Market Snapshot:
E-Sports refer as a type of sport facilitated by electronic system in which all the functions of the sport are performed through human-computer interface. E-Sports is allowing the users to experience different type of game aspects including ladder, tournament and league through single system. E-Sports provides several competitive advantages such as selection of teams, players, and organisations which are not bound with location and ability to integrate with non-traditional media. The market is growing due to increasing popularity and awareness of video games and E-Sports among the younger generation, while the connection problem in mid of the game can be a barrier, which can hinder the market
The research analyst at AMA estimates E-Sports market to grow at a compounded annual growth rate of 18.61%
Market Drivers
- Increasing popularity of video games and growing awareness about esports
- Increase in number of eSports enthusiast
Market Trend
- The emergence of franchises
- Convergence of business models
Restraints
- Connection problem can be the barrier
- Operator do not have full control over the tournaments and leagues
Opportunities
Sponsorships and direct advertisements are offering various opportunities to the brand owners to directly reach to the game fans in an event
Vendors Covered in the Study are:
Modern Times Group (Sweden), Activision Blizzard (United States), FACEIT (United Kingdom), Total Entertainment Network (United States), Gfinity (United Kingdom), Turner Broadcasting System (United States), CJ Corporation (South Korea), Valve Corporation (United States), Tencent (China), Electronic Arts (United States), Hi-Rez Studios (United States), KaBuM (Canada) and Wargaming Public (Cyprus)
The Global E-Sports market is gaining huge competition due to involvement of United States companies that constantly invest in research & development to meet market expectation with new innovation.
Industry Insights:
Danish telecoms firm TDC has called off its plans to acquire Modern Times Group’s Nordic group, which includes a raft of channels and production and distribution assets
What can be explored with E-Sports study:
• Where E-Sports industry stands in scaling its end use implementations
• What concrete benefits would result from scaled initiatives by Vendors
• Where Vendors should focus their investments cycle
• Key success factors and recommendations for upscaling future growth.
• Target Market / Country and Key Business Segments
Available Customization:
List of players that can be included in the study on immediate basis are Rovio Entertainment (Finland), GungHo Online Entertainment (Japan), Alisports (China), YouTube (United States), Twitch (United States), Facebook (United States) and Beyond the Summit (BTS) (United States).