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

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


1
Global Esports Market Size, Trends Forecasts
(2017-2021)
May 2017
2
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
3
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.

4
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 Report
Global Esports Market by Penetration 2016
(Percentage,)
Global Esports Market by Viewers 2015-2021
(Million)
Global Esports Market by Value 2016-2021 (US
Million)
5
Global Esports Market Regional Overview
North America Esports Market by Segments 2016
(US Million)
Asia Esports Market by Segments 2016 (US
Million)
Europe 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.
6
Global Esports Market Segment Analysis
Global Esports Sponsorship Market by Value
2016-2021 (US Million)
Global Esports Advertising Market by Value
2016-2021 (US Million)
Global Esports Media Rights 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.
7
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-espor
ts-market-size-trends-forecasts-2017-2021
For more details please contact Mr. Rajeev Kumar
Tel 91-120-4553017 (9.30 am - 6.30 pm)
ISTMobile 91-8743975789 (24 X7)Enquiries
info_at_daedal-research.com
Daedal Research Daedal Research is a research and
consulting firm specialized in providing research
reports and customized business research and
analysis. The research firm offers a blend of the
best strategic consulting and market research
solutions, which promise data rich, cost
effective, and highly insightful analysis to help
its clients with perfect answers to their
important business queries.
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