At present, the market is developing its presence and some of the key players from the complete study are Activision Blizzard, Epic Games, Nintendo, Riot Games, Valve Corporation, Wargaming.Net, EA Sports, Hi-Rez Studios & Microsoft Studios etc. The market Study is segmented by key regions which is accelerating the marketization.
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In 2017, the global E-sports market size was million US$ and it is expected to reach million US$ by the end of 2025, with a CAGR of during 2018-2025.
Geographically, this report is segmented into following key Regions, with production, consumption, revenue (million USD), and market share and growth rate of E-sports in these regions, from 2012 to 2022 (forecast), covering
Market Segment by Regions |
2012 |
2017 |
2022 |
Share (%) |
CAGR (2017-2022) |
United States |
xx |
xx |
xx |
xx% |
xx% |
Europe |
xx |
xx |
xx |
xx% |
xx% |
China |
xx |
xx |
xx |
xx% |
xx% |
Japan |
xx |
xx |
xx |
xx% |
xx% |
Southeast Asia |
xx |
xx |
xx |
xx% |
xx% |
India |
xx |
xx |
xx |
xx% |
xx% |
Total |
xx |
xx |
xx |
xx% |
xx% |
Browse 100+ market data Tables and Figures spread through Pages and in-depth TOC on ” E-sports Market by Type (MOBA, FPS, RTS & Other), by End-Users/Application Professional & Amateur, Organization Size, Industry, and Region – Forecast to 2022″. Early buyers will receive 10% customization on reports.
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In order to get a deeper view of Market Size, competitive landscape is provided i.e. Revenue (Million USD) by Players (2012-2017), Revenue Market Share (%) by Players (2012-2017) and further a qualitative analysis is made towards market concentration rate, product/service differences, new entrants and the technological trends in future.
Global E-sports Market Size by Players (2012-2017)
2013 |
2014 |
2015 |
2016 |
2017 |
|
Activision Blizzard |
xx |
xx |
xx |
xx |
xx |
Epic Games |
xx |
xx |
xx |
xx |
xx |
Nintendo |
xx |
xx |
xx |
xx |
xx |
…… |
Company profile section of players such as Activision Blizzard, Epic Games, Nintendo, Riot Games, Valve Corporation, Wargaming.Net, EA Sports, Hi-Rez Studios & Microsoft Studios includes its basic information like legal name, website, headquarters, its market position, historical background and top 5 closest competitors by Market capitalization / revenue along with contact information. Each player/ manufacturer revenue figures, growth rate and gross profit margin is provided in easy to understand tabular format for past 5 years and a separate section on recent development like mergers, acquisition or any new product/service launch etc.
Regional Market share analysis and revenue breakdown is pivoted by major application/end users and important players in that geography. For e.g. graphical charts and table for E-sports Market Size by Application (2012-2017) for each geography is included
Market Segment by Application |
2012 |
2017 |
2022 |
Market Share (%)2022 |
CAGR (%) (2017-2022) |
Professional |
xx |
xx |
xx |
xx% |
xx% |
Amateur |
xx |
xx |
xx |
xx% |
xx% |
Total |
xx |
xx |
xx |
100% |
xx% |
Also, Global E-sports market competition by top manufacturers, with production, price, revenue (value) and market share for each manufacturer; the top players includes Activision Blizzard, Epic Games, Nintendo, Riot Games, Valve Corporation, Wargaming.Net, EA Sports, Hi-Rez Studios & Microsoft Studios
Global E-sports (Thousands Units) and Revenue (Million USD) Market Split by Product Type such as MOBA, FPS, RTS & Other
Market Segment by Type |
2016 |
2017 |
2018 |
2019 |
2020 |
2021 |
2022 |
MOBA |
xx |
xx |
xx |
xx |
xx |
Xx |
xx |
-Change (%) |
xx% |
xx% |
xx% |
xx% |
xx% |
xx% |
xx% |
FPS |
xx |
xx |
xx |
xx |
xx |
Xx |
xx |
-Change (%) |
xx% |
xx% |
xx% |
xx% |
xx% |
xx% |
xx% |
RTS |
xx |
xx |
xx |
xx |
xx |
Xx |
xx |
-Change (%) |
xx% |
xx% |
xx% |
xx% |
xx% |
xx% |
xx% |
Other |
xx |
xx |
xx |
xx |
xx |
Xx |
xx |
-Change (%) |
xx% |
xx% |
xx% |
xx% |
xx% |
xx% |
xx% |
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There are 15 Chapters to display the Global E-sports market.
Chapter 1, to describe Definition, Specifications and Classification of E-sports, Applications of E-sports, Market Segment by Regions;
Chapter 2, to analyze the Manufacturing Cost Structure, Raw Material and Suppliers, Manufacturing Process, Industry Chain Structure;
Chapter 3, to display the Technical Data and Manufacturing Plants Analysis of , Capacity and Commercial Production Date, Manufacturing Plants Distribution, R&D Status and Technology Source, Raw Materials Sources Analysis;
Chapter 4, to show the Overall Market Analysis, Capacity Analysis (Company Segment), Sales Analysis (Company Segment), Sales Price Analysis (Company Segment);
Chapter 5 and 6, to show the Regional Market Analysis that includes United States, Europe, China, Japan, Southeast Asia & India, E-sports Segment Market Analysis (by Type);
Chapter 7 and 8, to analyze the E-sports Segment Market Analysis (by Application) Major Manufacturers Analysis of E-sports;
Chapter 9, Market Trend Analysis, Regional Market Trend, Market Trend by Product Type [MOBA, FPS, RTS & Other], Market Trend by Application [Professional & Amateur];
Chapter 10, Regional Marketing Type Analysis, International Trade Type Analysis, Supply Chain Analysis;
Chapter 11, to analyze the Consumers Analysis of E-sports;
Chapter 12, 14 and 15, to describe E-sports sales channel, distributors, traders, dealers, Research Findings and Conclusion, appendix and data source.
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