Japan is the third-biggest eSports gaming market in the region. ESports are associated with different video game genres, with the most popular being first-person shooters, real-time strategy (RTS), fighting, multiplayer online battle arena (MOBA), and oth…
China is leading the charge by dominating the global eSports market and staying ahead of the game in the areas of eSports infrastructure and venues. ESports are associated with different video game genres, with the most popular being first-person shooters…
In 2022, the esports audience in Russia increased by more than 30% over the previous year, reaching 20.4 million people aged 13 and up. According to the study, esports fans are roughly 60% men and 40% women, with an average income of 45,000 rubbles per ca…
Mexico will celebrate the "Day of the Gamer" as the capital of esports in Latin America, something it earned thanks to the size of its population, its geographical proximity to the United States, and being the regional headquarters of large video game com…
The eSports revolution has taken hold around the world, and Canada has also shown much inclination towards the sport. In recent years, the industry has exploded, attracting investments from professional sports organisations and celebrities. It’s no surpri…
The esports market in the United States is a rapidly growing industry with a high potential for continued growth. Esports is also gaining recognition as a legitimate form of sports competition, with the formation of leagues and organizations such as the N…
Global Digital Signage Media Player Market Size study & Forecast, by Component (Hardware, Software), Product (Entry Level, Advanced Level, Enterprise Level), Application (Retail, Hospitality, Corporate, Transportation) and Regional Analysis, 2022-2029
Global Internet of Behaviors (IoB) Market Size study & Forecast, by Application (Advertising Campaign, Digital Marketing, Content Delivery, Brand Promotion), By Enterprise Size (Small & Medium Enterprises (SMEs), Large Enterprises), By End-Use Industry (BFSI, Telecom and IT, Media and Entertainment, Tourism & Travel, Other) and Regional Analysis, 2022-2029
世界のInternet of Behaviors(IoB)市場は、2021年に約○○億米ドルと評価され、予測期間2022-2029年には22%以上の健全な成長率で成長すると予測されています。Internet of Behaviors(IoB)とは、消費者の行動にアクセスするためのデータの収集と利用を指します。ウェアラブ…
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