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Global E-Sports Market 2018 Driven by Ubiquity of Internet

 

Brooklyn, NY -- (SBWIRE) -- 03/09/2018 -- The global e-sports market is poised for notable growth in the forthcoming years. E-sports is likely to provide tough competition to the most established traditional sports and there lies tremendous growth opportunities in advertising, licensing, ticket sales, sponsorships and merchandising for this nascent industry.

E-sports is a flourishing industry where skilled video gamers play competitively. Akin to competitions in traditional sports such as basketball, football, and baseball, E-sports entails competitions across myriad video games. Contrary to what is commonly believed, E-sports is not only prevalent among unemployed individuals in the twenty something age group; the industry is real, expanding, and investable. With its fragmented vendor landscape and digital platform, the E-sports sector offers a multitude of monetization opportunities.

E-sports, short for electronic sports overhauls online gaming experience into a spectator sport. E-sports offers a similar experience that offered by watching a physical event, except that viewers watch video gamers compete in a virtual environment. Just as traditional sports are enticing that make fans hooked to watch top athletes perform, the same is true for spectators who watch video gamers compete.

Unlike Traditional Sports Performance in E-sports not Dependent on Player's Physical Built

The E-sports sector not only includes traditional sports related events such as NBA2K and FIFA, it also comprises games such as Counter-Strike, League of Legends, and DOTA. E-sports is unique in the manner that a player's success is independent of physical built, size, weight, and agility. Whether a gamer is 5'2 or 6'8 tall makes no difference to the gaming performance and both can excel to the highest levels of any game. E-sports also equalizes the playing field for factors such as sex, ethnicity, and location. This further contributes to the popularity of E-sports and generation of a globally engaged user base.

Furthermore, while traditional sports have limitations of space, E-sports is more fast-paced and easily scalable as it is dependent on digital platforms. For example, traditional basketball can never be played as a 100 versus 100 sport; however, E-sports provide the flexibility to create new games that are scalable to the desired level.

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Ranking of Popular Esport Games Changes from Month to Month

While the actual rankings of the most watched E-sports games changes slightly every month, the ten most popular games on a dominant streaming site such as Twitch remains consistent. Currently, League of Legends remains the world's most popular esport. Also, the most popular esport games are not traditional sports related such as FIFA or Madden. On the contrary, popular E-sports genres include multiplayer online battle fields, real-time strategy, or first-person shooter games.

The best E-sports team usually work under an umbrella organization setup, wherein multiple teams specialize in their respective video games but function under the same trade name. In other words, an organization can be considered to be an elite conglomerate of teams involved in myriad type of video games. E-sports teams that represent organizations they are part of, will participate in playoffs, regular seasons, and world championships of their video game's respective league.

The global E-sports market can be segmented on the basis of product, application, and geography. By product, the E-sports market can be classified into MOBA, RTS, FPS, and other. On the basis of application, the E-sports market can be segmented into professional and amateur.

Key players in the global E-sports market include Activision Blizzard, Nintendo, Valve Corporation, EA Sports, Microsoft Studios, Epic Games, Riot Games, Wargaming.Net, and Hi-Rez Studios.

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Table of Contents

Global E-sports Market Size, Status and Forecast 2025
1 Industry Overview of E-sports
1.1 E-sports Market Overview
1.1.1 E-sports Product Scope
1.1.2 Market Status and Outlook
1.2 Global E-sports Market Size and Analysis by Regions (2013-2018)
1.2.1 United States
1.2.2 EU
1.2.3 Japan
1.2.4 China
1.2.5 India
1.2.6 Southeast Asia

2 Global E-sports Competition Analysis by Players
2.1 E-sports Market Size (Value) by Players (2013-2018)
2.2 Competitive Status and Trend
2.2.1 Market Concentration Rate
2.2.2 Product/Service Differences
2.2.3 New Entrants
2.2.4 The Technology Trends in Future

3 Company (Top Players) Profiles
3.1 Activision Blizzard
3.1.1 Company Profile
3.1.2 Main Business/Business Overview
3.1.3 Products, Services and Solutions
3.1.4 E-sports Revenue (Million USD) (2013-2018)
3.1.5 Recent Developments
3.2 Epic Games
3.2.1 Company Profile
3.2.2 Main Business/Business Overview
3.2.3 Products, Services and Solutions

4 Global E-sports Market Size by Type and Application (2013-2018)
4.1 Global E-sports Market Size by Type (2013-2018)
4.2 Global E-sports Market Size by Application (2013-2018)
4.3 Potential Application of E-sports in Future
4.4 Top Consumer/End Users of E-sports
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