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ACCESS REPORT @ New Market Study Published : Strategic Assessment of Worldwide eSports Market – Forecast 

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

Type of End-users 
• Esports Enthusiasts 
o Regular viewers/participants 
o By Demography 
• Occasional viewers/participants 
o Regular viewers 
o By Demography

ENQUIRE FOR DISCOUNT @ New Market Study Published : Strategic Assessment of Worldwide eSports Market – Forecast 

Company Profile :

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 
Section 16 eSports Market in ROW 
    16.1 Historical data: 2013-2014 
    16.2 Market size and forecast 2015-2021 
    16.3 Key countries 
      16.3.1 Top trend, driver, and restraint 
Section 17 Vendor Landscape 
    17.1 Competitive landscape 
    17.2 Market vendor analysis 
      17.2.1 Valve Corporation 
      17.2.2 Riot Games 
      17.2.3 Hi-Rez Studios 
      17.2.4 Activision Blizzard 
      17.2.5 Wargaming 
      17.2.6 Nintendo 
Section 18 Other Vendors With Prominent Presence 
      18.1.1 Aksys Games 
      18.1.2 Bandai Namco 
      18.1.3 Bethesda Softworks 
      18.1.4 Capcom 
      18.1.5 Electronic Arts (EA) 
      18.1.6 Microsoft Studios 
      18.1.7 NCsoft 
      18.1.8 Neowiz Games 
      18.1.9 Sega 
      18.1.10 Ubisoft 
    18.2 List of game developing companies with suitable opportunities in eSports market 
Section 19 Key Vendor Analysis 
    19.1 Activision Blizzard 
      19.1.1 Business overview 
      19.1.2 Product overview 
      19.1.3 Activision Blizzard in eSports 
      19.1.4 Strategy 
      19.1.5 Strengths 
      19.1.6 Opportunity 
    19.2 Hi-Rez Studios 
      19.2.1 Business overview 
      19.2.2 Product overview 
      19.2.3 Hi-Rez Studios in eSports 
      19.2.4 Strategy 
      19.2.5 Strengths 
      19.2.6 Opportunities 
    19.3 Nintendo 
      19.3.1 Business overview 
      19.3.2 Product overview 
      19.3.3 Nintendo in eSports 
      19.3.4 Strategy 
      19.3.5 Strengths 
      19.3.6 Opportunities 
    19.4 Riot Games 
      19.4.1 Business overview 
      19.4.2 Product overview 
      19.4.3 Riot Games in eSports 
      19.4.4 Strategy 
      19.4.5 Strength 
      19.4.6 Opportunity 
    19.5 Valve Corporation 
      19.5.1 Business overview 
      19.5.2 Product overview 
      19.5.3 Valve Corporation in eSports 
      19.5.4 Strategy 
      19.5.5 Strength 
      19.5.6 Opportunities 
    19.6 Wargaming 
      19.6.1 Business overview 
      19.6.2 Product overview 
      19.6.3 Wargaming in eSports 
      19.6.4 Strategy 
      19.6.5 Strengths 
      19.6.6 Opportunity 
Section 20 Summary Of Report And Key Takeaways 
Section 21 Appendix 
    21.1 List of abbreviations 
    21.2 eSports market by game genre 
    21.3 Active players

...CONTINUED

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