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Global ESports Market Report 2019 Market Size SharePrice Trend and Forecast
Published Date: May 2019
|
Report Code: PROF-Chem-2176
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Global ESports Market Report 2019  Market Size SharePrice Trend and Forecast

Global ESports Market Report 2019 Market Size SharePrice Trend and Forecast

Code: PROF-Chem-2176
Report
May 2019
Pages:139
Prof Research
Description
Table of Content
Tables & Figures

The global market size of E-sports is $XX million in 2018 with XX CAGR from 2014 to 2018, and it is expected to reach $XX million by the end of 2024 with a CAGR of XX% from 2019 to 2024.

Global E-sports Market Report 2019 - Market Size, Share, Price, Trend and Forecast is a professional and in-depth study on the current state of the global E-sports industry. The key insights of the report:

1.The report provides key statistics on the market status of the E-sports manufacturers and is a valuable source of guidance and direction for companies and individuals interested in the industry.
2.The report provides a basic overview of the industry including its definition, applications and manufacturing technology.
3.The report presents the company profile, product specifications, capacity, production value, and 2013-2018 market shares for key vendors.
4.The total market is further divided by company, by country, and by application/type for the competitive landscape analysis.
5.The report estimates 2019-2024 market development trends of E-sports industry.
6.Analysis of upstream raw materials, downstream demand, and current market dynamics is also carried out
7.The report makes some important proposals for a new project of E-sports Industry before evaluating its feasibility.

There are 4 key segments covered in this report: competitor segment, product type segment, end use/application segment and geography segment.

For competitor segment, the report includes global key players of E-sports as well as some small players. At least 8 companies are included:
* Epic Games
* Nintendo
* Riot Games
* Valve Corporation
* Wargaming.Net
* EA Sports
For complete companies list, please ask for sample pages.

The information for each competitor includes:
* Company Profile
* Main Business Information
* SWOT Analysis
* Sales, Revenue, Price and Gross Margin
* Market Share

For product type segment, this report listed main product type of E-sports market
* MOBA
* FPS
* RTS
* Other


For end use/application segment, this report focuses on the status and outlook for key applications. End users sre also listed.
* Professional
* Amateur


For geography segment, regional supply, application-wise and type-wise demand, major players, price is presented from 2013 to 2023. This report covers following regions:
* North America
* South America
* Asia & Pacific
* Europe
* MEA (Middle East and Africa)

The key countries in each region are taken into consideration as well, such as United States, China, Japan, India, Korea, ASEAN, Germany, France, UK, Italy, Spain, CIS, and Brazil etc.


Reasons to Purchase this Report:

* Analyzing the outlook of the market with the recent trends and SWOT analysis
* Market dynamics scenario, along with growth opportunities of the market in the years to come
* Market segmentation analysis including qualitative and quantitative research incorporating the impact of economic and non-economic aspects
* Regional and country level analysis integrating the demand and supply forces that are influencing the growth of the market.
* Market value (USD Million) and volume (Units Million) data for each segment and sub-segment
* Competitive landscape involving the market share of major players, along with the new projects and strategies adopted by players in the past five years
* Comprehensive company profiles covering the product offerings, key financial information, recent developments, SWOT analysis, and strategies employed by the major market players
* 1-year analyst support, along with the data support in excel format.

We also can offer customized report to fulfill special requirements of our clients. Regional and Countries report can be provided as well.

 

Table of Content

Chapter 1 Executive Summary

Chapter 2 Abbreviation and Acronyms

Chapter 3 Preface
3.1 Research Scope
3.2 Research Methodology
3.2.1 Primary Sources
3.2.2 Secondary Sources
3.2.3 Assumptions

Chapter 4 Market Landscape
4.1 Market Overview
4.2 Classification/Types
4.3 Application/End Users

Chapter 5 Market Trend Analysis
5.1 Introduction
5.2 Drivers
5.3 Restraints
5.4 Opportunities
5.5 Threats

Chapter 6 Industry Chain Analysis
6.1 Upstream/Suppliers Analysis
6.2 E-sports Analysis
6.2.1 Technology Analysis
6.2.2 Cost Analysis
6.2.3 Market Channel Analysis
6.3 Downstream Buyers/End Users

Chapter 7 Latest Market Dynamics
7.1 Latest News
7.2 Merger and Acquisition
7.3 Planned/Future Project
7.4 Policy Dynamics

Chapter 8 Trading Analysis
8.1 Export of E-sports by Region
8.2 Import of E-sports by Region
8.3 Balance of Trade

Chapter 9 Historical and Current E-sports in North America (2013-2018)
9.1 E-sports Supply
9.2 E-sports Demand by End Use
9.3 Competition by Players/Suppliers
9.4 Type Segmentation and Price
9.5 Key Countries Analysis
9.5.1 US
9.5.2 Canada
9.5.3 Mexico

Chapter 10 Historical and Current E-sports in South America (2013-2018)
10.1 E-sports Supply
10.2 E-sports Demand by End Use
10.3 Competition by Players/Suppliers
10.4 Type Segmentation and Price
10.5 Key Countries Analysis
10.5.1 Brazil
10.5.2 Argentina
10.5.3 Chile
10.5.4 Peru

Chapter 11 Historical and Current E-sports in Asia & Pacific (2013-2018)
11.1 E-sports Supply
11.2 E-sports Demand by End Use
11.3 Competition by Players/Suppliers
11.4 Type Segmentation and Price
11.5 Key Countries Analysis
11.5.1 China
11.5.2 India
11.5.3 Japan
11.5.4 South Korea
11.5.5 ASEAN
11.5.6 Australia

Chapter 12 Historical and Current E-sports in Europe (2013-2018)
12.1 E-sports Supply
12.2 E-sports Demand by End Use
12.3 Competition by Players/Suppliers
12.4 Type Segmentation and Price
12.5 Key Countries Analysis
12.5.1 Germany
12.5.2 France
12.5.3 UK
12.5.4 Italy
12.5.5 Spain
12.5.6 Belgium
12.5.7 Netherlands
12.5.8 Austria
12.5.9 Poland
12.5.10 Russia

Chapter 13 Historical and Current E-sports in MEA (2013-2018)
13.1 E-sports Supply
13.2 E-sports Demand by End Use
13.3 Competition by Players/Suppliers
13.4 Type Segmentation and Price
13.5 Key Countries Analysis
13.5.1 Egypt
13.5.2 Iran
13.5.3 Israel
13.5.4 South Africa
13.5.5 GCC
13.5.6 Turkey

Chapter 14 Summary for Global E-sports (2013-2018)
14.1 E-sports Supply
14.2 E-sports Demand by End Use
14.3 Competition by Players/Suppliers
14.4 Type Segmentation and Price

Chapter 15 Global E-sports Forecast (2019-2023)
15.1 E-sports Supply Forecast
15.2 E-sports Demand Forecast
15.3 Competition by Players/Suppliers
15.4 Type Segmentation and Price Forecast

Chapter 16 Analysis of Global Key Vendors
16.1 Epic Games
16.1.1 Company Profile
16.1.2 Main Business and E-sports Information
16.1.3 SWOT Analysis of Epic Games
16.1.4 Epic Games E-sports Sales, Revenue, Price and Gross Margin (2014-2019)
16.2 Nintendo
16.2.1 Company Profile
16.2.2 Main Business and E-sports Information
16.2.3 SWOT Analysis of Nintendo
16.2.4 Nintendo E-sports Sales, Revenue, Price and Gross Margin (2014-2019)
16.3 Riot Games
16.3.1 Company Profile
16.3.2 Main Business and E-sports Information
16.3.3 SWOT Analysis of Riot Games
16.3.4 Riot Games E-sports Sales, Revenue, Price and Gross Margin (2014-2019)
16.4 Valve Corporation
16.4.1 Company Profile
16.4.2 Main Business and E-sports Information
16.4.3 SWOT Analysis of Valve Corporation
16.4.4 Valve Corporation E-sports Sales, Revenue, Price and Gross Margin (2014-2019)
16.5 Wargaming.Net
16.5.1 Company Profile
16.5.2 Main Business and E-sports Information
16.5.3 SWOT Analysis of Wargaming.Net
16.5.4 Wargaming.Net E-sports Sales, Revenue, Price and Gross Margin (2014-2019)
16.6 EA Sports
16.6.1 Company Profile
16.6.2 Main Business and E-sports Information
16.6.3 SWOT Analysis of EA Sports
16.6.4 EA Sports E-sports Sales, Revenue, Price and Gross Margin (2014-2019)
16.7 Hi-Rez Studios
16.7.1 Company Profile
16.7.2 Main Business and E-sports Information
16.7.3 SWOT Analysis of Hi-Rez Studios
16.7.4 Hi-Rez Studios E-sports Sales, Revenue, Price and Gross Margin (2014-2019)
......
......

Tables and Figures

Table Abbreviation and Acronyms List
Table Research Scope of E-sports Report
Table Primary Sources of E-sports Report
Table Secondary Sources of E-sports Report
Table Major Assumptions of E-sports Report
Figure E-sports Picture
Table E-sports Classification
Table E-sports Applications List
Table Drivers of E-sports Market
Table Restraints of E-sports Market
Table Opportunities of E-sports Market
Table Threats of E-sports Market
Table Raw Materials Suppliers List
Table Different Production Methods of E-sports
Table Cost Structure Analysis of E-sports
Table Key End Users List
Table Latest News of E-sports Market
Table Merger and Acquisition List
Table Planned/Future Project of E-sports Market
Table Policy of E-sports Market
Table 2014-2024 Regional Export of E-sports
Table 2014-2024 Regional Import of E-sports
Table 2014-2024 Regional Trade Balance
Figure 2014-2024 Regional Trade Balance
Table 2014-2024 North America E-sports Market Size (M USD) and Market Volume (Tons) List
Figure 2014-2024 North America E-sports Market Size (M USD) and CAGR
Figure 2014-2024 North America E-sports Market Volume (Tons) and CAGR
Table 2014-2024 North America E-sports Demand (Tons) List by Application
Table 2014-2019 North America E-sports Key Players Sales (Tons) List
Table 2014-2019 North America E-sports Key Players Market Share List
Table 2014-2024 North America E-sports Demand (Tons) List by Type
Table 2014-2019 North America E-sports Price (USD/Ton) List by Type
Table 2014-2024 US E-sports Market Size (M USD) and Market Volume (Tons) List
Table 2014-2024 US E-sports Import & Export (Tons) List
Table 2014-2024 Canada E-sports Market Size (M USD) and Market Volume (Tons) List
Table 2014-2024 Canada E-sports Import & Export (Tons) List
Table 2014-2024 Mexico E-sports Market Size (M USD) and Market Volume (Tons) List
Table 2014-2024 Mexico E-sports Import & Export (Tons) List
Table 2014-2024 South America E-sports Market Size (M USD) and Market Volume (Tons) List
Figure 2014-2024 South America E-sports Market Size (M USD) and CAGR
Figure 2014-2024 South America E-sports Market Volume (Tons) and CAGR
Table 2014-2024 South America E-sports Demand (Tons) List by Application
Table 2014-2019 South America E-sports Key Players Sales (Tons) List
Table 2014-2019 South America E-sports Key Players Market Share List
Table 2014-2024 South America E-sports Demand (Tons) List by Type
Table 2014-2019 South America E-sports Price (USD/Ton) List by Type
Table 2014-2024 Brazil E-sports Market Size (M USD) and Market Volume (Tons) List
Table 2014-2024 Brazil E-sports Import & Export (Tons) List
Table 2014-2024 Argentina E-sports Market Size (M USD) and Market Volume (Tons) List
Table 2014-2024 Argentina E-sports Import & Export (Tons) List
Table 2014-2024 Chile E-sports Market Size (M USD) and Market Volume (Tons) List
Table 2014-2024 Chile E-sports Import & Export (Tons) List
Table 2014-2024 Peru E-sports Market Size (M USD) and Market Volume (Tons) List
Table 2014-2024 Peru E-sports Import & Export (Tons) List
Table 2014-2024 Asia & Pacific E-sports Market Size (M USD) and Market Volume (Tons) List
Figure 2014-2024 Asia & Pacific E-sports Market Size (M USD) and CAGR
Figure 2014-2024 Asia & Pacific E-sports Market Volume (Tons) and CAGR
Table 2014-2024 Asia & Pacific E-sports Demand (Tons) List by Application
Table 2014-2019 Asia & Pacific E-sports Key Players Sales (Tons) List
Table 2014-2019 Asia & Pacific E-sports Key Players Market Share List
Table 2014-2024 Asia & Pacific E-sports Demand (Tons) List by Type
Table 2014-2019 Asia & Pacific E-sports Price (USD/Ton) List by Type
Table 2014-2024 China E-sports Market Size (M USD) and Market Volume (Tons) List
Table 2014-2024 China E-sports Import & Export (Tons) List
Table 2014-2024 India E-sports Market Size (M USD) and Market Volume (Tons) List

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