Global E-Sports Market Report 2021Featuring Modern Times, Activision Blizzard, Gfinity, Turner Broadcasting System, Valve, Tencent, Electronic Arts, Hi-Rez Studios and Nintendo, Faceit
DUBLIN, May 26, 2021 /PRNewswire/ -- The "E-Sports Global Market Report 2021: COVID-19 Growth and Change to 2030" report has been added to ResearchAndMarkets.com's offering.
Major players in the esports market are Modern Times Group MTG AB, Activision Blizzard Inc., Gfinity, PLC, Turner Broadcasting System, Valve Corporation, Tencent, Electronic Arts, Inc., Hi-Rez Studios and Nintendo, Faceit.
The growth is mainly due to the companies resuming their operations and adapting to the new normal while recovering from the COVID-19 impact, which had earlier led to restrictive containment measures involving social distancing, remote working, and the closure of commercial activities that resulted in operational challenges. The market is expected to reach $2.89 billion in 2025 at a CAGR of 23%.
Also, for instance, in 2019, IKON, a USA-based gaming platform company launched a new platform that allows players to challenge fans and friends in games, such as league of legends and PUBG. Also for instance, in 2019, Mobile Premier League (MPL), an India-based mobile esports platform company launched its mobile esports platform in Indonesia.
In 2019, according to PwC's latest Global Entertainment & Media Outlook, the videogames market in the United States is expected to reach $30 billion by 2023. The revenue of esports in 2018 reached $1.43 billion and is estimated to reach $1.57 billion by 2019. Therefore, the rising demand for video games and increasing awareness of esports drives the market's growth in the forecast period.
The acquisition is expected to help Immortals gaming club to become a part of franchised esports leagues and to become the world's largest esports organizations, boosting elite brands such as Immortals, OpTic, MIBR and LA Valiant.
Infinite esports & entertainment is a USA-based esports and entertainment holdings company that specializes in electronic sports, online media and multi-gaming.
6.2. Global Esports Market, Segmentation By Platform, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
6.3. Global Esports Market, Segmentation By Revenue Source, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
7. Esports Market Regional and Country Analysis
For more information about this report visit https://www.researchandmarkets.com/r/lpfesx
Research and Markets
View original content:http://www.prnewswire.com/news-releases/global-e-sports-market-report-2021featuring-modern-times-activision-blizzard-gfinity-turner-broadcasting-system-valve-tencent-electronic-arts-hi-rez-studios-and-nintendo-faceit-301300173.html
SOURCE Research and Markets