Global Esport Market Size, Status, Research and Forecast 2019-2025

Published On: Jul 2019

Format: PDF

Publisher: QY Research

Pages: 103

Report ID: 4056

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).
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.
In 2018, 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 2019-2025.

This report focuses on the global Esport status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Esport development in United States, Europe and China.

The key players covered in this study
Modern Times Group
Activision Blizzard
Valve Corporation
CJ Corporation
Electronic Arts
Nintendo
Turner Broadcasting System
Faceit
Gfinity
Hi Rez Studios
Kabum
Wargaming Public
Rovio Entertainment
Gungho Online Entertainment
Alisports

Market segment by Type, the product can be split into
Real-time strategy (RTS)
First-person shooter (FPS)
Multiplayer online battle arena (MOBA)
Others

Market segment by Application, split into
Mobilehone & Tablet
PC
Video Game
Other

Market segment by Regions/Countries, this report covers
United States
Europe
China
Japan
Southeast Asia
India
Central & South America

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: 2014-2018
Base Year: 2018
Estimated Year: 2019
Forecast Year 2019 to 2025
For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

Table of Contents

1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered
1.4 Market Analysis by Type
1.4.1 Global Esport Market Size Growth Rate by Type (2014-2025)
1.4.2 Real-time strategy (RTS)
1.4.3 First-person shooter (FPS)
1.4.4 Multiplayer online battle arena (MOBA)
1.4.5 Others
1.5 Market by Application
1.5.1 Global Esport Market Share by Application (2014-2025)
1.5.2 Mobilehone & Tablet
1.5.3 PC
1.5.4 Video Game
1.5.5 Other
1.6 Study Objectives
1.7 Years Considered

2 Global Growth Trends
2.1 Esport Market Size
2.2 Esport Growth Trends by Regions
2.2.1 Esport Market Size by Regions (2014-2025)
2.2.2 Esport Market Share by Regions (2014-2019)
2.3 Industry Trends
2.3.1 Market Top Trends
2.3.2 Market Drivers
2.3.3 Market Opportunities

3 Market Share by Key Players
3.1 Esport Market Size by Manufacturers
3.1.1 Global Esport Revenue by Manufacturers (2014-2019)
3.1.2 Global Esport Revenue Market Share by Manufacturers (2014-2019)
3.1.3 Global Esport Market Concentration Ratio (CR5 and HHI)
3.2 Esport Key Players Head office and Area Served
3.3 Key Players Esport Product/Solution/Service
3.4 Date of Enter into Esport Market
3.5 Mergers & Acquisitions, Expansion Plans

4 Breakdown Data by Type and Application
4.1 Global Esport Market Size by Type (2014-2019)
4.2 Global Esport Market Size by Application (2014-2019)

5 United States
5.1 United States Esport Market Size (2014-2019)
5.2 Esport Key Players in United States
5.3 United States Esport Market Size by Type
5.4 United States Esport Market Size by Application

6 Europe
6.1 Europe Esport Market Size (2014-2019)
6.2 Esport Key Players in Europe
6.3 Europe Esport Market Size by Type
6.4 Europe Esport Market Size by Application

7 China
7.1 China Esport Market Size (2014-2019)
7.2 Esport Key Players in China
7.3 China Esport Market Size by Type
7.4 China Esport Market Size by Application

8 Japan
8.1 Japan Esport Market Size (2014-2019)
8.2 Esport Key Players in Japan
8.3 Japan Esport Market Size by Type
8.4 Japan Esport Market Size by Application

9 Southeast Asia
9.1 Southeast Asia Esport Market Size (2014-2019)
9.2 Esport Key Players in Southeast Asia
9.3 Southeast Asia Esport Market Size by Type
9.4 Southeast Asia Esport Market Size by Application

10 India
10.1 India Esport Market Size (2014-2019)
10.2 Esport Key Players in India
10.3 India Esport Market Size by Type
10.4 India Esport Market Size by Application

11 Central & South America
11.1 Central & South America Esport Market Size (2014-2019)
11.2 Esport Key Players in Central & South America
11.3 Central & South America Esport Market Size by Type
11.4 Central & South America Esport Market Size by Application

12 International Players Profiles
12.1 Modern Times Group
12.1.1 Modern Times Group Company Details
12.1.2 Company Description and Business Overview
12.1.3 Esport Introduction
12.1.4 Modern Times Group Revenue in Esport Business (2014-2019)
12.1.5 Modern Times Group Recent Development
12.2 Activision Blizzard
12.2.1 Activision Blizzard Company Details
12.2.2 Company Description and Business Overview
12.2.3 Esport Introduction
12.2.4 Activision Blizzard Revenue in Esport Business (2014-2019)
12.2.5 Activision Blizzard Recent Development
12.3 Valve Corporation
12.3.1 Valve Corporation Company Details
12.3.2 Company Description and Business Overview
12.3.3 Esport Introduction
12.3.4 Valve Corporation Revenue in Esport Business (2014-2019)
12.3.5 Valve Corporation Recent Development
12.4 CJ Corporation
12.4.1 CJ Corporation Company Details
12.4.2 Company Description and Business Overview
12.4.3 Esport Introduction
12.4.4 CJ Corporation Revenue in Esport Business (2014-2019)
12.4.5 CJ Corporation Recent Development
12.5 Electronic Arts
12.5.1 Electronic Arts Company Details
12.5.2 Company Description and Business Overview
12.5.3 Esport Introduction
12.5.4 Electronic Arts Revenue in Esport Business (2014-2019)
12.5.5 Electronic Arts Recent Development
12.6 Nintendo
12.6.1 Nintendo Company Details
12.6.2 Company Description and Business Overview
12.6.3 Esport Introduction
12.6.4 Nintendo Revenue in Esport Business (2014-2019)
12.6.5 Nintendo Recent Development
12.7 Turner Broadcasting System
12.7.1 Turner Broadcasting System Company Details
12.7.2 Company Description and Business Overview
12.7.3 Esport Introduction
12.7.4 Turner Broadcasting System Revenue in Esport Business (2014-2019)
12.7.5 Turner Broadcasting System Recent Development
12.8 Faceit
12.8.1 Faceit Company Details
12.8.2 Company Description and Business Overview
12.8.3 Esport Introduction
12.8.4 Faceit Revenue in Esport Business (2014-2019)
12.8.5 Faceit Recent Development
12.9 Gfinity
12.9.1 Gfinity Company Details
12.9.2 Company Description and Business Overview
12.9.3 Esport Introduction
12.9.4 Gfinity Revenue in Esport Business (2014-2019)
12.9.5 Gfinity Recent Development
12.10 Hi Rez Studios
12.10.1 Hi Rez Studios Company Details
12.10.2 Company Description and Business Overview
12.10.3 Esport Introduction
12.10.4 Hi Rez Studios Revenue in Esport Business (2014-2019)
12.10.5 Hi Rez Studios Recent Development
12.11 Kabum
12.12 Wargaming Public
12.13 Rovio Entertainment
12.14 Gungho Online Entertainment
12.15 Alisports

13 Market Forecast 2019-2025
13.1 Market Size Forecast by Regions
13.2 United States
13.3 Europe
13.4 China
13.5 Japan
13.6 Southeast Asia
13.7 India
13.8 Central & South America
13.9 Market Size Forecast by Product (2019-2025)
13.10 Market Size Forecast by Application (2019-2025)

14 Analyst's Viewpoints/Conclusions

15 Appendix
15.1 Research Methodology
15.1.1 Methodology/Research Approach
15.1.1.1 Research Programs/Design
15.1.1.2 Market Size Estimation
12.1.1.3 Market Breakdown and Data Triangulation
15.1.2 Data Source
15.1.2.1 Secondary Sources
15.1.2.2 Primary Sources
15.2 Disclaimer
15.3 Author Details