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.

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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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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
1.2.2 Europe
1.2.3 China
1.2.4 Japan
1.2.5 Southeast Asia
1.2.6 India
1.3 E-sports Market by Type
1.3.1 MOBA
1.3.2 FPS
1.3.3 RTS
1.3.4 Other
1.4 E-sports Market by End Users/Application
1.4.1 Professional
1.4.2 Amateur

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 Nintendo
3.3.1 Company Profile
3.3.2 Main Business/Busine

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