Global Esports Market: Size, Trends & Forecasts (2017-2021) - Daedal Research

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Global Esports Market: Size, Trends & Forecasts (2017-2021) May 2017


Global Esports Market Scope of the Report The report entitled “Global Esports Market: Size, Trends & Forecasts (2017-2021)�, provides analysis of the global esports market, with detailed analysis of market size by value, by viewers, by segments, by region, etc. The report also includes the esports market analysis of the following regions: North America, Asia and Europe. Furthermore, the report also assesses the key opportunities in the market and outlines the factors that are and will be driving the growth of the industry. Growth of the overall global esports market has also been forecasted for the years 2017-2021, taking into consideration the previous growth patterns, the growth drivers and the current and future trends. Valve, Activision Blizzard, Nintendo and Riot Games are some of the key players operating in the global esports market, whose company profiling has been done in the report. In this segment of the report, business overview, financial overview and business strategies of the companies are provided.

Country Coverage North America Asia Europe Company Coverage Activision Blizzard Valve Nintendo Riot Games


Global Esports Market Executive Summary Esports is a short form of electronic sports and is a subsection of sports market. In esports people play in tournaments which are played on electronic systems, particularly video games. Esports tournament can be of single combat or multiplayer video game, mainly played between professional players. The esports games generally falls into four types of genre based games namely; fighting games, first person shooter, real time strategy and multiple online battle arena games. Esports video games are designed on the basis of the platform on which the game is to be played : online, spectator mode or local area network. Esports is a big platform for players on international level. And as the level of tournament rises, the number of media covering the event increases like television, internet live streaming, news reporting and print media coverage. Esports are of different formats with various sub types. For e.g. match types (best of 1, best of 2, best of 3); Group stages (Round robin, Double round robin, Swiss seeding) and Knockout stages (Single/Double elimination bracket). Global esports market is expected to increase with steady growth rates during the forecasted period 2017-2021. Global esports market is supported by various growth drivers, such as, large prize events, increasing esports popularity among youngsters, hypnotic gaming experience: VR market etc. Still, the market faces certain hindrances and challenges, such as, weakness in smartphone games, games containing violent contents, net neutrality etc. Few trends of the market are social media providing live video platform, inclusion of esports in Asian games, expanding esports focused games etc .


Global Esports Market Report Global Esports Market by Penetration; 2016 (Percentage,%)

Global Esports Market by Value; 20162021 (US$ Million)

The global esports market reached to US$... billion in 2015, as compared to US$... million in 2014. the market increased with a CAGR …% of over the years 2017-2021. The global esports market has increased due to the factor ….. The global esports market is expected to be valued at US$... million in 2017. The global esports market viewer is projected to reach ……million by 2021 as compared to …..million in 2017. The market of esports globally was ….% by penetration in sports market. Global Esports Market by Viewers; 20152021 (Million)


Global Esports Market :Regional Overview North America Esports Market by Segments; 2016 (US$ Million)

Europe Esports Market by Segments; 2016 (US$ Million)

Asia Esports Market by Segments; 2016 (US$ Million)

The North America esports market by segment observed a value of US$.. million in sponsorship in 2016. The Asia esports market by segments reached US$.. Million in advertising in 2016 as compared to US$.. million in sponsorship segment in 2017. Europe esports market by segment was valued at US$.. million in 2016 in sponsorship segment.


Global Esports Market : Segment Analysis Global Esports Sponsorship Market by Value; 2016-2021 (US$ Million)

Global esports sponsorship market estimated to reach with a growth rate CAGR of …..% from 2016-2021, as compared to the growth rate value …..% in 2016. Global esports advertising market projected to grow at a CAGR of … % over the year 2016 to 2021. The global esports media rights market by growth rate is expected to reach growth rate ….%in 2021, incremented from …… % in 2016.

Global Esports Advertising Market by Value; 2016-2021 (US$ Million)

Global Esports Media Rights Market by Value; 2016-2021 (US$ Million)


Title: Global Esports Market: Size, Trends & Forecasts (2017-2021) Published: May 2017 Pages: 64 Price: US$ 800 (Single-User License) : US$ 1600 (Corporate License) For more Info: http://www.daedal-research.com// global-esports-market-size-trends-forecasts-2017-2021

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