Global eSports Organization Market Size, Status and Forecast 2019-2025

SKU ID : QYR-14157287 | Publishing Date : 30-Apr-2019 | No. of pages : 107

League of Legends World Championship, an annual League of Legends tournament, known for rotating its venues across different major countries and regions each year
Esports (also known as electronic sports, e-sports, or eSports) is a form of competition using video games. Most commonly, esports takes the form of organized, multiplayer video game competitions, particularly between professional players. Although organized online and offline competitions have long been a part of video game culture, these were largely between amateurs until the late 2000s, when participation by professional gamers and spectatorship in these events through live streaming saw a large surge in popularity. By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing toward a professional esports subculture.
In 2018, the global eSports Organization 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 eSports Organization status, future forecast, growth opportunity, key market and key players. The study objectives are to present the eSports Organization development in United States, Europe and China.

The key players covered in this study
Fnatic
C9
SKT
Samsung
RNG
EDG
Invictus
OG
LGD
G2
TSM
CLG
Team Liquid
Echo Fox
100 Thieves
Clutch Gaming
Optic
GGS
Flyquest
Splyce
Misfits
Schalke 04
Counter Logic Gaming

Market segment by Type, the product can be split into
LOL
PUBG
StarCraft
Fortnite
CS:GO
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 eSports Organization status, future forecast, growth opportunity, key market and key players.
To present the eSports Organization 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 eSports Organization 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.

Frequently Asked Questions

This market study covers the global and regional market with an in-depth analysis of the overall growth prospects in the market. Furthermore, it sheds light on the comprehensive competitive landscape of the global market. The report further offers a dashboard overview of leading companies encompassing their successful marketing strategies, market contribution, recent developments in both historic and present contexts.
  • By product type
  • By End User/Applications
  • By Technology
  • By Region
The report provides a detailed evaluation of the market by highlighting information on different aspects which include drivers, restraints, opportunities, and threats. This information can help stakeholders to make appropriate decisions before investing.
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