Global E-Sports Market to Grow at a CAGR of 32%, 2017-2021 with Activision Blizzard, Epic Games, Nintendo, Riot Games, Valve & Wargaming.net Dominating - Research and Markets

DUBLIN--()--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.

Key vendors

  • Activision Blizzard
  • Epic Games
  • Nintendo
  • Riot Games
  • Valve
  • Wargaming.net

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

Contacts

Research and Markets
Laura Wood, Senior Manager
press@researchandmarkets.com
For E.S.T Office Hours Call 1-917-300-0470
For U.S./CAN Toll Free Call 1-800-526-8630
For GMT Office Hours Call +353-1-416-8900
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Fax (outside U.S.): +353-1-481-1716
Related Topics: Sporting Goods and Equipment

Contacts

Research and Markets
Laura Wood, Senior Manager
press@researchandmarkets.com
For E.S.T Office Hours Call 1-917-300-0470
For U.S./CAN Toll Free Call 1-800-526-8630
For GMT Office Hours Call +353-1-416-8900
U.S. Fax: 646-607-1907
Fax (outside U.S.): +353-1-481-1716
Related Topics: Sporting Goods and Equipment