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Global Esport Market Report, History and Forecast 2012-2025 By Manufacturers, Breakdown Data, Key Regions and Application

Aug-2018 | Published By : QYResearch | Category : Software & Enterprise Computing | Pages : 100

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Global Esport Market Report, History and Forecast 2012-2025 By Manufacturers, Breakdown Data, Key Regions and Application

Aug-2018 | Published By : QYResearch | Category : Software & Enterprise Computing | Pages : 100 | Format : PDF

This report focuses on the global Esport status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Esport development in United States, Europe and China.

ESports are a form of competition using video games. Most commonly, eSports take the form of organized, multiplayer video game competitions, particularly between professional players. The most common video game genres associated with eSports are real-time strategy (RTS), first-person shooter (FPS), fighting, and multiplayer online battle arena (MOBA).
The esports market in APAC is expected to grow rapidly between 2018 and 2023. The increasing investments from sponsors and advertisers are fueling the demand for esports in this region.
In 2017, the global 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.

The key players covered in this study
    Modern Times Group
    Activision Blizzard
    Valve Corporation
    CJ Corporation
    Electronic Arts
    Nintendo
    Turner Broadcasting System
    Faceit
    Gfinity
    Hi Rez Studios
    Kabum
    Wargaming Public
    Rovio Entertainment
    Gungho Online Entertainment
    Alisports

Market segment by Type, the product can be split into
    Real-time strategy (RTS)
    First-person shooter (FPS)
    Multiplayer online battle arena (MOBA)
    Others

Market segment by Application, split into
    Mobilehone & Tablet
    PC
    Video Game
    Other

Market segment by Regions/Countries, this report covers
    United States
    Europe
    China
    Japan
    Southeast Asia
    India
    Central & South America

The study objectives of this report are:
    To analyze global Esport status, future forecast, growth opportunity, key market and key players.
    To present the 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 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.
<pre>Table of Contents 1 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 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) 1.4.5 Others 1.5 Market by Application 1.5.1 Global Esport Market Share by Application (2013-2025) 1.5.2 Mobilehone & Tablet 1.5.3 PC 1.5.4 Video Game 1.5.5 Other 1.6 Study Objectives 1.7 Years Considered 2 Global Growth Trends 2.1 Esport Market Size 2.2 Esport Growth Trends by Regions 2.2.1 Esport Market Size by Regions (2013-2025) 2.2.2 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 3 Market Share by Key Players 3.1 Esport Market Size by Manufacturers 3.1.1 Global Esport Revenue by Manufacturers (2013-2018) 3.1.2 Global Esport Revenue Market Share by Manufacturers (2013-2018) 3.1.3 Global Esport Market Concentration Ratio (CR5 and HHI) 3.2 Esport Key Players Head office and Area Served 3.3 Key Players Esport Product/Solution/Service 3.4 Date of Enter into Esport Market 3.5 Mergers & Acquisitions, Expansion Plans 4 Breakdown Data by Type and Application 4.1 Global Esport Market Size by Type (2013-2018) 4.2 Global Esport Market Size by Application (2013-2018) 5 United States 5.1 United States Esport Market Size (2013-2018) 5.2 Esport Key Players in United States 5.3 United States Esport Market Size by Type 5.4 United States Esport Market Size by Application 6 Europe 6.1 Europe Esport Market Size (2013-2018) 6.2 Esport Key Players in Europe 6.3 Europe Esport Market Size by Type 6.4 Europe Esport Market Size by Application 7 China 7.1 China Esport Market Size (2013-2018) 7.2 Esport Key Players in China 7.3 China Esport Market Size by Type 7.4 China Esport Market Size by Application 8 Japan 8.1 Japan Esport Market Size (2013-2018) 8.2 Esport Key Players in Japan 8.3 Japan Esport Market Size by Type 8.4 Japan Esport Market Size by Application 9 Southeast Asia 9.1 Southeast Asia Esport Market Size (2013-2018) 9.2 Esport Key Players in Southeast Asia 9.3 Southeast Asia Esport Market Size by Type 9.4 Southeast Asia Esport Market Size by Application 10 India 10.1 India Esport Market Size (2013-2018) 10.2 Esport Key Players in India 10.3 India Esport Market Size by Type 10.4 India Esport Market Size by Application 11 Central & South America 11.1 Central & South America Esport Market Size (2013-2018) 11.2 Esport Key Players in Central & South America 11.3 Central & South America Esport Market Size by Type 11.4 Central & South America Esport Market Size by Application 12 International Players Profiles 12.1 Modern Times Group 12.1.1 Modern Times Group Company Details 12.1.2 Company Description and Business Overview 12.1.3 Esport Introduction 12.1.4 Modern Times Group Revenue in Esport Business (2013-2018) 12.1.5 Modern Times Group Recent Development 12.2 Activision Blizzard 12.2.1 Activision Blizzard Company Details 12.2.2 Company Description and Business Overview 12.2.3 Esport Introduction 12.2.4 Activision Blizzard Revenue in Esport Business (2013-2018) 12.2.5 Activision Blizzard Recent Development 12.3 Valve Corporation 12.3.1 Valve Corporation Company Details 12.3.2 Company Description and Business Overview 12.3.3 Esport Introduction 12.3.4 Valve Corporation Revenue in Esport Business (2013-2018) 12.3.5 Valve Corporation Recent Development 12.4 CJ Corporation 12.4.1 CJ Corporation Company Details 12.4.2 Company Description and Business Overview 12.4.3 Esport Introduction 12.4.4 CJ Corporation Revenue in Esport Business (2013-2018) 12.4.5 CJ Corporation Recent Development 12.5 Electronic Arts 12.5.1 Electronic Arts Company Details 12.5.2 Company Description and Business Overview 12.5.3 Esport Introduction 12.5.4 Electronic Arts Revenue in Esport Business (2013-2018) 12.5.5 Electronic Arts Recent Development 12.6 Nintendo 12.6.1 Nintendo Company Details 12.6.2 Company Description and Business Overview 12.6.3 Esport Introduction 12.6.4 Nintendo Revenue in Esport Business (2013-2018) 12.6.5 Nintendo Recent Development 12.7 Turner Broadcasting System 12.7.1 Turner Broadcasting System Company Details 12.7.2 Company Description and Business Overview 12.7.3 Esport Introduction 12.7.4 Turner Broadcasting System Revenue in Esport Business (2013-2018) 12.7.5 Turner Broadcasting System Recent Development 12.8 Faceit 12.8.1 Faceit Company Details 12.8.2 Company Description and Business Overview 12.8.3 Esport Introduction 12.8.4 Faceit Revenue in Esport Business (2013-2018) 12.8.5 Faceit Recent Development 12.9 Gfinity 12.9.1 Gfinity Company Details 12.9.2 Company Description and Business Overview 12.9.3 Esport Introduction 12.9.4 Gfinity Revenue in Esport Business (2013-2018) 12.9.5 Gfinity Recent Development 12.10 Hi Rez Studios 12.10.1 Hi Rez Studios Company Details 12.10.2 Company Description and Business Overview 12.10.3 Esport Introduction 12.10.4 Hi Rez Studios Revenue in Esport Business (2013-2018) 12.10.5 Hi Rez Studios Recent Development 12.11 Kabum 12.12 Wargaming Public 12.13 Rovio Entertainment 12.14 Gungho Online Entertainment 12.15 Alisports 13 Market Forecast 2018-2025 13.1 Market Size Forecast by Regions 13.2 United States 13.3 Europe 13.4 China 13.5 Japan 13.6 Southeast Asia 13.7 India 13.8 Central & South America 13.9 Market Size Forecast by Product (2018-2025) 13.10 Market Size Forecast by Application (2018-2025) 14 Analyst's Viewpoints/Conclusions 15 Appendix 15.1 Research Methodology 15.1.1 Methodology/Research Approach 15.1.1.1 Research Programs/Design 15.1.1.2 Market Size Estimation 12.1.1.3 Market Breakdown and Data Triangulation 15.1.2 Data Source 15.1.2.1 Secondary Sources 15.1.2.2 Primary Sources 15.2 Disclaimer 15.3 Author Details</pre>


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