esport

Newzoo Global Games Market Report 2020

The following free report boasts high-level takeaways from our 2020 Global Games Market Report, featuring a detailed breakdown of the market in terms of revenue and gamer forecasts per segment. It also explores the market trends that are shaping and driving the gaming landscape, a detailed look at the latest developments per segment and region, and more.

Highlights
The number of gamers worldwide is still on the rise and will exceed three billion by 2023.
The global games market will generate revenues of $159.3 billion in 2020, a +9.3% year-on-year increase.
Markets in the Asia-Pacific region will generate $78.4 billion in 2020, up +9.3% year on year, accounting for almost half of all global game revenues
In the free trends section, we explore how gaming is becoming the new social media, as well as how the next-generation consoles are bringing new business models.

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The Esports Ecosystem

Esports and gaming have burst into the mainstream in recent years, transforming from a vibrant niche to a central form of entertainment around the world.While esports may have once stood for a subset of sports culture, it has grown into a full industry in its own right.That shift has been powered by championing from mainstream celebrities like Michael Jordan, Drake, and DJ Marshmello, an increasing amount of coverage from traditional outlets like ESPN, and, at least in part, the breakneck rise of Fortnite.

As competitive gaming cements itself in the popular culture, global investors, brands, media outlets, and consumers are all paying attention. Total esports viewership is expected to grow at a 9% compound annual growth rate (CAGR) between 2019 and 2023, up from 454 million in 2019 to 646 million in 2023, per Business Insider Intelligence estimates. That puts the audience on pace to nearly double over a six-year period, as the 2017 audience stood at 335 million.

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Esports as the Market Surpasses $1 Billion

We are proud to announce that today marks the release of our 2019 Global Esports Market Report, the fifth edition of the landmark report. It provides an in-depth look at the esports economy—globally and per region—as well as a realistic estimate of its future potential in terms of trends, viewers, franchises, and revenue streams. Based on our continuous and extensive analysis of the market, it is the only report you need to explore your esports opportunity and create the right strategy for your brand.

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The State of Sports Apps Report 2019

This week we’ll be sharing excerpts from our newly released State of Sports Apps Report. We’re kicking off with worldwide sports apps revenue and our forecast for revenue growth by App Store. App revenue estimates are from Sensor Tower’s Store Intelligence platform.

Worldwide Sports Revenue Trends from Q1 2016 to Q2 2019
Sports category net revenue growth accelerated in 2017 and 2018, and growth remained strong into 2019. Sports apps will look to surpass $100 million in net revenue in Q3 2019. Google Play Sports app revenue grew even faster than the App Store’s. Sports app revenue on Google Play nearly doubled year-over-year to $23.7 million in Q2 2019. Despite this, the App Store still represented 74 percent of Sports app revenue between the two stores in the quarter.

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THE ROLE OF MOBILE IN ESPORTS

REPORT: THE STATE AND FUTURE OF MOBILE ESPORTS IN ASIA AND THE WEST
Feb 8, 2018

While mobile has quickly grown as the biggest gaming screen worldwide, its esports scene is largely lagging behind that of PC and console. We collected insights into the state of mobile esports in Asia and the West in this free report.

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Over the past two years, the global esports market grew by 102% to reach $655 million in 2017. While mobile has quickly grown as the biggest gaming screen worldwide, its esports scene is largely lagging that of PC and console. In Asia, however, mobile esports is experiencing a boom, accelerated by the mobile-first culture of the region. The phenomenon is especially outstanding in China, leading with top franchises such as Tencent’s Honor of Kings and Giant Network’s Battle of Balls. In Asia, mobile esports is expected to follow a similar structure to that of PC, with the top games being played and scalable stadium events taking place with large viewership. In the West, PC is still the dominant form of gaming entertainment and is expected to remain so for the coming years. Here, mobile esports is expected to be more successful in other layers of esports, such as the amateur scene.

Using data from our esports solutions, including our Global Esports Market Report, we examine the role of mobile in esports, the top performing titles, trends, and the differences between Asia and the West.

THE STATE & FUTURE OF MOBILE ESPORTS
Report Outline:

Games and Esports Market Overview
PC Esports vs. Mobile Esports
Mobile Esports in the West feat. Case Study on Clash of Clans
Mobile Esports in Asia feat. Case Study on Battle of the Balls
What is the Future Outlook feat. India

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INTEL BRINGS ESPORTS TO PYEONGCHANG AHEAD OF THE OLYMPIC WINTER GAMES

WORLDWIDE TOP PARTNER INTEL TODAY ANNOUNCED PLANS TO BRING AMAZING GAMING EXPERIENCES TO PYEONGCHANG AHEAD OF NEXT FEBRUARY’S OLYMPIC WINTER GAMES.

Intel will deliver two distinct gaming experiences to Korea in the lead-up to PyeongChang 2018: the Intel® Extreme Masters PyeongChang esports tournament, featuring one of the most celebrated esports titles of all time, Blizzard Entertainment’s “StarCraft® II”, and a separate exhibition featuring Ubisoft’s action-sports title “Steep™ Road to the Olympics”, the official licensed game of the Olympic Winter Games PyeongChang 2018.

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