Market Research Report
LAMEA Esports Market By Revenue Source (Sponsorship, Media Rights, Advertising, Publisher Fees, and Merchandise & Tickets), By Country, Opportunity Analysis and Industry Forecast, 2021 - 2027
|LAMEA 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 Latin America, Middle East and Africa Esports Market would witness market growth of 26.3% CAGR during the forecast period (2021-2027).
The growth catalysts for the market are rising audience reach & engagement tasks, increasing live streaming of the video games, formidable investments, and growing infrastructure for the huge tournaments. The increasing professionalism across the esports industry has opened new opportunities for influencers, gamers, game developers, and event organizers.
Additionally, millennials are rapidly moving to esports as a professional career due to the rising popularity of gaming tournaments, streaming revenues, attractive international prizes, and one-to-one sponsorships. Further, colleges & universities are also beginning with a devoted esports curriculum to support and develop well-trained professionals.
The increasing awareness among the population about esports is contributing to the popularity of esports across this region. In addition, factors like the growing technological advancements in the video gaming industry, the increase in the investments in the esports industry by the companies would fuel the growth of the regional esports market over the forecast period.
The Sponsorship market dominated the LAMEA Esports Market by Revenue Source 2020, and would continue to be a dominant market till 2027; thereby, achieving a market value of $89 million by 2027. The Media Rights market is expected to witness a CAGR of 27.2% during (2021 - 2027). Additionally, The Advertising market would exhibit highest CAGR of 27% 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 Brazil, Argentina, UAE, Saudi Arabia, South Africa, Nigeria, and Rest of LAMEA.
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