23 Aug 2017
A recently published study by Fact.MR estimates the global esports market to exhibit a steady expansion over the forecast period 2017 to 2022. eSports enables individuals in experiencing different aspects of games including ladder, league, and tournament through a single system. The global electronic sports market is expected to account for around US$ 400 Mn revenues by 2022-end.
With the advent of live events & streams, games have entered the field of broadcasters and media, who are utilizing their advertising business models in order to tap into regions, which were previously out of their reach. E-sports is offering entertainment companies, media, and brands a chance to capitalize on their favorite pastime of millennial as well as digital natives, such as playing games, and viewing game content. As a new and independent business, e-sports does not only witnesses a tremendous growth, but also accelerates the convergence of different established industries. Most of the game publishers consider the business of e-sports to be futile at present. On the contrary, their investment is being justified by the impact on revenues generated from games, and future potential of activities pertaining to e-sports as a standalone business. E-sports has been witnessed to become engrained in DNA of several successful competitive games, with publishers actively concentrating on expansion of their franchises, in a bid to engage their current audience, and attracting new ones. Generally lacking in resources as well as experience, game publishers are seeking white-label organizers to assist them in setting up leagues and events across their franchises.
eSports Market
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