Global (United States, European Union and China) Mobile Esport Market Research Report 2018-2025
Pune, India -- (SBWIRE) -- 11/09/2018 -- Esports (also known as electronic sports, e-sports, eSports, or competitive/professional [video] gaming) are a form of competition using video games. Most commonly, esports take the form of organized, multiplayer video game competitions, particularly between professional players. Although organized online and offline competitions have long been a part of video game culture, these were largely between amateurs until the late 2000s when participation by professional gamers and spectatorship in these events through live streaming saw a large surge in popularity. By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing toward a professional eSport subculture.
In 2017, the global Mobile 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.
This report focuses on the global Mobile Esport status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Mobile Esport development in United States, Europe and China.
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The key players covered in this study
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
Market segment by Regions/Countries, this report covers
Central & South America
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The study objectives of this report are:
To analyze global Mobile Esport status, future forecast, growth opportunity, key market and key players.
To present the Mobile 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 Mobile 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.
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