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Report Detail



Service & SoftwareGlobal E-Sports Market 2018 by Manufacturers, Countries, Type and Application, Forecast to 2023

  • RnM2474251
  • |
  • 12 December, 2018
  • |
  • Global
  • |
  • 135 pages
  • |
  • GIR (Global Info Research)
  • |
  • Service & Software

Table of Contents

1 E-Sports Market Overview
1.1 Product Overview and Scope of E-Sports
1.2 Classification of E-Sports by Types
1.2.1 Global E-Sports Revenue Comparison by Types (2017-2023)
1.2.2 Global E-Sports Revenue Market Share by Types in 2017
1.2.3 Multiplayer Online Battle Arena (MOBA)
1.2.4 First-Person Shooter (FPS)
1.2.5 Real-Time Strategy (RTS)
1.2.6 Other
1.3 Global E-Sports Market by Application
1.3.1 Global E-Sports Market Size and Market Share Comparison by Applications (2013-2023)
1.3.2 Professional
1.3.3 Amateur
1.4 Global E-Sports Market by Regions
1.4.1 Global E-Sports Market Size (Million USD) Comparison by Regions (2013-2023)
1.4.1 North America (USA, Canada and Mexico) E-Sports Status and Prospect (2013-2023)
1.4.2 Europe (Germany, France, UK, Russia and Italy) E-Sports Status and Prospect (2013-2023)
1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia) E-Sports Status and Prospect (2013-2023)
1.4.4 South America (Brazil, Argentina, Colombia) E-Sports Status and Prospect (2013-2023)
1.4.5 Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa) E-Sports Status and Prospect (2013-2023)
1.5 Global Market Size of E-Sports (2013-2023)
2 Manufacturers Profiles
2.1 Activision Blizzard
2.1.1 Business Overview
2.1.2 E-Sports Type and Applications
2.1.2.1 Product A
2.1.2.2 Product B
2.1.3 Activision Blizzard E-Sports Revenue, Gross Margin and Market Share (2016-2017)
2.2 Epic Games
2.2.1 Business Overview
2.2.2 E-Sports Type and Applications
2.2.2.1 Product A
2.2.2.2 Product B
2.2.3 Epic Games E-Sports Revenue, Gross Margin and Market Share (2016-2017)
2.3 Nintendo
2.3.1 Business Overview
2.3.2 E-Sports Type and Applications
2.3.2.1 Product A
2.3.2.2 Product B
2.3.3 Nintendo E-Sports Revenue, Gross Margin and Market Share (2016-2017)
2.4 Riot Games
2.4.1 Business Overview
2.4.2 E-Sports Type and Applications
2.4.2.1 Product A
2.4.2.2 Product B
2.4.3 Riot Games E-Sports Revenue, Gross Margin and Market Share (2016-2017)
2.5 Valve Corporation
2.5.1 Business Overview
2.5.2 E-Sports Type and Applications
2.5.2.1 Product A
2.5.2.2 Product B
2.5.3 Valve Corporation E-Sports Revenue, Gross Margin and Market Share (2016-2017)
2.6 Wargaming.Net
2.6.1 Business Overview
2.6.2 E-Sports Type and Applications
2.6.2.1 Product A
2.6.2.2 Product B
2.6.3 Wargaming.Net E-Sports Revenue, Gross Margin and Market Share (2016-2017)
2.7 EA Sports
2.7.1 Business Overview
2.7.2 E-Sports Type and Applications
2.7.2.1 Product A
2.7.2.2 Product B
2.7.3 EA Sports E-Sports Revenue, Gross Margin and Market Share (2016-2017)
2.8 Hi-Rez Studios
2.8.1 Business Overview
2.8.2 E-Sports Type and Applications
2.8.2.1 Product A
2.8.2.2 Product B
2.8.3 Hi-Rez Studios E-Sports Revenue, Gross Margin and Market Share (2016-2017)
2.9 Microsoft Studios
2.9.1 Business Overview
2.9.2 E-Sports Type and Applications
2.9.2.1 Product A
2.9.2.2 Product B
2.9.3 Microsoft Studios E-Sports Revenue, Gross Margin and Market Share (2016-2017)
3 Global E-Sports Market Competition, by Players
3.1 Global E-Sports Revenue and Share by Players (2013-2018)
3.2 Market Concentration Rate
3.2.1 Top 5 E-Sports Players Market Share
3.2.2 Top 10 E-Sports Players Market Share
3.3 Market Competition Trend
4 Global E-Sports Market Size by Regions
4.1 Global E-Sports Revenue and Market Share by Regions
4.2 North America E-Sports Revenue and Growth Rate (2013-2018)
4.3 Europe E-Sports Revenue and Growth Rate (2013-2018)
4.4 Asia-Pacific E-Sports Revenue and Growth Rate (2013-2018)
4.5 South America E-Sports Revenue and Growth Rate (2013-2018)
4.6 Middle East and Africa E-Sports Revenue and Growth Rate (2013-2018)
5 North America E-Sports Revenue by Countries
5.1 North America E-Sports Revenue by Countries (2013-2018)
5.2 USA E-Sports Revenue and Growth Rate (2013-2018)
5.3 Canada E-Sports Revenue and Growth Rate (2013-2018)
5.4 Mexico E-Sports Revenue and Growth Rate (2013-2018)
6 Europe E-Sports Revenue by Countries
6.1 Europe E-Sports Revenue by Countries (2013-2018)
6.2 Germany E-Sports Revenue and Growth Rate (2013-2018)
6.3 UK E-Sports Revenue and Growth Rate (2013-2018)
6.4 France E-Sports Revenue and Growth Rate (2013-2018)
6.5 Russia E-Sports Revenue and Growth Rate (2013-2018)
6.6 Italy E-Sports Revenue and Growth Rate (2013-2018)
7 Asia-Pacific E-Sports Revenue by Countries
7.1 Asia-Pacific E-Sports Revenue by Countries (2013-2018)
7.2 China E-Sports Revenue and Growth Rate (2013-2018)
7.3 Japan E-Sports Revenue and Growth Rate (2013-2018)
7.4 Korea E-Sports Revenue and Growth Rate (2013-2018)
7.5 India E-Sports Revenue and Growth Rate (2013-2018)
7.6 Southeast Asia E-Sports Revenue and Growth Rate (2013-2018)
8 South America E-Sports Revenue by Countries
8.1 South America E-Sports Revenue by Countries (2013-2018)
8.2 Brazil E-Sports Revenue and Growth Rate (2013-2018)
8.3 Argentina E-Sports Revenue and Growth Rate (2013-2018)
8.4 Colombia E-Sports Revenue and Growth Rate (2013-2018)
9 Middle East and Africa Revenue E-Sports by Countries
9.1 Middle East and Africa E-Sports Revenue by Countries (2013-2018)
9.2 Saudi Arabia E-Sports Revenue and Growth Rate (2013-2018)
9.3 UAE E-Sports Revenue and Growth Rate (2013-2018)
9.4 Egypt E-Sports Revenue and Growth Rate (2013-2018)
9.5 Nigeria E-Sports Revenue and Growth Rate (2013-2018)
9.6 South Africa E-Sports Revenue and Growth Rate (2013-2018)
10 Global E-Sports Market Segment by Type
10.1 Global E-Sports Revenue and Market Share by Type (2013-2018)
10.2 Global E-Sports Market Forecast by Type (2018-2023)
10.3 Multiplayer Online Battle Arena (MOBA) Revenue Growth Rate (2013-2023)
10.4 First-Person Shooter (FPS) Revenue Growth Rate (2013-2023)
10.5 Real-Time Strategy (RTS) Revenue Growth Rate (2013-2023)
10.6 Other Revenue Growth Rate (2013-2023)
11 Global E-Sports Market Segment by Application
11.1 Global E-Sports Revenue Market Share by Application (2013-2018)
11.2 E-Sports Market Forecast by Application (2018-2023)
11.3 Professional Revenue Growth (2013-2018)
11.4 Amateur Revenue Growth (2013-2018)
12 Global E-Sports Market Size Forecast (2018-2023)
12.1 Global E-Sports Market Size Forecast (2018-2023)
12.2 Global E-Sports Market Forecast by Regions (2018-2023)
12.3 North America E-Sports Revenue Market Forecast (2018-2023)
12.4 Europe E-Sports Revenue Market Forecast (2018-2023)
12.5 Asia-Pacific E-Sports Revenue Market Forecast (2018-2023)
12.6 South America E-Sports Revenue Market Forecast (2018-2023)
12.7 Middle East and Africa E-Sports Revenue Market Forecast (2018-2023)
13 Research Findings and Conclusion
14 Appendix
14.1 Methodology
14.2 Data Source

E-sports (also known as electronic sports, esports, eSports) are a form of competition using video games.

Scope of the Report:
This report studies the E-Sports market status and outlook of Global and major regions, from angles of players, countries, product types and end industries; this report analyzes the top players in global market, and splits the E-Sports market by product type and applications/end industries.
The MOBA segment dominated the e-sports market and is expected to continue its dominance over the next four years. The availability of different elements of MOBA games such as collecting items, acquiring goods, leveling up, and fighting accompanied by computer-generated units drives the segment’s growth in this global market.
The Americas are the leading region and will also be the fastest-growing region for e-sports during the forecast period followed by APAC and EMEA. The US is the leading country for e-sports market.
The global E-Sports market is valued at xx million USD in 2017 and is expected to reach xx million USD by the end of 2023, growing at a CAGR of xx% between 2017 and 2023.
The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions.
North America, especially The United States, will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of E-Sports.
Europe also play important roles in global market, with market size of xx million USD in 2017 and will be xx million USD in 2023, with a CAGR of xx%.

Market Segment by Companies, this report covers
Activision Blizzard
Epic Games
Nintendo
Riot Games
Valve Corporation
Wargaming.Net
EA Sports
Hi-Rez Studios
Microsoft Studios

Market Segment by Regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia and Italy)
Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
South America (Brazil, Argentina, Colombia)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

Market Segment by Type, covers
Multiplayer Online Battle Arena (MOBA)
First-Person Shooter (FPS)
Real-Time Strategy (RTS)
Other

Market Segment by Applications, can be divided into
Professional
Amateur




Summary:
Get latest Market Research Reports on E-Sports . Industry analysis & Market Report on E-Sports is a syndicated market report, published as Global E-Sports Market 2018 by Manufacturers, Countries, Type and Application, Forecast to 2023. It is complete Research Study and Industry Analysis of E-Sports market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.


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