The report offers detailed coverage of eSports Organization industry and main market trends. The market research includes historical and forecast market data, demand, application details, price trends, and company shares of the leading eSports Organization by geography. The report splits the market size, by volume and value, on the basis of application type and geography.
League of Legends World Championship, an annual League of Legends tournament, known for rotating its venues across different major countries and regions each year
Esports (also known as electronic sports, e-sports, or eSports) is a form of competition using video games. Most commonly, esports takes the form of organized, multiplayer video game competitions, particularly between professional players. Although organized online and offline competitions have long been a part of video game culture, these were largely between amateurs until the late 2000s, when participation by professional gamers and spectatorship in these events through live streaming saw a large surge in popularity. By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing toward a professional esports subculture.
The report forecast global eSports Organization market to grow to reach xxx Million USD in 2020 with a CAGR of xx% during the period 2020-2025.
First, this report covers the present status and the future prospects of the global eSports Organization market for 2015-2025.
And in this report, we analyze global market from 5 geographies: Asia-Pacific[China, Southeast Asia, India, Japan, Korea, Western Asia], Europe[Germany, UK, France, Italy, Russia, Spain, Netherlands, Turkey, Switzerland], North America[United States, Canada, Mexico], Middle East & Africa[GCC, North Africa, South Africa], South America[Brazil, Argentina, Columbia, Chile, Peru].
Key Companies
Fnatic
C9
SKT
Samsung
RNG
EDG
Invictus
OG
LGD
G2
TSM
CLG
Team Liquid
Echo Fox
100 Thieves
Clutch Gaming
Optic
GGS
Flyquest
Splyce
Misfits
Schalke 04
Counter Logic Gaming
Market segment by Type, the product can be split into
LOL
PUBG
StarCraft
Fortnite
CS:GO
Other
Market segment by Application, split into
Professional
Amateur
At the same time, we classify eSports Organization according to the type, application by geography. More importantly, the report includes major countries market based on the type and application.
Market Segment as follows:
By Region
Asia-Pacific[China, Southeast Asia, India, Japan, Korea, Western Asia]
Europe[Germany, UK, France, Italy, Russia, Spain, Netherlands, Turkey, Switzerland]
North America[United States, Canada, Mexico]
Middle East & Africa[GCC, North Africa, South Africa]
South America[Brazil, Argentina, Columbia, Chile, Peru]
The research provides answers to the following key questions:
• What is the estimated growth rate and market share and size of the eSports Organization market for the forecast period 2020 - 2025?
• What are the driving forces in the eSports Organization market for the forecast period 2020 - 2025?
• Who are the prominent market players and how have they gained a competitive edge over other competitors?
• What are the market trends influencing the progress of the eSports Organization industry worldwide?
• What are the major challenges and threats restricting the progress of the industry?
• What opportunities does the market hold for the prominent market players?