Global E-Sports Market 2017-2021

NEW YORK, May 16, 2017 /PRNewswire/ — About e-Sports

The popularity of e-sports is increasing with the rising number of viewers. E-sports create an environment where viewers can experience playing the game. E-sports on a large scale is considered to be one of the most popular sports entertainment events in the world. On the global scenario, e-sports is a rapidly growing market and is likely to grow at a CAGR of 32.28%. In 2016, Dota 2 by Valve was the leading game in terms of revenue in the e-sports 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.

Read the full report: http://www.reportlinker.com/p03517798/Global-eSports-Market.html

Technavio’s analysts forecast the global e-sports market to grow at a CAGR of 32.28% during the period 2017-2021.

Covered in this report
The report covers the present scenario and the growth prospects of the global e-sports market for 2017-2021. To calculate the market size, the report considers the revenue generated from tournaments excluding online advertisements.

The market is divided into the following segments based on geography:
• Americas
• APAC
• EMEA

Technavio’s report, Global e-Sports Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
• Activision Blizzard
• Epic Games
• Nintendo
• Riot Games
• Valve
• Wargaming.net

Other prominent vendors
• EA Sports
• Hi-Rez Studios
• Microsoft Studios

Market driver
• Increasing penetration of mobile games.
• For a full, detailed list, view our report

Market challenge
• High expense of gaming-specific peripherals.
• For a full, detailed list, view our report

Market trend
• Growing adoption of e-sports in emerging countries.
• For a full, detailed list, view our report

Key questions answered in this report
• What will the market size be in 2021 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?
• What are the market opportunities and threats faced by the key vendors?
• What are the strengths and weaknesses of the key vendors?

You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.

Methodology
Read the full report: http://www.reportlinker.com/p03517798/Global-eSports-Market.html

About Reportlinker
ReportLinker is an award-winning market research solution. Reportlinker finds and organizes the latest industry data so you get all the market research you need – instantly, in one place.

http://www.reportlinker.com

__________________________
Contact Clare: clare@reportlinker.com
US: (339)-368-6001
Intl: +1 339-368-6001

To view the original version on PR Newswire, visit:http://www.prnewswire.com/news-releases/global-e-sports-market-2017-2021-300458673.html

SOURCE Reportlinker

Related Links

http://www.reportlinker.com