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6 Key Projections on Future of E-Sports Market Revealing Latest Technologies, Size, Share and Growth Forecast till 2022

04-04-2018 05:00 PM CET | Sports

Press release from: Fact.MR

Fact.MR

Fact.MR

The global market discussion on e-sports can be found in the latest study by Fact.MR, which has been freshly added to its massive collection of research database. The report is titled “E-Sports Market Forecast, Trend Analysis & Competition Tracking: Global Review 2017 to 2022”, which works to enlighten the readers about the major factors prompting the growth of the concerned market. Apart from that, the research majorly focuses on e-sports market’s competitive outlook by profiling major players functioning across the globe. As the report moves ahead, information regarding the prominent trends as well as opportunities in the key geographical segments has also been elaborated, thus enabling companies to be able to make region-specific strategies for gaining a competitive lead. Some of the prime regions emphasized in the study include key regions.

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According to a report by Fact.MR, the global market for e-sports has been estimated to register an above-average CAGR during the forecast period 2017 to 2022. Revenues from the global e-sports market are projected to reach nearly US$ 400 Mn by 2022-end.

6 Key Takeaways from Fact.MR’s Report on Global E-Sports Market for Forecast Period 2017 to 2022

1- Online mode will continue to be the largest design mode segment of e-sports adopted around the world, with revenues estimated to hold approximately 50% market share over the forecast period. But, online design mode of e-sports will lose 114 BPS in its share of the market by 2022-end.

2- Local Area Network design mode of e-sports is poised to exhibit the highest CAGR through 2022.

3- On the basis of genres type, racing and real-time strategy are estimated to ride on similar CAGRs through 2022. The real-time strategy genre of e-sports will account for the largest share of the market, in terms of revenues, during 2017 to 2022.

4- Fighting games are expected to remain the second most lucrative genre of e-sports, in terms of revenues.

5- Based on buyer type, promotional segment is projected to register the fastest expansion in the global e-sports market through 2022.

6- Institutional segment is estimated to be the most lucrative buyer type segment, with sales poised to account for nearly US$ 200 Mn revenues by 2022-end.

Competition Tracking

Key players profiled in Fact.MR’s report on the global e-sports market include Sony Corporation, Microsoft Corporation, Electronic Arts Inc., Nintendo Co., Ltd., GungHo Online Entertainment, Inc., Tencent Holdings Limited, Activision Blizzard Inc., Zynga Inc., Valve Corporation, and Epic Games, Inc.

Browse Full Report with TOC@ https://www.factmr.com/report/217/e-sports-market

Table of Contents:

Global E-Sports Market – Executive Summary
Global E-Sports Market Overview
2.1. Introduction
2.1.1. Global E-Sports Market Taxonomy
2.1.2. Global E-Sports Market Definition
2.2. Global E-Sports Market Size (US$ Mn) and Forecast, 2012-2022
2.2.1. Global E-Sports Market Y-o-Y Growth
2.3. Global E-Sports Market Dynamics
2.3.1. Drivers
2.3.2. Restraints
2.3.3. Trends
2.4. Supply Chain
2.5. Cost Structure
2.6. Pricing Analysis
2.7. Raw Material Sourcing Strategy and Analysis
2.8. List of Distributors
2.9. Key Participants Market Presence (Intensity Map) By Region
Global E-Sports Market Analysis and Forecast By Genres Type
3.1. Global E-Sports Market Size and Forecast By Genres Type, 2012-2022
3.1.1. Fighting games E-Sports Market Size and Forecast, 2012-2022
3.1.1.1. Revenue (US$ Mn) Comparison, By Region
3.1.1.2. Market Share Comparison, By Region
3.1.1.3. Y-o-Y growth Comparison, By Region
3.1.2. First-person shooters E-Sports Market Size and Forecast, 2012-2022
3.1.2.1. Revenue (US$ Mn) Comparison, By Region
3.1.2.2. Market Share Comparison, By Region
3.1.2.3. Y-o-Y growth Comparison, By Region
3.1.3. Real-time strategy E-Sports Market Size and Forecast, 2012-2022
3.1.3.1. Revenue (US$ Mn) Comparison, By Region
3.1.3.2. Market Share Comparison, By Region
3.1.3.3. Y-o-Y growth Comparison, By Region
3.1.4. Sports games E-Sports Market Size and Forecast, 2012-2022
3.1.4.1. Revenue (US$ Mn) Comparison, By Region
3.1.4.2. Market Share Comparison, By Region
3.1.4.3. Y-o-Y growth Comparison, By Region
Continued……..

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About Fact.MR
Fact.MR is a fast-growing market research firm that offers the most comprehensive suite of syndicated and customized sports market research reports. We believe transformative intelligence can educate and inspire businesses to make smarter decisions. We know the limitations of the one-size-fits-all approach; that's why we publish multi-industry global, regional, and country-specific research reports.

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Rockville, MD 20852
United States
Email: sales@factmr.com
Web: https://www.factmr.com/

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