Global Esports Market: Industry Analysis and Forecast (2019-2026) – by Revenue Model, Audience, Gender, and Region. – seaview road

Global Esports Market was valued US$ XX Bn in 2018 and is expected to reach US$ XX Bn by 2026, at CAGR of XX% during forecast period.

Esports are electronic game events, which are organized online or offline. Esports is gaining massive attention because of gaming events, social media and streaming sites i.e. YouTube, Twitch and mobile streaming apps.

The growth of esports market is primarily driven by increasing esports popularity among youngsters i.e., hypnotic gaming experience, the growing esports viewership, the esports awareness, etc. In addition, few trends of the esports market are the rise of platforms offering live esports coverage, increase in time spent on watching esports, and gaining contribution of brands in revenue growth. On the other hand, the growing cost of fame development, limited target audience and unclear media rights, adverse effects of video gaming on health may hinder the growth of the esports industry over the forecast period.

Based on the audience, the global esports market is segmented into regular viewers and occasional viewers. Regular viewers include fans and hardcore game enthusiasts who watch esports regularly. As of 2019, regular viewers accounted for the largest share of XX% of the esports market.

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Region-wise, currently, North America is the leading region in terms of the number of gamers and revenue generation in overall the esports market. The US had the highest market share in terms of revenue contribution as it had the