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.
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This report focuses on the global top players, covered
- Activision Blizzard
- Epic Games
- Riot Games
- Valve Corporation
- EA Sports
- Hi-Rez Studios
- Microsoft Studios
Market segment by Regions/Countries, this report covers
- United States
- Southeast Asia
Market segment by Type, the product can be split into
Market segment by Application, split into
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
- E-sports Manufacturers
- E-sports Distributors/Traders/Wholesalers
- E-sports Subcomponent Manufacturers
- Industry Association
- Downstream Vendors
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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Table of content
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
1.2.5 Southeast Asia
1.3 E-sports Market by Type
1.4 E-sports Market by End Users/Application
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)
3.3.1 Company Profile
3.3.2 Main Business/Busine
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