Monitor Headphones (In-ear Monitors)
Monitor Headphone are devices used by musicians, audio engineers and audiophiles to listen to mus ... Read More
Market Analysis and Insights: Global Mobile Esport Market
Esports (also known as electronic sports, e-sports, eSports, or competitive/professional [video] gaming) are a form of competition using video games.[1] Most commonly, esports take the form of organized, multiplayer video game competitions, particularly between professional players. Although organized online and offline competitions have long been a part of video game culture, these were largely between amateurs until the late 2000s when participation by professional gamers and spectatorship in these events through live streaming saw a large surge in popularity.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing toward a professional eSport subculture.
The global Mobile Esport market size is projected to reach US$ million by 2028, from US$ million in 2021, at a CAGR of % during 2022-2028.
Fully considering the economic change by this health crisis, Real-time strategy(RTS) accounting for % of the Mobile Esport global market in 2021, is projected to value US$ million by 2028, growing at a revised % CAGR from 2022 to 2028. While Online segment is altered to an % CAGR throughout this forecast period.
China Mobile Esport market size is valued at US$ million in 2021, while the North America and Europe Mobile Esport are US$ million and US$ million, severally. The proportion of the North America is % in 2021, while China and Europe are % and respectively, and it is predicted that China proportion will reach % in 2028, trailing a CAGR of % through the analysis period 2022-2028. Japan, South Korea, and Southeast Asia are noteworthy markets in Asia, with CAGR %, %, and % respectively for the next 6-year period. As for the Europe Mobile Esport landscape, Germany is projected to reach US$ million by 2028 trailing a CAGR of % over the forecast period 2022-2028.
With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global Mobile Esport market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global Mobile Esport market in terms of revenue.
Overall, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global Mobile Esport market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global Mobile Esport market.
Global Mobile Esport Scope and Market Size
Mobile Esport market is segmented by players, region (country), by Type and by Application. Players, stakeholders, and other participants in the global Mobile Esport market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application for the period 2017-2028.
Segment by Type
Real-time strategy(RTS)
First-person shooter(FPS)
Multiplayer online battle arena(MOBA)
Segment by Application
Online
Offline
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
By Company
Sony
EA
Tencent
Netmarble
DeNA
mixi
Activision Blizzard
Ubisoft
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