Semiconductors and Electronics
Global Esports Market was valued at USD XX Billion in the year 2017. Global Esports Market is further estimated to grow at a CAGR of XX% from 2018 to reach USD XX Billion by the year 2023.
North America region holds the highest market share in 2017 and Asia-Pacific region considered as the fastest growing market in the forecasted period. At a country level, developed markets like China, Japan, India holds the notable market share in 2017 and are projected to grow at a gradual rate in the coming years.
Blizzard Entertainment, Inc., CJ Corporation, FACEIT Ltd., Valve Corporation, Electronic Arts Inc., Modern Times Group MTG, Gfinity, Turner Broadcasting System, Inc., Nintendo, Rovio Entertainment Corporation, are some of the key players in the Esports Market.
Growing popularity of Video Games
The threat from Esports Betting/Gambling
Long-Term investment opportunity
Lack of standardization
Segmentation done on the basis of Revenue streams includes Tickets and Merchandise, Media Rights, Publisher Fees and Sponsorships and Direct Advertisements of which the Media Right segment is expected to hold the highest market share and Publisher Fees segment is expected to grow at the XX% CAGR during the forecast period.
Key Benefits for Stakeholders
Tournament organizers, Game publishers,
Esports investors, Sponsors,
Analysts and strategic business planners,
Research and consulting firms
By Revenue Streams
Tickets and Merchandise
Sponsorships and Direct Advertisements
Key Market Players
Blizzard Entertainment, Inc.
Electronic Arts Inc.
Modern Times Group MTG
Turner Broadcasting System, Inc.
Rovio Entertainment Corporation
(Another brief information of 10 companies will be provided in a report)
Genesis Market Insights follows in-depth Research Methodology focused on reducing deviation in the collected data. GMI offers the most precise evaluations and projection for the market numbers. GMI engages following Market Engineering techniques –
Panelists are approached from Leading Enterprises across the value chain including manufacturers, suppliers, technology providers, domain experts and buyers so as to validate a thorough and balanced market overview.
Detailed customization is also available for you. Further, if the report listed above does not meet your key requirements. Our customized research report will analytically cover the required market information you need which will help you to plan your business decisions.
1.1 Market Vision
1.1.1 Market Definition
1.1.2 Market Scope
2. Research Methodology
2.1. Research Process
2.1.1. Secondary Research
18.104.22.168. Key Data from Secondary Research
2.1.2. Primary Research
22.214.171.124. Key Data from Primary Research
126.96.36.199. Breakdowns of Primary Interviews
2.2. Market Size Estimation
2.2.1. Bottom-Up Approach
2.2.2. Top-Down Approach
2.2.3. Annual Revenue Process
2.3. Data Triangulation
2.4. Research Assumptions
3. Executive Summary
4. Market Overview
4.7. Supply Chain/Value Chain Analysis
4.8. Patent & Standards
5. Industry Trends
5.2. Porter’s Five Forces Analysis
5.2.1. Threat of New Entrants
5.2.2. Threat of Substitutes
5.2.3. Bargaining Power of Buyers
5.2.4. Bargaining Power of Suppliers
5.2.5. Intensity of Competitive Rivalry
6.1. Esports Market, By Revenue Streams
6.1. Tickets and Merchandise
6.2. Media Rights
6.3. Publisher Fees
6.4. Sponsorships and Direct Advertisements
7. Geographical Analysis
7.2. North America
7.4. Asia Pacific
7.5.1. Latin America
7.5.2. Middle East and Africa
8. Company Profiles
(Business Overview, Financial Overview, Product write Up, Recent Developments)
8.1. Blizzard Entertainment, Inc.
8.2. CJ Corporation
8.3. FACEIT Ltd.
8.4. Valve Corporation
8.5. Electronic Arts Inc.
8.6. Modern Times Group MTG
8.8. Turner Broadcasting System, Inc.
8.10. Rovio Entertainment Corporation
(Another brief information of 10 companies will be provided in the report)
9. Competitive Analysis
9.2. Market Positioning of Key Players
9.3 Competitive Strategies Adopted by Leading Players
9.3.1. Investments & Expansions
9.3.2. New Product Launches
9.3.3. Mergers & Acquisitions
9.3.4. Agreements, Joint Ventures, and Partnerships
10.2. Available Customizations
10.3. Upcoming Events (Trade Fair, Exhibitions, Conferences)
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