|
Home | Submit Press Release | Advertise | Submit Website
(Hosting-NewsWire.com, April 20, 2016 ) Worldwide eSports Market Report Insights
eSports, also known as an electronic sport as the name itself suggests, is primarily facilitated by video games. It is getting popularity among gamers and youngster at an enormous rate worldwide. eSports has been recognized as a mainstream gaming event only in the last decade and has developed from its initial concept of multiplayer video gaming competitions. Currently, gamers participate in these events to play for cash prizes (In 2015, The International DotA 2 awarded the biggest prize pool in eSports history of over $18.6 million. Its popularity shows that eSports is making a sustainable and long-term business), hoping to be sponsored by companies to get recognition and funding for their profession. These competitions are played either online or over LAN and are watched by billions across the globe.
Worldwide eSports market research report covers the present scenario and the growth prospects of the worldwide eSports Market for the period 2015-2021. The report provides in-depth analysis of market size and growth of worldwide eSports market. This market research report includes a detailed market segmentation of the worldwide eSports Market by the following segmentation types
To Get Sample Copy of Report visit @ http://www.researchmoz.us/enquiry.php?type=S&repid=706394
Type of End-users Esports Enthusiasts
Regular viewers/participants By Demography
Occasional viewers/participants
Regular viewers By Demography
Geographic Segmentation
North America APAC Europe ROW
By Revenue Stream Generation
Sponsorships, media rights and advertisements
Prize Pools Merchandise Tickets Others
Market Share
Based on the revenue generated in the region, market share segmentation is provided as follows
By prize pool offered By tournaments
Worldwide eSports Market Market Size and Dynamics
eSports, also known as electronics sports is a form of mind sports where players contest in video gaming competition in game arenas and eSports tournaments organized on a mass level. In general, eSports is an organized competition between professional gamers. These competitions are multiplayer in nature. RTS, FPS, and MOBA games are some of the common video game genres played in eSports tournaments worldwide. ESports are broadcasted live worldwide on streaming platforms such as Twitch and YouTube. Sponsors and advertisers use this platform to promote themselves in front of a mass audience. Market research analysts at Beige Market Intelligence, forecast the Worldwide eSports market to grow at a CAGR of more than 25 % during the forecast period.
Live streaming providing boost for eSports market key trend supporting the market The streaming of eSports contests and end-users' associated play-throughs and guidance of games has been witnessing a large surge in popularity worldwide. Twitch and YouTube have contributed significantly to create awareness of eSports. New players such as Azubu, Hitbox, and DingIt will give tough competition to Twitch and YouTube during the forecast period.
Increase in number of eSports tournaments key driving force for the market Global eSports market has been witnessing an increase in the number of eSports tournaments as well as a fan base; the reason is because of its increasing popularity among youngsters worldwide. The number of eSports tournaments in 1998 was just 7. In 2013, that figure went up to more than 1500. With an increase in the number of tournaments, the prize money offered at these tournaments has also been increasing steadily. Tournaments, content streaming, media rights, corporate sponsorships, ticket sales, and merchandise along with others entities are some of the major eSports revenue contributors.
eSports Market Competitive Landscape
The global eSports market is moderately concentrated as a few game publishers and tournament organizers are dominating the market though the competition among these players is intense. Market concentration in the developed countries such as the US and South Korea is higher while the market is in its nascent stage in the developing countries such as China and India because of the recent entry of many games developing companies in these countries.
Companies that are changing the landscape of the market include Capcom, Microsoft Studios, Riot Games, Activision Blizzard, Aksys Games, Bandai Namco, Bethesda Softworks, Electronic Arts (EA), Hi-Rez Studios, NCsoft, Neowiz Games, Nintendo, Sega, Ubisoft, Valve Corporation and Wargaming.
Browse Detail Report With TOC @ http://www.researchmoz.us/strategic-assessment-of-worldwide-esports-market-forecast-till-2021-report.html
Table of Contents
Section 1 Research Methodology
Section 2 Executive Summary
Section 3 Scope of the Report 3.1 Research coverage 3.1.1 Definition of product 3.1.2 End-user segments 3.1.3 Base year 3.1.4 Geography 3.2 Terminology used in report
Section 4 Market Research Methodology 4.1 Geographical segmentation 4.2 Vendor segmentation 4.3 Common currency conversion rates
Section 5 Market Landscape 5.1 Introduction to eSports 5.1.1 History of eSports 5.1.2 eSports ecosystem
Section 6 Key Market Trends 6.1.1 Year-on-year impact of market trends 6.1.2 Impact of market trends on geographies in 2015
Section 7 Key Market Growth Drivers
Section 8 Key Market Restraints
Section 9 Value Chain Analysis 9.1 Value chain analysis of global eSports market 9.1.1 Business model: Online versus offline
Section 10 Worldwide eSports Market by Revenue 10.1 Historical market size 10.2 Market size and forecast 2015-2021
Section 11 Worldwide eSports Market by eSports Enthusiasts 11.1 Historical market size 11.2 Market size and forecast 2015-2021 11.2.1 Five forces analysis
Section 12 Geographical Segmentation 12.1 Global eSports market segmentation by geography
Section 13 eSports Market in North America 13.1 Historical market size 2013-2014 13.2 Market size and forecast 2015-2021 13.3 Key countries 13.3.1 US: Market size and forecast 13.3.2 Canada: Market size and forecast 13.3.3 Top trend, driver, and restraint
Section 14 eSports Market in APAC 14.1 Historical data 2013-2014 14.2 Market size and forecast 2015-2021 14.3 Key countries 14.3.1 South Korea: Market size and forecast 2015-2021 14.3.2 China: market size and forecast 14.3.3 Top trend, driver, and restraint
Section 15 eSports Market in Europe 15.1 Historical data 2013-2014 15.2 Market size and forecast 2015-2021 15.3 Key countries 15.3.1 Sweden: Market size and forecast 15.3.2 Russia: Market size and forecast 15.3.3 Top trend, driver, and restraint
Make an Enquiry of this report @ http://www.researchmoz.us/enquiry.php?type=E&repid=706394
About ResearchMoz
ResearchMoz is the one stop online destination to find and buy market research reports & Industry Analysis. We fulfill all your research needs spanning across industry verticals with our huge collection of market research reports. We provide our services to all sizes of organizations and across all industry verticals and markets. Our Research Coordinators have in-depth knowledge of reports as well as publishers and will assist you in making an informed decision by giving you unbiased and deep insights on which reports will satisfy your needs at the best price.
For More Information Kindly Contact:
ResearchMoz Mr. Nachiket Ghumare, Tel: +1-518-621-2074 USA-Canada Toll Free: 866-997-4948 Email: sales@researchmoz.us
Browse Our Latest Press Releases @ http://www.researchmoz.us/pressrelease
Researchmoz Global Pvt.Ltd
Researchmoz
+1-518-621-2074
sales@researchmoz.us
Source: EmailWire.Com
Source: EmailWire.com
Submit press release on hosting | Submit your hosting website
|
|