Global E-sports Industry Market Analysis & Forecast 2018-2023


Report ID : RNR-222664 Category : Semiconductor Electronics Published Date : 6/18/2018
Publisher : S&P Consulting Pages : 114 Format : PDF
In the Global E-sports Industry Market Analysis & Forecast 2018-2023, the revenue is valued at USD XX million in 2017 and is expected to reach USD XX million by the end of 2023, growing at a CAGR of XX% between 2018 and 2023. The production is estimated at XX million in 2017 and is forecasted to reach XX million by the end of 2023, growing at a CAGR of XX% between 2018 and 2023.
It covers Regional Segment Analysis, Type, Appliction, Major Manufactures, Industry Chain Analysis, Competitive Insights and Macroeconomic Analysis.
Global E-sports Market: Regional Segment Analysis
North America
Europe
China
Japan
Southeast Asia
India

The Major players reported in the market include:
EDG
iG
RNG
WE
LGD
LPL
VG
WINGS
EHOME
...

Global E-sports Market: Product Segment Analysis
Dota 2
League of Legends
CrossFire 
 

Global E-sports Market: Application Segment Analysis
Selling brand sponsorships
Advertisements
Ticket sales 

Reasons for Buying this Report
This report provides pin-point analysis for changing competitive dynamics
It provides a forward looking perspective on different factors driving or restraining market growth 
It provides a six-year forecast assessed on the basis of how the market is predicted to grow 
It helps in understanding the key product segments and their future
It provides pin point analysis of changing competition dynamics and keeps you ahead of competitors
It helps in making informed business decisions by having complete insights of market and by making in-depth analysis of market segments 
Global E-sports Industry Market Analysis & Forecast 2018-2023

Chapter 1 E-sports Market Overview
1.1 Product Overview and Scope of E-sports
1.2 E-sports Market Segmentation by Type in 2016
1.2.1 Global Production Market Share of E-sports by Type in 2016
1.2.1 Dota 2
1.2.2 League of Legends
1.2.3 CrossFire
1.3 E-sports Market Segmentation by Application in 2016
1.3.1 E-sports Consumption Market Share by Application in 2016
1.3.2 Selling brand sponsorships 
1.3.3 Advertisements
1.3.4 Ticket sales
1.4 E-sports Market Segmentation by Regions
1.4.1 North America
1.4.2 China
1.4.3 Europe
1.4.4 Southeast Asia
1.4.5 Japan
1.4.6 India
1.5 Global Market Size (Value) of E-sports (2013-2023)
1.5.1 Global Product Sales and Growth Rate (2013-2023)
1.5.2 Global Product Revenue and Growth Rate (2013-2023)
Chapter 2 Global Economic Impact on E-sports Industry
2.1 Global Macroeconomic Environment Analysis
2.1.1 Global Macroeconomic Analysis
2.1.2 Global Macroeconomic Environment Development Trend
2.2 Global Macroeconomic Environment Analysis by Regions

Chapter 3 Global E-sports Market Competition by Manufacturers
3.1 Global E-sports Production and Share by Manufacturers (2016 and 2017)
3.2 Global E-sports Revenue and Share by Manufacturers (2016 and 2017)
3.3 Global E-sports Average Price by Manufacturers (2016 and 2017)
3.4 Manufacturers E-sports Manufacturing Base Distribution, Production Area and Product Type
3.5 E-sports Market Competitive Situation and Trends
3.5.1 E-sports Market Concentration Rate
3.5.2 E-sports Market Share of Top 3 and Top 5 Manufacturers
3.5.3 Mergers & Acquisitions, Expansion

Chapter 4 Global E-sports Production, Revenue (Value) by Region (2013-2018)
4.1 Global E-sports Production by Region (2013-2018)
4.2 Global E-sports Production Market Share by Region (2013-2018)
4.3 Global E-sports Revenue (Value) and Market Share by Region (2013-2018)
4.4 Global E-sports Production, Revenue, Price and Gross Margin (2013-2018)
4.5 North America E-sports Production, Revenue, Price and Gross Margin (2013-2018)
4.5.1 North AmericaE-sportsProduction and Market Share by Manufacturers
4.5.2 North AmericaE-sportsProduction and Market Share by Type
4.5.3 North AmericaE-sportsProduction and Market Share by Application
4.6 Europe E-sports Production, Revenue, Price and Gross Margin (2013-2018)
4.6.1 EuropeE-sportsProduction and Market Share by Manufacturers
4.6.2 Europe E-sports Production and Market Share by Type
4.6.3 Europe E-sports Production and Market Share by Application
4.7 China E-sports Production, Revenue, Price and Gross Margin (2013-2018)
4.7.1 ChinaE-sportsProduction and Market Share by Manufacturers
4.7.2 China E-sports Production and Market Share by Type
4.7.3 China E-sports Production and Market Share by Application
4.8 Japan E-sports Production, Revenue, Price and Gross Margin (2013-2018)
4.8.1 Japan E-sports Production and Market Share by Manufacturers
4.8.2 Japan E-sports Production and Market Share by Type
4.8.3 Japan E-sports Production and Market Share by Application
4.9 Southeast Asia E-sports Production, Revenue, Price and Gross Margin (2013-2018)
4.9.1 Southeast Asia E-sports Production and Market Share by Manufacturers
4.9.2 Southeast Asia E-sports Production and Market Share by Type
4.9.3 Southeast Asia E-sports Production and Market Share by Application
4.10 India E-sports Production, Revenue, Price and Gross Margin (2013-2018)
4.10.1 India E-sports Production and Market Share by Manufacturers
4.10.2 India E-sports Production and Market Share by Type
4.10.3 India E-sports Production and Market Share by Application
Chapter 5 Global E-sports Supply (Production), Consumption, Export, Import by Regions (2013-2018)
5.1 Global E-sports Consumption by Regions (2013-2018)
5.2 North America E-sports Production, Consumption, Export, Import by Regions (2013-2018)
5.3 Europe E-sports Production, Consumption, Export, Import by Regions (2013-2018)
5.4 China E-sports Production, Consumption, Export, Import by Regions (2013-2018)
5.5 Japan E-sports Production, Consumption, Export, Import by Regions (2013-2018)
5.6 Southeast Asia E-sports Production, Consumption, Export, Import by Regions (2013-2018)
5.7 India E-sports Production, Consumption, Export, Import by Regions (2013-2018)

Chapter 6 Global E-sports Production, Revenue (Value), Price Trend by Type
6.1 Global E-sports Production and Market Share by Type (2013-2018)
6.2 Global E-sports Revenue and Market Share by Type (2013-2018)
6.3 Global E-sports Price by Type (2013-2018)
6.4 Global E-sports Production Growth by Type (2013-2018)

Chapter 7 Global E-sports Market Analysis by Application
7.1 Global E-sports Consumption and Market Share by Application (2013-2018)
7.2 Global E-sports Revenue and Market Share by Type (2013-2018)
7.3 Global E-sports Consumption Growth Rate by Application (2013-2018)
7.4 Market Drivers and Opportunities
7.4.1 Potential Applications
7.4.2 Emerging Markets/Countries

Chapter 8 Global E-sports Manufacturers Analysis
8.1 EDG
8.1.1 Company Basic Information, Manufacturing Base and Competitors
8.1.2 Product Type, Application and Specification
8.1.3 Production, Revenue, Price and Gross Margin (2013-2018)
8.1.4 Business Overview
8.2 iG
8.2.1 Company Basic Information, Manufacturing Base and Competitors
8.2.2 Product Type, Application and Specification
8.2.3 Production, Revenue, Price and Gross Margin (2013-2018)
8.2.4 Business Overview
8.3 RNG
8.3.1 Company Basic Information, Manufacturing Base and Competitors
8.3.2 Product Type, Application and Specification
8.3.3 Production, Revenue, Price and Gross Margin (2013-2018)
8.3.4 Business Overview
8.4 WE
8.4.1 Company Basic Information, Manufacturing Base and Competitors
8.4.2 Product Type, Application and Specification
8.4.3 Production, Revenue, Price and Gross Margin (2013-2018)
8.4.4 Business Overview
8.5 LGD
8.5.1 Company Basic Information, Manufacturing Base and Competitors
8.5.2 Product Type, Application and Specification
8.5.3 Production, Revenue, Price and Gross Margin (2013-2018)
8.5.4 Business Overview
8.6 LPL
8.6.1 Company Basic Information, Manufacturing Base and Competitors
8.6.2 Product Type, Application and Specification
8.6.3 Production, Revenue, Price and Gross Margin (2013-2018)
8.6.4 Business Overview
8.7 VG
8.7.1 Company Basic Information, Manufacturing Base and Competitors
8.7.2 Product Type, Application and Specification
8.7.3 Production, Revenue, Price and Gross Margin (2013-2018)
8.7.4 Business Overview
8.8 WINGS
8.8.1 Company Basic Information, Manufacturing Base and Competitors
8.8.2 Product Type, Application and Specification
8.8.3 Production, Revenue, Price and Gross Margin (2013-2018)
8.8.4 Business Overview
8.9 EHOME
8.9.1 Company Basic Information, Manufacturing Base and Competitors
8.9.2 Product Type, Application and Specification
8.9.3 Production, Revenue, Price and Gross Margin (2013-2018)
8.9.4 Business Overview
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Chapter 9 E-sports Manufacturing Cost Analysis
9.1 E-sports Key Raw Materials Analysis
9.1.1 Key Raw Materials
9.1.2 Price Trend of Key Raw Materials
9.1.3 Key Suppliers of Raw Materials
9.1.4 Market Concentration Rate of Raw Materials
9.2 Proportion of Manufacturing Cost Structure
9.2.1 Raw Materials
9.2.2 Labor Cost
9.2.3 Manufacturing Expenses
9.3 Manufacturing Process Analysis of E-sports

Chapter 10 Industrial Chain, Sourcing Strategy and Downstream Buyers
10.1 E-sports Industrial Chain Analysis
10.2 Upstream Raw Materials Sourcing
10.3 Raw Materials Sources of E-sports Major Manufacturers in 2016
10.4 Downstream Buyers

Chapter 11 Marketing Strategy Analysis, Distributors/Traders
11.1 Marketing Channel
11.1.1 Direct Marketing
11.1.2 Indirect Marketing
11.1.3 Marketing Channel Development Trend
11.2 Market Positioning
11.2.1 Pricing Strategy
11.2.2 Brand Strategy
11.2.3 Target Client
11.3 Distributors/Traders List

Chapter 12 Market Effect Factors Analysis
12.1 Technology Progress/Risk
12.1.1 Substitutes Threat
12.1.2 Technology Progress in Related Industry
12.2 Consumer Needs/Customer Preference Change
12.3 Economic/Political Environmental Change

Chapter 13 Global E-sports Market Forecast (2018-2023)
13.1 Global E-sports Production, Revenue Forecast (2018-2023)
13.2 Global E-sports Production, Consumption Forecast by Regions (2018-2023)
13.3 Global E-sports Production Forecast by Type (2018-2023)
13.4 Global E-sports Consumption Forecast by Application (2018-2023)
13.5 E-sports Price Forecast (2018-2023)

Chapter 14 Appendix