|08-10-2018 05:58 AM CET - Sports||
E -sports Market 2018 Insights by Global Key Vendor Overview - EA, Tencent, Bluehole Studio, Riot Games, Nexon, Blizzard, Sony, Valve Corporation
Press release from: ReportsWeb
eSports industry is expected to grow rapidly in the coming years according to the latest research report.
ReportsWeb.com has announced the addition of the “Global ESport Market Size Status and Forecast 2025” report detailed insights about the aspects responsible for augmenting as well as restraining market growth and analyses the market potential for each geographical region based on the growth rate, macroeconomic parameters, consumer buying patterns, and market demand and supply scenarios.
This report studies the global ESport market, analyzes and researches the ESport 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
EA, Tencent, Bluehole Studio, Riot Games, Nexon, Blizzard, Sony, Valve Corporation
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Market segment by Application, ESport can be split into
Mobilehone & Tablet
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.
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Table of Content
Global ESport Market Size, Status and Forecast 2025
1 Industry Overview of ESport
2 Global ESport Competition Analysis by Players
3 Company (Top Players) Profiles
3.1.1 Company Profile
3.1.2 Main Business/Business Overview
3.1.3 Products, Services and Solutions
3.1.4 ESport Revenue (Million USD) (2013-2018)
3.1.5 Recent Developments
3.2.1 Company Profile
3.2.2 Main Business/Business Overview
3.2.3 Products, Services and Solutions
3.2.4 ESport Revenue (Million USD) (2013-2018)
3.2.5 Recent Developments
3.3 Bluehole Studio
3.3.1 Company Profile
3.3.2 Main Business/Business Overview
3.3.3 Products, Services and Solutions
3.3.4 ESport Revenue (Million USD) (2013-2018)
3.3.5 Recent Developments
4 Global ESport Market Size by Application (2013-2018)
5 United States ESport Development Status and Outlook
6 EU ESport Development Status and Outlook
7 Japan ESport Development Status and Outlook
8 China ESport Development Status and Outlook
9 India ESport Development Status and Outlook
10 Southeast Asia ESport Development Status and Outlook
11 Market Forecast by Regions and Application (2018-2025)
12 ESport Market Dynamics
13 Market Effect Factors Analysis
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