+1 (704) 266-3234

Global E-Sports Market Size, Status And Forecast 2019-2025

Published on: Jul 2019 | From USD $3900 | Published By: QY RESEARCH | Number Of Pages: 99

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 segmentÕs 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.
In 2018, 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 2019-2025.

This report focuses on the global E-Sports status, future forecast, growth opportunity, key market and key players. The study objectives are to present the E-Sports development in United States, Europe and China.

The key players covered in this study
Activision Blizzard
Epic Games
Nintendo
Riot Games
Valve Corporation
Wargaming.Net
EA Sports
Hi-Rez Studios
Microsoft Studios

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

Market segment by Regions/Countries, this report covers
United States
Europe
China
Japan
Southeast Asia
India
Central & South America

The study objectives of this report are:
To analyze global E-Sports status, future forecast, growth opportunity, key market and key players.
To present the E-Sports development in United States, Europe and China.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by product type, market and key regions.

In this study, the years considered to estimate the market size of E-Sports are as follows:
History Year: 2014-2018
Base Year: 2018
Estimated Year: 2019
Forecast Year 2019 to 2025
For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

Table of Contents

1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered
1.4 Market Analysis by Type
1.4.1 Global E-Sports Market Size Growth Rate by Type (2014-2025)
1.4.2 Multiplayer Online Battle Arena (MOBA)
1.4.3 First-Person Shooter (FPS)
1.4.4 Real-Time Strategy (RTS)
1.4.5 Other
1.5 Market by Application
1.5.1 Global E-Sports Market Share by Application (2014-2025)
1.5.2 Professional
1.5.3 Amateur
1.6 Study Objectives
1.7 Years Considered

2 Global Growth Trends
2.1 E-Sports Market Size
2.2 E-Sports Growth Trends by Regions
2.2.1 E-Sports Market Size by Regions (2014-2025)
2.2.2 E-Sports Market Share by Regions (2014-2019)
2.3 Industry Trends
2.3.1 Market Top Trends
2.3.2 Market Drivers
2.3.3 Market Opportunities

3 Market Share by Key Players
3.1 E-Sports Market Size by Manufacturers
3.1.1 Global E-Sports Revenue by Manufacturers (2014-2019)
3.1.2 Global E-Sports Revenue Market Share by Manufacturers (2014-2019)
3.1.3 Global E-Sports Market Concentration Ratio (CR5 and HHI)
3.2 E-Sports Key Players Head office and Area Served
3.3 Key Players E-Sports Product/Solution/Service
3.4 Date of Enter into E-Sports Market
3.5 Mergers & Acquisitions, Expansion Plans

4 Breakdown Data by Type and Application
4.1 Global E-Sports Market Size by Type (2014-2019)
4.2 Global E-Sports Market Size by Application (2014-2019)

5 United States
5.1 United States E-Sports Market Size (2014-2019)
5.2 E-Sports Key Players in United States
5.3 United States E-Sports Market Size by Type
5.4 United States E-Sports Market Size by Application

6 Europe
6.1 Europe E-Sports Market Size (2014-2019)
6.2 E-Sports Key Players in Europe
6.3 Europe E-Sports Market Size by Type
6.4 Europe E-Sports Market Size by Application

7 China
7.1 China E-Sports Market Size (2014-2019)
7.2 E-Sports Key Players in China
7.3 China E-Sports Market Size by Type
7.4 China E-Sports Market Size by Application

8 Japan
8.1 Japan E-Sports Market Size (2014-2019)
8.2 E-Sports Key Players in Japan
8.3 Japan E-Sports Market Size by Type
8.4 Japan E-Sports Market Size by Application

9 Southeast Asia
9.1 Southeast Asia E-Sports Market Size (2014-2019)
9.2 E-Sports Key Players in Southeast Asia
9.3 Southeast Asia E-Sports Market Size by Type
9.4 Southeast Asia E-Sports Market Size by Application

10 India
10.1 India E-Sports Market Size (2014-2019)
10.2 E-Sports Key Players in India
10.3 India E-Sports Market Size by Type
10.4 India E-Sports Market Size by Application

11 Central & South America
11.1 Central & South America E-Sports Market Size (2014-2019)
11.2 E-Sports Key Players in Central & South America
11.3 Central & South America E-Sports Market Size by Type
11.4 Central & South America E-Sports Market Size by Application

12 International Players Profiles
12.1 Activision Blizzard
12.1.1 Activision Blizzard Company Details
12.1.2 Company Description and Business Overview
12.1.3 E-Sports Introduction
12.1.4 Activision Blizzard Revenue in E-Sports Business (2014-2019)
12.1.5 Activision Blizzard Recent Development
12.2 Epic Games
12.2.1 Epic Games Company Details
12.2.2 Company Description and Business Overview
12.2.3 E-Sports Introduction
12.2.4 Epic Games Revenue in E-Sports Business (2014-2019)
12.2.5 Epic Games Recent Development
12.3 Nintendo
12.3.1 Nintendo Company Details
12.3.2 Company Description and Business Overview
12.3.3 E-Sports Introduction
12.3.4 Nintendo Revenue in E-Sports Business (2014-2019)
12.3.5 Nintendo Recent Development
12.4 Riot Games
12.4.1 Riot Games Company Details
12.4.2 Company Description and Business Overview
12.4.3 E-Sports Introduction
12.4.4 Riot Games Revenue in E-Sports Business (2014-2019)
12.4.5 Riot Games Recent Development
12.5 Valve Corporation
12.5.1 Valve Corporation Company Details
12.5.2 Company Description and Business Overview
12.5.3 E-Sports Introduction
12.5.4 Valve Corporation Revenue in E-Sports Business (2014-2019)
12.5.5 Valve Corporation Recent Development
12.6 Wargaming.Net
12.6.1 Wargaming.Net Company Details
12.6.2 Company Description and Business Overview
12.6.3 E-Sports Introduction
12.6.4 Wargaming.Net Revenue in E-Sports Business (2014-2019)
12.6.5 Wargaming.Net Recent Development
12.7 EA Sports
12.7.1 EA Sports Company Details
12.7.2 Company Description and Business Overview
12.7.3 E-Sports Introduction
12.7.4 EA Sports Revenue in E-Sports Business (2014-2019)
12.7.5 EA Sports Recent Development
12.8 Hi-Rez Studios
12.8.1 Hi-Rez Studios Company Details
12.8.2 Company Description and Business Overview
12.8.3 E-Sports Introduction
12.8.4 Hi-Rez Studios Revenue in E-Sports Business (2014-2019)
12.8.5 Hi-Rez Studios Recent Development
12.9 Microsoft Studios
12.9.1 Microsoft Studios Company Details
12.9.2 Company Description and Business Overview
12.9.3 E-Sports Introduction
12.9.4 Microsoft Studios Revenue in E-Sports Business (2014-2019)
12.9.5 Microsoft Studios Recent Development

13 Market Forecast 2019-2025
13.1 Market Size Forecast by Regions
13.2 United States
13.3 Europe
13.4 China
13.5 Japan
13.6 Southeast Asia
13.7 India
13.8 Central & South America
13.9 Market Size Forecast by Product (2019-2025)
13.10 Market Size Forecast by Application (2019-2025)

14 Analyst's Viewpoints/Conclusions

15 Appendix
15.1 Research Methodology
15.1.1 Methodology/Research Approach
15.1.1.1 Research Programs/Design
15.1.1.2 Market Size Estimation
12.1.1.3 Market Breakdown and Data Triangulation
15.1.2 Data Source
15.1.2.1 Secondary Sources
15.1.2.2 Primary Sources
15.2 Disclaimer
15.3 Author Details

List of Tables and Figures

Table E-Sports Key Market Segments
Table Key Players E-Sports Covered
Table Global E-Sports Market Size Growth Rate by Type 2014-2025 (Million US$)
Figure Global E-Sports Market Size Market Share by Type 2014-2025
Figure Multiplayer Online Battle Arena (MOBA) Figures
Table Key Players of Multiplayer Online Battle Arena (MOBA)
Figure First-Person Shooter (FPS) Figures
Table Key Players of First-Person Shooter (FPS)
Figure Real-Time Strategy (RTS) Figures
Table Key Players of Real-Time Strategy (RTS)
Figure Other Figures
Table Key Players of Other
Table Global E-Sports Market Size Growth by Application 2014-2025 (Million US$)
Figure Professional Case Studies
Figure Amateur Case Studies
Figure E-Sports Report Years Considered
Table Global E-Sports Market Size 2014-2025 (Million US$)
Figure Global E-Sports Market Size and Growth Rate 2014-2025 (Million US$)
Table Global E-Sports Market Size by Regions 2014-2025 (Million US$)
Table Global E-Sports Market Size by Regions 2014-2019 (Million US$)
Table Global E-Sports Market Share by Regions 2014-2019
Figure Global E-Sports Market Share by Regions 2014-2019
Figure Global E-Sports Market Share by Regions 2019
Table Market Top Trends
Table Global E-Sports Revenue by Manufacturers (2014-2019) (Million US$)
Table Global E-Sports Market Share by Manufacturers (2014-2019)
Figure Global E-Sports Market Share by Manufacturers in 2018
Table Global E-Sports Manufacturers Market Concentration Ratio (CR5 and HHI)
Table Key Players Head office and Area Served
Table Key Players E-Sports Product/Solution/Service
Table Date of Enter into E-Sports Market
Table Mergers & Acquisitions, Expansion Plans
Table Global E-Sports Market Size by Type (2014-2019) (Million US$)
Table Global E-Sports Market Size Share by Type (2014-2019)
Figure Global E-Sports Market Size Market Share by Type (2014-2019)
Table Global E-Sports Market Size by Application (2014-2019) (Million US$)
Table Global E-Sports Market Size Share by Application (2014-2019)
Figure Global E-Sports Market Size Market Share by Application (2014-2019)
Figure Global E-Sports Revenue Market Share by Application in 2018
Figure United States E-Sports Market Size 2014-2019 (Million US$)
Table United States Key Players E-Sports Revenue (2018-2019) (Million US$)
Table United States Key Players E-Sports Market Share (2018-2019)
Table United States E-Sports Market Size by Type (2014-2019) (Million US$)
Table United States E-Sports Market Share by Type (2014-2019)
Table United States E-Sports Market Size by Application (2014-2019) (Million US$)
Table United States E-Sports Market Share by Application (2014-2019)
Figure Europe E-Sports Market Size 2014-2019 (Million US$)
Table Europe Key Players E-Sports Revenue (2018-2019) (Million US$)
Table Europe Key Players E-Sports Market Share (2018-2019)
Table Europe E-Sports Market Size by Type (2014-2019) (Million US$)
Table Europe E-Sports Market Share by Type (2014-2019)
Table Europe E-Sports Market Size by Application (2014-2019) (Million US$)
Table Europe E-Sports Market Share by Application (2014-2019)
Figure China E-Sports Market Size 2014-2019 (Million US$)
Table China Key Players E-Sports Revenue (2018-2019) (Million US$)
Table China Key Players E-Sports Market Share (2018-2019)
Table China E-Sports Market Size by Type (2014-20189) (Million US$)
Table China E-Sports Market Share by Type (2014-2019)
Table China E-Sports Market Size by Application (2014-2019) (Million US$)
Table China E-Sports Market Share by Application (2014-2019)
Figure Japan E-Sports Market Size 2014-2019 (Million US$)
Table Japan Key Players E-Sports Revenue (2018-2019) (Million US$)
Table Japan Key Players E-Sports Market Share (2018-2019)
Table Japan E-Sports Market Size by Type (2014-2019) (Million US$)
Table Japan E-Sports Market Share by Type (2014-2019)
Table Japan E-Sports Market Size by Application (2014-2019) (Million US$)
Table Japan E-Sports Market Share by Application (2014-2019)
Figure Southeast Asia E-Sports Market Size 2014-2019 (Million US$)
Table Southeast Asia Key Players E-Sports Revenue (2018-2019) (Million US$)
Table Southeast Asia Key Players E-Sports Market Share (2018-2019)
Table Southeast Asia E-Sports Market Size by Type (2014-2019) (Million US$)
Table Southeast Asia E-Sports Market Share by Type (2014-2019)
Table Southeast Asia E-Sports Market Size by Application (2014-2019) (Million US$)
Table Southeast Asia E-Sports Market Share by Application (2014-2019)
Figure India E-Sports Market Size 2014-2019 (Million US$)
Table India Key Players E-Sports Revenue (2018-2019) (Million US$)
Table India Key Players E-Sports Market Share (2018-2019)
Table India E-Sports Market Size by Type (2014-2019) (Million US$)
Table India E-Sports Market Share by Type (2014-2019)
Table India E-Sports Market Size by Application (2014-2019) (Million US$)
Table India E-Sports Market Share by Application (2014-2019)
Figure Central & South America E-Sports Market Size 2014-2019 (Million US$)
Table Central & South America Key Players E-Sports Revenue (2018-2019) (Million US$)
Table Central & South America Key Players E-Sports Market Share (2018-2019)
Table Central & South America E-Sports Market Size by Type (2014-2019) (Million US$)
Table Central & South America E-Sports Market Share by Type (2014-2019)
Table Central & South America E-Sports Market Size by Application (2014-2019) (Million US$)
Table Central & South America E-Sports Market Share by Application (2014-2019)
Table Activision Blizzard Company Details
Table Activision Blizzard Revenue in E-Sports Business (2014-2019) (Million US$)
Figure Activision Blizzard Revenue Growth Rate in E-Sports Business (2014-2019)
Table Activision Blizzard Recent Development
Table Epic Games Company Details
Table Epic Games Revenue in E-Sports Business (2014-2019)(Million US$)
Figure Epic Games Revenue Growth Rate in E-Sports Business (2014-2019)
Table Epic Games Recent Development
Table Nintendo Company Details
Table Nintendo Revenue in E-Sports Business (2014-2019)(Million US$)
Figure Nintendo Revenue Growth Rate in E-Sports Business (2014-2019)
Table Nintendo Recent Development
Table Riot Games Company Details
Table Riot Games Revenue in E-Sports Business (2014-2019)(Million US$)
Figure Riot Games Revenue Growth Rate in E-Sports Business (2014-2019)
Table Riot Games Recent Development
Table Valve Corporation Company Details
Table Valve Corporation Revenue in E-Sports Business (2014-2019)(Million US$)
Figure Valve Corporation Revenue Growth Rate in E-Sports Business (2014-2019)
Table Valve Corporation Recent Development
Table Wargaming.Net Company Details
Table Wargaming.Net Revenue in E-Sports Business (2014-2019)(Million US$)
Figure Wargaming.Net Revenue Growth Rate in E-Sports Business (2014-2019)
Table Wargaming.Net Recent Development
Table EA Sports Company Details
Table EA Sports Revenue in E-Sports Business (2014-2019)(Million US$)
Figure EA Sports Revenue Growth Rate in E-Sports Business (2014-2019)
Table EA Sports Recent Development
Table Hi-Rez Studios Company Details
Table Hi-Rez Studios Revenue in E-Sports Business (2014-2019)(Million US$)
Figure Hi-Rez Studios Revenue Growth Rate in E-Sports Business (2014-2019)
Table Hi-Rez Studios Recent Development
Table Microsoft Studios Company Details
Table Microsoft Studios Revenue in E-Sports Business (2014-2019)(Million US$)
Figure Microsoft Studios Revenue Growth Rate in E-Sports Business (2014-2019)
Table Microsoft Studios Recent Development
Table Global E-Sports Market Size by Regions (Million US$) 2019-2025
Figure Global E-Sports Market Size Share by Regions (2019-2025)
Figure Global E-Sports Market Size Share by Regions in 2025
Figure United States E-Sports Market Size Forecast (2019-2025)(Million USD)
Figure Europe E-Sports Market Size Forecast (2019-2025)(Million USD)
Figure China E-Sports Market Size Forecast (2019-2025)(Million USD)
Figure Japan E-Sports Market Size Forecast (2019-2025)(Million USD)
Figure Southeast Asia E-Sports Market Size Forecast (2019-2025)(Million USD)
Figure India E-Sports Market Size Forecast (2019-2025)(Million USD)
Figure Central & South America E-Sports Market Size Forecast (2019-2025)(Million USD)
Table Global E-Sports Market Size by Product (2019-2025) (Million US$)
Figure Global E-Sports Market Size by Product (2019-2025)
Figure Global E-Sports Market Size by Product in 2025
Table Global E-Sports Market Size by Application (2019-2025) (Million US$)
Figure Global E-Sports Market Size by Application (2019-2025)
Figure Global E-Sports Market Size by Application in 2025
Table Research Programs/Design for This Report
Figure Bottom-up and Top-down Approaches for This Report
Figure Data Triangulation
Table Key Data Information from Secondary Sources
Table Key Data Information from Primary Sources

SECONDARY RESEARCH
Secondary Research Information is collected from a number of publicly available as well as paid databases. Public sources involve publications by different associations and governments, annual reports and statements of companies, white papers and research publications by recognized industry experts and renowned academia etc. Paid data sources include third party authentic industry databases.

PRIMARY RESEARCH
Once data collection is done through secondary research, primary interviews are conducted with different stakeholders across the value chain like manufacturers, distributors, ingredient/input suppliers, end customers and other key opinion leaders of the industry. Primary research is used both to validate the data points obtained from secondary research and to fill in the data gaps after secondary research.

MARKET ENGINEERING
The market engineering phase involves analyzing the data collected, market breakdown and forecasting. Macroeconomic indicators and bottom-up and top-down approaches are used to arrive at a complete set of data points that give way to valuable qualitative and quantitative insights. Each data point is verified by the process of data triangulation to validate the numbers and arrive at close estimates.

EXPERT VALIDATION
The market engineered data is verified and validated by a number of experts, both in-house and external.

REPORT WRITING/ PRESENTATION
After the data is curated by the mentioned highly sophisticated process, the analysts begin to write the report. Garnering insights from data and forecasts, insights are drawn to visualize the entire ecosystem in a single report.

Please Choose License Type

USD $3900
USD $5850
USD $7800
Offer

Why Us

  • Why Us In-depth database
    Our Report’s database covers almost all topics of all regions over the Globe..
  • Why Us Recognised publishing sources
    Tie ups with top publishers around the globe.
  • Why Us Customer Support
    Complete pre and post sales support.
  • Why Us Safe & Secure
    Complete secure payment process.