Global E-Sports Market 2022-2028

SKU ID :TNV-12964957 | Published Date: 05-Oct-2018 | No. of pages: 118
PART 01: EXECUTIVE SUMMARY PART 02: SCOPE OF THE REPORT PART 03: RESEARCH METHODOLOGY PART 04: INTRODUCTION PART 05: MARKET LANDSCAPE • Market ecosystem • Market characteristics • Market segmentation analysis PART 06: MARKET SIZING • Market definition • Market sizing 2017 • Market size and forecast 2017-2022 PART 07: FIVE FORCES ANALYSIS • Bargaining power of buyers • Bargaining power of suppliers • Threat of new entrants • Threat of substitutes • Threat of rivalry • Market condition 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 Exhibit 01: Parent market Exhibit 02: Global gaming market Exhibit 03: Market characteristics Exhibit 05: Market definition - Inclusions and exclusions checklist Exhibit 06: Market size 2017 Exhibit 07: Validation techniques employed for market sizing 2017 Exhibit 08: Global e-sports market – Market size and forecast 2017-2022 ($ mn) Exhibit 09: Global – Year-over-year growth 2018-2022 (%) Exhibit 10: Five forces analysis 2017 Exhibit 11: Five forces analysis 2022 Exhibit 12: Bargaining power of buyers Exhibit 13: Bargaining power of suppliers Exhibit 14: Threat of new entrants Exhibit 15: Threat of substitutes Exhibit 16: Threat of rivalry Exhibit 17: Market condition - Five forces 2017 Exhibit 18: Genre – Market share 2017-2022 (%) Exhibit 19: Comparison by genre Exhibit 20: MOBA – Market size and forecast 2017-2022 ($ mn) Exhibit 21: MOBA – Year-over-year growth 2018-2022 (%) Exhibit 22: FPS – Market size and forecast 2017-2022 ($ mn) Exhibit 23: FPS – Year-over-year growth 2018-2022 (%) Exhibit 24: RTS – Market size and forecast 2017-2022 ($ mn) Exhibit 25: RTS – Year-over-year growth 2018-2022 (%) Exhibit 26: Others – Market size and forecast 2017-2022 ($ mn) Exhibit 27: Others – Year-over-year growth 2018-2022 (%) Exhibit 28: Market opportunity by genre Exhibit 29: Global e-sports market by revenue– Market share 2017-2022 (%) Exhibit 30: Comparison by revenue Exhibit 31: E-sports advertising – Market size and forecast 2017-2022 ($ mn) Exhibit 32: E-sports advertising – Year-over-year growth 2018-2022 (%) Exhibit 33: Prize pool – Market size and forecast 2017-2022 ($ mn) Exhibit 34: Prize pool – Year-over-year growth 2018-2022 (%) Exhibit 35: Ticket sales – Market size and forecast 2017-2022 ($ mn) Exhibit 36: Ticket sales – Year-over-year growth 2018-2022 (%) Exhibit 37: Market opportunity by revenue Exhibit 38: Customer landscape Exhibit 39: Global – Market share by geography 2017-2022 (%) Exhibit 40: Regional comparison Exhibit 41: Americas – Market size and forecast 2017-2022 ($ mn) Exhibit 42: Americas – Year-over-year growth 2018-2022 (%) Exhibit 43: Top 3 countries in Americas Exhibit 44: EMEA – Market size and forecast 2017-2022 ($ mn) Exhibit 45: EMEA – Year-over-year growth 2018-2022 (%) Exhibit 46: Top 3 countries in EMEA Exhibit 47: APAC – Market size and forecast 2017-2022 ($ mn) Exhibit 48: APAC – Year-over-year growth 2018-2022 (%) Exhibit 49: Top 3 countries in APAC Exhibit 50: Key leading countries Exhibit 51: Market opportunity by region Exhibit 52: Vendor landscape Exhibit 53: Landscape disruption Exhibit 54: Vendors covered Exhibit 55: Vendor classification Exhibit 56: Market positioning of vendors Exhibit 57: Vendor overview Exhibit 58: Activision Blizzard – Business segments Exhibit 59: Activision Blizzard – Organizational developments Exhibit 60: Activision Blizzard – Geographic focus Exhibit 61: Activation Blizzard – Segment focus Exhibit 62: Activision Blizzard – Key offerings Exhibit 63: Vendor overview Exhibit 64: Epic Games – Business segments Exhibit 65: Epic Games – Organizational developments Exhibit 66: Epic Games – Key offerings Exhibit 67: Vendor overview Exhibit 68: Nintendo – Organizational developments Exhibit 69: Nintendo – Key offerings Exhibit 70: Vendor overview Exhibit 71: Riot Games – Business segments Exhibit 72: Riot Games – Organizational developments Exhibit 73: Riot Games – Key offerings Exhibit 74: Valve - Vendor overview Exhibit 75: Valve – Organizational developments Exhibit 76: Valve – Key offerings Exhibit 77: Vendor overview Exhibit 78: Wargaming.net – Business segments Exhibit 79: Wargaming.net – Organizational developments Exhibit 80: Wargaming.net – Key offerings
Activision Blizzard Epic Games Nintendo Riot Games Valve Wargaming.net
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