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.
For
more information Visit at: http://mrr.cm/JcZ
Find all IT Services Reports at: http://www.marketresearchreports.com/it-services
No comments:
Post a Comment
Note: only a member of this blog may post a comment.