A new research document titled, Global Esports Market is released by AdvanceMarketAnalytics. The market study is a cautious attempt of the industry with strategic steps to the targets of business environment and the ones that are tried to have an essential impression on the progression of the Esports market. AMA recognizes following companies as the major players in the Global Esports market which includes Activision Blizzard (United States), Modern Times Group (Sweden), FACEIT (United Kingdom), Gfinity (United Kingdom), Total Entertainment Network (United States), CJ Corporation (South Korea), Turner Broadcasting System (United States), Valve Corporation (United States), Tencent (China) and Electronic Arts (EA) (United States).
New technologies and major shifts in the industry will be game-changing factors that all players have to react now in order to maintain strong positions in the future. As many industry experts agree that significant changes are ahead. Increasing Attraction of Young Population towards Esports in Developing Countries
is one of the key components driving the development of this market in the following couple of years. "Upsurging Popularity of Video Games
" adds to the investigation what growth market seeks ahead. This causes analysts to concentrate more on regional factors and regulatory and influencing factors ahead of any other approach.
One of the key patterns that will drive the development prospects for the Esports amid the anticipated period is the Rising Number of Events with Large Prize Pools
. The Game Genre, such as Multiple Online Battle Arena (MOBA), is boosting the Esports market. Additionally, the rising demand from SMEs and various industry verticals, macro-economic growth are the prime factors driving the growth of the market. The Revenue Streams, such as Media Rights, is boosting the Esports market. Additionally, the rising demand from SMEs and various industry verticals, macro-economic growth are the prime factors driving the growth of the market. The Audiance, such as Occasional Viewers, is boosting the Esports market. Additionally, the rising demand from SMEs and various industry verticals, macro-economic growth are the prime factors driving the growth of the market. The Esports market is very focused because of the nearness of many key organizations. The main Vendors are focusing on presenting new product/services and are constantly upgrading their existing offerings to keep pace with the overall industry.
The key target audience considered while formulating the study are as follows: Esports Providers, Online Gamers, Industry Association Related with Esports, Government Regulatory Bodies, Government Reaserch Orgnizations, Private Reaserch Orgnizations and Others
Available Customization: List of players that can be included in the study on immediate basis are Hi-Rez Studios (United States), KaBuM (Canada), Wargaming Public (Cyprus), Rovio Entertainment (Finland), GungHo Online Entertainment (Japan) and Alisports (China).
Research Methodology:
The top-down and bottom-up approaches are used to estimate and validate the size of the Global Esports market. In order to reach an exhaustive list of functional and relevant players various industry classification standards are closely followed such as NAICS, ICB, SIC to penetrate deep in important geographies by players and a thorough validation test is conducted to reach most relevant players for survey in Esports market. In order to make priority list sorting is done based on revenue generated based on latest reporting with the help of paid databases such as Factiva, Bloomberg etc. Finally the questionnaire is set and specifically designed to address all the necessities for primary data collection after getting prior appointment by targeting key target audience that includes Esports Providers, Online Gamers, Industry Association Related with Esports, Government Regulatory Bodies, Government Reaserch Orgnizations, Private Reaserch Orgnizations and Others. This helps us to gather the data for the players revenue, operating cycle and expense, profit along with product or service growth etc. Almost 70-80% of data is collected through primary medium and further validation is done through various secondary sources that includes Regulators, World Bank, Association, Company Website, SEC filings, OTC BB, USPTO, EPO, Annual reports, press releases etc.