March 22, 2021
According to the research report titled ‘Global Esports Market - Analysis By Revenue Source, Streaming Platform, By Region, By Country: Market Insights and Outlook Post Covid-19 Pandemic (2020-2025)’, available with Market Study Report, global esports market had reached a valuation of USD 1072.35 million in 2019 and is reckoned to witness a robust compound annual growth rate during the forecast period.
Increasing number of vacant stadiums amidst the ongoing COVID-19 pandemic has compelled audiences to opt for several new entertainment avenues, which in turn is one of the key factors driving the growth of global esports market.
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Surging investment by market leaders towards developing innovative esports platform in a bid to improve their consumer base as well as expand their monetization avenues are also facilitating the business scenario. Increasing number of live streamed games and improving esports infrastructure for league tournaments are stimulating global esports industry outlook.
Various leading companies are also focusing on mergers & acquisitions in order to gain a competitive lead in this business space. In June 2019 for instance, Immortals Gaming Club had acquired Infinite Esports & Entertainment for around USD 100 million. The buy-out is likely to aid Immortals Gaming Club compete with largest esports organizations.
Considering the geographical landscape, North America currently accounts for the largest share in global esports market and is reckoned to continue with its dominance in the ensuing years. Increasing popularity of PC gaming and rising number of esports tournaments are favoring the regional market outlook.
Epic Games Inc., Nintendo Co. Ltd., Faceit, Riot Games Inc., Electronic Arts Inc., Valve Corporation, Gfinity plc, NVIDIA Corporation, Activision Blizzard Inc., and Modern Times Group are the key competitors in global Esports market.