ABSTRACT About e-Sports The popularity of e-sports is increasing with the rising number of viewers. 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. Technavio’s analysts forecast the global e-sports market to grow at a CAGR of 32.28% during the period 2017-2021. 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... Research Beam Model: Research Beam Product ID: 1592512 3500 USD New
Global E-Sports Market 2017-2021
 
 

Global E-Sports Market 2017-2021

  • Category : Consumer Goods
  • Published On : May   2017
  • Pages : 70
  • Publisher : Technavio
 
 
 
ABSTRACT
About e-Sports

The popularity of e-sports is increasing with the rising number of viewers. 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.

Technavio’s analysts forecast the global e-sports market to grow at a CAGR of 32.28% during the period 2017-2021.

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

Technavio's report, 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

Key questions answered in this report
• What will the market size be in 2021 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?

You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.




Table of Contents
PART 01: Executive summary
PART 02: Scope of the report
PART 03: Research Methodology
PART 04: Introduction
• Market outline
PART 05: Market landscape
• Market overview
• Market size and forecast
• Five forces analysis
PART 06: Market segmentation by genre
• Global e-sports market by genre
• Global e-sports market by MOBA games
• Global e-sports market by FPS games
• Global e-sports market by RTS games
PART 07: Market segmentation by revenue
• Global e-sports market by revenue
• Global e-sports market by advertising
• Global e-sports market by prize pool
• Global e-sports market by ticket sales
PART 08: Geographical segmentation
• Global e-sports market by geography
• E-sports market in Americas
• E-sports market in APAC
• E-sports market in EMEA
PART 09: Key leading countries
• Key leading countries
• E-sports market in US
• E-sports market in China
PART 10: Decision framework
PART 11: Drivers and challenges
• Market drivers
• Market challenges
PART 12: Market trends
PART 13: Vendor landscape
• Competitive scenario
• Key leading vendors
• Other prominent vendors
PART 14: Appendix
• List of abbreviations
List of Exhibits?
Exhibit 01: E-sports market: Overview
Exhibit 02: Global e-sports market 2016-2021 ($ millions)
Exhibit 03: Five forces analysis
Exhibit 04: Global e-sports market by genre 2016 and 2021 (revenue share)
Exhibit 05: Global e-sports market by MOBA games 2016-2021 ($ millions)
Exhibit 06: Global e-sports market by FPS games 2016-2021 ($ millions)
Exhibit 07: Global e-sports market by RTS games 2016-2021 ($ millions)
Exhibit 08: Global e-sports market by revenue 2016 and 2021 (revenue share)
Exhibit 09: Global e-sports market by advertising 2016-2021 ($ millions)
Exhibit 10: Global e-sports market by prize pool 2016-2021 ($ millions)
Exhibit 11: Global e-sports market by ticket sales 2016-2021 ($ millions)
Exhibit 12: Global e-sports market by geography 2016 and 2021 (revenue share)
Exhibit 13: E-sports market in Americas 2016-2021 ($ millions)
Exhibit 14: E-sports market in APAC 2016-2021 ($ millions)
Exhibit 15: E-sports market in EMEA 2016-2021 ($ millions)
Exhibit 16: Top 10 countries 2016 (revenue share)
Exhibit 17: Top 10 countries by revenue and market share 2016
Exhibit 18: E-sports market in US 2016-2021 ($ millions)
Exhibit 19: E-sports market in China 2016-2021 ($ millions)
Exhibit 20: Global shipments of desktops, smartphones, and tablets 2011-2016 (millions of units)

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