Global E-Sports Market 2022 Top Players (Microsoft Studios, Nintendo, Riot Games, EA Sports, Activision Blizzard) Competition, Revenue, Targeted Users, Game Types, Regional Demand and Forecast Projection 2029

This report on Global E-Sports Market studies the factors that contribute to end-user growth as well as their real impact on market production and consumption. Likewise, this research report also highlights the factors that can hamper e-Sports market growth and forecasts long-term consequences during the forecast era.


Pune, Feb. 21, 2022 (GLOBE NEWSWIRE) -- Global e-Sports Market size is predicted to grow due to pacing in different entertainment inclinations and advanced online gaming technologies in consumers. Increased penetration in digital gaming, smartphones, and internet connectivity is giving rise to the e-Sports industry. Also, an increase in live streaming, engagement activities, infrastructure, and investments are expected to drive demand leading to Global e-Sports Market growth. This information is published in an upcoming report, titled “Global e-Sports Market, 2022-2029”.

Key players in the global E-Sports market covered in Chapter 2 and Chapter 6:

  • Riot Games
  • Hi-Rez Studios
  • Microsoft Studios
  • Wargaming.net
  • Epic Games
  • EA Sports
  • Activision Blizzard
  • Valve Corporation
  • Nintendo

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 E-Sports are online sports played by two or more competitors using online video games in a multiplayer environment. They are the same as traditional physical sports but here in e-Sports video games are played on a competitive level with professionalism and skills of the players are important factors. E-Sports are played either played one-on-one or in teams.   

Widespread of COVI-19 pandemic caused economic slowdown, but despite the slowdown global e-Sports proved to be prospering as gaming proved to be an engaging activity at home for people. This led to a significant adoption of cloud technology that has led countries to provide an open and free platform for e-Sports.

In Chapter 8 and Chapter 10.3, based on types, the E-Sports market from 2017 to 2029 is primarily split into:

  • MOBA
  • FPS
  • RTS
  • Others

In Chapter 9 and Chapter 10.4, based on applications, the E-Sports market from 2017 to 2029 covers:

  • Professional
  • Amateur

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Global e-Sports Market share is segmented on the basis of type, application, and geography.

Based on type; the market is divided into MOBA, FPS, RTS, and others.

According to the application; the market is divided into professional and amateur.

Geographically, the market is divided into, the U.S., Europe (Germany, U.K., France, Italy, Spain, Poland, and Russia), Asia Pacific (Japan, China, and India), Southeast Asia (Malaysia, Singapore, Indonesia, Thailand, Vietnam, and the Philippines), Latin America (Colombia, Brazil, and Mexico), Middle East & Africa (Saudi Arabia, UAE, Turkey, Nigeria, South Africa, and Egypt), and Other Regions. 

January 2022: Microsoft Corporation will be making an acquisition of Activision Blizzard, Inc., a gaming company making it Microsoft’s biggest acquisition to date. This acquisition will make Microsoft the third largest gaming company in terms of revenue.

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Detailed TOC of 2022-2029 Global e-Sports Market:

1 E-Sports Market Overview

2 Global E-Sports Market Landscape by Player

3 E-Sports Upstream and Downstream Analysis

4 E-Sports Manufacturing Cost Analysis

5 Market Dynamics

6 Players Profiles

7 Global E-Sports Sales and Revenue Region Wise (2017-2022)

8 Global E-Sports Sales, Revenue (Revenue), Price Trend by Type

9 Global E-Sports Market Analysis by Application

10 Global E-Sports Market Forecast (2022-2029)

11 Research Findings and Conclusion

Continued…

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