E-sports market by companies, region, type and end-use industry

This report studies the global E-sports market size, industry status and forecast, competition landscape and growth opportunity. This research report categorizes the global E-sports market by companies, region, type and end-use industry.

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In 2017, the global E-sports market size was million US$ and it is expected to reach million US$ by the end of 2025, with a CAGR of during 2018-2025.

This report focuses on the global top players, covered

  • Activision Blizzard
  • Epic Games
  • Nintendo
  • Riot Games
  • Valve Corporation
  • Wargaming.Net
  • EA Sports
  • Hi-Rez Studios
  • Microsoft Studios

Market segment by Regions/Countries, this report covers

  • United States
  • Europe
  • China
  • Japan
  • Southeast Asia
  • India

Market segment by Type, the product can be split into

  • MOBA
  • FPS
  • RTS
  • Other

Market segment by Application, split into

  • Professional
  • Amateur

The study objectives of this report are:

  • To study and forecast the market size of E-sports in global market.
  • To analyze the global key players, SWOT analysis, value and global market share for top players.
  • To define, describe and forecast the market by type, end use and region.
  • To analyze and compare the market status and forecast between China and major regions, namely, United States, Europe, China, Japan, Southeast Asia, India and Rest of World.
  • To analyze the global key regions market potential and advantage, opportunity and challenge, restraints and risks.
  • To identify significant trends and factors driving or inhibiting the market growth.
  • To analyze the opportunities in the market for stakeholders by identifying the high growth segments.
  • To strategically analyze each submarket with respect to individual growth trend and their contribution to the market
  • To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market
  • To strategically profile the key players and comprehensively analyze their growth strategies.

In this study, the years considered to estimate the market size of E-sports are as follows:

  • History Year: 2013-2017
  • Base Year: 2017
  • Estimated Year: 2018
  • Forecast Year 2018 to 2025

For the data information by region, company, type and application, 2017 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

Key Stakeholders

  • E-sports Manufacturers
  • E-sports Distributors/Traders/Wholesalers
  • E-sports Subcomponent Manufacturers
  • Industry Association
  • Downstream Vendors

Available Customizations
With the given market data, We Research offers customizations according to the company’s specific needs. The following customization options are available for the report:

  • Regional and country-level analysis of the E-sports market, by end-use.
  • Detailed analysis and profiles of additional market players.

Table of content

Global E-sports Market Size, Status and Forecast 2025
1 Industry Overview of E-sports
1.1 E-sports Market Overview
1.1.1 E-sports Product Scope
1.1.2 Market Status and Outlook
1.2 Global E-sports Market Size and Analysis by Regions (2013-2018)
1.2.1 United States
1.2.2 Europe
1.2.3 China
1.2.4 Japan
1.2.5 Southeast Asia
1.2.6 India
1.3 E-sports Market by Type
1.3.1 MOBA
1.3.2 FPS
1.3.3 RTS
1.3.4 Other
1.4 E-sports Market by End Users/Application
1.4.1 Professional
1.4.2 Amateur

2 Global E-sports Competition Analysis by Players
2.1 E-sports Market Size (Value) by Players (2013-2018)
2.2 Competitive Status and Trend
2.2.1 Market Concentration Rate
2.2.2 Product/Service Differences
2.2.3 New Entrants
2.2.4 The Technology Trends in Future

3 Company (Top Players) Profiles
3.1 Activision Blizzard
3.1.1 Company Profile
3.1.2 Main Business/Business Overview
3.1.3 Products, Services and Solutions
3.1.4 E-sports Revenue (Million USD) (2013-2018)
3.2 Epic Games
3.2.1 Company Profile
3.2.2 Main Business/Business Overview
3.2.3 Products, Services and Solutions
3.2.4 E-sports Revenue (Million USD) (2013-2018)
3.3 Nintendo
3.3.1 Company Profile

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