E-sports (also known as electronic sports, esports, eSports) are a form of competition using video games. The MOBA segment dominated the e-sports market and is expected to continue its dominance over the next four years. The availability of different elements of MOBA games such as collecting items, acquiring goods, leveling up, and fighting accompanied by computer-generated units drives the segment’s growth in this global 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.
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Development policies and plans are discussed as well as manufacturing processes and cost structures. This report also states import/export, supply and consumption figures as well as cost, price, revenue and gross margin by regions North America, Europe, Japan, China, and other regions (India, Southeast Asia, Central & South America, and Middle East & Africa etc.)
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Key Companies Analyzed in this Report are: Epic Games, Nintendo, Riot Games, Valve Corporation, Wargaming.Net, EA Sports, Hi-Rez Studios, Microsoft Studios etc.
Global E-sports Market report has been compiled through extensive primary research (through analytical research, market survey and observations) and secondary research. The report also features a complete focused on qualitative and quantitative assessment by analyzing data gathered from industry analysts and market participants across key points in the industry’s value chain, growth aspects, utilization ratio and manufacturing capacity.
Complete report is available at @ https://www.itintelligencemarkets.com/reports/Global-E-sports-Market-Research-Report-2019-to-2026-1082
In this study, the years considered to estimate the market size of E-sports are as follows:
History Year: 2014-2018
Base Year: 2018
Estimated Year: 2019
Forecast Year 2019 to 2025
Major Points Covered in Table of Contents:
1 E-sports Market Overview
2 Global E-sports Market Competition by Manufacturers
3 Global E-sports Production Market Share by Regions
4 Global E-sports Consumption by Regions
5 Global E-sports Production, Revenue, Price Trend by Type
6 Global E-sports Market Analysis by Applications
7 Company Profiles and Key Figures in E-sports Business
8 E-sports Manufacturing Cost Analysis
9 Marketing Channel, Distributors and Customers
10 Market Dynamics
11 Global E-sports Market Forecast
12 Research Findings and Conclusion
13 Methodology and Data Source
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