Global E-sports Industry Market Analysis & Forecast 2018-2023
In the Global E-sports Industry Market Analysis & Forecast 2018-2023, the revenue is valued at USD XX million in 2017 and is expected to reach USD XX million by the end of 2023, growing at a CAGR of XX% between 2018 and 2023. The production is estimated at XX million in 2017 and is forecasted to reach XX million by the end of 2023, growing at a CAGR of XX% between 2018 and 2023.
It covers Regional Segment Analysis, Type, Appliction, Major Manufactures, Industry Chain Analysis, Competitive Insights and Macroeconomic Analysis.
Global E-sports Market: Regional Segment Analysis
- North America
- Europe
- China
- Japan
- Southeast Asia
- India
The Major players reported in the market include:
- EDG
- iG
- RNG
- WE
- LGD
- LPL
- VG
- WINGS
- EHOME
Global E-sports Market: Product Segment Analysis
- Dota 2
- League of Legends
- CrossFire
Global E-sports Market: Application Segment Analysis
- Selling brand sponsorships
- Advertisements
- Ticket sales
Reasons for Buying this Report
- This report provides pin-point analysis for changing competitive dynamics
- It provides a forward looking perspective on different factors driving or restraining market growth
- It provides a six-year forecast assessed on the basis of how the market is predicted to grow
- It helps in understanding the key product segments and their future
- It provides pin point analysis of changing competition dynamics and keeps you ahead of competitors
- It helps in making informed business decisions by having complete insights of market and by making in-depth analysis of market segments
Table of content
Global E-sports Industry Market Analysis & Forecast 2018-2023
Chapter 1 E-sports Market Overview
1.1 Product Overview and Scope of E-sports
1.2 E-sports Market Segmentation by Type in 2016
1.2.1 Global Production Market Share of E-sports by Type in 2016
1.2.1 Dota 2
1.2.2 League of Legends
1.2.3 CrossFire
1.3 E-sports Market Segmentation by Application in 2016
1.3.1 E-sports Consumption Market Share by Application in 2016
1.3.2 Selling brand sponsorships
1.3.3 Advertisements
1.3.4 Ticket sales
1.4 E-sports Market Segmentation by Regions
1.4.1 North America
1.4.2 China
1.4.3 Europe
1.4.4 Southeast Asia
1.4.5 Japan
1.4.6 India
1.5 Global Market Size (Value) of E-sports (2013-2023)
1.5.1 Global Product Sales and Growth Rate (2013-2023)
1.5.2 Global Product Revenue and Growth Rate (2013-2023)
Chapter 2 Global Economic Impact on E-sports Industry
2.1 Global Macroeconomic Environment Analysis
2.1.1 Global Macroeconomic Analysis
2.1.2 Global Macroeconomic Environment Development Trend
2.2 Global Macroeconomic Environment Analysis by Regions
Chapter 3 Global E-sports Market Competition by Manufacturers
3.1 Global E-sports Production and Share by Manufacturers (2016 and 2017)
3.2 Global E-sports Revenue and Share by Manufacturers (2016 and 2017)
3.3 Global E-sports Average Price by Manufacturers (2016 and 2017)
3.4 Manufacturers E-sports Manufacturing Base Distribution, Production Area and Product Type
3.5 E-sports Market Competitive Situation and Trends
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