Tuesday 29 January 2019

Global E-Sports Market is Expected to Foresee an Outstanding Growth by 2025

Qyresearchreports include new market research report Global E-Sports Market Size, Status and Forecast 2025 to its huge collection of research reports.

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.

E-sports (also known as electronic sports, esports, eSports) are a form of competition using video games. The MOBA segment dominated the e-sports market and is expected to continue its dominance over the next four years. The availability of different elements of MOBA games such as collecting items, acquiring goods, leveling up, and fighting accompanied by computer-generated units drives the segments growth in this global market.

The Americas are the leading region and will also be the fastest-growing region for e-sports during the forecast period followed by APAC and EMEA. The US is the leading country for e-sports market.

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In 2017, the global E-Sports market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2018-2025.

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
Multiplayer Online Battle Arena (MOBA)
First-Person Shooter (FPS)
Real-Time Strategy (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.

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For the data information by region, company, type and application, 2017 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

Key Stakeholders
E-Sports Manufacturers
E-Sports Distributors/Traders/Wholesalers
E-Sports Subcomponent Manufacturers
Industry Association
Downstream Vendors

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