Global eSports Organization Market Size, Status, Research and Forecast 2019-2025

Published On: Jul 2019

Format: PDF

Publisher: QY Research

Pages: 106

Report ID: 3934

League of Legends World Championship, an annual League of Legends tournament, known for rotating its venues across different major countries and regions each year
Esports (also known as electronic sports, e-sports, or eSports) is a form of competition using video games. Most commonly, esports takes 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 esports subculture.
In 2018, the global eSports Organization 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 eSports Organization status, future forecast, growth opportunity, key market and key players. The study objectives are to present the eSports Organization development in United States, Europe and China.

The key players covered in this study
Fnatic
C9
SKT
Samsung
RNG
EDG
Invictus
OG
LGD
G2
TSM
CLG
Team Liquid
Echo Fox
100 Thieves
Clutch Gaming
Optic
GGS
Flyquest
Splyce
Misfits
Schalke 04
Counter Logic Gaming

Market segment by Type, the product can be split into
LOL
PUBG
StarCraft
Fortnite
CS:GO
Other

Market segment by Application, split into
Professional
Amateur

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 eSports Organization status, future forecast, growth opportunity, key market and key players.
To present the eSports Organization 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 eSports Organization 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 eSports Organization Market Size Growth Rate by Type (2014-2025)
1.4.2 LOL
1.4.3 PUBG
1.4.4 StarCraft
1.4.5 Fortnite
1.4.6 CS:GO
1.4.7 Other
1.5 Market by Application
1.5.1 Global eSports Organization Market Share by Application (2014-2025)
1.5.2 Professional
1.5.3 Amateur
1.6 Study Objectives
1.7 Years Considered

2 Global Growth Trends
2.1 eSports Organization Market Size
2.2 eSports Organization Growth Trends by Regions
2.2.1 eSports Organization Market Size by Regions (2014-2025)
2.2.2 eSports Organization 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 eSports Organization Market Size by Manufacturers
3.1.1 Global eSports Organization Revenue by Manufacturers (2014-2019)
3.1.2 Global eSports Organization Revenue Market Share by Manufacturers (2014-2019)
3.1.3 Global eSports Organization Market Concentration Ratio (CR5 and HHI)
3.2 eSports Organization Key Players Head office and Area Served
3.3 Key Players eSports Organization Product/Solution/Service
3.4 Date of Enter into eSports Organization Market
3.5 Mergers & Acquisitions, Expansion Plans

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

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

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

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

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

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

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

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

12 International Players Profiles
12.1 Fnatic
12.1.1 Fnatic Company Details
12.1.2 Company Description and Business Overview
12.1.3 eSports Organization Introduction
12.1.4 Fnatic Revenue in eSports Organization Business (2014-2019)
12.1.5 Fnatic Recent Development
12.2 C9
12.2.1 C9 Company Details
12.2.2 Company Description and Business Overview
12.2.3 eSports Organization Introduction
12.2.4 C9 Revenue in eSports Organization Business (2014-2019)
12.2.5 C9 Recent Development
12.3 SKT
12.3.1 SKT Company Details
12.3.2 Company Description and Business Overview
12.3.3 eSports Organization Introduction
12.3.4 SKT Revenue in eSports Organization Business (2014-2019)
12.3.5 SKT Recent Development
12.4 Samsung
12.4.1 Samsung Company Details
12.4.2 Company Description and Business Overview
12.4.3 eSports Organization Introduction
12.4.4 Samsung Revenue in eSports Organization Business (2014-2019)
12.4.5 Samsung Recent Development
12.5 RNG
12.5.1 RNG Company Details
12.5.2 Company Description and Business Overview
12.5.3 eSports Organization Introduction
12.5.4 RNG Revenue in eSports Organization Business (2014-2019)
12.5.5 RNG Recent Development
12.6 EDG
12.6.1 EDG Company Details
12.6.2 Company Description and Business Overview
12.6.3 eSports Organization Introduction
12.6.4 EDG Revenue in eSports Organization Business (2014-2019)
12.6.5 EDG Recent Development
12.7 Invictus
12.7.1 Invictus Company Details
12.7.2 Company Description and Business Overview
12.7.3 eSports Organization Introduction
12.7.4 Invictus Revenue in eSports Organization Business (2014-2019)
12.7.5 Invictus Recent Development
12.8 OG
12.8.1 OG Company Details
12.8.2 Company Description and Business Overview
12.8.3 eSports Organization Introduction
12.8.4 OG Revenue in eSports Organization Business (2014-2019)
12.8.5 OG Recent Development
12.9 LGD
12.9.1 LGD Company Details
12.9.2 Company Description and Business Overview
12.9.3 eSports Organization Introduction
12.9.4 LGD Revenue in eSports Organization Business (2014-2019)
12.9.5 LGD Recent Development
12.10 G2
12.10.1 G2 Company Details
12.10.2 Company Description and Business Overview
12.10.3 eSports Organization Introduction
12.10.4 G2 Revenue in eSports Organization Business (2014-2019)
12.10.5 G2 Recent Development
12.11 TSM
12.12 CLG
12.13 Team Liquid
12.14 Echo Fox
12.15 100 Thieves
12.16 Clutch Gaming
12.17 Optic
12.18 GGS
12.19 Flyquest
12.20 Splyce
12.21 Misfits
12.22 Schalke 04
12.23 Counter Logic Gaming

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