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.
In 2017, the global E-sports market size was million US$ and it is expected to reach million US$ by the end of 2025, with a CAGR of during 2018–2025.
Report Sample includes:
- Table of Contents
- List of Tables & Figures
- Charts
- Research Methodology
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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
- MOBA
- FPS
- RTS
- Other
Market segment by Application, split into
- Professional
- Amateur
The study objectives of this report are:
- To study and forecast the market size of E-sports in global market.
- To analyze the global key players, SWOT analysis, value and global market share for top players.
- To define, describe and forecast the market by type, end use and region.
- To analyze and compare the market status and forecast between China and major regions, namely, United States, Europe, China, Japan, Southeast Asia, India and Rest of World.
- To analyze the global key regions market potential and advantage, opportunity and challenge, restraints and risks.
- To identify significant trends and factors driving or inhibiting the market growth.
- To analyze the opportunities in the market for stakeholders by identifying the high growth segments.
- To strategically analyze each submarket with respect to individual growth trend and their contribution to the market
- To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market
- To strategically profile the key players and comprehensively analyze their growth strategies.
In this study, the years considered to estimate the market size of E-sports are as follows:
- History Year: 2013–2017
- Base Year: 2017
- Estimated Year: 2018
- Forecast Year 2018 to 2025
Key Stakeholders
- E-sports Manufacturers
- E-sports Distributors/Traders/Wholesalers
- E-sports Subcomponent Manufacturers
- Industry Association
- Downstream Vendors
Available Customizations
With the given market data, We Research offers customizations according to the company’s specific needs. The following customization options are available for the report:
- Regional and country-level analysis of the E-sports market, by end-use.
- Detailed analysis and profiles of additional market players.
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