
is also expected to contribute significantly to the E-Sports market growth. Overall, Professional
applications of E-Sports, and the growing awareness of them, is what makes this segment of the industry important to its overall growth.
AMAs Analyst on the Global E-Sports market identified that the demand is rising in many different parts of the world as "Sponsorships and direct advertisements are offering various opportunities to the brand owners to directly reach to the game fans in an event". Furthermore, some recent industry insights like "After falling out of its merger with Danish Telecoms, Scandinavian conglomerate Modern Times Group is set to split off its TV operations, including MTG Studios and Splay Networks, into a separate entity, Nordic Entertainment Group" is constantly making the industry dynamic.
The report provides an in-depth analysis and forecast about the industry covering the following key features: o Industry outlook including current and future market trends, drivers, restraints, and emerging technologies o Analyses the Global E-Sports market according to Type, Application, and regions o Analyzes the top 10 players in terms of market reach, business strategy, and business focus o Provides stakeholders insights and key drivers & trends of the market
**The market is valued based on weighted average selling price (WASP) and includes any applicable taxes on manufacturers. All currency conversions used in the creation of this report have been calculated using constant annual average 2018 currency rates.
Market Size Estimation In market engineering method, both top-down and bottom-up approaches have been used, along with various data triangulation process, to predict and validate the market size of the E-Sports market and other related sub-markets covered in the study.
o Key & emerging players in the market have been observed through secondary research. o The industrys supply chain and overall market size, in terms of value, have been derived through primary and secondary research processes. o All percentage shares, splits, and breakdowns have been determined using secondary sources and verified through primary sources.
Data Triangulation The overall E-Sports market size is calculated using market estimation process, the E-Sports market was further split into various segments and sub-segments. To complete the overall market engineering and arriving at the exact statistics for all segments and sub-segments, the market breakdown and data triangulation procedures have been utilized, wherever applicable. The data have been triangulated by studying various influencing factors and trends identified from both demand and supply sides of various applications involved in the study. Along with this, the Global E-Sports market size has been validated using both top-down and bottom-up approaches.