Esports - UK - June 2019
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This report analyses the competitive gaming market, also known as esports, covering console, PC, tablet, mobile and VR gaming. The report also discusses gameplay streaming and watching. Gameplay streams are defined as users broadcasting their gaming content online for an audience to watch, whether that is competitive gaming or not.
Market size data for this report is supplied by Newzoo, which defines esports for the purposes of its data as “Competitive gaming at a professional level and in an organized format (a tournament or league) with a specific goal (ie, winning a champion title or prize money) and a clear distinction between players and teams that are competing against each other.”
“The rapid growth of the esports industry is set to continue as gaming devices get more powerful and major celebrities get more involved. Companies have also been working with esports stars for promotional campaigns to help align the image of esports more closely with that of traditional sports. Changing perceptions in this way will be crucial to increasing mainstream appeal.”
– Zach Emmanuel, Consumer Technology Analyst
This report will look 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.