This report studies the global E-sports market, analyzes and researches the E-sports development status and forecast in United States, EU, Japan, China, India and Southeast Asia. This report focuses on the top players in global market.
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The Global E-sports Market 2017 Market Research Report is a professional and in-depth study on the current state of the E-sports industry. 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 (USA , EU, China, Japan, India and Southeast Asia), and other regions can be added.
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Complete report on E-sports market spreads across 96 pages, profiling 09 companies, supported with tables and figures is now available at www.deepresearchreports.com/contac…y.php?name=453360 .
The report provides a basic overview of the industry including definitions, classifications, applications and industry chain structure. The E-sports market analysis is provided for the international market including development history, competitive landscape analysis, and major regions' development status.
The report focuses on Global major leading industry players with information such as company profiles, product picture and specification, capacity, production, price, cost, revenue and contact information. Upstream raw materials, equipment and downstream consumers analysis is also carried out.
What's more, the E-sports Market development trends and marketing channels are analyzed.
In a word, the report provides major statistics on the state of the industry and is a valuable source of guidance and direction for companies and individuals interested in the market.
Key Manufacturers Analysis of E-sports Industry: Activision Blizzard, Epic Games, Nintendo, Riot Games, Valve Corporation, Wargaming.Net, EA Sports, Hi-Rez Studios and Microsoft Studios.
Major Points form Table of Contents:
Chapter 1 E-sports Overview
Chapter 2 Global E-sports Competition by Manufacturers, Type and Application
Chapter 3 USA E-sports (Volume, Value and Sales Price)
Chapter 4 China E-sports (Volume, Value and Sales Price)
Chapter 5 Global E-sports (Volume, Value and Sales Price)
Chapter 6 Japan E-sports (Volume, Value and Sales Price)
Chapter 7 India E-sports (Volume, Value and Sales Price)
Chapter 8 Southeast Asia E-sports (Volume, Value and Sales Price)
Chapter 9 Global E-sports Manufacturers Analysis
Chapter 10 E-sports Manufacturing Cost Analysis
Chapter 11 Industrial Chain, Sourcing Strategy and Downstream Buyers
Chapter 12 Marketing Strategy Analysis, Distributors/Traders
Chapter 13 Market Effect Factors Analysis
Chapter 14 Global E-sports Market Forecast (2017-2022)
Chapter 15 Appendix
Some Key Factors from List of Tables and Figures
Table Wargaming.Net Basic Information List
Table E-sports Business Revenue (Million USD) of Wargaming.Net (2012-2017)
Figure Wargaming.Net E-sports Business Revenue Market Share in 2016
Table EA Sports Basic Information List
Table E-sports Business Revenue (Million USD) of EA Sports (2012-2017)
Figure EA Sports E-sports Business Revenue Market Share in 2016
Table Hi-Rez Studios Basic Information List
Table E-sports Business Revenue (Million USD) of Hi-Rez Studios (2012-2017)
Figure Hi-Rez Studios E-sports Business Revenue Market Share in 2016
Table Microsoft Studios Basic Information List
Table E-sports Business Revenue (Million USD) of Microsoft Studios (2012-2017)
Figure Microsoft Studios E-sports Business Revenue Market Share in 2016
Table Global E-sports Market Size (Million USD) by Type (2012-2017)
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