E-sports market status and outlook of global and major regions, from angles of players, regions, product and end Application/industries;


Report ID : RC-4408 Category : Information And Communication Technology Published Date : oct-18
Publisher : S-AND-P Pages : 131 Format : PDF
This report studies the E-sports market status and outlook of global and major regions, from angles of players, regions, product and end Application/industries; this report analyzes the top players in global and major regions, and splits the E-sports market by product and Application/end industries.
The global E-sports market is valued at XX million USD in 2016 and is expected to reach XX million USD by the end of 2022, growing at a CAGR of XX% between 2016 and 2022.
The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions.
United States will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of E-sports.
EU also play important roles in global market, with market size of xx million USD in 2016 and will be xx million USD in 2022, with a CAGR of XX.
The major players in global market include Epic Games, Nintendo, Riot Games, Valve Corporation, Wargaming.Net, EA Sports, Hi-Rez Studios, Microsoft Studios
Geographically, this report split global into several key Regions, with, revenue (million USD), market share and growth rate of E-sports for these regions, from 2012 to 2022 (forecast)
United States
EU
Japan
China
India
Southeast Asia
On the basis of product, the E-sports market is primarily split into
MOBA
FPS
RTS
Other
On the basis on the end users/Application, this report covers
Professional
Amateur
Global E-sports Market Size, Status and Forecast 2022
1.2 Global E-sports Market Size and Analysis by Regions (2012-2017)
12.5 Sponsorship Analysis
1 Industry Overview
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 (2012-2017)
1.2.1 United States E-sports Market Status and Outlook
1.2.2 EU E-sports Market Status and Outlook
1.2.3 Japan E-sports Market Status and Outlook
1.2.4 China E-sports Market Status and Outlook
1.2.5 India E-sports Market Status and Outlook
1.2.6 Southeast Asia E-sports Market Status and Outlook
1.3 Classification of E-sports by Product
1.3.1 Global E-sports Revenue (Million USD) and Growth (%) Comparison by Product (2012-2022)
1.3.2 Global E-sports Revenue (Million USD) Market Share (%) by Product in 2016
1.3.3 MOBA
1.3.4 FPS
1.3.5 RTS
1.3.6 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 Global E-sports Market Size (Million USD) by Players (2012-2017)
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 and Key Data
3.1 Epic Games
3.1.1 Company Profile
3.1.2 Main Business/Business Overview
3.1.3 Products, Services and Solutions
3.1.4 Epic Games E-sports Revenue (Million USD) (2012-2017)
3.1.5 Recent Developments
3.2 Nintendo
3.2.1 Company Profile
3.2.2 Main Business/Business Overview
3.2.3 Products, Services and Solutions
3.2.4 Nintendo E-sports Revenue (Million USD) (2012-2017)
3.2.5 Recent Developments
3.3 Riot Games
3.3.1 Company Profile
3.3.2 Main Business/Business Overview
3.3.3 Products, Services and Solutions
3.3.4 Riot Games E-sports Revenue (Million USD) (2012-2017)
3.3.5 Recent Developments
3.4 Valve Corporation
3.4.1 Company Profile
3.4.2 Main Business/Business Overview
3.4.3 Products, Services and Solutions
3.4.4 Valve Corporation E-sports Revenue (Million USD) (2012-2017)
3.4.5 Recent Developments
3.5 Wargaming.Net
3.5.1 Company Profile
3.5.2 Main Business/Business Overview
3.5.3 Products, Services and Solutions
3.5.4 Wargaming.Net E-sports Revenue (Million USD) (2012-2017)
3.5.5 Recent Developments
3.6 EA Sports
3.6.1 Company Profile
3.6.2 Main Business/Business Overview
3.6.3 Products, Services and Solutions
3.6.4 EA Sports E-sports Revenue (Million USD) (2012-2017)
3.6.5 Recent Developments
3.7 Hi-Rez Studios
3.7.1 Company Profile
3.7.2 Main Business/Business Overview
3.7.3 Products, Services and Solutions
3.7.4 Hi-Rez Studios E-sports Revenue (Million USD) (2012-2017)
3.7.5 Recent Developments
3.8 Microsoft Studios
3.8.1 Company Profile
3.8.2 Main Business/Business Overview
3.8.3 Products, Services and Solutions
3.8.4 Microsoft Studios E-sports Revenue (Million USD) (2012-2017)
3.8.5 Recent Developments
3.9 …
4 Global E-sports Market Size by Product and Application (2012-2017)
4.1 Global E-sports Market Size by Product (2012-2017)
4.2 Global E-sports Market Size by Application (2012-2017)
4.3 Potential Application of E-sports in Future
4.4 Top Consumer / End Users of E-sports
5 United States E-sports Development Status and Outlook
5.1 United States E-sports Market Size (2012-2017)
5.2 United States E-sports Market Size and Market Share by Players (2012-2017)
5.3 United States E-sports Market Size by Application (2012-2017)
6 EU E-sports Development Status and Outlook
6.1 EU E-sports Market Size (2012-2017)
6.2 EU E-sports Market Size and Market Share by Players (2012-2017)
6.3 EU E-sports Market Size by Application (2012-2017)
7 Japan E-sports Development Status and Outlook
7.1 Japan E-sports Market Size (2012-2017)
7.2 Japan E-sports Market Size and Market Share by Players (2012-2017)
7.3 Japan E-sports Market Size by Application (2012-2017)
8 China E-sports Development Status and Outlook
8.1 China E-sports Market Size and Forecast (2012-2017)
8.2 China E-sports Market Size and Market Share by Players (2012-2017)
8.3 China E-sports Market Size by Application (2012-2017)
9 India E-sports Development Status and Outlook
9.1 India E-sports Market Size and Forecast (2012-2017)
9.2 India E-sports Market Size and Market Share by Players (2012-2017)
9.3 India E-sports Market Size by Application (2012-2017)
10 Southeast Asia E-sports Development Status and Outlook
10.1 Southeast Asia E-sports Market Size and Forecast (2012-2017)
10.2 Southeast Asia E-sports Market Size and Market Share by Players (2012-2017)
10.3 Southeast Asia E-sports Market Size by Application (2012-2017)
11 Market Forecast by Regions, Product and Application (2017-2022)
11.1 Global E-sports Market Size (Million USD) by Regions (2017-2022)
11.1.1 United States E-sports Revenue and Growth Rate (2017-2022)
11.1.2 EU E-sports Revenue and Growth Rate (2017-2022)
11.1.3 China E-sports Revenue and Growth Rate (2017-2022)
11.1.4 Japan E-sports Revenue and Growth Rate (2017-2022)
11.1.5 Southeast Asia E-sports Revenue and Growth Rate (2017-2022)
11.1.6 India E-sports Revenue and Growth Rate (2017-2022)
11.2 Global E-sports Market Size by Application (2017-2022)
11.3 Global E-sports Market Size by Product (2017-2022)
12 E-sports Market Dynamics
12.1 E-sports Market Opportunities
12.2 E-sports Challenge and Risk
12.2.1 Competition from Opponents
12.2.2 Downside Risks of Economy
12.3 E-sports Market Constraints and Threat
12.3.1 Threat from Substitute
12.3.2 Government Policy
12.3.3 Technology Risks
12.4 E-sports Market Driving Force
12.4.1 Growing Demand from Emerging Markets
12.4.2 Potential Application
12.5 Sponsorship Analysis
13 Market Effect Factors Analysis
13.1 Technology Progress/Risk
13.1.1 Substitutes
13.1.2 Technology Progress in Related Industry
13.2 Consumer Needs Trend/Customer Preference
13.3 External Environmental Change
13.3.1 Economic Fluctuations
13.3.2 Other Risk Factors
14 Research Finding /Conclusion
15 Methodology and Data Source
15.1 Methodology/Research Approach
15.1.1 Research Programs/Design
15.1.2 Market Size Estimation
15.1.3 Market Breakdown and Data Triangulation
15.2 Data Source
15.2.1 Secondary Sources
15.2.2 Primary Sources
15.3 Disclaimer
15.4 Author List

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