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Latest Report on Strategic Assessment of Worldwide eSports Market - Forecast Till 2021

Latest Report on Strategic Assessment of Worldwide eSports

Researchmoz added Most up-to-date research on "Strategic Assessment of Worldwide eSports Market - Forecast Till 2021" to its huge collection of research reports.

Worldwide eSports Market Report Insights

eSports, also known as an electronic sport as the name itself suggests, is primarily facilitated by video games. It is getting popularity among gamers and youngster at an enormous rate worldwide. eSports has been recognized as a mainstream gaming event only in the last decade and has developed from its initial concept of multiplayer video gaming competitions. Currently, gamers participate in these events to play for cash prizes (In 2015, The International DotA 2 awarded the biggest prize pool in eSports history of over $18.6 million. Its popularity shows that eSports is making a sustainable and long-term business), hoping to be sponsored by companies to get recognition and funding for their profession. These competitions are played either online or over LAN and are watched by billions across the globe.

Worldwide eSports market research report covers the present scenario and the growth prospects of the worldwide eSports Market for the period 2015-2021. The report provides in-depth analysis of market size and growth of worldwide eSports market. This market research report includes a detailed market segmentation of the worldwide eSports Market by the following segmentation types

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Type of End-users
Esports Enthusiasts

Regular viewers/participants
By Demography

Occasional viewers/participants

Regular viewers
By Demography

Geographic Segmentation

North America
APAC
Europe
ROW

By Revenue Stream Generation

Sponsorships, media rights and advertisements

Prize Pools
Merchandise
Tickets
Others

Market Share

Based on the revenue generated in the region, market share segmentation is provided as follows

By prize pool offered
By tournaments

Worldwide eSports Market Market Size and Dynamics

eSports, also known as electronics sports is a form of mind sports where players contest in video gaming competition in game arenas and eSports tournaments organized on a mass level. In general, eSports is an organized competition between professional gamers. These competitions are multiplayer in nature. RTS, FPS, and MOBA games are some of the common video game genres played in eSports tournaments worldwide. ESports are broadcasted live worldwide on streaming platforms such as Twitch and YouTube. Sponsors and advertisers use this platform to promote themselves in front of a mass audience. Market research analysts at Beige Market Intelligence, forecast the Worldwide eSports market to grow at a CAGR of more than 25 % during the forecast period.

Live streaming providing boost for eSports market key trend supporting the market
The streaming of eSports contests and end-users' associated play-throughs and guidance of games has been witnessing a large surge in popularity worldwide. Twitch and YouTube have contributed significantly to create awareness of eSports. New players such as Azubu, Hitbox, and DingIt will give tough competition to Twitch and YouTube during the forecast period.

Increase in number of eSports tournaments key driving force for the market
Global eSports market has been witnessing an increase in the number of eSports tournaments as well as a fan base; the reason is because of its increasing popularity among youngsters worldwide. The number of eSports tournaments in 1998 was just 7. In 2013, that figure went up to more than 1500. With an increase in the number of tournaments, the prize money offered at these tournaments has also been increasing steadily. Tournaments, content streaming, media rights, corporate sponsorships, ticket sales, and merchandise along with others entities are some of the major eSports revenue contributors.

eSports Market Competitive Landscape

The global eSports market is moderately concentrated as a few game publishers and tournament organizers are dominating the market though the competition among these players is intense. Market concentration in the developed countries such as the US and South Korea is higher while the market is in its nascent stage in the developing countries such as China and India because of the recent entry of many games developing companies in these countries.

Companies that are changing the landscape of the market include Capcom, Microsoft Studios, Riot Games, Activision Blizzard, Aksys Games, Bandai Namco, Bethesda Softworks, Electronic Arts (EA), Hi-Rez Studios, NCsoft, Neowiz Games, Nintendo, Sega, Ubisoft, Valve Corporation and Wargaming.

Browse Detail Report With TOC @ http://www.researchmoz.us/strategic-assessment-of-worldwide-esports-market-forecast-till-2021-report.html

Table of Contents

Section 1 Research Methodology

Section 2 Executive Summary

Section 3 Scope of the Report
3.1 Research coverage
3.1.1 Definition of product
3.1.2 End-user segments
3.1.3 Base year
3.1.4 Geography
3.2 Terminology used in report

Section 4 Market Research Methodology
4.1 Geographical segmentation
4.2 Vendor segmentation
4.3 Common currency conversion rates

Section 5 Market Landscape
5.1 Introduction to eSports
5.1.1 History of eSports
5.1.2 eSports ecosystem

Section 6 Key Market Trends
6.1.1 Year-on-year impact of market trends
6.1.2 Impact of market trends on geographies in 2015

Section 7 Key Market Growth Drivers

Section 8 Key Market Restraints

Section 9 Value Chain Analysis
9.1 Value chain analysis of global eSports market
9.1.1 Business model: Online versus offline

Section 10 Worldwide eSports Market by Revenue
10.1 Historical market size
10.2 Market size and forecast 2015-2021

Section 11 Worldwide eSports Market by eSports Enthusiasts
11.1 Historical market size
11.2 Market size and forecast 2015-2021
11.2.1 Five forces analysis

Section 12 Geographical Segmentation
12.1 Global eSports market segmentation by geography

Section 13 eSports Market in North America
13.1 Historical market size 2013-2014
13.2 Market size and forecast 2015-2021
13.3 Key countries
13.3.1 US: Market size and forecast
13.3.2 Canada: Market size and forecast
13.3.3 Top trend, driver, and restraint

Section 14 eSports Market in APAC
14.1 Historical data 2013-2014
14.2 Market size and forecast 2015-2021
14.3 Key countries
14.3.1 South Korea: Market size and forecast 2015-2021
14.3.2 China: market size and forecast
14.3.3 Top trend, driver, and restraint

Section 15 eSports Market in Europe
15.1 Historical data 2013-2014
15.2 Market size and forecast 2015-2021
15.3 Key countries
15.3.1 Sweden: Market size and forecast
15.3.2 Russia: Market size and forecast
15.3.3 Top trend, driver, and restraint

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