E-sports - China - September 2019
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According to GPC (Game Publishing Committee), e-sports refer to competitions among video game players, using digital devices as sports equipment.
This report will discuss e-sports, mainly focusing on official e-sports tournaments, including both amateur tournaments like the King of Glory Quanmin Tournament (王者荣耀全民赛) and professional tournaments like PUBG Asia International (绝地求生 亚洲邀请赛) and World Championship of Hearthstone (炉石传说 世界锦标赛). E-sports mainly refer to the following types of online games:
“The flourishing of e-sports games and live game streaming has been accompanied by a rapid growth in the fan base and now game lovers want an all-round experience of this new emerging hobby. E-sports stadiums and amateur e-sports tournaments are top trends driving the market. E-sports fans and the industry also show strong interest in health and fitness to change the stereotypes attributed to gaming and e-sports. It’s time for health and fitness categories to show their concern for gamers’ health issues to attract this group.”
– Kaye Huang, Research Analyst
This report looks at the following areas:
This report will give you a complete 360-degree view of your market. Not only is it rooted in robust proprietary and high-quality third-party data, but our industry experts put that data into context and you’ll quickly understand:
What They Want. Why They Want It.
Who’s Winning. How To Stay Ahead.
Size, Segments, Shares And Forecasts: How It All Adds Up.
New Ideas. New Products. New Potential.
Where The White Space Is. How To Make It Yours.
What’s Shaping Demand – Today And Tomorrow.