E-sports-Global Market Status and Trend Report 2013-2023
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Report Summary
E-sports-Global 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:
Worldwide and Regional Market Size of E-sports 2013-2017, and development forecast 2018-2023
Main manufacturers/suppliers of E-sports worldwide, 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 global E-sports market as:
Global E-sports Market: Regional Segment Analysis (Regional Production Volume, Consumption Volume, Revenue and Growth Rate 2013-2023):
North America
Europe
China
Japan
Rest APAC
Latin America
Global E-sports Market: Type Segment Analysis (Consumption Volume, Average Price, Revenue, Market Share and Trend 2013-2023):
MOBA
FPS
RTS
Other
Global E-sports Market: Application Segment Analysis (Consumption Volume and Market Share 2013-2023; Downstream Customers and Market Analysis)
Professional
Amateur
Global E-sports Market: Manufacturers 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.
E-sports-Global 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:
Worldwide and Regional Market Size of E-sports 2013-2017, and development forecast 2018-2023
Main manufacturers/suppliers of E-sports worldwide, 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 global E-sports market as:
Global E-sports Market: Regional Segment Analysis (Regional Production Volume, Consumption Volume, Revenue and Growth Rate 2013-2023):
North America
Europe
China
Japan
Rest APAC
Latin America
Global E-sports Market: Type Segment Analysis (Consumption Volume, Average Price, Revenue, Market Share and Trend 2013-2023):
MOBA
FPS
RTS
Other
Global E-sports Market: Application Segment Analysis (Consumption Volume and Market Share 2013-2023; Downstream Customers and Market Analysis)
Professional
Amateur
Global E-sports Market: Manufacturers 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 Global E-sports Market Status and Trend 2013-2023
1.5.2 Regional E-sports Market Status and Trend 2013-2023
CHAPTER 2 GLOBAL MARKET STATUS AND FORECAST BY REGIONS
2.1 Market Development of E-sports 2013-2017
2.2 Production Market of E-sports by Regions
2.2.1 Production Volume of E-sports by Regions
2.2.2 Production Value of E-sports by Regions
2.3 Demand Market of E-sports by Regions
2.4 Production and Demand Status of E-sports by Regions
2.4.1 Production and Demand Status of E-sports by Regions 2013-2017
2.4.2 Import and Export Status of E-sports by Regions 2013-2017
CHAPTER 3 GLOBAL MARKET STATUS AND FORECAST BY TYPES
3.1 Production Volume of E-sports by Types
3.2 Production Value of E-sports by Types
3.3 Market Forecast of E-sports by Types
CHAPTER 4 GLOBAL MARKET STATUS AND FORECAST BY DOWNSTREAM INDUSTRY
4.1 Demand Volume of E-sports by Downstream Industry
4.2 Market Forecast of E-sports by Downstream Industry
CHAPTER 5 MARKET DRIVING FACTOR ANALYSIS OF E-SPORTS
5.1 Global Economy Situation and Trend Overview
5.2 E-sports Downstream Industry Situation and Trend Overview
CHAPTER 6 E-SPORTS MARKET COMPETITION STATUS BY MAJOR MANUFACTURERS
6.1 Production Volume of E-sports by Major Manufacturers
6.2 Production Value of E-sports by Major Manufacturers
6.3 Basic Information of E-sports by Major Manufacturers
6.3.1 Headquarters Location and Established Time of E-sports Major Manufacturer
6.3.2 Employees and Revenue Level of E-sports Major Manufacturer
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
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 Global E-sports Market Status and Trend 2013-2023
1.5.2 Regional E-sports Market Status and Trend 2013-2023
CHAPTER 2 GLOBAL MARKET STATUS AND FORECAST BY REGIONS
2.1 Market Development of E-sports 2013-2017
2.2 Production Market of E-sports by Regions
2.2.1 Production Volume of E-sports by Regions
2.2.2 Production Value of E-sports by Regions
2.3 Demand Market of E-sports by Regions
2.4 Production and Demand Status of E-sports by Regions
2.4.1 Production and Demand Status of E-sports by Regions 2013-2017
2.4.2 Import and Export Status of E-sports by Regions 2013-2017
CHAPTER 3 GLOBAL MARKET STATUS AND FORECAST BY TYPES
3.1 Production Volume of E-sports by Types
3.2 Production Value of E-sports by Types
3.3 Market Forecast of E-sports by Types
CHAPTER 4 GLOBAL MARKET STATUS AND FORECAST BY DOWNSTREAM INDUSTRY
4.1 Demand Volume of E-sports by Downstream Industry
4.2 Market Forecast of E-sports by Downstream Industry
CHAPTER 5 MARKET DRIVING FACTOR ANALYSIS OF E-SPORTS
5.1 Global Economy Situation and Trend Overview
5.2 E-sports Downstream Industry Situation and Trend Overview
CHAPTER 6 E-SPORTS MARKET COMPETITION STATUS BY MAJOR MANUFACTURERS
6.1 Production Volume of E-sports by Major Manufacturers
6.2 Production Value of E-sports by Major Manufacturers
6.3 Basic Information of E-sports by Major Manufacturers
6.3.1 Headquarters Location and Established Time of E-sports Major Manufacturer
6.3.2 Employees and Revenue Level of E-sports Major Manufacturer
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