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Global E-sports Market Size, Status and Forecast 2022

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Global E-sports Market Size, Status and Forecast 2022

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Pages: 93
Tables and Figures: 104
Published Date: Apr 2017
Publisher: QYR Entertainment Research Center
Contact: Tel: 1-6262952442; 86-10-82945717; Email: sales@qyresearch.com

Summary

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

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Table of Contents

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


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
    Figure E-sports Market Size (Million USD) and Growth Rate in Professional (2012-2017)
    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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