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Global E-sports Market Size, Status and Forecast 2022

October 2017 | 96 pages | ID: G4778C01AEDPEN
QYResearch

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This report studies the global E-sports market, analyzes and researches the E-sports development status and forecast in United States, EU, Japan, China, India and Southeast Asia.
This report focuses on the top players in global market, like
  • 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
  • EU
  • Japan
  • China
  • India
  • Southeast Asia
Market segment by Type, E-sports can be split into
  • MOBA
  • FPS
  • RTS
  • Other
Market segment by Application, E-sports can be split into
  • Professional
  • Amateur
If you have any special requirements, please let us know and we will offer you the report as you want.
Global E-sports Market Size, Status and Forecast 2022

1 INDUSTRY OVERVIEW OF E-SPORTS

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
  1.2.1 United States
  1.2.2 EU
  1.2.3 Japan
  1.2.4 China
  1.2.5 India
  1.2.6 Southeast Asia
1.3 E-sports Market by Type
  1.3.1 MOBA
  1.3.2 FPS
  1.3.3 RTS
  1.3.4 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 E-sports Market Size (Value) by Players (2016 and 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

3.1 Activision Blizzard
  3.1.1 Company Profile
  3.1.2 Main Business/Business Overview
  3.1.3 Products, Services and Solutions
  3.1.4 E-sports Revenue (Value) (2012-2017)
  3.1.5 Recent Developments
3.2 Epic Games
  3.2.1 Company Profile
  3.2.2 Main Business/Business Overview
  3.2.3 Products, Services and Solutions
  3.2.4 E-sports Revenue (Value) (2012-2017)
  3.2.5 Recent Developments
3.3 Nintendo
  3.3.1 Company Profile
  3.3.2 Main Business/Business Overview
  3.3.3 Products, Services and Solutions
  3.3.4 E-sports Revenue (Value) (2012-2017)
  3.3.5 Recent Developments
3.4 Riot Games
  3.4.1 Company Profile
  3.4.2 Main Business/Business Overview
  3.4.3 Products, Services and Solutions
  3.4.4 E-sports Revenue (Value) (2012-2017)
  3.4.5 Recent Developments
3.5 Valve Corporation
  3.5.1 Company Profile
  3.5.2 Main Business/Business Overview
  3.5.3 Products, Services and Solutions
  3.5.4 E-sports Revenue (Value) (2012-2017)
  3.5.5 Recent Developments
3.6 Wargaming.Net
  3.6.1 Company Profile
  3.6.2 Main Business/Business Overview
  3.6.3 Products, Services and Solutions
  3.6.4 E-sports Revenue (Value) (2012-2017)
  3.6.5 Recent Developments
3.7 EA Sports
  3.7.1 Company Profile
  3.7.2 Main Business/Business Overview
  3.7.3 Products, Services and Solutions
  3.7.4 E-sports Revenue (Value) (2012-2017)
  3.7.5 Recent Developments
3.8 Hi-Rez Studios
  3.8.1 Company Profile
  3.8.2 Main Business/Business Overview
  3.8.3 Products, Services and Solutions
  3.8.4 E-sports Revenue (Value) (2012-2017)
  3.8.5 Recent Developments
3.9 Microsoft Studios
  3.9.1 Company Profile
  3.9.2 Main Business/Business Overview
  3.9.3 Products, Services and Solutions
  3.9.4 E-sports Revenue (Value) (2012-2017)
  3.9.5 Recent Developments

4 GLOBAL E-SPORTS MARKET SIZE BY TYPE AND APPLICATION (2012-2017)

4.1 Global E-sports Market Size by Type (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 (2016 and 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 (2016 and 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 (2016 and 2017)

8 CHINA E-SPORTS DEVELOPMENT STATUS AND OUTLOOK

8.1 China E-sports Market Size (2012-2017)
8.2 China E-sports Market Size and Market Share by Players (2016 and 2017)

9 INDIA E-SPORTS DEVELOPMENT STATUS AND OUTLOOK

9.1 India E-sports Market Size (2012-2017)
9.2 India E-sports Market Size and Market Share by Players (2016 and 2017)

10 SOUTHEAST ASIA E-SPORTS DEVELOPMENT STATUS AND OUTLOOK

10.1 Southeast Asia E-sports Market Size (2012-2017)
10.2 Southeast Asia E-sports Market Size and Market Share by Players (2016 and 2017)

11 MARKET FORECAST BY REGIONS, TYPE AND APPLICATION (2017-2022)

11.1 Global E-sports Market Size (Value) 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 Japan E-sports Revenue and Growth Rate (2017-2022)
  11.1.4 China E-sports Revenue and Growth Rate (2017-2022)
  11.1.5 India E-sports Revenue and Growth Rate (2017-2022)
  11.1.6 Southeast Asia E-sports Revenue and Growth Rate (2017-2022)
11.2 Global E-sports Market Size (Value) by Type (2017-2022)
11.3 Global E-sports Market Size by Application (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

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 APPENDIX

Methodology
Analyst Introduction
Data Source


The report requires updating with new data and is sent in 2-3 business days after order is placed.


LIST OF TABLES AND FIGURES

Figure E-sports Product Scope
Figure Global E-sports Market Size (Million USD) (2012-2017)
Table Global E-sports Market Size (Million USD) and Growth Rate by Regions (2012-2017)
Figure Global E-sports Market Share by Regions in 2016
Figure United States E-sports Market Size (Million USD) and Growth Rate by Regions (2012-2017)
Figure EU E-sports Market Size (Million USD) and Growth Rate by Regions (2012-2017)
Figure Japan E-sports Market Size (Million USD) and Growth Rate by Regions (2012-2017)
Figure China E-sports Market Size (Million USD) and Growth Rate by Regions (2012-2017)
Figure India E-sports Market Size (Million USD) and Growth Rate by Regions (2012-2017)
Figure Southeast Asia E-sports Market Size (Million USD) and Growth Rate by Regions (2012-2017)
Figure Global E-sports Market Share by Type in 2016
Figure MOBA Market Size (Million USD) and Growth Rate (2012-2017)
Figure FPS Market Size (Million USD) and Growth Rate (2012-2017)
Figure RTS Market Size (Million USD) and Growth Rate (2012-2017)
Figure Other Market Size (Million USD) and Growth Rate (2012-2017)
Figure Global E-sports Market Share by Application in 2016
Table Key Downstream Customer in Professional
Figure E-sports Market Size (Million USD) and Growth Rate in Professional (2012-2017)
Table Key Downstream Customer in Amateur
Figure E-sports Market Size (Million USD) and Growth Rate in Amateur (2012-2017)
Figure E-sports Market Size (Million USD) and Growth Rate in Applications 3 (2012-2017)
Table E-sports Market Size (Million USD) by Players (2016 and 2017)
Figure E-sports Market Size Share by Players in 2016
Figure E-sports Market Size Share by Players in 2017
Table Activision Blizzard Basic Information List
Table E-sports Business Revenue (Million USD) of Activision Blizzard (2012-2017)
Figure Activision Blizzard E-sports Business Revenue Market Share in 2016
Table Epic Games Basic Information List
Table E-sports Business Revenue (Million USD) of Epic Games (2012-2017)
Figure Epic Games E-sports Business Revenue Market Share in 2016
Table Nintendo Basic Information List
Table E-sports Business Revenue (Million USD) of Nintendo (2012-2017)
Figure Nintendo E-sports Business Revenue Market Share in 2016
Table Riot Games Basic Information List
Table E-sports Business Revenue (Million USD) of Riot Games (2012-2017)
Figure Riot Games E-sports Business Revenue Market Share in 2016
Table Valve Corporation Basic Information List
Table E-sports Business Revenue (Million USD) of Valve Corporation (2012-2017)
Figure Valve Corporation E-sports Business Revenue Market Share in 2016
Table Wargaming.Net Basic Information List
Table E-sports Business Revenue (Million USD) of Wargaming.Net (2012-2017)
Figure Wargaming.Net E-sports Business Revenue Market Share in 2016
Table EA Sports Basic Information List
Table E-sports Business Revenue (Million USD) of EA Sports (2012-2017)
Figure EA Sports E-sports Business Revenue Market Share in 2016
Table Hi-Rez Studios Basic Information List
Table E-sports Business Revenue (Million USD) of Hi-Rez Studios (2012-2017)
Figure Hi-Rez Studios E-sports Business Revenue Market Share in 2016
Table Microsoft Studios Basic Information List
Table E-sports Business Revenue (Million USD) of Microsoft Studios (2012-2017)
Figure Microsoft Studios E-sports Business Revenue Market Share in 2016
Table Global E-sports Market Size (Million USD) by Type (2012-2017)
Figure Global E-sports Market Size Share by Type in 2012
Figure Global E-sports Market Size Share by Type in 2013
Figure Global E-sports Market Size Share by Type in 2014
Figure Global E-sports Market Size Share by Type in 2015
Figure Global E-sports Market Size Share by Type in 2016
Figure Global E-sports Market Size Share by Type in 2017
Table Global E-sports Market Size (Million USD) by Application (2012-2017)
Figure Global E-sports Market Size (Million USD) by Application in 2012
Figure Global E-sports Market Size (Million USD) by Application in 2013
Figure Global E-sports Market Size (Million USD) by Application in 2014
Figure Global E-sports Market Size (Million USD) by Application in 2015
Figure Global E-sports Market Size (Million USD) by Application in 2016
Figure Global E-sports Market Size (Million USD) by Application in 2017
Table Top Consumer/End Users of E-sports
Figure United States E-sports Market Size (Million USD) and Growth Rate by Regions (2012-2017)
Table United States E-sports Market Size (Million USD) by Players (2012-2017)
Figure United States E-sports Market Size Share by Players in 2016
Figure United States E-sports Market Size Share by Players in 2017
Figure EU E-sports Market Size (Million USD) and Growth Rate by Regions (2012-2017)
Table EU E-sports Market Size (Million USD) by Players (2012-2017)
Figure EU E-sports Market Size Share by Players in 2016
Figure EU E-sports Market Size Share by Players in 2017
Figure Japan E-sports Market Size (Million USD) and Growth Rate by Regions (2012-2017)
Table Japan E-sports Market Size (Million USD) by Players (2012-2017)
Figure Japan E-sports Market Size Share by Players in 2016
Figure Japan E-sports Market Size Share by Players in 2017
Figure China E-sports Market Size (Million USD) and Growth Rate by Regions (2012-2017)
Table China E-sports Market Size (Million USD) by Players (2012-2017)
Figure China E-sports Market Size Share by Players in 2016
Figure China E-sports Market Size Share by Players in 2017
Figure India E-sports Market Size (Million USD) and Growth Rate by Regions (2012-2017)
Table India E-sports Market Size (Million USD) by Players (2012-2017)
Figure India E-sports Market Size Share by Players in 2016
Figure India E-sports Market Size Share by Players in 2017
Figure Southeast Asia E-sports Market Size (Million USD) and Growth Rate by Regions (2012-2017)
Table Southeast Asia E-sports Market Size (Million USD) by Players (2012-2017)
Figure Southeast Asia E-sports Market Size Share by Players in 2016
Figure Southeast Asia E-sports Market Size Share by Players in 2017
Figure Global E-sports Market Size (Million USD) by Regions (2017-2022)
Table Global E-sports Market Size (Million USD) by Regions (2017-2022)
Figure Global E-sports Market Size Share by Regions in 2017
Figure Global E-sports Market Size Share by Regions in 2022
Figure United States E-sports Revenue (Million USD) and Growth Rate (2017-2022)
Figure EU E-sports Revenue (Million USD) and Growth Rate (2017-2022)
Figure Japan E-sports Revenue (Million USD) and Growth Rate (2017-2022)
Figure China E-sports Revenue (Million USD) and Growth Rate (2017-2022)
Figure India E-sports Revenue (Million USD) and Growth Rate (2017-2022)
Figure Southeast Asia E-sports Revenue (Million USD) and Growth Rate (2017-2022)
Table Global E-sports Market Size (Million USD) by Type (2017-2022)
Figure Global E-sports Market Size Share by Type in 2017
Figure Global E-sports Market Size Share by Type in 2022
Table Global E-sports Market Size (Million USD) by Application (2017-2022)
Figure Global E-sports Market Size (Million USD) by Application in 2017
Figure Global E-sports Market Size (Million USD) by Application in 2022


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