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List of Figures
Figure 1. Research Method Flow Chart
Figure 2. Breakdown of Primary Research
Figure 3. Bottom-up Approach and Top-down Approach for Market Estimation
Figure 4. Global Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2020-2030
Figure 5. Global E-sports Market, 2020-2030, $ mn
Figure 6. Global E-sports Viewership, 2020-2030, million
Figure 7. Primary Drivers and Impact Factors of Global E-sports Market
Figure 8. GDP per capita in the World, 1960-2018, $ thousand
Figure 9. Forecast of Middle-class Population by Region, 2016-2030, million
Figure 10. Worldwide Connected Devices by Device Type, 2014-2022, billion units
Figure 11. Primary Restraints and Impact Factors of Global E-sports Market
Figure 12. Investment Opportunity Analysis
Figure 13. Porter’s Fiver Forces Analysis of Global E-sports Market
Figure 14. Breakdown of Global E-sports Market by Game Type, 2020-2030, % of Revenue
Figure 15. Global Addressable Market Cap in 2020-2030 by Game Type, Value ($ mn) and Share (%)
Figure 16. Global E-sports Market: Multiplayer Online Battle Arena (MOBA), 2020-2030, $ mn
Figure 17. Global E-sports Market: Player vs. Player (PvP), 2020-2030, $ mn
Figure 18. Global E-sports Market: First Person Shooters (FPS), 2020-2030, $ mn
Figure 19. Global E-sports Market: Real Time Strategy (RTS), 2020-2030, $ mn
Figure 20. Global E-sports Market: Massive Multiplayer Online Games (MMOG), 2020-2030, $ mn
Figure 21. Global E-sports Market: Other Game Types, 2020-2030, $ mn
Figure 22. Breakdown of Global E-sports Market by Revenue Source, 2020-2030, % of Revenue
Figure 23. Global Addressable Market Cap in 2020-2030 by Revenue Source, Value ($ mn) and Share (%)
Figure 24. Global E-sports Market: Game Publisher Fee, 2020-2030, $ mn
Figure 25. Global E-sports Market: Merchandize & Tickets, 2020-2030, $ mn
Figure 26. Global E-sports Market: Advertisement, 2020-2030, $ mn
Figure 27. Global E-sports Market: Sponsorships, 2020-2030, $ mn
Figure 28. Global E-sports Market: Media Rights, 2020-2030, $ mn
Figure 29. Global E-sports Market: Other Revenue Sources, 2020-2030, $ mn
Figure 30. Breakdown of Global E-sports Market by Device, 2020-2030, % of Sales Revenue
Figure 31. Global Addressable Market Cap in 2020-2030 by Device, Value ($ mn) and Share (%)
Figure 32. Global E-sports Market: PCs, 2020-2030, $ mn
Figure 33. Global E-sports Market: Consoles, 2020-2030, $ mn
Figure 34. Global E-sports Market: Laptops & Tablets, 2020-2030, $ mn
Figure 35. Global E-sports Market: Smartphones, 2020-2030, $ mn
Figure 36. Global E-sports Market: Other Devices, 2020-2030, $ mn
Figure 37. Breakdown of Global E-sports Market by Streaming Platform, 2020-2030, % of Sales Revenue
Figure 38. Global Addressable Market Cap in 2020-2030 by Streaming Platform, Value ($ mn) and Share (%)
Figure 39. Global E-sports Market: YouTube, 2020-2030, $ mn
Figure 40. Global E-sports Market: Twitch, 2020-2030, $ mn
Figure 41. Global E-sports Market: Hayu, 2020-2030, $ mn
Figure 42. Global E-sports Market: DouYu, 2020-2030, $ mn
Figure 43. Global E-sports Market: Other Streaming Platforms, 2020-2030, $ mn
Figure 44. Breakdown of Global E-sports Market by Audience Type, 2020-2030, % of Revenue
Figure 45. Breakdown of Global E-sports Viewership by Audience Type, 2020-2030, % of Viewership
Figure 46. Global Addressable Market Cap in 2020-2030 by Audience Type, Value ($ mn) and Share (%)
Figure 47. Global Cumulative E-sports Viewership in 2020-2030 by Audience Type, Volume (million) and Share (%)
Figure 48. Global E-sports Market: Regular Viewers, 2020-2030, $ mn
Figure 49. Global E-sports Viewership: Regular Viewers, 2020-2030, million
Figure 50. Global E-sports Market: Occasional Viewers, 2020-2030, $ mn
Figure 51. Global E-sports Viewership: Occasional Viewers, 2020-2030, million
Figure 52. Breakdown of Global E-sports Market by Viewer Gender, 2020-2030, % of Revenue
Figure 53. Breakdown of Global E-sports Viewership by Viewer Gender, 2020-2030, % of Viewership
Figure 54. Global Addressable Market Cap in 2020-2030 by Viewer Gender, Value ($ mn) and Share (%)
Figure 55. Global Cumulative E-sports Viewership in 2020-2030 by Viewer Gender, Volume (million) and Share (%)
Figure 56. Global E-sports Market: Male Viewers, 2020-2030, $ mn
Figure 57. Global E-sports Viewership: Male Viewers, 2020-2030, million
Figure 58. Global E-sports Market: Female Viewers, 2020-2030, $ mn
Figure 59. Global E-sports Viewership: Female Viewers, 2020-2030, million
Figure 60. Breakdown of Global E-sports Market by Age Group, 2020-2030, % of Revenue
Figure 61. Breakdown of Global E-sports Viewership by Age Group, 2020-2030, % of Viewership
Figure 62. Global Addressable Market Cap in 2020-2030 by Age Group, Value ($ mn) and Share (%)
Figure 63. Global Cumulative E-sports Viewership in 2020-2030 by Age Group, Volume (million) and Share (%)
Figure 64. Global E-sports Market: <18 Year Old Viewers, 2020-2030, $ mn
Figure 65. Global E-sports Viewership: <18 Year Old Viewers, 2020-2030, million
Figure 66. Global E-sports Market: 19-25 Year Old Viewers, 2020-2030, $ mn
Figure 67. Global E-sports Viewership: 19-25 Year Old Viewers, 2020-2030, million
Figure 68. Global E-sports Market: 26-35 Year Old Viewers, 2020-2030, $ mn
Figure 69. Global E-sports Viewership: 26-35 Year Old Viewers, 2020-2030, million
Figure 70. Global E-sports Market: >35 Year Old Viewers, 2020-2030, $ mn
Figure 71. Global E-sports Viewership: >35 Year Old Viewers, 2020-2030, million
Figure 72. Global Market Snapshot by Region
Figure 73. Geographic Spread of Worldwide E-sports Market, 2020-2030, % of Sales Revenue
Figure 74. Global Addressable Market Cap in 2020-2030 by Region, Value ($ mn) and Share (%)
Figure 75. North American E-sports Market, 2020-2030, $ mn
Figure 76. Breakdown of North America E-sports Market by Country, 2020 and 2030, % of Revenue
Figure 77. Contribution to North America 2020-2030 Cumulative Revenue by Country, Value ($ mn) and Share (%)
Figure 78. U.S. E-sports Market, 2020-2030, $ mn
Figure 79. Canada E-sports Market, 2020-2030, $ mn
Figure 80. E-sports Market in Mexico, 2016-2027, $ mn
Figure 81. European E-sports Market, 2020-2030, $ mn
Figure 82. Breakdown of European E-sports Market by Country, 2020 and 2030, % of Revenue
Figure 83. Contribution to Europe 2020-2030 Cumulative Revenue by Country, Value ($ mn) and Share (%)
Figure 84. E-sports Market in Germany, 2020-2030, $ mn
Figure 85. E-sports Market in UK, 2020-2030, $ mn
Figure 86. E-sports Market in France, 2020-2030, $ mn
Figure 87. E-sports Market in Spain, 2020-2030, $ mn
Figure 88. E-sports Market in Italy, 2020-2030, $ mn
Figure 89. E-sports Market in Russia, 2020-2030, $ mn
Figure 90. E-sports Market in Rest of Europe, 2020-2030, $ mn
Figure 91. Asia-Pacific E-sports Market, 2020-2030, $ mn
Figure 92. Breakdown of APAC E-sports Market by Country, 2020 and 2030, % of Revenue
Figure 93. Contribution to APAC 2020-2030 Cumulative Revenue by Country, Value ($ mn) and Share (%)
Figure 94. E-sports Market in Japan, 2020-2030, $ mn
Figure 95. E-sports Market in China, 2020-2030, $ mn
Figure 96. E-sports Market in Australia, 2020-2030, $ mn
Figure 97. E-sports Market in India, 2020-2030, $ mn
Figure 98. E-sports Market in South Korea, 2020-2030, $ mn
Figure 99. E-sports Market in Rest of APAC, 2020-2030, $ mn
Figure 100. South America E-sports Market, 2020-2030, $ mn
Figure 101. Breakdown of South America E-sports Market by Country, 2020 and 2030, % of Revenue
Figure 102. Contribution to South America 2020-2030 Cumulative Revenue by Country, Value ($ mn) and Share (%)
Figure 103. E-sports Market in Argentina, 2020-2030, $ mn
Figure 104. E-sports Market in Brazil, 2020-2030, $ mn
Figure 105. E-sports Market in Chile, 2020-2030, $ mn
Figure 106. E-sports Market in Rest of South America, 2020-2030, $ mn
Figure 107. E-sports Market in Rest of the World (RoW), 2020-2030, $ mn
Figure 108. Breakdown of RoW E-sports Market by Country, 2020 and 2030, % of Revenue
Figure 109. Contribution to RoW 2020-2030 Cumulative Revenue by Country, Value ($ mn) and Share (%)
Figure 110. E-sports Market in UAE, 2020-2030, $ mn
Figure 111. E-sports Market in Egypt, 2020-2030, $ mn
Figure 112. E-sports Market in South Africa, 2020-2030, $ mn
Figure 113. Growth Stage of Global E-sports Industry over the Forecast Period
List of Tables
Table 1. Snapshot of Global E-sports Market, 2020-2030
Table 2. Main Product Trends and Market Opportunities in Global E-sports Market
Table 3. Global E-sports Market by Game Type, 2020-2030, $ mn
Table 4. Global E-sports Market: Player vs. Player (PvP) by Type, 2020-2030, $ mn
Table 5. Global E-sports Market by Revenue Source, 2020-2030, $ mn
Table 6. Global E-sports Market: Sponsorships by Contributor, 2020-2030, $ mn
Table 7. Global E-sports Market: Media Rights by Type, 2020-2030, $ mn
Table 8. Global E-sports Market by Device, 2020-2030, $ mn
Table 9. Global E-sports Market by Streaming Platform, 2020-2030, $ mn
Table 10. Global E-sports Market by Audience Type, 2020-2030, $ mn
Table 11. Global E-sports Viewership by Audience Type, 2020-2030, million
Table 12. Global E-sports Market by Viewer Gender, 2020-2030, $ mn
Table 13. Global E-sports Viewership by Viewer Gender, 2020-2030, million
Table 14. Global E-sports Market by Age Group, 2020-2030, $ mn
Table 15. Global E-sports Viewership by Age Group, 2020-2030, million
Table 16. Global E-sports Market by Region, 2020-2030, $ mn
Table 17. Leading National E-sports Market, 2020 and 2030, $ mn
Table 18. North America E-sports Market by Country, 2020-2030, $ mn
Table 19. U.S. E-sports Market by Game Type, 2020-2030, $ mn
Table 20. U.S. E-sports Market by Revenue Source, 2020-2030, $ mn
Table 21. U.S. E-sports Market by Device, 2020-2030, $ mn
Table 22. Canada E-sports Market by Game Type, 2020-2030, $ mn
Table 23. Canada E-sports Market by Revenue Source, 2020-2030, $ mn
Table 24. Canada E-sports Market by Device, 2020-2030, $ mn
Table 25. Mexico E-sports Market by Game Type, 2020-2030, $ mn
Table 26. Mexico E-sports Market by Revenue Source, 2020-2030, $ mn
Table 27. Mexico E-sports Market by Device, 2020-2030, $ mn
Table 28. Europe E-sports Market by Country, 2020-2030, $ mn
Table 29. Germany E-sports Market by Game Type, 2020-2030, $ mn
Table 30. Germany E-sports Market by Revenue Source, 2020-2030, $ mn
Table 31. Germany E-sports Market by Device, 2020-2030, $ mn
Table 32. UK E-sports Market by Game Type, 2020-2030, $ mn
Table 33. UK E-sports Market by Revenue Source, 2020-2030, $ mn
Table 34. UK E-sports Market by Device, 2020-2030, $ mn
Table 35. France E-sports Market by Game Type, 2020-2030, $ mn
Table 36. France E-sports Market by Revenue Source, 2020-2030, $ mn
Table 37. France E-sports Market by Device, 2020-2030, $ mn
Table 38. Spain E-sports Market by Game Type, 2020-2030, $ mn
Table 39. Spain E-sports Market by Revenue Source, 2020-2030, $ mn
Table 40. Spain E-sports Market by Device, 2020-2030, $ mn
Table 41. Italy E-sports Market by Game Type, 2020-2030, $ mn
Table 42. Italy E-sports Market by Revenue Source, 2020-2030, $ mn
Table 43. Italy E-sports Market by Device, 2020-2030, $ mn
Table 44. Russia E-sports Market by Game Type, 2020-2030, $ mn
Table 45. Russia E-sports Market by Revenue Source, 2020-2030, $ mn
Table 46. Russia E-sports Market by Device, 2020-2030, $ mn
Table 47. E-sports Market in Rest of Europe by Country, 2020-2030, $ mn
Table 48. APAC E-sports Market by Country, 2020-2030, $ mn
Table 49. Japan E-sports Market by Game Type, 2020-2030, $ mn
Table 50. Japan E-sports Market by Revenue Source, 2020-2030, $ mn
Table 51. Japan E-sports Market by Device, 2020-2030, $ mn
Table 52. China E-sports Market by Game Type, 2020-2030, $ mn
Table 53. China E-sports Market by Revenue Source, 2020-2030, $ mn
Table 54. China E-sports Market by Device, 2020-2030, $ mn
Table 55. Australia E-sports Market by Game Type, 2020-2030, $ mn
Table 56. Australia E-sports Market by Revenue Source, 2020-2030, $ mn
Table 57. Australia E-sports Market by Device, 2020-2030, $ mn
Table 58. India E-sports Market by Game Type, 2020-2030, $ mn
Table 59. India E-sports Market by Revenue Source, 2020-2030, $ mn
Table 60. India E-sports Market by Device, 2020-2030, $ mn
Table 61. South Korea E-sports Market by Game Type, 2020-2030, $ mn
Table 62. South Korea E-sports Market by Revenue Source, 2020-2030, $ mn
Table 63. South Korea E-sports Market by Device, 2020-2030, $ mn
Table 64. E-sports Market in Rest of APAC by Country, 2020-2030, $ mn
Table 65. South America E-sports Market by Country, 2020-2030, $ mn
Table 66. Argentina E-sports Market by Game Type, 2020-2030, $ mn
Table 67. Argentina E-sports Market by Revenue Source, 2020-2030, $ mn
Table 68. Argentina E-sports Market by Device, 2020-2030, $ mn
Table 69. Brazil E-sports Market by Game Type, 2020-2030, $ mn
Table 70. Brazil E-sports Market by Revenue Source, 2020-2030, $ mn
Table 71. Brazil E-sports Market by Device, 2020-2030, $ mn
Table 72. Chile E-sports Market by Game Type, 2020-2030, $ mn
Table 73. Chile E-sports Market by Revenue Source, 2020-2030, $ mn
Table 74. Chile E-sports Market by Device, 2020-2030, $ mn
Table 75. RoW E-sports Market by Country, 2020-2030, $ mn
Table 76. UAE E-sports Market by Game Type, 2020-2030, $ mn
Table 77. UAE E-sports Market by Revenue Source, 2020-2030, $ mn
Table 78. UAE E-sports Market by Device, 2020-2030, $ mn
Table 79. Egypt E-sports Market by Game Type, 2020-2030, $ mn
Table 80. Egypt E-sports Market by Revenue Source, 2020-2030, $ mn
Table 81. Egypt E-sports Market by Device, 2020-2030, $ mn
Table 82. South Africa E-sports Market by Game Type, 2020-2030, $ mn
Table 83. South Africa E-sports Market by Revenue Source, 2020-2030, $ mn
Table 84. South Africa E-sports Market by Device, 2020-2030, $ mn
Table 85. Breakdown of Global Market by Key Vendor, 2020, %
Table 86. Activision Blizzard Inc.: Company Snapshot
Table 87. Activision Blizzard Inc.: Business Segmentation
Table 88. Activision Blizzard Inc.: Product Portfolio
Table 89. Activision Blizzard Inc.: Revenue, 2016-2018, $ mn
Table 90. Activision Blizzard Inc.: Recent Developments
Table 91. Risk Evaluation for Investing in Global Market, 2020-2030
Table 92. Critical Success Factors and Key Takeaways
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Global e-sports market is expected to grow by 18.8% annually in the forecast period and reach $7,302.3 million by 2030 owing to the rising need for remote sports and virtual games amid the COVID-19 pandemic. In 2020, the market experienced a total investment of USD 2 billion, a rise of 116% compared to 2019, according to a research company. The investments in the esports market are expected to increase during the forecasted period owing to the increasing number of franchise-style leagues and rising audience. Investors' growing interest is likely to result in the market's steady growth in the estimated period. The increasing mobile usage in emerging countries, rising awareness regarding esports, and increasing popularity of video games are expected to fuel the market growth during the forecast period. Consumers demand high-quality and interactive gaming content aligned with the dynamic entertainment industry. The alignment of entertainment and gaming will influence the growth of the entire sports industry, including online streamers and small and big-budget game developers. The increasing investments from commercial partners and substantial audience growth have resulted in revenue growth in the esports market. The industry has become more structured, with associations and league formats developing new competitive structures. Moreover, the growing partnerships, acquisitions, and mergers have projected strong growth in the esports market. By streaming esports and gaming, streaming services like Twitch have drawn viewers. A wide audience has been interested in the esports competitions, which have enthralled athletes and celebrities. Esports and gaming also make it simple to capture the interest of enthusiastic young viewers who are difficult to reach through conventional media means. Many corporations have made investments in esports events in the form of sponsorships and advertising due to their capacity to capture the interest of the youthful and enthusiastic audience. With the centralization of an Esports team, growing popularity, and the introduction of a more franchise-style league, investors' interest has increased. During the projected period, market growth is anticipated to be fuelled by businesses' growing interest in using esports teams to connect with potential customers.
Covid-19 Impact on E-sport
The esports service market include the ability for users to host online competitions for a variety of games. People who are confined to their homes and unable to go outdoors to play in playgrounds have switched their attention more and more toward the E-sport competition, which supports the global demand for Esport. Moreover, the need for Esport solutions has grown as a result of digital transformation in online gaming. However, due to the limited availability of auxiliary equipment such joy pads, gaming setups, console sensors, and screens during lockdown, the deployment of Esport is slightly hampered. Additionally, the expansion of Esport is anticipated to accelerate in the post-lockdown environment as demand for interactive virtual and online
Highlighted with 92 tables and 113 figures, this 200-page report “Global E-sports Market 2020-2030 by Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Region: Trend Forecast and Growth Opportunity” is based on comprehensive research of the entire global e-sports market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report is based on studies during 2016-2020 and provides trends from 2020 till 2030 with 2020 as the base year.
(Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
In-depth qualitative analyses include identification and investigation of the following aspects:
• Market Structure
• Growth Drivers
• Restraints and Challenges
• Emerging Product Trends & Market Opportunities
• Porter’s Fiver Forces
The trend and outlook of global market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19. The balanced (most likely) projection is used to quantify global e-sports market in every aspect of the classification from perspectives of Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Region.
By Game Type
• Multiplayer Online Battle Arena (MOBA)
• Player vs. Player (PvP)
• First Person Shooters (FPS)
• Real Time Strategy (RTS)
• Massive Multiplayer Online Games (MMOG)
• Other Game Types
By Revenue Source
• Game Publisher Fee
• Merchandize & Tickets
• Advertisement
• Sponsorships
• IT Industry
• Consumer Electronics
• Drink & Beverage
• Financial Institutes & Banks
• Retail Industry
• Others
• Media Rights
• Subscriptions
• Online Advertisements
• Other Revenue Sources
By Device
• PCs
• Consoles
• Laptops & Tablets
• Smartphones
• Other Device
By Streaming Platform
• YouTube
• Twitch
• Hayu
• DouYu
• Other Streaming Platforms
By Audience Type
• Regular Viewers
• Occasional Viewers
By Viewer Gender
• Male Viewers
• Female Viewers
By Age Group
• <18 Year Old Viewers
• 19-25 Year Old Viewers
• 26-35 Year Old Viewers
• >35 Year Old Viewers
By Geography
• APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka)
• Europe (Germany, UK, France, Spain, Italy, Russia, Rest of Europe; Rest of Europe is further segmented into Belgium, Denmark, Austria, Norway, Sweden, The Netherlands, Poland, Czech Republic, Slovakia, Hungary, and Romania)
• North America (U.S., Canada, and Mexico)
• South America (Brazil, Chile, Argentina, Rest of South America)
• Rest Of world (Egypt, UAE, South Africa)
For each aforementioned region and country, detailed analysis and data for annual revenue are available for 2019-2030. The breakdown of all regional markets by country and split of key national markets by Game Type, Revenue Source, and Device over the forecast years are also included.
The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Specifically, potential risks associated with investing in global e-sports market are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.
Key Players (this may not be a complete list and extra companies can be added upon request):
Activision Blizzard Inc., Cloud9, Counter Logic Gaming, EA Sports, Echo Fox Fnatic, Electronic Arts Inc., Envy Gaming, Epic Games Inc., G2 Esports, Gfinity Plc, Hi-Rez Studios, Immortals, Intergalactic Gaming Ltd., Modern Times Group MTG AB, Nintendo Co. Ltd., Take-Two Interactive Software Inc., Team Liquid, Team SoloMid, Tencent Holdings Ltd., Valve Corporation
(Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
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