Global e-sports market set to grow at a CAGR of 37% by 2019, expects Technavio

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This market study report by Technavio segments the global e-sports market by genre (MOBA, FPS, RTS, and others), by revenue (e-sports advertising, prize pool, and ticket sales), and by geography (APAC, EMEA, and the Americas). Leading vendors analyzed in this market research are Activision Blizzard, Epic Games, Nintendo, Riot Games, Valve Corporation, and Wargaming.net. 

Technavio has released its new market research report, global e-sports market, which is expected to generate revenues of $952 million between 2015 and 2019. High growth rate of this market during the forecast period can be attributed to factors such as the increasing number of sponsors and low entry barriers for gamers. The Americas is the largest market for e-sports, accounting for 40% of the total market share. Much of this region’s growth comes from the increase in investments and sponsorships on major tournaments and the rising popularity of e-sports leagues.

“The multiplayer online battle arena (MOBA) segment is the fastest growing sector in this market. It is a sub-genre of real time strategy games which include collecting items, acquiring goods, levelling up and fighting against the opposition. This segment is expected to occupy more than 70% of the market share by 2019 owing to its high fan base and team play element,” says Soumya Mutsuddi, Lead Analyst, Media & Entertainment, Technavio Research.

Technavio’s market research analyst has estimated the e-sports advertising sector to be the largest market segment during the forecast period. This segment is expected to generate a revenue of more than USD 154 million by 2019 as it provides a platform to expand the game’s touchpoints and engage users in a better way with their favorite characters.

The leading vendors in the global e-sports market include Activision Blizzard, Epic Games, Nintendo, Riot Games, Valve Corporation, and Wargaming.net. This market is highly competitive owing the presence of multiple vendors who have penetrated this market due to its low entry barrier. The leading vendors in this market use innovative marketing strategies to sell their games and enter the e-sports scenario, which is a major parameter to decide the success of the game.

A more detailed analysis is available in the Technavio report, Global E-sports Market 2015-2019.

We can customize this reports by other regions and specific segments upon request.

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