E-Sports Market Size, Share, Development, Growth and Demand Forecast to 2020

The growing numbers of audience attending real-life tournaments, and watching e-sports online, are the major drivers for the growth of the e-sports market. Approximately 85% male and 15% female, with 60% of spectators between the age group of 18- 34, contribute to the global e-sport market. Organized competitions have been a part of video game culture for long, and their popularity has been increasing.

North America and Europe dominates the global e-sports market, with more number of people attending real-life tournaments and watching e-sports online. According to Superdata (a playable media and games market research organization), almost half of e-sports observers in the U.S., primarily use Twitch.tv, the world’s major live streaming website for sports game content. Approximately half of e-sports spectators participate in certain type of competitive gaming, mostly through online platforms. However, the market for e-sports by the number of users playing electronic games has been dominated by Asia-Pacific.

E-sports or electronic sports refer to the competition organized for PC or video gaming users, which is commonly held between professional gamers. E-sports or electronic sports is a competitive type of gaming, where gamers compete online, or in real life against live in a video game to test skills, against strangers or friends.

The global e-sports market can be divided on the basis of spectator viewership, and type of games. The type of games can be further divided into fighting games, first-person shooters, real-time strategy, sports games, multiplayer online battle arena, and others.

Teenagers are highly involved in earning millions through gaming, and signing lucrative sponsorship deals, thus getting more inclined towards making their future in the field of gaming. Investment in innovative business models, platforms, and derivative businesses, further drive growth in the competitive e-sport gaming.

Internet is the primary medium for electronic sports coverage. Coverage of e-sports by general news organizations is generally rare. Most e-sport reports come from news organizations, with special emphasis on gaming console technology or video game releases. Esports Nation, Esports Heaven, and ESFI World stand among the few self-governing news organizations that are especially dedicated to electronic sports. Other typical sources for e-sports information include video game developer’s websites, websites of professional teams, and independent community websites.

The widespread use of performance enhancing drugs (PEDs) is very common in e-sports. Players often turn to stimulants, such as adderall, ritalin and vyvanse, which can significantly boost concentration, improve reaction time, and prevent fatigue. On the contrary, drugs with relaxing effects are also sought after playing.

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