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The global distributed acoustic sensing (DAS) market size reached US$ 564.6 Million in 2022. Looking forward, IMARC Group expects the market to reach US$ 1,044.7 Million by 2028, exhibiting a growth rate (CAGR) of 10.3% during 2023-2028....Read More : https://www.imarcgroup.com/distributed-acoustic-sensing-market
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Global Esports Market Research Report 2023-2028 Author: Elena Anderson Marketing Manager IMARC Group © 2022 IMARC All Rights Reserved Copyright © IMARC Service Pvt Ltd. All Rights Reserved
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Report Description and Highlights Report Description Global Esports Market Outlook 2023-2028 : The latest report by IMARC Group, titled “Esports Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028,” finds that the global esports market size reached US$ 1.4 Billion in 2022. Esports, or electronic sports, are online games organized in a highly competitive environment played for monetary gain. They are facilitated by electronic systems and are coordinated by different leagues, ladders, and tournaments. Esports can either be played one-on-one or against teams. Esports aid hand-eye coordination, attention, visual acuity, basic visual processing, and executive functions in players. They also enhance problem-solving abilities, improve strategy skills, boosts self-confidence and player socialization. As a result, esports are gaining popularity among individuals, especially Gen Z and the millennial population. Request a Free PDF Sample of the Report : https://www.imarcgroup.com/esports-market/requestsample
Report Description and Highlights Report Description Global Esports Market Trends: The market is primarily driven by the growing pop-culturization of the sports industry. In addition, the increasing time viewers spend watching live game streams on platforms such as Twitch, Beam, Azubi, Bingo Live, and YouTube is also fueling the market growth. Apart from this, there has been a significant shift toward gaming as a professional career opportunity from a casual hobby, which is escalating its demand across varying age groups. Besides this, leading players are focusing on offering games on different mediums like consoles, personal computers, and mobile phones. Moreover, various universities and colleges are starting a dedicated esports curriculum to develop skilled professionals. Furthermore, the extensive investments by several media organizations for winning exclusive media rights to broadcast the live streaming of events and numerous advertising campaigns are increasing audience reach and engagement activities, thereby creating a positive outlook for the market. View Report TOC, Figures and Tables : https://www.imarcgroup.com/esports-market
Report Description and Highlights Report Description • Key Market Segmentation: • The report has segmented the Global Esports Market on the basis of type, component, deployment mode, organization size and vertical. • Revenue Model Insights: • Media Rights • Advertising and Sponsorships • Merchandise and Tickets • Others • Platform Insights: • PC-based Esports • Consoles-based Esports • Mobile and Tablets
Report Description and Highlights • Games Insights: • Multiplayer Online Battle Arena (MOBA) • Player vs Player (PvP) • First Person Shooters (FPS) • Real Time Strategy (RTS) • Breakup by Region: • North America • Asia-Pacific • Europe • Latin America • Middle East and Africa • Ask Analyst for Customization and Explore full Report with TOC & List of Figures: https://www.imarcgroup.com/request?type=report&id=4746&flag=E Report Description
Report Description and Highlights • Competitive Landscape With Key Players: • The competitive landscape of the Global Esports Market has been studied in the report with the detailed profiles of the key players operating in the market. • Activision Blizzard Inc. • Capcom Co. Ltd • Electronic Arts Inc. • Epic Games Inc. • FACEIT • Gameloft SE (Vivendi SE) • Gfinity PLC • Intel Corporation • Modern Times Group • Nintendo Co. Ltd. • NVIDIA Corporation • Riot Games Inc. • Valve Corporation • Zynga Inc. Report Description
Key Questions Answered in the Report Report Description 1. What was the size of the global esports market in 2022? 2. What is the expected growth rate of the global esports market during 2023-2028? 3. What are the key factors driving the global esports market? 4. What has been the impact of COVID-19 on the global esports market? 5. What is the breakup of the global esports market based on the revenue model? 6. What is the breakup of the global esports market based on the games? 7. What are the key regions in the global esports market? 8. Who are the key players/companies in the global esports market?
Table of Contents Report Description 1 Preface 2 Scope and Methodology 2.1 Objectives of the Study 2.2 Stakeholders 2.3 Data Sources 2.3.1 Primary Sources 2.3.2 Secondary Sources 2.4 Market Estimation 2.4.1 Bottom-Up Approach 2.4.2 Top-Down Approach 2.5 Forecasting Methodology 3 Executive Summary 4 Introduction 4.1 Overview 4.2 Key Industry Trends
Table of Contents Report Description Global Esports Market 5.1 Market Overview 5.2 Market Performance 5.3 Impact of COVID-19 5.4 Market Forecast Market Breakup by Revenue Model 6.1 Media Rights 6.1.1 Market Trends 6.1.2 Market Forecast 6.2 Advertising and Sponsorships 6.2.1 Market Trends 6.2.2 Market Forecast Click here to visit the complete table of content with list of figures and tables: https://www.imarcgroup.com/esports-market/toc
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Partial List of Clients • We are the trusted business partners to the world's leading corporates, governments, and institutions A partial List of our Clients
Report Description and Highlights Report Description © 2022 IMARC All Rights Reserved This Publication and all it’s contents unless otherwise mentioned are copyrighted in the name of International Market Analysis Research and Consulting (IMARC). No part of this publication may be reproduced, repackaged, redistributed or resold in whole or in any part. The publication may also not be used in any form or by and means graphic electronic or mechanical, including photocopying, recording, taping or by information storage or retrieval, or by any other form, without the express consent of International Market Analysis Research and Consulting (IMARC). Disclaimer: All contents and data of this publication, including forecasts, data analysis and opinion have been based on information and sources believed to be accurate and reliable at the time of publishing. International Market Analysis Research and Consulting makes no representation of warranty of any kind as to the accuracy or completeness of any Information provided. IMARC accepts no liability whatsoever for any loss or damage resulting from opinion, errors or inaccuracies if any found this publication. IMARC, IMARC Group and Global Therapy Insight Series are registered trademarks of International Market Analysis Research and Consulting. All other trademarks used in this publication are registered trademarks of their respective companies.
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