Global E-Sports Market Size, Status and Forecast 2019-2025
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 E-Sports Market Size Growth Rate by Type (2014-2025)
- 1.4.2 Multiplayer Online Battle Arena (MOBA)
- 1.4.3 First-Person Shooter (FPS)
- 1.4.4 Real-Time Strategy (RTS)
- 1.4.5 Other
- 1.5 Market by Application
- 1.5.1 Global E-Sports 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 E-Sports Market Size
- 2.2 E-Sports Growth Trends by Regions
- 2.2.1 E-Sports Market Size by Regions (2014-2025)
- 2.2.2 E-Sports 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 E-Sports Market Size by Manufacturers
- 3.1.1 Global E-Sports Revenue by Manufacturers (2014-2019)
- 3.1.2 Global E-Sports Revenue Market Share by Manufacturers (2014-2019)
- 3.1.3 Global E-Sports Market Concentration Ratio (CR5 and HHI)
- 3.2 E-Sports Key Players Head office and Area Served
- 3.3 Key Players E-Sports Product/Solution/Service
- 3.4 Date of Enter into E-Sports Market
- 3.5 Mergers & Acquisitions, Expansion Plans
4 Breakdown Data by Type and Application
- 4.1 Global E-Sports Market Size by Type (2014-2019)
- 4.2 Global E-Sports Market Size by Application (2014-2019)
5 United States
- 5.1 United States E-Sports Market Size (2014-2019)
- 5.2 E-Sports Key Players in United States
- 5.3 United States E-Sports Market Size by Type
- 5.4 United States E-Sports Market Size by Application
6 Europe
- 6.1 Europe E-Sports Market Size (2014-2019)
- 6.2 E-Sports Key Players in Europe
- 6.3 Europe E-Sports Market Size by Type
- 6.4 Europe E-Sports Market Size by Application
7 China
- 7.1 China E-Sports Market Size (2014-2019)
- 7.2 E-Sports Key Players in China
- 7.3 China E-Sports Market Size by Type
- 7.4 China E-Sports Market Size by Application
8 Japan
- 8.1 Japan E-Sports Market Size (2014-2019)
- 8.2 E-Sports Key Players in Japan
- 8.3 Japan E-Sports Market Size by Type
- 8.4 Japan E-Sports Market Size by Application
9 Southeast Asia
- 9.1 Southeast Asia E-Sports Market Size (2014-2019)
- 9.2 E-Sports Key Players in Southeast Asia
- 9.3 Southeast Asia E-Sports Market Size by Type
- 9.4 Southeast Asia E-Sports Market Size by Application
10 India
- 10.1 India E-Sports Market Size (2014-2019)
- 10.2 E-Sports Key Players in India
- 10.3 India E-Sports Market Size by Type
- 10.4 India E-Sports Market Size by Application
11 Central & South America
- 11.1 Central & South America E-Sports Market Size (2014-2019)
- 11.2 E-Sports Key Players in Central & South America
- 11.3 Central & South America E-Sports Market Size by Type
- 11.4 Central & South America E-Sports Market Size by Application
12 International Players Profiles
- 12.1 Activision Blizzard
- 12.1.1 Activision Blizzard Company Details
- 12.1.2 Company Description and Business Overview
- 12.1.3 E-Sports Introduction
- 12.1.4 Activision Blizzard Revenue in E-Sports Business (2014-2019)
- 12.1.5 Activision Blizzard Recent Development
- 12.2 Epic Games
- 12.2.1 Epic Games Company Details
- 12.2.2 Company Description and Business Overview
- 12.2.3 E-Sports Introduction
- 12.2.4 Epic Games Revenue in E-Sports Business (2014-2019)
- 12.2.5 Epic Games Recent Development
- 12.3 Nintendo
- 12.3.1 Nintendo Company Details
- 12.3.2 Company Description and Business Overview
- 12.3.3 E-Sports Introduction
- 12.3.4 Nintendo Revenue in E-Sports Business (2014-2019)
- 12.3.5 Nintendo Recent Development
- 12.4 Riot Games
- 12.4.1 Riot Games Company Details
- 12.4.2 Company Description and Business Overview
- 12.4.3 E-Sports Introduction
- 12.4.4 Riot Games Revenue in E-Sports Business (2014-2019)
- 12.4.5 Riot Games Recent Development
- 12.5 Valve Corporation
- 12.5.1 Valve Corporation Company Details
- 12.5.2 Company Description and Business Overview
- 12.5.3 E-Sports Introduction
- 12.5.4 Valve Corporation Revenue in E-Sports Business (2014-2019)
- 12.5.5 Valve Corporation Recent Development
- 12.6 Wargaming.Net
- 12.6.1 Wargaming.Net Company Details
- 12.6.2 Company Description and Business Overview
- 12.6.3 E-Sports Introduction
- 12.6.4 Wargaming.Net Revenue in E-Sports Business (2014-2019)
- 12.6.5 Wargaming.Net Recent Development
- 12.7 EA Sports
- 12.7.1 EA Sports Company Details
- 12.7.2 Company Description and Business Overview
- 12.7.3 E-Sports Introduction
- 12.7.4 EA Sports Revenue in E-Sports Business (2014-2019)
- 12.7.5 EA Sports Recent Development
- 12.8 Hi-Rez Studios
- 12.8.1 Hi-Rez Studios Company Details
- 12.8.2 Company Description and Business Overview
- 12.8.3 E-Sports Introduction
- 12.8.4 Hi-Rez Studios Revenue in E-Sports Business (2014-2019)
- 12.8.5 Hi-Rez Studios Recent Development
- 12.9 Microsoft Studios
- 12.9.1 Microsoft Studios Company Details
- 12.9.2 Company Description and Business Overview
- 12.9.3 E-Sports Introduction
- 12.9.4 Microsoft Studios Revenue in E-Sports Business (2014-2019)
- 12.9.5 Microsoft Studios Recent Development
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
- 15.1.1 Methodology/Research Approach
- 15.2 Disclaimer
E-sports (also known as electronic sports, esports, eSports) are a form of competition using video games.
The MOBA segment dominated the e-sports market and is expected to continue its dominance over the next four years. The availability of different elements of MOBA games such as collecting items, acquiring goods, leveling up, and fighting accompanied by computer-generated units drives the segment’s growth in this global 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.
In 2018, the global E-Sports 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 E-Sports status, future forecast, growth opportunity, key market and key players. The study objectives are to present the E-Sports development in United States, Europe and China.
The key players covered in this study
Activision Blizzard
Epic Games
Nintendo
Riot Games
Valve Corporation
Wargaming.Net
EA Sports
Hi-Rez Studios
Microsoft Studios
Market segment by Type, the product can be split into
Multiplayer Online Battle Arena (MOBA)
First-Person Shooter (FPS)
Real-Time Strategy (RTS)
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 E-Sports status, future forecast, growth opportunity, key market and key players.
To present the E-Sports 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 E-Sports 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.