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E-sports-China Market Status and Trend Report 2013-2023

February 2018 | 143 pages | ID: E8DBBB23440EN
MIReports Co., Limited

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Report Summary

E-sports-China Market Status and Trend Report 2013-2023 offers a comprehensive analysis on E-sports industry, standing on the readers’ perspective, delivering detailed market data and penetrating insights. No matter the client is industry insider, potential entrant or investor, the report will provides useful data and information. Key questions answered by this report include:

Whole China and Regional Market Size of E-sports 2013-2017, and development forecast 2018-2023
Main market players of E-sports in China, with company and product introduction, position in the E-sports market
Market status and development trend of E-sports by types and applications
Cost and profit status of E-sports, and marketing status
Market growth drivers and challenges

The report segments the China E-sports market as:

China E-sports Market: Regional Segment Analysis (Regional Consumption Volume, Consumption Volume, Revenue and Growth Rate 2013-2023):

North China
Northeast China
East China
Central & South China
Southwest China
Northwest China

China E-sports Market: Product Type Segment Analysis (Consumption Volume, Average Price, Revenue, Market Share and Trend 2013-2023):

MOBA
FPS
RTS
Other

China E-sports Market: Application Segment Analysis (Consumption Volume and Market Share 2013-2023; Downstream Customers and Market Analysis)

Professional
Amateur

China E-sports Market: Players Segment Analysis (Company and Product introduction, E-sports Sales Volume, Revenue, Price and Gross Margin):

Activision Blizzard
Epic Games
Nintendo
Riot Games
Valve Corporation
Wargaming.Net
EA Sports
Hi-Rez Studios
Microsoft Studios

In a word, the report provides detailed statistics and analysis on the state of the industry; and is a valuable source of guidance and direction for companies and individuals interested in the market.
CHAPTER 1 OVERVIEW OF E-SPORTS

1.1 Definition of E-sports in This Report
1.2 Commercial Types of E-sports
  1.2.1 MOBA
  1.2.2 FPS
  1.2.3 RTS
  1.2.4 Other
1.3 Downstream Application of E-sports
  1.3.1 Professional
  1.3.2 Amateur
1.4 Development History of E-sports
1.5 Market Status and Trend of E-sports 2013-2023
  1.5.1 China E-sports Market Status and Trend 2013-2023
  1.5.2 Regional E-sports Market Status and Trend 2013-2023

CHAPTER 2 CHINA MARKET STATUS AND FORECAST BY REGIONS

2.1 Market Status of E-sports in China 2013-2017
2.2 Consumption Market of E-sports in China by Regions
  2.2.1 Consumption Volume of E-sports in China by Regions
  2.2.2 Revenue of E-sports in China by Regions
2.3 Market Analysis of E-sports in China by Regions
  2.3.1 Market Analysis of E-sports in North China 2013-2017
  2.3.2 Market Analysis of E-sports in Northeast China 2013-2017
  2.3.3 Market Analysis of E-sports in East China 2013-2017
  2.3.4 Market Analysis of E-sports in Central & South China 2013-2017
  2.3.5 Market Analysis of E-sports in Southwest China 2013-2017
  2.3.6 Market Analysis of E-sports in Northwest China 2013-2017
2.4 Market Development Forecast of E-sports in China 2018-2023
  2.4.1 Market Development Forecast of E-sports in China 2018-2023
  2.4.2 Market Development Forecast of E-sports by Regions 2018-2023

CHAPTER 3 CHINA MARKET STATUS AND FORECAST BY TYPES

3.1 Whole China Market Status by Types
  3.1.1 Consumption Volume of E-sports in China by Types
  3.1.2 Revenue of E-sports in China by Types
3.2 China Market Status by Types in Major Countries
  3.2.1 Market Status by Types in North China
  3.2.2 Market Status by Types in Northeast China
  3.2.3 Market Status by Types in East China
  3.2.4 Market Status by Types in Central & South China
  3.2.5 Market Status by Types in Southwest China
  3.2.6 Market Status by Types in Northwest China
3.3 Market Forecast of E-sports in China by Types

CHAPTER 4 CHINA MARKET STATUS AND FORECAST BY DOWNSTREAM INDUSTRY

4.1 Demand Volume of E-sports in China by Downstream Industry
4.2 Demand Volume of E-sports by Downstream Industry in Major Countries
  4.2.1 Demand Volume of E-sports by Downstream Industry in North China
  4.2.2 Demand Volume of E-sports by Downstream Industry in Northeast China
  4.2.3 Demand Volume of E-sports by Downstream Industry in East China
  4.2.4 Demand Volume of E-sports by Downstream Industry in Central & South China
  4.2.5 Demand Volume of E-sports by Downstream Industry in Southwest China
  4.2.6 Demand Volume of E-sports by Downstream Industry in Northwest China
4.3 Market Forecast of E-sports in China by Downstream Industry

CHAPTER 5 MARKET DRIVING FACTOR ANALYSIS OF E-SPORTS

5.1 China Economy Situation and Trend Overview
5.2 E-sports Downstream Industry Situation and Trend Overview

CHAPTER 6 E-SPORTS MARKET COMPETITION STATUS BY MAJOR PLAYERS IN CHINA

6.1 Sales Volume of E-sports in China by Major Players
6.2 Revenue of E-sports in China by Major Players
6.3 Basic Information of E-sports by Major Players
  6.3.1 Headquarters Location and Established Time of E-sports Major Players
  6.3.2 Employees and Revenue Level of E-sports Major Players
6.4 Market Competition News and Trend
  6.4.1 Merger, Consolidation or Acquisition News
  6.4.2 Investment or Disinvestment News
  6.4.3 New Product Development and Launch

CHAPTER 7 E-SPORTS MAJOR MANUFACTURERS INTRODUCTION AND MARKET DATA

7.1 Activision Blizzard
  7.1.1 Company profile
  7.1.2 Representative E-sports Product
  7.1.3 E-sports Sales, Revenue, Price and Gross Margin of Activision Blizzard
7.2 Epic Games
  7.2.1 Company profile
  7.2.2 Representative E-sports Product
  7.2.3 E-sports Sales, Revenue, Price and Gross Margin of Epic Games
7.3 Nintendo
  7.3.1 Company profile
  7.3.2 Representative E-sports Product
  7.3.3 E-sports Sales, Revenue, Price and Gross Margin of Nintendo
7.4 Riot Games
  7.4.1 Company profile
  7.4.2 Representative E-sports Product
  7.4.3 E-sports Sales, Revenue, Price and Gross Margin of Riot Games
7.5 Valve Corporation
  7.5.1 Company profile
  7.5.2 Representative E-sports Product
  7.5.3 E-sports Sales, Revenue, Price and Gross Margin of Valve Corporation
7.6 Wargaming.Net
  7.6.1 Company profile
  7.6.2 Representative E-sports Product
  7.6.3 E-sports Sales, Revenue, Price and Gross Margin of Wargaming.Net
7.7 EA Sports
  7.7.1 Company profile
  7.7.2 Representative E-sports Product
  7.7.3 E-sports Sales, Revenue, Price and Gross Margin of EA Sports
7.8 Hi-Rez Studios
  7.8.1 Company profile
  7.8.2 Representative E-sports Product
  7.8.3 E-sports Sales, Revenue, Price and Gross Margin of Hi-Rez Studios
7.9 Microsoft Studios
  7.9.1 Company profile
  7.9.2 Representative E-sports Product
  7.9.3 E-sports Sales, Revenue, Price and Gross Margin of Microsoft Studios

CHAPTER 8 UPSTREAM AND DOWNSTREAM MARKET ANALYSIS OF E-SPORTS

8.1 Industry Chain of E-sports
8.2 Upstream Market and Representative Companies Analysis
8.3 Downstream Market and Representative Companies Analysis

CHAPTER 9 COST AND GROSS MARGIN ANALYSIS OF E-SPORTS

9.1 Cost Structure Analysis of E-sports
9.2 Raw Materials Cost Analysis of E-sports
9.3 Labor Cost Analysis of E-sports
9.4 Manufacturing Expenses Analysis of E-sports

CHAPTER 10 MARKETING STATUS ANALYSIS OF E-SPORTS

10.1 Marketing Channel
  10.1.1 Direct Marketing
  10.1.2 Indirect Marketing
  10.1.3 Marketing Channel Development Trend
10.2 Market Positioning
  10.2.1 Pricing Strategy
  10.2.2 Brand Strategy
  10.2.3 Target Client
10.3 Distributors/Traders List

CHAPTER 11 REPORT CONCLUSION

CHAPTER 12 RESEARCH METHODOLOGY AND REFERENCE

12.1 Methodology/Research Approach
  12.1.1 Research Programs/Design
  12.1.2 Market Size Estimation
  12.1.3 Market Breakdown and Data Triangulation
12.2 Data Source
  12.2.1 Secondary Sources
  12.2.2 Primary Sources
12.3 Reference


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