eSports can be termed as the electronic sports, professional video gaming or pro-gaming. It is an advanced form of competitive video gaming with competition at a professional level and in an organized format with a specific goal. The majority of the eSports played are team based games played in leagues or tournaments throughout the year.
The market is mainly driven by the increasing popularity of video games and growing awareness about esports.
According to this study, over the next five years the Electronic Sports (eSports) market will register a xx% CAGR in terms of revenue, the global market size will reach US$ xx million by 2024, from US$ xx million in 2019. In particular, this report presents the global revenue market share of key companies in Electronic Sports (eSports) business, shared in Chapter 3.
This report presents a comprehensive overview, market shares and growth opportunities of Electronic Sports (eSports) market by product type, application, key companies and key regions.
This study considers the Electronic Sports (eSports) value generated from the sales of the following segments:
Segmentation by product type: breakdown data from 2014 to 2019 in Section 2.3; and forecast to 2024 in section 10.7.
Media Rights (Subscription & Online Advertisement)
Tickets and Merchandise
Publisher Fees
Others
Segmentation by application: breakdown data from 2014 to 2019, in Section 2.4; and forecast to 2024 in section 10.8.
Online
Offline
This report also splits the market by region: Breakdown data in Chapter 4, 5, 6, 7 and 8.
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Spain
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries
The report also presents the market competition landscape and a corresponding detailed analysis of the major vendor/manufacturers in the market. The key manufacturers covered in this report: Breakdown data in in Chapter 3.
Modern Times Group (Sweden)
Activision Blizzard (US)
FACEIT (UK)
Total Entertainment Network (US)
Gfinity (UK)
Turner Broadcasting System (US)
CJ Corporation (South Korea)
Valve Corporation (US)
Tencent (China)
Electronic Arts (EA) (US)
Hi-Rez Studios (US)
KaBuM (Canada)
Wargaming Public (Cyprus)
Rovio Entertainment (Finland)
GungHo Online Entertainment (Japan)
Alisports (China)
In addition, this report discusses the key drivers influencing market growth, opportunities, the challenges and the risks faced by key players and the market as a whole. It also analyzes key emerging trends and their impact on present and future development.
Research objectives
To study and analyze the global Electronic Sports (eSports) market size by key regions/countries, product type and application, history data from 2014 to 2018, and forecast to 2024.
To understand the structure of Electronic Sports (eSports) market by identifying its various subsegments.
Focuses on the key global Electronic Sports (eSports) players, to define, describe and analyze the value, market share, market competition landscape, SWOT analysis and development plans in next few years.
To analyze the Electronic Sports (eSports) with respect to individual growth trends, future prospects, and their contribution to the total market.
To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
To project the size of Electronic Sports (eSports) submarkets, with respect to key regions (along with their respective key countries).
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.
Summary:
Get latest Market Research Reports on Electronic Sports (eSports) . Industry analysis & Market Report on Electronic Sports (eSports) is a syndicated market report, published as Global Electronic Sports (eSports) Market Growth (Status and Outlook) 2019-2024. It is complete Research Study and Industry Analysis of Electronic Sports (eSports) market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.