Esports (also known as electronic sports, e-sports, eSports, or competitive/professional gaming) are a form of competition using video games.[1] Most commonly, esports take the form of organized, multiplayer video game competitions, particularly between professional players. Although organized online and offline competitions have long been a part of video game culture, these were largely between amateurs until the late 2000s when participation by professional gamers and spectatorship in these events through live streaming saw a large surge in popularity.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing toward a professional eSport subculture.
In 2017, the global Mobile Esport market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2018-2025.
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This report focuses on the global Mobile Esport status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Mobile Esport development in United States, Europe and China.
The key players covered in this study
Sony
EA
Tencent
Netmarble
DeNA
mixi
Activision Blizzard
Ubisoft
Market segment by Type, the product can be split into
Real-time strategy (RTS
First-person shooter (FPS),
Multiplayer online battle arena (MOBA).
Market segment by Application, split into
Online
Offline
Market segment by Regions/Countries, this report covers
United States
Europe
China
Japan
Southeast Asia
India
Central & South America
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The study objectives of this report are:
To analyze global Mobile Esport status, future forecast, growth opportunity, key market and key players.
To present the Mobile Esport development in United States, Europe and China.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by product type, market and key regions.
In this study, the years considered to estimate the market size of Mobile Esport 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.
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Some Points From TOC:
Chapter One: Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered
1.4 Market Analysis by Type
1.4.1 Global Mobile Esport Market Size Growth Rate by Type (2013-2025)
1.4.2 Real-time strategy (RTS
1.4.3 First-person shooter (FPS),
1.4.4 Multiplayer online battle arena (MOBA).
1.5 Market by Application
1.5.1 Global Mobile Esport Market Share by Application (2013-2025)
1.5.2 Online
1.5.3 Offline
1.6 Study Objectives
1.7 Years Considered
Chapter Two: Global Growth Trends
2.1 Mobile Esport Market Size
2.2 Mobile Esport Growth Trends by Regions
2.2.1 Mobile Esport Market Size by Regions (2013-2025)
2.2.2 Mobile Esport Market Share by Regions (2013-2018)
2.3 Industry Trends
2.3.1 Market Top Trends
2.3.2 Market Drivers
2.3.3 Market Opportunities
Chapter Three: Market Share by Key Players
3.1 Mobile Esport Market Size by Manufacturers
3.1.1 Global Mobile Esport Revenue by Manufacturers (2013-2018)
3.1.2 Global Mobile Esport Revenue Market Share by Manufacturers (2013-2018)
3.1.3 Global Mobile Esport Market Concentration Ratio (CR
Chapter Five: and HHI)
3.2 Mobile Esport Key Players Head office and Area Served
3.3 Key Players Mobile Esport Product/Solution/Service
3.4 Date of Enter into Mobile Esport Market
3.5 Mergers & Acquisitions, Expansion Plans