Esports Market is Booming Worldwide (18% CAGR)| Tencent, Cj Corporation, Electronic Arts
|Pressemitteilung von: HTF Market Intelligence Consulting Pvt. Ltd.|
(openPR) - A new research document is added in HTF MI database of 123 pages, titled as 'Global Esports Market Report 2018'with detailed analysis, Competitive landscape, forecast and strategies. The study covers geographic analysis that includes regions like United States, Europe, China, Japan, India and important players/vendors such as Activision Blizzard, Valve Corporation, Tencent, Cj Corporation, Electronic Arts, etc. |
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With the slowdown in world economic growth, the Esports industry has also suffered a certain impact, but still maintained a relatively optimistic growth, the past four years, Esports market size to maintain the average annual growth rate of 18.39% from 470 million $ in 2014 to 780 million $ in 2017, HTF analysts believe that in the next few years, Esports market size will be further expanded, we expect that by 2022, The market size of the Esports will reach 1834 million $.
This Report covers the manufacturers’ data, including: shipment, price, revenue, gross profit, interview record, business distribution etc., these data help the consumer know about the competitors better. This report also covers all the regions and countries of the world, which shows a regional development status, including market size, volume and value, as well as price data.
Besides, the report also covers segment data, including: type segment, industry segment, channel segment etc. cover different segment market size, both volume and value. Also cover different industries clients information, which is very important for the manufacturers.
Section 1: Free——Definition
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Section (2 3): 1200 USD——Manufacturer Detail
Modern Times Group
Turner Broadcasting System
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Section 4: 900 USD——Region Segmentation
North America Country (United States, Canada)
Asia Country (China, Japan, India, Korea)
Europe Country (Germany, UK, France, Italy)
Other Country (Middle East, Africa, GCC)
Section (5 6 7): 500 USD——
Product Type Segmentation (Media Rights, Tickets And Merchandise, Sponsorship & Direct
Advertisement, Publisher Fees, )
Industry Segmentation (Internet Banking, Network Insurance Industry, Network Education, , Channel (Direct Sales, Distributor) Segmentation
Section 8: 400 USD——Trend (2018-2022)
Section 9: 300 USD——Product Type Detail
Section 10: 700 USD——Downstream Consumer
Section 11: 200 USD——Cost Structure
Section 12: 500 USD——Conclusion
Table of Contents
Section 1 Esports Product Definition
Section 2 Global Esports Market Manufacturer Share and Market Overview
Section 3 Manufacturer Esports Business Introduction
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