North America Esports Market By Revenue Source (Sponsorship, Media Rights, Advertising, Publisher Fees, and Merchandise & Tickets), By Country, Opportunity Analysis and Industry Forecast, 2021 - 2027
Special Offering: Industry Insights | Market Trends | Highest number of Tables | 24/7 Analyst Support
Get in-depth analysis of the COVID-19 impact on the North America Esports Market
Market Report Description
The North America Esports Market would witness market growth of 19.7% CAGR during the forecast period (2021-2027).
The growing popularity of esports and rise in awareness about video games are some of the key aspects accelerating the growth of the esports market. In addition, the rising number of tournaments & events with attractive prizes and long-term investment initiatives undertaken by market players are estimated to open new growth avenues for the esports market during the forecast period.
The constantly growing esport industry across various nations of this region is attracting more people towards this industry and opt it as their professional career. In addition, many universities and colleges in this region are offering professional courses for students as well as scholarships for the top gamers or esports players, which is fueling the growth of the regional escorts market in the upcoming years.
The US market dominated the North America Merchandise & Tickets Revenue Source Market by Country 2020, and would continue to be a dominant market till 2027; thereby, achieving a market value of $66 million by 2027.The Canada market is anticipated to grow a CAGR of 23% during (2021 - 2027). Additionally, The Mexico market would showcase a CAGR of 22.3% during (2021 - 2027).
Based on Revenue Source, the market is segmented into Sponsorship, Media Rights, Advertising, Publisher Fees, and Merchandise & Tickets. Based on countries, the market is segmented into U.S., Mexico, Canada, and Rest of North America.
Free Valuable Insights: The Global Esports Market is Estimated to reach $3,574.9 million by 2027, at a CAGR of 21.3%
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Intel Corporation, NVIDIA Corporation, Nintendo Co., Ltd., Activision Blizzard, Inc., Valve Corporation, Modern Times Group MTG AB, Electronic Arts, Inc., Tencent Holdings Ltd., Gameloft SE (Vivendi), and AT&T, Inc.
Scope of the Study
Market Segments Covered in the Report:
By Revenue Source
- Media Rights
- Publisher Fees
- Merchandise & Tickets
- Rest of North America
Key Market Players
List of Companies Profiled in the Report:
- Intel Corporation
- NVIDIA Corporation
- Nintendo Co., Ltd.
- Activision Blizzard, Inc.
- Valve Corporation
- Modern Times Group MTG AB
- Electronic Arts, Inc.
- Tencent Holdings Ltd.
- Gameloft SE (Vivendi)
- AT&T, Inc.
Unique Offerings from KBV Research
- Exhaustive coverage
- The highest number of market tables and figures
- Subscription-based model available
- Guaranteed best price
- Assured post sales research support with 10% customization free