Different genres in the esports industry are a major asset to the market

Esports Market Report – Opportunities and Strategies – Global Forecast to 2030

The Business Research Company’s Esports Market – Opportunities and Strategies – Global Forecast to 2030

LONDON, GREATER LONDON, UK, October 27, 2021 /EINPresswire.com/ – Presence of wide assortment of products is expected to drive market growth during the forecast period. Different genres of esports allow players to interact with tens of thousands of other players online while completing quests and socializing. The various genres of esports such as real-time strategy games, Massively Multiplayer Online (MMO) and its subcategories Multiplayer Online Battle Arena (MOBA) and Massively Multiplayer Online Role-Playing Games (MMORPG) are becoming more and more popular among millennials and are expected to boost user engagement, thereby increasing revenue. For example, Battle Royale, First Person Shooter (FPS), Real Time Strategy, Sports Games, Simulation, and Combat are a few genres.

In the wake of the COVID-19 pandemic, esports have seen a rapid increase in popularity as people search for alternative entertainment due to the cancellation of sporting events around the world. This growing popularity of esports fills a social void and helps bring entertainment to many homes. This allows people to connect to each other even when locked out. According to the Esports 2020 Survey report conducted by Foley & Lardner LLP and The Esports Observer, nearly 61% of respondents said the driving force behind this trend is continued social distancing which drives engagement with esports. Another 61% cited that the growth of online streaming platforms has boosted the market, and 52% of those surveyed said the increased movement of big brands towards esports sponsorships.

The global esports market was valued at $ 1.07 billion in 2020. The market represented 0.001% of global GDP. In terms of per capita consumption, the esports market represented $ 0.1.

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Major players covered in the global esports industry are Activision Blizzard Inc., Modern Times Group MTG AB, Tencent, Valve Corporation, Electronic Arts Inc.

TBRC Global Esports Market report is segmented by Multiplayer Online Fighting Arena Game (MOBA), Real-Time Strategy, First Person Shooter, Fighting and Sports, by PC Platform, console, mobile, other, by sponsorship revenue source, advertising, merchandise and tickets, publisher fees, media rights.

Esports Marketplace – By Game (Multiplayer Online Battle Arena (MOBA), Real Time Strategy, First Person Shooter, Fighting & Sports), By Platform (PC, Console, Mobile), By Revenue Stream (Sponsorship, Advertising, Merchandise & Tickets, Publisher Fees, Media Rights) and by Region, Opportunities & Strategies – Global Forecast To 2030 is part of a series of new reports from The Business Research Company that provides market insight for the esport, a forecast of esports market size and growth for the overall market, esports market segments, and geographies, esports market trends, esports market drivers , constraints, revenues, profiles and market shares of the main competitors.

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Global Online Gaming Market Report 2021 – By Type of Gambling (Betting, Casino, Lottery, Poker, Online Bingo), By Device (Desktop, Mobile), Growth and Evolution of COVID-19

Spectator sports market – By type (sports teams and clubs, races and individual sports), by deployment model (public cloud, private cloud, hybrid cloud), by source of income (media rights, merchandising, tickets, sponsorship), by type of sport (football, cricket, rugby / football, tennis) and by region, opportunities and strategies – Global forecast to 2030

Role Playing Game Market – By Product (Massively Multiplayer Online Role Playing Game (Mmorpgs), Action Based Rpgs, Turn Based Rpgs, Puzzle Rpgs, Tactical Rpgs), By Platform (Pc Rpg, Mobile Rpgs) , Rpgs Console), By Distribution (online, digital, physical microtransaction) and by region, Opportunities and Strategies – Global Forecast to 2030

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