Esports Market Size to Reach USD 5,199.8 Million in 2028 | Increasing Number of Live Esports Coverage Platforms and Participants and Rising Popularity of Video Games are Some Key Factors Driving Industry Demand, says Emergen Research
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However, gambling or betting-related risks and lack of standardization are expected to hamper the global esports market growth to some extent during the forecast period. In addition, esports may not be recommended for individuals below a certain age and the activity could also be deterred by parents of young students and children. Esports indulgence results in longer screen exposure, and some experts indicate that the aggressive nature of some video games can have psychological effects on gamers of varying age groups. Furthermore, threats of community involvement and potential violence spilling out over incidents that happened in the gaming environment into the real world are factors that are currently under consideration among experts and respective panels and groups.
Some Key Highlights From the Report
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Emergen Research has segmented the global esports market on the basis of game type, revenue streams, device, and region:
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