Esports (also known as electronic sports, e-sports, eSports, or competitive/professional [video] gaming) are a form of competition using video games.[1] Most commonly, esports take 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing toward a professional eSport subculture.
The report offers detailed coverage of Mobile Esport 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 Mobile Esport by geography. The report splits the market size, by volume and value, on the basis of application type and geography.
The report forecast global Mobile Esport 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 Mobile Esport 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
Sony
EA
Tencent
Netmarble
DeNA
mixi
Activision Blizzard
Ubisoft
Market segment by Type, the product can be split into
Real-time strategy (RTS
First-person shooter (FPS),
Multiplayer online battle arena (MOBA).
Market segment by Application, split into
Online
Offline
At the same time, we classify Mobile Esport 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 Mobile Esport market for the forecast period 2020 - 2025?
• What are the driving forces in the Mobile Esport 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 Mobile Esport 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?