The Esports Market Research
Report includes an in-depth analysis of the industry, including current trends,
drivers, restraints, and growth opportunities. Value chain analysis provides a
clear understanding of the key intermediaries involved and their respective
roles at every stage.
Scope of the Report
The report entitled “Global Esports Market: Size, Trends & Forecasts (2017-2021)”, provides analysis of the global esports market, with detailed analysis of market size by value, by viewers, by segments, by region, etc. The report also includes the esports market analysis of the following regions: North America, Asia and Europe.
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.
Furthermore, the
report also assesses the key opportunities in the market and outlines the
factors that are and will be driving the growth of the industry. Growth of the
overall global esports market has also been forecasted for the years 2017-2021,
taking into consideration the previous growth patterns, the growth drivers and
the current and future trends.
Valve, Activision
Blizzard, Nintendo and Riot Games are some of the key players operating in the
global esports market, whose company profiling has been done in the report. In
this segment of the report, business overview, financial overview and business
strategies of the companies are provided.
Country Coverage
North America
Asia
Europe
North America
Asia
Europe
Company Coverage
Activision Blizzard
Valve
Nintendo
Riot Games
Activision Blizzard
Valve
Nintendo
Riot Games
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Executive Summary
Esports is a short form of electronic sports and is a subsection of sports market. In esports people play in tournaments which are played on electronic systems, particularly video games. Esports tournament can be of single combat or multiplayer video game, mainly played between professional players.
Esports is a short form of electronic sports and is a subsection of sports market. In esports people play in tournaments which are played on electronic systems, particularly video games. Esports tournament can be of single combat or multiplayer video game, mainly played between professional players.
The esports games
generally falls into four types of genre based games namely; fighting games,
first person shooter, real time strategy and multiple online battle arena
games. Esports video games are designed on the basis of the platform on which
the game is to be played : online, spectator mode or local area network.
Esports is a big
platform for players on international level. And as the level of tournament
rises, the number of media covering the event increases like television,
internet live streaming, news reporting and print media coverage. Esports are
of different formats with various sub types. For e.g. match types (best of 1,
best of 2, best of 3); Group stages (Round robin, Double round robin, Swiss
seeding) and Knockout stages (Single/Double elimination bracket).
Global esports
market is expected to increase with steady growth rates during the forecasted
period 2017-2021. Global esports market is supported by various growth drivers,
such as, large prize events, increasing esports popularity among youngsters,
hypnotic gaming experience: VR market etc. Still, the market faces certain
hindrances and challenges, such as, weakness in smartphone games, games
containing violent contents, net neutrality etc. Few trends of the market are
social media providing live video platform, inclusion of esports in Asian
games, expanding esports focused games etc.
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.
Table of Contents:
1. Executive Summary
2. Introduction
2.1 Sports: An Overview
2.1.1 Sports
2.1.2 Types of Sports
2.2 Esports: An Overview
2.2.1 Esports
2.2.2 Genre Based Esports
2.2.3 Esports Video Game Design
2.2.4 Esports Coverage by Media
2.2.5 Different Formats of Esports Tournament
2.1 Sports: An Overview
2.1.1 Sports
2.1.2 Types of Sports
2.2 Esports: An Overview
2.2.1 Esports
2.2.2 Genre Based Esports
2.2.3 Esports Video Game Design
2.2.4 Esports Coverage by Media
2.2.5 Different Formats of Esports Tournament
3. Market Analysis
3.1 Global Esports Market: An Analysis
3.1.1 Global Esports Market by Penetration
3.1.2 Global Esports Market by Value
3.1.3 Global Esports Market by Region
3.1.4 Global Esports Market by Viewers
3.2 Global Esports Market: Segment Analysis
3.2.1 Global Esports Market by Segments
3.2.2 Global Esports Sponsorship Market by Value
3.2.3 Global Esports Advertising Market by Value
3.2.4 Global Esports Publisher Fees Market by Value
3.2.5 Global Esports Media Rights Market by Value
3.2.6 Global Esports Merchandise and Tickets Market by Value
3.1 Global Esports Market: An Analysis
3.1.1 Global Esports Market by Penetration
3.1.2 Global Esports Market by Value
3.1.3 Global Esports Market by Region
3.1.4 Global Esports Market by Viewers
3.2 Global Esports Market: Segment Analysis
3.2.1 Global Esports Market by Segments
3.2.2 Global Esports Sponsorship Market by Value
3.2.3 Global Esports Advertising Market by Value
3.2.4 Global Esports Publisher Fees Market by Value
3.2.5 Global Esports Media Rights Market by Value
3.2.6 Global Esports Merchandise and Tickets Market by Value
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