Global E-Sports Market Size 2018-2022: By Games Types, Platform, Software, Online Services, Statistics, Company Profiles and Regional Analysis

This report on e-sports studies all the characteristic of the present and forthcoming industry growth information which is climacteric for all new participants well as the leading market participant. The analysis of pioneering verticals and geographical regions is also discussed to anticipate the deployment rate of Industry.

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Dallas, TX -- (SBWire) -- 10/26/2018 --About E-sports

E-sports, also referred to as electronic sports, is a multiplayer video game tournament held among professional gamers.

Analysts forecast the Global E-sports Market to grow at a CAGR of 27.57% during the period 2018-2022.

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Covered in this report
The report covers the present scenario and the growth prospects of the global e-sports market. To calculate the market size, the report considers the revenue generated through e-sports betting.

The market is divided into the following segments based on geography:
- Americas
- APAC
- EMEA

Global e-sports market 2018-2022, 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
- Market driver
- Development of advanced infrastructure for e-sports

For a full, detailed list, view our report

Market challenge
- Increased underage spending
- For a full, detailed list, view our report

Market trend
- Emergence of mobile e-sports and drone racing
- For a full, detailed list, view our report

Key questions answered in this report
What will the market size be in 2022 and what will the growth rate be?
What are the key market trends?
What is driving this market?
What are the challenges to market growth?
Who are the key vendors in this market space?
What are the market opportunities and threats faced by the key vendors?
What are the strengths and weaknesses of the key vendors?

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Major Point from Table of Content:

PART 01: EXECUTIVE SUMMARY
PART 02: SCOPE OF THE REPORT
PART 03: RESEARCH METHODOLOGY
PART 04: INTRODUCTION
PART 05: MARKET LANDSCAPE
PART 06: MARKET SIZING
PART 07: FIVE FORCES ANALYSIS
PART 08: MARKET SEGMENTATION BY GENRE BASED
Segmentation by genre
Comparison by genre
MOBA – Market size and forecast 2017-2022
FPS – Market size and forecast 2017-2022
RTS – Market size and forecast 2017-2022
Others – Market size and forecast 2017-2022
Market opportunity by genre
PART 09: MARKET SEGMENTATION BY REVENUE
Segmentation by revenue
Comparison by revenue
E-sports advertising – Market size and forecast 2017-2022
Prize pool – Market size and forecast 2017-2022
Ticket sales – Market size and forecast 2017-2022
Market opportunity by revenue
PART 10: CUSTOMER LANDSCAPE
PART 11: REGIONAL LANDSCAPE
Geographical segmentation
Regional comparison
Americas – Market size and forecast 2017-2022
EMEA – Market size and forecast 2017-2022
APAC – Market size and forecast 2017-2022
Key leading countries
Market opportunity
PART 12: DECISION FRAMEWORK
PART 13: DRIVERS AND CHALLENGES
Market drivers
Market challenges
PART 14: MARKET TRENDS
Increase in e-sports betting
Emergence of new related streams of revenue
Live streaming of video games and e-sports events
Emergence of mobile e-sports and drone racing
PART 15: VENDOR LANDSCAPE
Overview
Landscape disruption
PART 16: VENDOR ANALYSIS
Vendors covered
Vendor classification
Market positioning of vendors
Activision Blizzard
Epic Games
Nintendo
Riot Games
Valve
Wargaming.net
PART 17: APPENDIX
List of abbreviations

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