Racket Sports Equipment Market to Reach $272.40 Mn, Globally, by 2031 at 4.3% CAGR: Allied Market Research

Growing popularity of table tennis and increase in participation in the game globally, rise in awareness about fitness, sports activities and exercise among people due to rise in sports education and sports training in academics, and rise in sport initiatives by governments in emerging economies drive the growth of the global racket sports equipment market.

PORTLAND, Ore. , Aug. 22, 2022 /PRNewswire/ — Allied Market Research published a report, titled, Racket sports equipment Market by Product Type (Rackets, Balls, Eyewares, Racket Bags, Accessories), by End User (Men, Women, Kids), by Application (Badminton, Racquetball, Squash, Tennis), by Distribution Channel (Hypermarket, Specialty Stores, E-Commerce, Others): Global Opportunity Analysis and Industry Forecast, 2022-2031.” According to the report, the global racket sports equipment industry generated $176.80 million in 2021, and is estimated to reach $272.40 million by 2031, witnessing a CAGR of 4.3% from 2022 to 2031. The report offers a detailed analysis of changing market trends, top segments, key investment pockets, value chain, regional landscape, and competitive scenario.

Drivers and Opportunities

Growing popularity of table tennis and increase in participation in the game globally, rise in awareness about fitness, sports activities and exercise among people due to rise in sports education and sports training in academics, and rise in sport initiatives by governments in emerging economies drive the growth of the global racket sports equipment market. However, growing penetration of the internet, smartphones, computers and other electronic media & entertainment devices which lead to an increase in involvement of youth towards indoor activities hamper the market growth. On the other hand, entry of big brands in markets where there is lack of availability of sports facilities and products, setting up of sports facilities, sports centers and play grounds by key players, donation of sports equipment, building sports facilities, conducting free of cost

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Esports Industry to Reach $4.75 Bn, Globally, by 2030 at 17.5% CAGR: Allied Market Research

PORTLAND, Ore., Jan. 25, 2022 /PRNewswire/ — Allied Sector Exploration revealed a report, titled, “Esports market by Application (Platform, and Assistance), Streaming Form (Stay, and On-demand from customers), Product Style (Intelligent Mobile phone, Sensible Tv set, Desktop-Laptop computer-Tablets, Gaming Console), and Profits Stream (Media Legal rights, Match Publisher Cost, Sponsorship, Digital Ad, Tickets, and Items): International Chance Examination and Industry Forecast, 2020-2030“. In accordance to the report, the world-wide Esports industry garnered $.94 billion in 2020, and is envisioned to generate $4.75 billion by 2030, witnessing a CAGR of 17.5% from 2021 to 2030.

Motorists, restraints, and opportunities

Rising inclination toward movie games and increase in recognition of e-sports activities party drive the growth of the global Esports market. On the other hand, lack of standardization in on line gaming celebration and on-line threats these types of as gambling impede the expansion to some extent. Nevertheless, rise in number of tournaments & gatherings and with extended term financial investment options have been effective for the sector expansion.

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Covid-19 Scenario

  • The outbreak of the pandemic impacted the implementation of Esports, particularly through the original phase.
  • Nonetheless, rise in desire for interactive virtual and on the net gaming is expected to aid the current market recoup shortly.

Get comprehensive COVID-19 influence assessment on the Esports field: https://www.alliedmarketresearch.com/ask for-for-customization/14579

The system section to maintain its lion’s share

On the foundation of element, the platform segment accounted for the optimum marketplace share in 2020, building extra than two-thirds of the international Esports industry. This is owing to surge in adoption of Esports among the creating as very well as designed nations around the world to get strategic as perfectly as aggressive edge in excess of their

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Esports Market to Reach $4.75 Billion, Globally, by 2030

In accordance to a new report from Allied Sector Investigation, the world wide Esports market generated $940 million in 2020, and is anticipated to strike $4.75 billion by 2030.

The report, is titled (get a deep breath) “Esports Market by Application, Streaming Style, Machine Kind, and Profits Stream: World Prospect Examination and Market Forecast, 2020-2030″.

Primary determinants of expansion

There has been a significant change towards on the net gaming as properly as an maximize in the acceptance of esports. A spike in events and tournaments has pushed the development of the worldwide Esports market place. Having said that, a deficiency of standardization in on-line gaming occasions, and on-line threats (such as gambling) hinder the industry progress.

On the other hand, an maximize in the quantity of tournaments and activities with huge prizes for winners and runner-up teams will build expenditure possibilities in the coming yrs.

The system segment really should manage its management standing

Centered on elements, the platform section held the best marketplace share in 2020, accounting for a lot more than two-thirds of the worldwide Esports industry, and is believed to retain its management status all over the forecast time period. This is attributed to the raising adoption of Esports among the formulated nations to get a strategic, as very well as competitive, advantage above their competitors.

However, the expert services section is projected to manifest the maximum CAGR of 18.6% from 2021 to 2030. That spike is owed to a surge in on the net gaming and digital tournaments.

Photo by Sean Do on Unsplash

The on-demand from customers segment should really manage its direct placement

Primarily based on streaming kind, the on-demand segment accounted for the premier share in 2020, contributing to 3-fifths of the world-wide Esports sector, and is projected to preserve its lead

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