Global Electronic Sports (eSports) Market: Size, Outlook, Trend and Forecast 2019-2024

Bharat Book Bureau Provides the Trending Market Research Report on “Global Electronic Sports (eSports) Market Size study, by Product , by Application and Regional Forecasts 2019-2024”under Media & Technology Category. The report offers a collection of superior market research, market analysis, competitive intelligence and Market reports.


eSports can be termed as the electronic sports, professional video gaming or pro-gaming. It is an advanced form of competitive video gaming with competition at a professional level and in an organized format with a specific goal. The majority of the eSports played are team based games played in leagues or tournaments throughout the year.

Scope of the Report:
- The market is mainly driven by the increasing popularity of video games and growing awareness about esports.
- The global Electronic Sports (eSports) market is valued at xx million USD in 2018 and is expected to reach xx million USD by the end of 2024, growing at a CAGR of xx% between 2019 and 2024.
- The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions.
- North America, especially The United States, will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of Electronic Sports (eSports).
- Europe also play important roles in global market, with market size of xx million USD in 2019 and will be xx million USD in 2024, with a CAGR of xx%.

Request a free sample copy of Electronic Sports (eSports) Market Report @ https://www.bharatbook.com/marketreports/Sample/Reports/1356099


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This report studies the Electronic Sports (eSports) market status and outlook of Global and major regions, from angles of players, countries, product types and end industries; this report analyzes the top players in global market, and splits the Electronic Sports (eSports) market by product type and applications/end industries.

Market Segment by Companies, this report covers
- Modern Times Group (Sweden)
- Activision Blizzard (US)
- FACEIT (UK)
- Total Entertainment Network (US)
- Gfinity (UK)
- Turner Broadcasting System (US)
- CJ Corporation (South Korea)
- Valve Corporation (US)
- Tencent (China)
- Electronic Arts (EA) (US)
- Hi-Rez Studios (US)
- KaBuM (Canada)
- Wargaming Public (Cyprus)
- Rovio Entertainment (Finland)
- GungHo Online Entertainment (Japan)
- Alisports (China)

Market Segment by Regions, regional analysis covers
- North America (United States, Canada and Mexico)
- Europe (Germany, France, UK, Russia and Italy)
- Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
- South America (Brazil, Argentina, Colombia)
- Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

Market Segment by Type, covers
- Media Rights (Subscription & Online Advertisement)
- Tickets and Merchandise
- Sponsorship & Direct Advertisement
- Publisher Fees
- Others

Market Segment by Applications, can be divided into
- Online
- Offline

Browse our full report with Table of Contents : https://www.bharatbook.com/marketreports/global-electronic-sports-esports-market-2019-by-company-regions-type-and-application-forecast-to-2024/1356099


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