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The Esports Market 2020-2024- Featuring Activision Blizzard Inc., Electronic Arts Inc., Harena Data Inc., among others to contribute to the market growth | Industry Analysis, Market Trends, Opportunities, and Forecast 2024

The esports market is poised to grow by USD 1.40 bn during 2020-2024, decelerating at a CAGR of over 18% during the forecast period.
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Technavio has announced its latest market research report titled Global Esports Market 2020-2024 (Graphic: Business Wire)

Technavio has announced its latest market research report titled Global Esports Market 2020-2024 (Graphic: Business Wire)

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The report on the esports market provides a holistic update, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis.

The report offers an up-to-date analysis regarding the current global market scenario and the overall market environment. The market is driven by branding through esports.

The esports market analysis includes game genre segment and geography landscape. This study identifies the rising number of esports events as one of the prime reasons driving the esports market growth during the next few years.

This report presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters.

The esports market covers the following areas:

Esports Market Sizing
Esports Market Forecast
Esports Market Analysis

Companies Mentioned

  • Activision Blizzard Inc., Electronic Arts Inc., Epic Games Inc.
  • Gfinity Plc
  • Harena Data Inc.
  • Intergalactic Gaming Ltd.
  • Modern Times Group MTG AB
  • Nintendo Co. Ltd.
  • Take-Two Interactive Software Inc.
  • Tencent Holdings Ltd.
  • Valve Corp.

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Key Topics Covered:

Executive Summary

  • Market Overview

Market Landscape

  • Market ecosystem
  • Value chain analysis

Market Sizing

  • Market definition
  • Market segment analysis
  • Market size 2019
  • Market outlook: Forecast for 2019 - 2024

Five Forces Analysis

  • Five forces summary
  • Bargaining power of buyers
  • Bargaining power of suppliers
  • Threat of new entrants
  • Threat of substitutes
  • Threat of rivalry
  • Market condition

Market Segmentation by Game genre

  • Market segments
  • Comparison by Game genre
  • MOBA - Market size and forecast 2019-2024
  • FPS - Market size and forecast 2019-2024
  • RTS - Market size and forecast 2019-2024
  • Others - Market size and forecast 2019-2024
  • Market opportunity by Game genre

Market Segmentation by Revenue Stream

  • Market segments
  • Comparison by Revenue stream
  • Sponsorship - Market size and forecast 2019-2024
  • Media rights - Market size and forecast 2019-2024
  • Advertising - Market size and forecast 2019-2024
  • Publisher fees - Market size and forecast 2019-2024
  • Merchandise and ticket sales - Market size and forecast 2019-2024
  • Market opportunity by Revenue stream

Customer landscape

  • Overview

Geographic Landscape

  • Geographic segmentation
  • Geographic comparison
  • North America - Market size and forecast 2019-2024
  • APAC - Market size and forecast 2019-2024
  • Europe - Market size and forecast 2019-2024
  • South America - Market size and forecast 2019-2024
  • MEA - Market size and forecast 2019-2024
  • Key leading countries
  • Market opportunity by geography
  • Market drivers
  • Market challenges
  • Market trends

Vendor Landscape

  • Overview
  • Vendor landscape
  • Landscape disruption

Vendor Analysis

  • Vendors covered
  • Market positioning of vendors
  • Activision Blizzard Inc.
  • Electronic Arts Inc.
  • Epic Games Inc.
  • Gfinity Plc
  • Intergalactic Gaming Ltd.
  • Modern Times Group MTG AB
  • Nintendo Co. Ltd.
  • Take-Two Interactive Software Inc.
  • Tencent Holdings Ltd.
  • Valve Corp.

Appendix

  • Scope of the report
  • Currency conversion rates for US$
  • Research methodology
  • List of abbreviations

Technavio suggests three forecast scenarios (optimistic, probable, and pessimistic) considering the impact of COVID-19. Technavio’s in-depth research has direct and indirect COVID-19 impacted market research reports.
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