Market Research Report
North America Esports Market By Revenue Source (Sponsorship, Media Rights, Advertising, Publisher Fees, and Merchandise & Tickets), By Country, Opportunity Analysis and Industry Forecast, 2021 - 2027
|North America Esports Market By Revenue Source (Sponsorship, Media Rights, Advertising, Publisher Fees, and Merchandise & Tickets), By Country, Opportunity Analysis and Industry Forecast, 2021 - 2027|
Published: November 30, 2021
Content info: 106 Pages
Delivery time: 1-2 business days
The North America Esports Market would witness market growth of 19.7% CAGR during the forecast period (2021-2027).
The growing popularity of esports and rise in awareness about video games are some of the key aspects accelerating the growth of the esports market. In addition, the rising number of tournaments & events with attractive prizes and long-term investment initiatives undertaken by market players are estimated to open new growth avenues for the esports market during the forecast period.
The constantly growing esport industry across various nations of this region is attracting more people towards this industry and opt it as their professional career. In addition, many universities and colleges in this region are offering professional courses for students as well as scholarships for the top gamers or esports players, which is fueling the growth of the regional escorts market in the upcoming years.
The US market dominated the North America Merchandise & Tickets Revenue Source Market by Country 2020, and would continue to be a dominant market till 2027; thereby, achieving a market value of $66 million by 2027.The Canada market is anticipated to grow a CAGR of 23% during (2021 - 2027). Additionally, The Mexico market would showcase a CAGR of 22.3% during (2021 - 2027).
Based on Revenue Source, the market is segmented into Sponsorship, Media Rights, Advertising, Publisher Fees, and Merchandise & Tickets. Based on countries, the market is segmented into U.S., Mexico, Canada, and Rest of North America.
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Intel Corporation, NVIDIA Corporation, Nintendo Co., Ltd., Activision Blizzard, Inc., Valve Corporation, Modern Times Group MTG AB, Electronic Arts, Inc., Tencent Holdings Ltd., Gameloft SE (Vivendi), and AT&T, Inc.
Market Segments covered in the Report:
By Revenue Source
Unique Offerings from KBV Research
List of Figures