Press release
Global E-Sports Market Trend by 2025 | Top Featured Players : Activision Blizzard, Epic Games, Nintendo, Riot Games and More.
This report studies the global E-Sports market size, industry status and forecast, competition landscape and growth opportunity. This research report categorizes the global E-Sports market by companies, region, type and end-use industry.Request For Sample @ https://www.researchtrades.com/request-sample/1644303
E-sports (also known as electronic sports, esports, eSports) are a form of competition using video games.
The MOBA segment dominated the e-sports market and is expected to continue its dominance over the next four years. The availability of different elements of MOBA games such as collecting items, acquiring goods, leveling up, and fighting accompanied by computer-generated units drives the segment?s growth in this global market.
The Americas are the leading region and will also be the fastest-growing region for e-sports during the forecast period followed by APAC and EMEA. The US is the leading country for e-sports market.
In 2017, the global E-Sports 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.
This report focuses on the global top players, covered
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
Europe
China
Japan
Southeast Asia
India
Market segment by Type, the product can be split into
Multiplayer Online Battle Arena (MOBA)
First-Person Shooter (FPS)
Real-Time Strategy (RTS)
Other
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Market segment by Application, split into
Professional
Amateur
Table of Contents
Global E-Sports Market Size, Status and Forecast 2025
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 (2013-2018)
1.2.1 United States
1.2.2 Europe
1.2.3 China
1.2.4 Japan
1.2.5 Southeast Asia
1.2.6 India
1.3 E-Sports Market by Type
1.3.1 Multiplayer Online Battle Arena (MOBA)
1.3.2 First-Person Shooter (FPS)
1.3.3 Real-Time Strategy (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 (2013-2018)
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 (Million USD) (2013-2018)
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 (Million USD) (2013-2018)
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 (Million USD) (2013-2018)
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 (Million USD) (2013-2018)
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 (Million USD) (2013-2018)
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 (Million USD) (2013-2018)
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 (Million USD) (2013-2018)
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 (Million USD) (2013-2018)
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 (Million USD) (2013-2018)
4 Global E-Sports Market Size by Type and Application (2013-2018)
4.1 Global E-Sports Market Size by Type (2013-2018)
4.2 Global E-Sports Market Size by Application (2013-2018)
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 (2013-2018)
5.2 United States E-Sports Market Size and Market Share by Players (2013-2018)
5.3 United States E-Sports Market Size by Application (2013-2018)
6 Europe E-Sports Development Status and Outlook
6.1 Europe E-Sports Market Size (2013-2018)
6.2 Europe E-Sports Market Size and Market Share by Players (2013-2018)
6.3 Europe E-Sports Market Size by Application (2013-2018)
7 China E-Sports Development Status and Outlook
7.1 China E-Sports Market Size (2013-2018)
7.2 China E-Sports Market Size and Market Share by Players (2013-2018)
7.3 China E-Sports Market Size by Application (2013-2018)
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8 Japan E-Sports Development Status and Outlook
8.1 Japan E-Sports Market Size (2013-2018)
8.2 Japan E-Sports Market Size and Market Share by Players (2013-2018)
8.3 Japan E-Sports Market Size by Application (2013-2018)
9 Southeast Asia E-Sports Development Status and Outlook
9.1 Southeast Asia E-Sports Market Size (2013-2018)
9.2 Southeast Asia E-Sports Market Size and Market Share by Players (2013-2018)
9.3 Southeast Asia E-Sports Market Size by Application (2013-2018)
10 India E-Sports Development Status and Outlook
10.1 India E-Sports Market Size (2013-2018)
10.2 India E-Sports Market Size and Market Share by Players (2013-2018)
10.3 India E-Sports Market Size by Application (2013-2018)
…
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