Global E-Sports Market 2018 Analysis, Challenges, Drivers, Current Trends, Outlook, Growth and Future Estimations 2023

Global E-Sports Market 2018 report helps to analyze competitive developments such as joint ventures, strategic alliances, mergers and acquisitions, new product developments, and research and developments in the Global E-Sports Market.

Global E-Sports Market 2018-2023
E-sports (also known as electronic sports, esports, eSports) are a form of competition using video games.

Scope of the Global E-Sports Market Report
This report studies the E-Sports market status and outlook of Global and major regions, from angles of players, countries, product types and end industries; this report analyzes the top players in global market, and splits the E-Sports market by product type and applications/end industries.

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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.

The global E-Sports market is valued at xx million USD in 2017 and is expected to reach xx million USD by the end of 2023, growing at a CAGR of xx% between 2017 and 2023.

The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions.

North America, especially The United States, will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of E-Sports.

Europe also play important roles in global market, with market size of xx million USD in 2017 and will be xx million USD in 2023, with a CAGR of xx%.

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This report covers Analysis of Global E-Sports Market Segment by Manufacturers
Activision Blizzard
Epic Games
Nintendo
Riot Games
Valve Corporation
Wargaming.Net
EA Sports
Hi-Rez Studios
Microsoft Studios

Global E-Sports Market Segment by regional analysis covers
North America (USA, Canada and Mexico)
Europe (Germany, France, UK, Russia and Italy)
Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
South America (Brazil, Argentina, Columbia etc.)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

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Global E-Sports Market Segment by Type
Multiplayer Online Battle Arena (MOBA)
First-Person Shooter (FPS)
Real-Time Strategy (RTS)
Other

Global E-Sports Market Segment by Applications, can be divided into
Professional
Amateur

Some of the Points cover in Global E-Sports Market Research Report is:
Chapter 1: Describe E-Sports Industry
• Introduction,
• Product Scope,
• Market Overview,
• Market Opportunities,
• Market Risk,
• Market Driving Force
Chapter 2: To analyze the top manufacturers of E-Sports Industry in 2016 and 2017
• Sales
• Revenue and price
Chapter 3: Competitive analysis among the top manufacturers in 2016 and 2017
• Sales
• Revenue and market share
Chapter 4: Global E-Sports Market by regions from 2013 to 2018
• Sales
• Revenue and market share
Chapter 5, 6, 7 and 8: Global E-Sports Market by key countries in these regions
• Sales
• Revenue and market share
Chapter 9 and 10: Global E-Sports Market by type and application from 2013 to 2018
• Sales
• Revenue and market share
• Growth rate
Chapter 11:E-Sports Industry Market forecast from 2018 to 2023
• Regions
• Type and application with sales and revenue
Chapter 12 and 13:E-Sports Industry
• Sales channel
• Distributors
• Traders and dealers
• Appendix
• Data source

Some Points From Table of Content
1 E-Sports Market Overview
1.1 Product Overview and Scope of E-Sports
1.2 Classification of E-Sports by Types
1.2.1 Global E-Sports Revenue Comparison by Types (2017-2023)
1.2.2 Global E-Sports Revenue Market Share by Types in 2017
1.2.3 Multiplayer Online Battle Arena (MOBA)
1.2.4 First-Person Shooter (FPS)
1.2.5 Real-Time Strategy (RTS)
1.2.6 Other
1.3 Global E-Sports Market by Application
1.3.1 Global E-Sports Market Size and Market Share Comparison by Applications (2013-2023)
1.3.2 Professional
1.3.3 Amateur
1.4 Global E-Sports Market by Regions
1.4.1 Global E-Sports Market Size (Million USD) Comparison by Regions (2013-2023)
1.4.1 North America (USA, Canada and Mexico) E-Sports Status and Prospect (2013-2023)

2 Manufacturers Profiles
2.1 Activision Blizzard
2.1.1 Business Overview
2.1.2 E-Sports Type and Applications
2.1.2.1 Product A
2.1.2.2 Product B
2.1.3 Activision Blizzard E-Sports Revenue, Gross Margin and Market Share (2016-2017)
2.2 Epic Games
2.2.1 Business Overview
2.2.2 E-Sports Type and Applications
2.2.2.1 Product A
2.2.2.2 Product B
2.2.3 Epic Games E-Sports Revenue, Gross Margin and Market Share (2016-2017)
2.3 Nintendo
2.3.1 Business Overview
2.3.2 E-Sports Type and Applications
2.3.2.1 Product A
2.3.2.2 Product B
2.3.3 Nintendo E-Sports Revenue, Gross Margin and Market Share (2016-2017)
2.4 Riot Games
2.4.1 Business Overview
2.4.2 E-Sports Type and Applications
2.4.2.1 Product A
2.4.2.2 Product B
2.4.3 Riot Games E-Sports Revenue, Gross Margin and Market Share (2016-2017)
2.5 Valve Corporation
2.5.1 Business Overview
2.5.2 E-Sports Type and Applications
2.5.2.1 Product A
2.5.2.2 Product B
2.5.3 Valve Corporation E-Sports Revenue, Gross Margin and Market Share (2016-2017)
2.6 Wargaming.Net
2.6.1 Business Overview
2.6.2 E-Sports Type and Applications
2.6.2.1 Product A
2.6.2.2 Product B
2.6.3 Wargaming.Net E-Sports Revenue, Gross Margin and Market Share (2016-2017)

3 Global E-Sports Market Competition, by Players
3.1 Global E-Sports Revenue and Share by Players (2013-2018)
3.2 Market Concentration Rate
3.2.1 Top 5 E-Sports Players Market Share
3.2.2 Top 10 E-Sports Players Market Share
3.3 Market Competition Trend

4 Global E-Sports Market Size by Regions
4.1 Global E-Sports Revenue and Market Share by Regions
4.2 North America E-Sports Revenue and Growth Rate (2013-2018)
4.3 Europe E-Sports Revenue and Growth Rate (2013-2018)
4.4 Asia-Pacific E-Sports Revenue and Growth Rate (2013-2018)
4.5 South America E-Sports Revenue and Growth Rate (2013-2018)
4.6 Middle East and Africa E-Sports Revenue and Growth Rate (2013-2018)

5 North America E-Sports Revenue by Countries
5.1 North America E-Sports Revenue by Countries (2013-2018)
5.2 USA E-Sports Revenue and Growth Rate (2013-2018)
5.3 Canada E-Sports Revenue and Growth Rate (2013-2018)
5.4 Mexico E-Sports Revenue and Growth Rate (2013-2018)...Continued

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