Thursday, March 14, 2019

Rising the Demand for Electronic Sports (eSports) Industry | Attractive Market Opportunities in the Market by 2019-2024

A new market study, titled “Global Electronic Sports (eSports) Market Growth (Status and Outlook) 2019-2024”, has been featured on WiseGuyReports.

Electronic Sports (eSports) Market


eSports
can be termed as the electronic sports, professional video gaming or pro-gaming. It is an advanced form of competitive video gaming with competition at a professional level and in an organized format with a specific goal. The majority of the eSports played are team based games played in leagues or tournaments throughout the year. The market is mainly driven by the increasing popularity of video games and growing awareness about esports.

This report presents a comprehensive overview, market shares and growth opportunities of Electronic Sports (eSports) market by product type, application, key companies and key regions. This study considers the Electronic Sports (eSports) value generated from the sales of the following segments:

The key manufacturers covered in this report:

Modern Times Group (Sweden)
Activision Blizzard (US)
FACEIT (UK)
Total Entertainment Network (US)
Gfinity (UK)
Turner Broadcasting System (US)
CJ Corporation (South Korea)
Valve Corporation (US)
Tencent (China)
Electronic Arts (EA) (US)
Hi-Rez Studios (US)
KaBuM (Canada)
Wargaming Public (Cyprus)
Rovio Entertainment (Finland)
GungHo Online Entertainment (Japan)
Alisports (China)

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Segmentation by product type:
Media Rights (Subscription & Online Advertisement)
Tickets and Merchandise
Publisher Fees
Others

Segmentation by application:

Online
Offline

This report also splits the market by region:

Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Spain
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC CountrieS.

In addition, this report discusses the key drivers influencing market growth, opportunities, the challenges and the risks faced by key players and the market as a whole. It also analyzes key emerging trends and their impact on present and future development.

View Detailed Report at
https://www.wiseguyreports.com/reports/3712966-global-electronic-sports-esports-market-growth-status-and-outlook-2019-2024

Research objectives

To study and analyze the global Electronic Sports (eSports) market size by key regions/countries, product type and application, history data from 2014 to 2018, and forecast to 2024.
To understand the structure of Electronic Sports (eSports) market by identifying its various subsegments.
Focuses on the key global Electronic Sports (eSports) players, to define, describe and analyze the value, market share, market competition landscape, SWOT analysis and development plans in next few years.
To analyze the Electronic Sports (eSports) with respect to individual growth trends, future prospects, and their contribution to the total market.
To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
To project the size of Electronic Sports (eSports) submarkets, with respect to key regions (along with their respective key countries).
To analyze competitive developments such as expansions, agreements, new product launches and acquisitions in the market.
To strategically profile the key players and comprehensively analyze their growth strategies.

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