Uniting EGaming Communities With 100 owned and affiliated websites, currently reaching over 150 million monthly visitors

Exceeded 2018 Target With $11.0 million In Revenue

Free
Message: INDUSTRY BULLETIN: Global Esports market is expected to cross $3 billion by 2025 due to growing support of game publishers for Esports

INDUSTRY BULLETIN: Global Esports market is expected to cross $3 billion by 2025 due to growing support of game publishers for Esports

posted on Oct 08, 2019 10:16AM

October 8, 2019 /EINPresswire.com/ -- Global Esports market set to triple by 2025

Esports is a potential market for the global gaming industry and it is experiencing a steady growth that is mainly driven by cloud gaming and mobile gaming. With the proliferation of smartphones with more and more processing power coupled with 5G network gaining popularity, Esports is expected to grow with a CAGR of ~20% in the years between 2019–2025.

In the same period, the gaming industry is expected to be more interactive and streaming based. The countries that generate a major portion of the revenue in gaming industry include China, Japan, US, Germany, South Korea, France, Canada, and UK.

Global Esports market is expected to cross $3 billion by the end of 2025 due to growing popularity of Esports worldwide and the growing support of game publishers for Esports.

Esports is a form of videogame competition event which is organized online or offline. Esports is gaining huge attention with many gaming events being telecasted on social media and streaming sites including YouTube and Twitch.

Esports market is expected to cross $3 billion by the end of 2025 with major competitions occurring in games like Dota 2, Fortnite, and League of Legend. Real Time Strategy (RTS), Massive Online Battle Arena (MOBA), and First-Person Shooter (FPS) are the most common type of game genres witnessed in most of the Esports events.

The popularity of Esports have increased since 2010 with a greater number of revenue streams arriving in the form of merchandising and corporate sponsorships apart from traditional revenue streams like broadcasting rights of the event and tickets to the event.

As of 2019, game streaming platform -Twitch is one of the major broadcasting mediums for Esports. Esports events including E LEAGUE Major, Genesis, Evo Japan, and WESG which generates more viewers for video game streaming platforms. Also, Esports events are providing more prize money for winners due to growing revenue streams.

Source: https://www.einnews.com/pr_news/498610584/global-esports-market-is-expected-to-cross-3-billion-by-2025-due-to-growing-support-of-game-publishers-for-esports

Share
New Message
Please login to post a reply