Thursday, 2 April 2020

E-sports Market Size, Status and Forecast 2025

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
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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