A brief overview of Global E-Sports Market , is provided in the report based on product scope and market status & outlook. The market is segmented on the basis of type, end-users/application, and geography.
Portland, OR -- (SBWIRE) -- 05/14/2018 -- E-sports create an environment where viewers can experience playing the game. E-sports on a large scale is considered to be one of the most popular sports entertainment events in the world. On the global scenario, e-sports is a rapidly growing market and is likely to grow at a CAGR of 32.28%. In 2016, Dota 2 by Valve was the leading game in terms of revenue in the e-sports 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.
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Covered in this report
The report covers the present scenario and the growth prospects of the global e-sports market for 2017-2021. To calculate the market size, the report considers the revenue generated from tournaments excluding online advertisements.
The market is divided into the following segments based on geography:
- Americas
- APAC
- EMEA
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Global e-Sports Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.
Key vendors
- Activision Blizzard
- Epic Games
- Nintendo
- Riot Games
- Valve
- Wargaming.net
Other prominent vendors
- EA Sports
- Hi-Rez Studios
- Microsoft Studios
Market driver
- Increasing penetration of mobile games.
- For a full, detailed list, view our report
Market challenge
- High expense of gaming-specific peripherals.
- For a full, detailed list, view our report
Market trend
- Growing adoption of e-sports in emerging countries.
- For a full, detailed list, view our report
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