Esport Market: Global Key Players, Trends, Share, Industry Size, Growth, Opportunities, Forecast To 2023

Summary adds “Esport Market 2018 Global Analysis, Growth, Trends and Opportunities Research Report Forecasting to 2023” reports to its database.

This report provides in depth study of “Esport Market” using SWOT analysis i.e. Strength, Weakness, Opportunities and Threat to the organization. The Esport Market report also provides an in-depth survey of key players in the market which is based on the various objectives of an organization such as profiling, the product outline, the quantity of production, required raw material, and the financial health of the organization.

This report focuses on the global Esport status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Esport development in United States, Europe and China.

ESports are a form of competition using video games. Most commonly, eSports take the form of organized, multiplayer video game competitions, particularly between professional players. The most common video game genres associated with eSports are real-time strategy (RTS), first-person shooter (FPS), fighting, and multiplayer online battle arena (MOBA). 

The key players covered in this study 
Modern Times Group 
Activision Blizzard 
Valve Corporation 
CJ Corporation 
Electronic Arts 
Turner Broadcasting System 
Hi Rez Studios 
Wargaming Public 
Rovio Entertainment 
Gungho Online Entertainment 

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 
Mobilehone & Tablet 
Video Game 

Market segment by Regions/Countries, this report covers 
United States 
Southeast Asia 
Central & South America

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Major Key Points in Table of Content

1 Report Overview 
1.1 Study Scope 
1.2 Key Market Segments 
1.3 Players Covered 
1.4 Market Analysis by Type 
1.4.1 Global Esport Market Size Growth Rate by Type (2013-2025) 
1.4.2 Real-time strategy (RTS) 
1.4.3 First-person shooter (FPS) 
1.4.4 Multiplayer online battle arena (MOBA) 
1.4.5 Others 
1.5 Market by Application 
1.5.1 Global Esport Market Share by Application (2013-2025) 
1.5.2 Mobilehone & Tablet 
1.5.3 PC 
1.5.4 Video Game 
1.5.5 Other 
1.6 Study Objectives 
1.7 Years Considered

2 Global Growth Trends 
2.1 Esport Market Size 
2.2 Esport Growth Trends by Regions 
2.2.1 Esport Market Size by Regions (2013-2025) 
2.2.2 Esport Market Share by Regions (2013-2018) 
2.3 Industry Trends 
2.3.1 Market Top Trends 
2.3.2 Market Drivers 
2.3.3 Market Opportunities


12 International Players Profiles 
12.1 Modern Times Group 
12.1.1 Modern Times Group Company Details 
12.1.2 Company Description and Business Overview 
12.1.3 Esport Introduction 
12.1.4 Modern Times Group Revenue in Esport Business (2013-2018) 
12.1.5 Modern Times Group Recent Development 
12.2 Activision Blizzard 
12.2.1 Activision Blizzard Company Details 
12.2.2 Company Description and Business Overview 
12.2.3 Esport Introduction 
12.2.4 Activision Blizzard Revenue in Esport Business (2013-2018) 
12.2.5 Activision Blizzard Recent Development 
12.3 Valve Corporation 
12.3.1 Valve Corporation Company Details 
12.3.2 Company Description and Business Overview 
12.3.3 Esport Introduction 
12.3.4 Valve Corporation Revenue in Esport Business (2013-2018) 
12.3.5 Valve Corporation Recent Development 
12.4 CJ Corporation 
12.4.1 CJ Corporation Company Details 
12.4.2 Company Description and Business Overview 
12.4.3 Esport Introduction 
12.4.4 CJ Corporation Revenue in Esport Business (2013-2018) 
12.4.5 CJ Corporation Recent Development 
12.5 Electronic Arts 
12.5.1 Electronic Arts Company Details 
12.5.2 Company Description and Business Overview 
12.5.3 Esport Introduction 
12.5.4 Electronic Arts Revenue in Esport Business (2013-2018) 
12.5.5 Electronic Arts Recent Development 
12.6 Nintendo 
12.6.1 Nintendo Company Details 
12.6.2 Company Description and Business Overview 
12.6.3 Esport Introduction 
12.6.4 Nintendo Revenue in Esport Business (2013-2018) 
12.6.5 Nintendo Recent Development 
12.7 Turner Broadcasting System 
12.7.1 Turner Broadcasting System Company Details 
12.7.2 Company Description and Business Overview 
12.7.3 Esport Introduction 
12.7.4 Turner Broadcasting System Revenue in Esport Business (2013-2018) 
12.7.5 Turner Broadcasting System Recent Development 
12.8 Faceit 
12.8.1 Faceit Company Details 
12.8.2 Company Description and Business Overview 
12.8.3 Esport Introduction 
12.8.4 Faceit Revenue in Esport Business (2013-2018) 
12.8.5 Faceit Recent Development 
12.9 Gfinity 
12.9.1 Gfinity Company Details 
12.9.2 Company Description and Business Overview 
12.9.3 Esport Introduction 
12.9.4 Gfinity Revenue in Esport Business (2013-2018) 
12.9.5 Gfinity Recent Development 
12.10 Hi Rez Studios 
12.10.1 Hi Rez Studios Company Details 
12.10.2 Company Description and Business Overview 
12.10.3 Esport Introduction 
12.10.4 Hi Rez Studios Revenue in Esport Business (2013-2018) 
12.10.5 Hi Rez Studios Recent Development 
12.11 Kabum 
12.12 Wargaming Public 
12.13 Rovio Entertainment 
12.14 Gungho Online Entertainment 
12.15 Alisports

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