Global #eSports Market to Grow at a CAGR of 32%, 2017-2021 with #Activision Blizzard, Epic Games, #Nintendo, Riot Games, Valve & Wargaming.net Dominating
DUBLIN - May 16, 2017 (Investorideas.com Newswire) Research and Markets has announced the addition of the "Global E-Sports Market 2017-2021" report to their offering.
The popularity of e-sports is increasing with the rising number of viewers. E-sports create an environment where viewers can experience playing the game. E-sports on a large scale is considered to be one of the most popular sports entertainment events in the world. On the global scenario, e-sports is a rapidly growing market and is likely to grow at a CAGR of 32.28%. In 2016, Dota 2 by Valve was the leading game in terms of revenue in the e-sports market. The Americas are the leading region and will also be the fastest-growing region for e-sports during the forecast period followed by APAC and EMEA. The US is the leading country for e-sports market.
The report, Global e-Sports Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.
One trend in market is increasing e-sports based on TV consoles. TV console is the largest segment of the gaming industry, but when the focus is on e-sports, the impact of TV console gaming is limited. Beyond a small and declining share fighting and sports genre, TV consoles are not preferred for e-sports. In the current market scenario, these genres are negligible compared to more popular MOBA and FPS.
- Activision Blizzard
- Epic Games
- Riot Games
Other prominent vendors
- EA Sports
- Hi-Rez Studios
- Microsoft Studios
Key Topics Covered:
PART 01: Executive summary
PART 02: Scope of the report
PART 03: Research Methodology
PART 04: Introduction
PART 05: Market landscape
PART 06: Market segmentation by genre
PART 07: Market segmentation by revenue
PART 08: Geographical segmentation
PART 09: Key leading countries
PART 10: Decision framework
PART 11: Drivers and challenges
PART 12: Market trends
PART 13: Vendor landscape
PART 14: Appendix
For more information about this report visit http://www.researchandmarkets.com/research/ttjlj3/global_esports
Research and Markets
Laura Wood, Senior Manager
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