About ESports Management Software
eSports Management software grants users the ability to organize and comprehensively manage eSports events. Tournament organizers use eSports management software to schedule and promote events, push branding, handle user registration, run competitions, facilitate prize pools, and more. It often enables player reward systems outside of prize pools, such as real-time stat tracking and leaderboards, to keep eSporting communities engaged. Similar to sports league management software, which focuses on organizational tools for individual teams, eSports management software focuses on overall tournament management.
Attributes | Details |
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Study Period | 2018-2030 |
Base Year | 2023 |
Unit | Value (USD Million) |
The companies are now exploring the market by adopting mergers & acquisitions, expansions, investments, new developments in existing products and collaborations as their preferred strategies. The players are also exploring new geographies and industries through expansions and acquisitions so as to avail a competitive advantage through combined synergies. Analyst at AMA Research estimates that United States Players will contribute the maximum growth to Global ESports Management Software market throughout the forecasted period. Established and emerging Players should take a closer view at their existing organizations and reinvent traditional business and operating models to adapt to the future.
Battlefy (Canada), Toornament (United Kingdom), Senet (United States), GAMMASTACK (United States), PlayVS (United States), Good Gamer Corp. (Canada) and Esports Entertainment Group (Malta) are some of the key players that are part of study coverage.
Segmentation Overview
AMA Research has segmented the market of Global ESports Management Software market by , Application (Tournament Organizers and Game Publishers) and Region.
On the basis of geography, the market of ESports Management Software has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). If we see Market by Platform, the sub-segment i.e. Windows will boost the ESports Management Software market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by Pricing, the sub-segment i.e. Annually will boost the ESports Management Software market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by Deployment, the sub-segment i.e. Cloud Based will boost the ESports Management Software market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.
Influencing Trend:
Introduction of Technology in Insurance
Market Growth Drivers:
Increasing Popularity of Video Games and Growing Awareness About Esports
Challenges:
Stiff Competition Among the Major Players
Restraints:
Threat from Esport Gambling/ Betting
Opportunities:
Increasing Number of Events with Large Prize Pools and Long- Term Investment Opportunity
Market Leaders and their expansionary development strategies
On 3rd June 2021, Esports Entertainment Group, Inc. an esports entertainment and online gambling company, announced the closing of its acquisition of Helix eSports LLC and ggCircuit LLC. With the completed acquisition of Helix and ggCircuit, we have created the most diversified, US-listed esports entertainment asset in the entire ecosystem
On 21st April 2021, Good Gamer Corp. a fantasy gaming and Esports technology company developing a portfolio of online gaming solutions are pleased to announce its North American beta launch of the GoodGamer Esports Tournament Management Platform ("TMP"). GoodGamer's TMP expands the gaming ecosystem by giving iOS and Android mobile game publishers the opportunity to integrate real-money competitions to their skill based mobile casual games and connecting gamers around the world by allowing them to responsibly compete for real-money prizes.
"If an esports event is to be organized and carried out in Austria, the state-specific laws must be observed. On a state law level, the Pan–European Game Information Certification requirements (“PEGI”) for video games for the state of Vienna and Corinthia and the entertainment software self–control certification (“ESC”) requirements for video games in the state of Salzburg are applicable."
Key Target Audience
Software Vendors, Distributors, Researchers, Government and Others
About Approach
To evaluate and validate the market size various sources including primary and secondary analysis is utilized. AMA Research follows regulatory standards such as NAICS/SIC/ICB/TRCB, to have a better understanding of the market. The market study is conducted on basis of more than 200 companies dealing in the market regional as well as global areas with the purpose to understand the companies positioning regarding the market value, volume, and their market share for regional as well as global.
Further to bring relevance specific to any niche market we set and apply a number of criteria like Geographic Footprints, Regional Segments of Revenue, Operational Centres, etc. The next step is to finalize a team (In-House + Data Agencies) who then starts collecting C & D level executives and profiles, Industry experts, Opinion leaders, etc., and work towards appointment generation.
The primary research is performed by taking the interviews of executives of various companies dealing in the market as well as using the survey reports, research institute, and latest research reports. Meanwhile, the analyst team keeps preparing a set of questionnaires, and after getting the appointee list; the target audience is then tapped and segregated with various mediums and channels that are feasible for making connections that including email communication, telephonic, skype, LinkedIn Group & InMail, Community Forums, Community Forums, open Survey, SurveyMonkey, etc.