E-Sports Comprehensive Study by Type (MOBA, FPS, RTS, Others), Application (Professional, Amateur) Players and Region - Global Market Outlook to 2023
Edison , NJ -- (SBWIRE) -- 03/21/2019 -- E-Sports refer as a type of sport facilitated by electronic system in which all the functions of the sport are performed through human-computer interface. E-Sports is allowing the users to experience different type of game aspects including ladder, tournament and league through single system. E-Sports provide several competitive advantages such as selection of teams, players, and organisations which are not bound with location and ability to integrate with non-traditional media. The market is growing due to increasing popularity and awareness of video games and E-Sports among the younger generation, while the connection problem in mid of the game can be a barrier, which can hinder the market
Advance Market Analytics recently introduced E-Sports Market study with in-depth overview, describing about the Product / Industry Scope and elaborates market outlook and status to 2023. E-Sports Market explores effective study on varied sections of Industry like opportunities, size, growth, technology, demand and trend of high leading players. It also provides market key statistics on the status of manufacturers, a valuable source of guidance, direction for companies and individuals interested in the industry.
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Major Key Players in This Report Include,
Modern Times Group (Sweden), Activision Blizzard (United States), FACEIT (United Kingdom), Total Entertainment Network (United States), Gfinity (United Kingdom), Turner Broadcasting System (United States), CJ Corporation (South Korea), Valve Corporation (United States), Tencent (China), Electronic Arts (United States), Hi-Rez Studios (United States), KaBuM (Canada) and Wargaming Public (Cyprus)
The research analyst at AMA estimates E-Sports market to grow at a compounded annual growth rate of 18.61%
The market study is being classified by Type, by Application and major geographies with country level break-up that includes South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico).
The research methodology used to estimate and forecast the E-Sports Market began with capturing data from the key vendors' revenue and market size of the individual segments through secondary sources, industry associations, and trade journals, such as the World Analytics Association and the Cloud Native Computing Foundation. The bottom-up procedure was employed to arrive at the overall market size of the market from the individual segments. After arriving at the overall market size, the total market was split into several segments and sub segments, which were then verified through primary research by conducting extensive interviews with the key industry personnel, such as Chief Executive Officers (CEOs), Vice Presidents (VPs), directors, and executives. The data triangulation and market breakdown procedures were employed to complete the overall market engineering process and arrive at the exact statistics for all the segments and sub segments.
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The report focuses on Global E-Sports Market major leading industry players with information such as company profiles, product picture and specification, capacity, production, price, cost, revenue and contact information. Upstream raw materials, equipment and downstream consumers analysis is also carried out. What's more, the market development trends and marketing channels are analyzed.
Strategic Points Covered in Table of Content of E-Sports Market:
Chapter 1: Introduction, market driving force product Objective of Study and Research Scope the E-Sports market
Chapter 2: Exclusive Summary – the basic information of the E-Sports Market.
Chapter 3: Displaying the Market Dynamics- Drivers, Trends and Challenges of the E-Sports
Chapter 4: Presenting the E-Sports Market Factor Analysis Porters Five Forces, Supply/Value Chain, PESTEL analysis, Market Entropy, Patent/Trademark Analysis.
Chapter 5: Displaying the by Type, End User and Region 2013-2018
Chapter 6: Evaluating the leading manufacturers of the E-Sports market which consists of its Competitive Landscape, Peer Group Analysis, BCG Matrix & Company Profile
Chapter 7: To evaluate the market by segments, by countries and by manufacturers with revenue share and sales by key countries in these various regions.
Chapter 8 & 9: Displaying the Appendix, Methodology and Data Source
Finally, E-Sports Market is a valuable source of guidance for individuals and companies.
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