Global Esports Market 2022
- Rapporto sul mercato
- ID: HC24397G
- Tempi di consegna: 1 Giorno lavorativo
- Etichetta: Esports
Descrizione
Esports, short for electronic sports, are video games that are played in a highly organized competitive environment. These games can range from popular, team-oriented multiplayer online battle arenas (MOBAs), to single player first person shooters, to survival battle royales, to virtual reconstructions of physical sports. The global esports market is set to increase by US$ 7,836.4 milioni da 2022 A 2028, che rappresenta un tasso di crescita annuale composto (CAGR) Di 27.2% durante il periodo di previsione.
Il rapporto fornisce dati aggiornati sulle dimensioni del mercato per il periodo 2018-2021 e previsione a 2028 covering key market aspects like sales value for esports. The global esports market is segmented on the basis of revenue model, e regione. On the basis of revenue model, the global esports market has been segmented into sponsorships, media rights, advertising, tickets and merchandise, altri. The sponsorships segment held the largest revenue share in 2021. In termini di geografia, the global esports market has been segmented into Asia Pacific, Europa, Nord America, Rest of the World (RoW). Tra questi, North America was accounted for the highest revenue generator in 2021.
The global esports market is highly competitive. The key players in the esports market include Activision Blizzard Inc., Bethesda Softworks LLC, Capcom Co. Ltd., Douyu International Holdings Ltd., Electronic Arts Inc., Gfinity plc, GungHo Online Entertainment Inc., HUYA Inc., Konami Digital Entertainment Co. Ltd., Kuu Hubb Oy, Mad Catz Global Limited, Microsoft Corporation, Modern Times Group, NetEase Inc., Nintendo Co. Ltd., Parlay Games Inc., Sega Corporation, Sony Corporation, Square Enix Holdings Co. Ltd., Stars Group Inc., Tencent Holdings Ltd., Turner Broadcasting System Inc., Twitch Interactive (Amazon.com Inc.), Ubisoft Entertainment SA, Zynga Inc.
Il rapporto è una risorsa inestimabile per le aziende e le organizzazioni attive in questo settore. It provides a cohesive picture of the esports market to help drive informed decision making for industry executives, decisori politici, accademico, e analisti.
Ambito del rapporto
Revenue model: sponsorships, media rights, advertising, tickets and merchandise, altri
Regione: Asia Pacifico, Europa, Nord America, Rest of the World (RoW)
Anni considerati: la presente relazione copre il periodo 2018 A 2028
Principali vantaggi per gli stakeholder
– Get a comprehensive picture of the global esports market
– Individuare i settori in crescita e le tendenze per gli investimenti
Sommario
Parte 1. introduzione
– Ambito dello studio
– Periodo di studio
– Ambito geografico
– Metodologia di ricerca
Parte 2. Esports market overview
Parte 3. Market breakdown by revenue model
– Sponsorships
– Media rights
– Advertising
– Tickets and merchandise
– Altri
Parte 4. Market breakdown by region
– Asia Pacifico
– Europa
– Nord America
– Rest of the World (RoW)
Parte 5. Aziende chiave
– Activision Blizzard, Inc.
– Bethesda Softworks LLC
– Capcom Co., Ltd.
– Douyu International Holdings Ltd.
– Electronic Arts Inc.
– Gfinity plc
– GungHo Online Entertainment, Inc.
– HUYA Inc.
– Konami Digital Entertainment Co., Ltd.
– Kuu Hubb Oy
– Mad Catz Global Limited
– Microsoft Corporation
– Modern Times Group
– NetEase, Inc.
– Nintendo Co., Ltd.
– Parlay Games Inc.
– Sega Corporation
– Sony Corporation
– Square Enix Holdings Co., Ltd.
– Stars Group Inc.
– Tencent Holdings Ltd.
– Turner Broadcasting System, Inc.
– Twitch Interactive (Amazon.com, Inc.)
– Ubisoft Entertainment SA
– Zynga Inc.
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