This report studies the global E-Sports market size, industry status and forecast, competition landscape and growth opportunity. This research report categorizes the global E-Sports market by companies, region, type and end-use industry.
E-sports (also known as electronic sports, esports, eSports) are a form of competition using video games.
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The MOBA segment dominated the e-sports market and is expected to continue its dominance over the next four years. The availability of different elements of MOBA games such as collecting items, acquiring goods, leveling up, and fighting accompanied by computer-generated units drives the segment’s growth in this global market.
The Americas are the leading region and will also be the fastest-growing region for e-sports during the forecast period followed by APAC and EMEA. The US is the leading country for e-sports market.
This report focuses on the global top players, covered
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
Europe
China
Japan
Southeast Asia
India
Market segment by Type, the product can be split into
Multiplayer Online Battle Arena (MOBA)
First-Person Shooter (FPS)
Real-Time Strategy (RTS)
Other
Market segment by Application, split into
Professional
Amateur
The study objectives of this report are:
To study and forecast the market size of E-Sports in global market.
To analyze the global key players, SWOT analysis, value and global market share for top players.
To define, describe and forecast the market by type, end use and region.
To analyze and compare the market status and forecast between China and major regions, namely, United States, Europe, China, Japan, Southeast Asia, India and Rest of World.
To analyze the global key regions market potential and advantage, opportunity and challenge, restraints and risks.
To identify significant trends and factors driving or inhibiting the market growth.
To analyze the opportunities in the market for stakeholders by identifying the high growth segments.
To strategically analyze each submarket with respect to individual growth trend and their contribution to the market
To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market
To strategically profile the key players and comprehensively analyze their growth strategies.
In this study, the years considered to estimate the market size of E-Sports are as follows:
History Year: 2013-2017
Base Year: 2017
Estimated Year: 2018
Forecast Year 2018 to 2025
Key Stakeholders
E-Sports Manufacturers
E-Sports Distributors/Traders/Wholesalers
E-Sports Subcomponent Manufacturers
Industry Association
Downstream Vendors
Available Customizations
With the given market data, we offers customizations according to the company's specific needs. The following customization options are available for the report:
Regional and country-level analysis of the E-Sports market, by end-use.
Detailed analysis and profiles of additional market players.
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Table of content
Global E-Sports Market Size, Status and Forecast 2025
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 (2013-2018)
1.2.1 United States
1.2.2 Europe
1.2.3 China
1.2.4 Japan
1.2.5 Southeast Asia
1.2.6 India
1.3 E-Sports Market by Type
1.3.1 Multiplayer Online Battle Arena (MOBA)
1.3.2 First-Person Shooter (FPS)
1.3.3 Real-Time Strategy (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 (2013-2018)
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 (Million USD) (2013-2018)
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 (Million USD) (2013-2018)
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