Market Research Report
Asia Pacific Esports Market By Revenue Source (Sponsorship, Media Rights, Advertising, Publisher Fees, and Merchandise & Tickets), By Country, Opportunity Analysis and Industry Forecast, 2021 - 2027
|Asia Pacific 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: 125 Pages
Delivery time: 1-2 business days
The Asia Pacific Esports Market would witness market growth of 23.4% CAGR during the forecast period (2021-2027).
Video games have brought a shift in the way individuals interact and engage with the virtual environment. Several companies are developing advanced technologies for the gaming industry to push its boundaries and to better serve various existing and potential players of esports across the world. These constant advancements in gaming technologies would support the growth of the esports market.
The features of esport like online live streaming of gaming that provide a similar feeling of being there in real-time gaming would support the growth of the esports market during the forecast period.
The attractive prizes offered by esports event organizers is creating lucrative opportunities for the gamers as well as organizers. In addition, the rise in demand for smartphones and high penetration of internet in the developing nations like India and China would support the growth of the regional esports market during the forecast period.
The China market dominated the Asia Pacific Esports Market by Country 2020, and would continue to be a dominant market till 2027; thereby, achieving a market value of $293.6 million by 2027.The Japan market is poised to grow a CAGR of 22.7% during (2021 - 2027). Additionally, The India market would exhibit a CAGR of 24.1% 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 China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.
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