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Research Report on Global eSports Market to post a profound CAGR of more than 36% by 2019

Technavios market research analyst has estimated the e-sports advertising sector to be the largest market segment during the forecast period.
MarketsandMarkets™ | 25.08.2016

Global eSports Market 2015-2019 Size and Share Published in 2015-12-23 Available for US$ 2500 at Researchmoz.us

Description


Technavios market research analyst has estimated the global market for e-sports to post a profound CAGR of more than 36% by 2019. High growth rate of this market during the forecast period can be attributed to factors such as the increasing number of sponsors and low entry barriers for gamers.

In this market research report, analysts estimate the Americas to dominate the global market for e-sports during the forecast period followed by the APAC and the EMEA regions. The rising popularity of e-sports leagues in the Americas is expected to result in its market share of nearly 43% by 2019.

Genre-based segmentation of the e-sports market

MOBA

FPS

RTS

Others

The multiplayer online battle arena (MOBA) segment is envisaged to exhibit the fastest market growth rate during the forecast period. This segment currently account for nearly 60% of the total market share, but is expected to surpass 70% by 2019 owing to its high fan base and team play element.

Segmentation by revenue and analysis of the e-sports market

E-sports advertising

Prize pool

Ticket sales

Technavios market research analyst has estimated the e-sports advertising sector to be the largest market segment during the forecast period. This segment is expected to generate a revenue of more than USD 154 million by 2019 as it provides a platform to expand the game's touchpoints and engage users in a better way with their favorite characters.

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Competitive landscape and key vendors


This market is highly competitive owing the presence of multiple vendors who have penetrated this market due to its low entry barrier. The leading vendors in this market use innovative marketing strategies to sell their games and enter the e-sports scenario, which is a major parameter to decide the success of the game.

Key vendors in this market are -

Activision Blizzard

Epic Games

Nintendo

Riot Games

Valve Corporation

Wargaming.net

Other prominent vendors in this market are EA Sports, Hi-Rez Studios, and Microsoft Studios.

Key questions answered in the report include

What will the market size and the growth rate be in 2019?

What are the key factors driving the global e-sports market?

What are the key market trends impacting the growth of the global e-sports market?

What are the challenges to market growth?

Who are the key vendors in the global e-sports market?

What are the market opportunities and threats faced by the vendors in the global e-sports market?

Trending factors influencing the market shares of the EMEA, Americas, and APAC?

What are the key outcomes of the five forces analysis of the global e-sports market?

Technavio also offers customization on reports based on specific client requirement.

Inquiry on this report: http://www.researchmoz.us/enquiry.php?type=E&repid=499614

Table of Content


PART 01: Executive summary

Highlights

PART 02: Scope of the report

Market overview

Base year

Vendor segmentation

Summation errors

Top-vendor offerings

PART 03: Market research methodology

Research methodology

Economic indicators

PART 04: Introduction

Key market highlights

PART 05: Market landscape

Market overview

Market size and forecast

Five forces analysis

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