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Global eSports Market Is Expected to Reach More Than US$ 1.5 Billion by 2021; Finds New Report

Market Research Reports, Inc. has announced the addition of “Strategic Assessment of Worldwide eSports Market - Forecast Till 2021” research report to their website www.MarketResearchReports.com

 

Lewes, DE -- (SBWIRE) -- 04/14/2016 -- eSports is an overall attempt to make entertainment more value-oriented through video games competitions. It is a global phenomenon where the audience watches and enjoys the competitive gaming contests between skilled players. North America was the leading region and is also the second fastest growing region for eSports regarding revenue. The US was the largest country for eSports generating more than 30% of the market revenue in 2015; the primary reason being the dramatic growth in the number of eSports enthusiasts that increased from about 10 million in 2013 to over 15 million in 2015. All of these factors in conjunction with the dynamic trends associated with the market are expected to help the market to grow to more than US$ 1.5 billion by 2021, which Beige Market Intelligence analysts believe to be a conservative projection.

North America will be the leading in terms of revenue generation to the Worldwide eSports market by 2021 with share more than 30%

Since 2011, eSports has been growing exponentially in North America. It has shown immense growth in 2013 and 2014, and the growth has followed in 2015. North America continues to be the dominant region in terms of eSports revenue. Since the Internet and social media had not adequately disrupted the market earlier, eSports got highlighted with greater technology innovation after 2012. In terms of overall audience participation in North America, MOBA games such as League of Legends (LoL)and DotA 2 dominates the market followed by FPS games such as Counter-Strike: Global Offensive (CS:GO) and Call of Duty.

More than 4 billion hours of eSports was viewed online in 2015

With eSports becoming a large revenue generator, the market is booming worldwide and this can also be understood by the increasing viewership which is competing head on with the viewership of traditional sports. In 2012 more than a billion hours of eSports video was watched. In 2015, viewers watched more than 4 billion hours of eSports video online and this figure is expected to almost double by 2021. League of Legends (LoL), DotA 2, and StarCraft II were the biggest titles that were watched worldwide in 2015. The heavy promotion of eSports competition by game publishers to earn from a different revenue stream other than sales of traditional games, and the emergence of online video platforms are some major factors boosting eSports viewership

Revenue per enthusiast expected to reach approximately US$ 8 by 2021

As of 2015, the APAC region accounted for more than 50 percent of all the eSport gaming enthusiasts, however, in terms of revenue contribution from enthusiasts, the North American region was the leading region thereby indicating that the revenue per enthusiast was higher in North America in 2015. All regions are expected to see a steady increase in the number of eSport enthusiasts whilst witnessing a significant increase in spending per enthusiast by the end of 2021.

Intense competition among industry participants

With the revenue that is to be generated expected to increase considerably over the next few years, there is intense competition among the key participants operating in the market. Key participants operating in the market include Capcom, Microsoft Studios, Riot Games, Activision Blizzard, Aksys Games, Bandai Namco, Bethesda Softworks, Electronic Arts (EA), Hi-Rez Studios, NCsoft, Neowiz Games, Nintendo, Sega, Ubisoft, Valve Corporation and Wargaming.

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