Report ID: SQMIG50I2005
Report ID:
SQMIG50I2005 |
Region:
Global |
Published Date: December, 2024
Pages:
157
|
Tables:
157 |
Figures:
78
Capital inflow in Esports is via media rights, live event ticket sales, gear sales, and in-game purchases, although sponsorships and advertising continue to generate the majority of revenue (69%). Asia-Pacific (APAC), North America, and Europe are the top three Esports markets, respectively, in terms of viewership and revenue. APAC will account for more than 57% of worldwide Esports viewing in 2021, up from 51% in 2020. The mobile gaming segment is set to make up 45% of the total global Esports market in 2021. That popularity is now spilling over into some competitive areas, as China has a flourishing mobile Esports scenario.
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Report ID: SQMIG50I2005