Jul 3, 2020 9:00 AM ET
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iCrowd Newswire – Jul 3, 2020

The rising demand for video games and increasing awareness of esports contributes to the growth of the global esports market. As technology is expanding, so are video content, products, and virtual reality. With this, video game competitions are also becoming more common. Video gaming has become a transformative form of pop culture and is redefining the ways that young people consume entertainment. Also, there has been an immense rise in awareness of esports since 2015. Therefore, this increasing demand for video games and increasing awareness of esports will drive the market’s growth in the forecast period.

Read More On The Business Research Company’s Esports Market Report:

https://www.thebusinessresearchcompany.com/report/esports-market-global-report-2020-30-covid-19-growth-and-change

Global Esports Market Growth And Overview

The global esports market is expected to grow from $1.09 billion in 2019 to $1.11 billion in 2020 at a growth rate of 2.16%. The slow growth in 2020 is mainly due to the economic slowdown across countries, owing to the COVID-19 outbreak and the measures to contain it. The market is then expected to grow and reach $2.11 billion in 2023 at a rate of 23.8%.

Esports or electronic sports are team-based sports played online and are supported by electronic systems in which all the functions are performed through a human-computer interface. Esports are played by professional gamers that are sponsored by business organizations or by sporting organizations. The esports market is segmented by game into multiplayer online battle arena (MOBA), real time strategy, first person shooter, fighting and sports. It is also segmented by platform into PC, console, mobile, and others.

Strategies Of Key Players In The Esports Market

Major players in the global esports market are Modern Times Group, Activision Blizzard, Gfinity, Turner Broadcasting System, Valve Corporation, Tencent, Electronic Arts, Hi-Rez Studios, Nintendo, and FACEIT, among others. Companies in the market are investing in mergers and acquisitions to strengthen their businesses. For example in June 2019, a USA-based company specialized in providing an esports platform through the development of software such as video game software, Immortals Gaming Club acquired Infinite Esports & Entertainment for over $100 million. The acquisition is expected to help Immortals Gaming Club to become a part of franchised esports leagues and to become the world’s largest esports organization, boosting elite brands such as Immortals, OpTic, MIBR, and LA Valiant. Infinite Esports & Entertainment is a USA-based esports and entertainment holdings company that specializes in electronic sports, online media and multi-gaming.

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https://www.thebusinessresearchcompany.com/sample.aspx?id=3079&type=smp

Innovative Esports Platforms To Expand Companies’ Reach

Esports companies are also investing in innovative new esports platforms to increase their revenue and expand their consumer base, and also for gaining a competitive edge over their rivals. For instance, in 2019, in Africa, an esports platform launched by Viacom, NickX provided children with a tournament platform, using Nickelodeon gaming content. Similarly, in 2019, IKON, a USA-based gaming platform company launched a new platform that allows players to challenge fans and friends in games, such as League of Legends and PUBG. Further, in 2019, Mobile Premier League (MPL), an India-based mobile esports platform company launched its mobile esports platform in Indonesia.

Here Is A List Of Similar Reports By The Business Research Company:

Video Game Software Global Market Report 2020-30: Covid 19 Impact And Recovery

Smart Phone/Tablet Games Global Market Report 2020

Role Playing Games Market – By Product (Massively Multiplayer Online Role-Playing Game (MMORPGs), Action-Based RPGs, Turn-Based RPGs, Puzzle RPGs, Tactical RPGs), By Platform (PC RPG, Mobile RPGs, Console RPGs), By Distribution (Online Microtransaction, Digital, Physical) And By Regions | Global Forecast To 2023

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