Global eSports Market 2015-2019

Global eSports Market 2015-2019

Category : ICT & Media
Published On : December  2015
Pages : 57



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 Market outlook of the global e-sports market

Technavio market research analyst has estimated the global market for e-sports to post a profound CAGR of more than 36% by 2019. High growth rate of this market during the forecast period can be attributed to factors such as the increasing number of sponsors and low entry barriers for gamers.

In this market research report, analysts estimate the Americas to dominate the global market for e-sports during the forecast period followed by the APAC and the EMEA regions. The rising popularity of e-sports leagues in the Americas is expected to result in its market share of nearly 43% by 2019.

Genre-based segmentation of the e-sports market

MOBA
	FPS
	RTS
	Others
The multiplayer online battle arena (MOBA) segment is envisaged to exhibit the fastest market growth rate during the forecast period. This segment currently account for nearly 60% of the total market share, but is expected to surpass 70% by 2019 owing to its high fan base and team play element.

Segmentation by revenue and analysis of the e-sports market

E-sports advertising
	Prize pool
	Ticket sales
Technavio market research analyst has estimated the e-sports advertising sector to be the largest market segment during the forecast period. This segment is expected to generate a revenue of more than USD 154 million by 2019 as it provides a platform to expand the game's touchpoints and engage users in a better way with their favorite characters.

Competitive landscape and key vendors

This market is highly competitive owing the presence of multiple vendors who have penetrated this market due to its low entry barrier. The leading vendors in this market use innovative marketing strategies to sell their games and enter the e-sports scenario, which is a major parameter to decide the success of the game.

Key vendors in this market are -

Activision Blizzard
	Epic Games
	Nintendo
	Riot Games
	Valve Corporation
	Wargaming.net
Other prominent vendors in this market are EA Sports, Hi-Rez Studios, and Microsoft Studios.

Key questions answered in the report include

What will the market size and the growth rate be in 2019?
	What are the key factors driving the global e-sports market?
	What are the key market trends impacting the growth of the global e-sports market?
	What are the challenges to market growth?
	Who are the key vendors in the global e-sports market?
	What are the market opportunities and threats faced by the vendors in the global e-sports market?
	Trending factors influencing the market shares of the EMEA, Americas, and APAC?
	What are the key outcomes of the five forces analysis of the global e-sports market?
Technavio also offers customization on reports based on specific client requirement.
 
Table of Contents

PART 01: Executive summary
Highlights

PART 02: Scope of the report
Market overview
Base year
Vendor segmentation
Summation errors
Top-vendor offerings

PART 03: Market research methodology
Research methodology
Economic indicators

PART 04: Introduction
Key market highlights

PART 05: Market landscape
Market overview
Market size and forecast
Five forces analysis

PART 06: Market segmentation by genre
Global E-sports market by genre
Global E-sports market by MOBA games 2014-2019
Global E-sports market by FPS games 2014-2019
Global E-sports market by RTS games 2014-2019

PART 07: Market segmentation by revenue
Global E-sports market by revenue

PART 08: Geographical segmentation
Geographical segmentation of global E-sports market
E-sports market in Americas
E-sports market in APAC
E-sports market in EMEA

PART 09: Key leading countries
Top 10 countries for global E-sports market

PART 10: Market trends

PART 11: Vendor landscape
Competitive scenario
Other prominent vendors

PART 12: Key vendor analysis
Activision Blizzard
Epic Games
Nintendo
Riot Games
Valve
Wargaming

PART 13: Appendix
List of abbreviation

PART 14: Explore Technavio

List of Exhibits
Exhibit 01: Product offerings
Exhibit 02: Market segmentation of global E-sports market
Exhibit 03: Global E-sports market 2014-2019 ($ millions)
Exhibit 04: Five forces analysis
Exhibit 05: Global E-sports market by genre in 2014
Exhibit 06: Global E-sports market by genre in 2019
Exhibit 07: Global E-sports market by MOBA games 2014-2019 ($ millions)
Exhibit 08: Global E-sports market by FPS games 2014-2019 ($ millions)
Exhibit 09: Global E-sports market by RTS games 2014-2019 ($ millions)
Exhibit 10: Global E-sports market by revenue
Exhibit 11: Geographical segmentation of Global E-sports market in 2014
Exhibit 12: Geographical segmentation of Global E-sports market in 2019
Exhibit 13: E-sports market in Americas 2014 ($ millions)
Exhibit 14: E-sports market in APAC in 2014 ($ millions)
Exhibit 15: E-sports market in EMEA in 2014 ($ millions)
Exhibit 16: Key leading countries
Exhibit 17: Market share of top 10 countries for E-sports market in 2014 by revenue
Exhibit 18: Activision Blizzard: Business segmentation by revenue 2014
Exhibit 19: Activision Blizzard: Business/product segmentation by revenue 2013 and 2014
Exhibit 20: Activision Blizzard: Geographical segmentation by revenue 2013 and 2014
Exhibit 21: Epic Games: Key business offerings
Exhibit 22: Nintendo: Business segmentation by revenue 2015
Exhibit 23: Nintendo: Business segmentation by revenue 2014 and 2015 ($ billions)
Exhibit 24: Nintendo: Geographical segmentation by revenue 2015
Exhibit 25: Valve: Product offerings
Exhibit 26: Wargaming.net : Product segmentation

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