Global E-sports Market Size, Status and Forecast 2022
Published On: September 2017
 
Report ID:120957
 
Category: Entertainment
 
Pages: 96




This report studies the global E-sports market, analyzes and researches the E-sports development status and forecast in United States, EU, Japan, China, India and Southeast Asia. This report focuses on the top players in global market, like
Activision Blizzard
Epic Games
Nintendo
Riot Games
Valve Corporation
Wargaming.Net
EA Sports
Hi-Rez Studios
Microsoft Studios
Market segment by Regions/Countries, this report covers
United States
EU
Japan
China
India
Southeast Asia
Market segment by Type, E-sports can be split into
MOBA
FPS
RTS
Other
Market segment by Application, E-sports can be split into
Professional
Amateur
If you have any special requirements, please let us know and we will offer you the report as you want.
Table of Contents
Global E-sports Market Size, Status and Forecast 2022
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
1.2.1 United States
1.2.2 EU
1.2.3 Japan
1.2.4 China
1.2.5 India
1.2.6 Southeast Asia
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 (2016 and 2017)
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 (Value) (2012-2017)
3.1.5 Recent Developments
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 (Value) (2012-2017)
3.2.5 Recent Developments
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 (Value) (2012-2017)
3.3.5 Recent Developments
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 (Value) (2012-2017)
3.4.5 Recent Developments
3.5 Valve Corporation
3.5.1 Company Profile
3.5.2 Main Business/Business Overview
3.5.3 Products, Services and Solutions
3.5.4 E-sports Revenue (Value) (2012-2017)
3.5.5 Recent Developments
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 (Value) (2012-2017)
3.6.5 Recent Developments
3.7 EA Sports
3.7.1 Company Profile
3.7.2 Main Business/Business Overview
3.7.3 Products, Services and Solutions
3.7.4 E-sports Revenue (Value) (2012-2017)
3.7.5 Recent Developments
3.8 Hi-Rez Studios
3.8.1 Company Profile
3.8.2 Main Business/Business Overview
3.8.3 Products, Services and Solutions
3.8.4 E-sports Revenue (Value) (2012-2017)
3.8.5 Recent Developments
3.9 Microsoft Studios
3.9.1 Company Profile
3.9.2 Main Business/Business Overview
3.9.3 Products, Services and Solutions
3.9.4 E-sports Revenue (Value) (2012-2017)
3.9.5 Recent Developments
4 Global E-sports Market Size by Type and Application (2012-2017)
4.1 Global E-sports Market Size by Type (2012-2017)
4.2 Global E-sports Market Size by Application (2012-2017)
4.3 Potential Application of E-sports in Future
4.4 Top Consumer/End Users of E-sports
5 United States E-sports Development Status and Outlook
5.1 United States E-sports Market Size (2012-2017)
5.2 United States E-sports Market Size and Market Share by Players (2016 and 2017)
6 EU E-sports Development Status and Outlook
6.1 EU E-sports Market Size (2012-2017)
6.2 EU E-sports Market Size and Market Share by Players (2016 and 2017)
7 Japan E-sports Development Status and Outlook
7.1 Japan E-sports Market Size (2012-2017)
7.2 Japan E-sports Market Size and Market Share by Players (2016 and 2017)
8 China E-sports Development Status and Outlook
8.1 China E-sports Market Size (2012-2017)
8.2 China E-sports Market Size and Market Share by Players (2016 and 2017)
9 India E-sports Development Status and Outlook
9.1 India E-sports Market Size (2012-2017)
9.2 India E-sports Market Size and Market Share by Players (2016 and 2017)
10 Southeast Asia E-sports Development Status and Outlook
10.1 Southeast Asia E-sports Market Size (2012-2017)
10.2 Southeast Asia E-sports Market Size and Market Share by Players (2016 and 2017)
11 Market Forecast by Regions, Type and Application (2017-2022)
11.1 Global E-sports Market Size (Value) by Regions (2017-2022)
11.1.1 United States E-sports Revenue and Growth Rate (2017-2022)
11.1.2 EU E-sports Revenue and Growth Rate (2017-2022)
11.1.3 Japan E-sports Revenue and Growth Rate (2017-2022)
11.1.4 China E-sports Revenue and Growth Rate (2017-2022)
11.1.5 India E-sports Revenue and Growth Rate (2017-2022)
11.1.6 Southeast Asia E-sports Revenue and Growth Rate (2017-2022)
11.2 Global E-sports Market Size (Value) by Type (2017-2022)
11.3 Global E-sports Market Size by Application (2017-2022)
12 E-sports Market Dynamics
12.1 E-sports Market Opportunities
12.2 E-sports Challenge and Risk
12.2.1 Competition from Opponents
12.2.2 Downside Risks of Economy
12.3 E-sports Market Constraints and Threat
12.3.1 Threat from Substitute
12.3.2 Government Policy
12.3.3 Technology Risks
12.4 E-sports Market Driving Force
12.4.1 Growing Demand from Emerging Markets
12.4.2 Potential Application
13 Market Effect Factors Analysis
13.1 Technology Progress/Risk
13.1.1 Substitutes
13.1.2 Technology Progress in Related Industry
13.2 Consumer Needs Trend/Customer Preference
13.3 External Environmental Change
13.3.1 Economic Fluctuations
13.3.2 Other Risk Factors
14 Research Finding/Conclusion
15 Appendix
Methodology
Analyst Introduction
Data Source

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