
E-Sports - Global Market Outlook (2018-2027)
1 Executive Summary
2 Preface
2.1 Abstract
2.2 Stake Holders
2.3 Research Scope
2.4 Research Methodology
2.4.1 Data Mining
2.4.2 Data Analysis
2.4.3 Data Validation
2.4.4 Research Approach
2.5 Research Sources
2.5.1 Primary Research Sources
2.5.2 Secondary Research Sources
2.5.3 Assumptions
3 Market Trend Analysis
3.1 Introduction
3.2 Drivers
3.3 Restraints
3.4 Opportunities
3.5 Threats
3.6 Product Analysis
3.7 End User Analysis
3.8 Emerging Markets
3.9 Futuristic Market Scenario
4 Porters Five Force Analysis
4.1 Bargaining power of suppliers
4.2 Bargaining power of buyers
4.3 Threat of substitutes
4.4 Threat of new entrants
4.5 Competitive rivalry
5 Global E-Sports Market, By Device
5.1 Introduction
5.2 Tablets & Laptops
5.3 Smartphones
5.4 PCs
5.5 Gaming Headsets
5.6 Gaming Consoles
6 Global E-Sports Market, By Age Group
6.1 Introduction
6.2 0-15
6.3 16-25
6.4 26-35
6.5 More than 35
7 Global E-Sports Market, By Revenue Stream
7.1 Introduction
7.2 Media Rights
7.2.1 Online Advertisements
7.2.2 Subscriptions
7.3 Publisher Fees
7.4 Sponsorships and Direct Advertisements
7.5 Tickets and Merchandise
7.6 eSports betting & fantasy site
7.7 Prize Pool
7.8 Amateur & Micro Tournament
8 Global E-Sports Market, By Streaming Platform
8.1 Introduction
8.2 YouTube
8.3 Twitch
8.4 Hayu
8.5 DouYu
9 Global E-Sports Market, By Product
9.1 Introduction
9.2 Mice
9.3 Controller
9.4 Keyboard
10 Global E-Sports Market, By End User
10.1 Introduction
10.2 BFSI
10.3 Manufacturing
10.4 Healthcare
10.5 Retail
10.6 Fighting and Action
10.7 First Person Shooter
10.8 Multiplayer Online
10.9 Occasional Viewers
10.10 Professional Players
10.11 Real Strategy
11 Global E-Sports Market, By Geography
11.1 Introduction
11.2 North America
11.2.1 US
11.2.2 Canada
11.2.3 Mexico
11.3 Europe
11.3.1 Germany
11.3.2 UK
11.3.3 Italy
11.3.4 France
11.3.5 Spain
11.3.6 Rest of Europe
11.4 Asia Pacific
11.4.1 Japan
11.4.2 China
11.4.3 India
11.4.4 Australia
11.4.5 New Zealand
11.4.6 South Korea
11.4.7 Rest of Asia Pacific
11.5 South America
11.5.1 Argentina
11.5.2 Brazil
11.5.3 Chile
11.5.4 Rest of South America
11.6 Middle East & Africa
11.6.1 Saudi Arabia
11.6.2 UAE
11.6.3 Qatar
11.6.4 South Africa
11.6.5 Rest of Middle East & Africa
12 Key Developments
12.1 Agreements, Partnerships, Collaborations and Joint Ventures
12.2 Acquisitions & Mergers
12.3 New Product Launch
12.4 Expansions
12.5 Other Key Strategies
13 Company Profiling
13.1 Activision Blizzard
13.2 Alisports
13.3 CJ Corporation
13.4 Electronic Arts
13.5 Faceit
13.6 Gfinity
13.7 Gungho Online Entertainment
13.8 Hi Rez Studios
13.9 Kabum
13.10 Modern Times Group
13.11 Nintendo
13.12 Rovio Entertainment
13.13 Turner Broadcasting System
13.14 Valve Corporation
13.15 Wargaming Public
List of Tables
1 Global E-Sports Market Outlook, By Region (2017-2027) ($MN)
2 Global E-Sports Market Outlook, By Device (2017-2027) ($MN)
3 Global E-Sports Market Outlook, By Tablets & Laptops (2017-2027) ($MN)
4 Global E-Sports Market Outlook, By Smartphones (2017-2027) ($MN)
5 Global E-Sports Market Outlook, By PCs (2017-2027) ($MN)
6 Global E-Sports Market Outlook, By Gaming Headsets (2017-2027) ($MN)
7 Global E-Sports Market Outlook, By Gaming Consoles (2017-2027) ($MN)
8 Global E-Sports Market Outlook, By Age Group (2017-2027) ($MN)
9 Global E-Sports Market Outlook, By 0-15 (2017-2027) ($MN)
10 Global E-Sports Market Outlook, By 16-25 (2017-2027) ($MN)
11 Global E-Sports Market Outlook, By 26-35 (2017-2027) ($MN)
12 Global E-Sports Market Outlook, By More than 35 (2017-2027) ($MN)
13 Global E-Sports Market Outlook, By Revenue Stream (2017-2027) ($MN)
14 Global E-Sports Market Outlook, By Media Rights (2017-2027) ($MN)
15 Global E-Sports Market Outlook, By Online Advertisements (2017-2027) ($MN)
16 Global E-Sports Market Outlook, By Subscriptions (2017-2027) ($MN)
17 Global E-Sports Market Outlook, By Publisher Fees (2017-2027) ($MN)
18 Global E-Sports Market Outlook, By Sponsorships and Direct Advertisements (2017-2027) ($MN)
19 Global E-Sports Market Outlook, By Tickets and Merchandise (2017-2027) ($MN)
20 Global E-Sports Market Outlook, By eSports betting & fantasy site (2017-2027) ($MN)
21 Global E-Sports Market Outlook, By Prize Pool (2017-2027) ($MN)
22 Global E-Sports Market Outlook, By Amateur & Micro Tournament (2017-2027) ($MN)
23 Global E-Sports Market Outlook, By Streaming Platform (2017-2027) ($MN)
24 Global E-Sports Market Outlook, By YouTube (2017-2027) ($MN)
25 Global E-Sports Market Outlook, By Twitch (2017-2027) ($MN)
26 Global E-Sports Market Outlook, By Hayu (2017-2027) ($MN)
27 Global E-Sports Market Outlook, By DouYu (2017-2027) ($MN)
28 Global E-Sports Market Outlook, By Product (2017-2027) ($MN)
29 Global E-Sports Market Outlook, By Mice (2017-2027) ($MN)
30 Global E-Sports Market Outlook, By Controller (2017-2027) ($MN)
31 Global E-Sports Market Outlook, By Keyboard (2017-2027) ($MN)
32 Global E-Sports Market Outlook, By End User (2017-2027) ($MN)
33 Global E-Sports Market Outlook, By BFSI (2017-2027) ($MN)
34 Global E-Sports Market Outlook, By Manufacturing (2017-2027) ($MN)
35 Global E-Sports Market Outlook, By Healthcare (2017-2027) ($MN)
36 Global E-Sports Market Outlook, By Retail (2017-2027) ($MN)
37 Global E-Sports Market Outlook, By Fighting and Action (2017-2027) ($MN)
38 Global E-Sports Market Outlook, By First Person Shooter (2017-2027) ($MN)
39 Global E-Sports Market Outlook, By Multiplayer Online (2017-2027) ($MN)
40 Global E-Sports Market Outlook, By Occasional Viewers (2017-2027) ($MN)
41 Global E-Sports Market Outlook, By Professional Players (2017-2027) ($MN)
42 Global E-Sports Market Outlook, By Real Strategy (2017-2027) ($MN)
Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above
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