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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Scope of this Report:
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
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:
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, QYResearch 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.
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Table of Content:
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
3.3.2 Main Business/Business Overview
3.3.3 Products, Services and Solutions
3.3.4 E-sports Revenue (Million USD) (2013-2018)
3.4 Riot Games
3.4.1 Company Profile
3.4.2 Main Business/Business Overview
3.4.3 Products, Services and Solutions
3.4.4 E-sports Revenue (Million USD) (2013-2018)
3.5 Valve Corporation
3.5.1 Company Profile
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3.5.2 Main Business/Business Overview
3.5.3 Products, Services and Solutions
3.5.4 E-sports Revenue (Million USD) (2013-2018)
3.6 Wargaming.Net
3.6.1 Company Profile
3.6.2 Main Business/Business Overview
3.6.3 Products, Services and Solutions
3.6.4 E-sports Revenue (Million USD) (2013-2018)
Continued….
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