Orbis Research

Global Esport Market Size by Players, Regions, Product Types and End Industries, History Data and Forecast Data 2018-2025

Orbis Research has announced the addition of the “Global Esport Market Size, Status and Forecast 2025” to store by company, by country, and by application/type for the competitive landscape analysis.


Dallas, TX -- (SBWIRE) -- 08/22/2018 -- This report studies the Global Esport Market size, industry status and forecast, competition landscape and growth opportunity. This research report categorizes the global Esport market by companies, region, type and end-use industry.

ESports are a form of competition using video games. Most commonly, eSports take the form of organized, multiplayer video game competitions, particularly between professional players. The most common video game genres associated with eSports are real-time strategy (RTS), first-person shooter (FPS), fighting, and multiplayer online battle arena (MOBA).

In 2017, the global Esport market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2018-2025.

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The esports market in APAC is expected to grow rapidly between 2018 and 2023. The increasing investments from sponsors and advertisers are fueling the demand for esports in this region.

The key players covered in this study

Modern Times Group

Activision Blizzard

Valve Corporation

CJ Corporation

Electronic Arts


Turner Broadcasting System



Hi Rez Studios


Wargaming Public

Rovio Entertainment

Gungho Online Entertainment


Market segment by Type, the product can be split into

Real-time strategy (RTS)

First-person shooter (FPS)

Multiplayer online battle arena (MOBA)


Market segment by Application, split into

Mobilehone & Tablet


Video Game


Market segment by Regions/Countries, this report covers

United States




Southeast Asia


Central & South America

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The study objectives of this report are:

To analyze global Esport status, future forecast, growth opportunity, key market and key players.

To present the Esport development in United States, Europe and China.

To strategically profile the key players and comprehensively analyze their development plan and strategies.

To define, describe and forecast the market by product type, market and key regions.

In this study, the years considered to estimate the market size of Esport are as follows:

History Year: 2013-2017

Base Year: 2017

Estimated Year: 2018

Forecast Year 2018 to 2025

For the data information by region, company, type and application, 2017 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

Some Points from Tables of Content:
Chapter One: Industry Overview of Esport
Chapter Two: Global Esport Competition Analysis by Players
Chapter Three: Company (Top Players) Profiles
Chapter Four: Global Esport Market Size by Type and Application (2013-2018)
Chapter Five: United States Esport Development Status and Outlook
Chapter Six: EU Esport Development Status and Outlook
Chapter Seven: Japan Esport Development Status and Outlook
Chapter Eight: China Esport Development Status and Outlook
Chapter Nine: India Esport Development Status and Outlook
Chapter Ten: Southeast Asia Esport Development Status and Outlook

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