CHAPTER 1 INTRODUCTION
1.1. Market Definition
1.2. Executive Summary
1.3. The Scope of the Study
CHAPTER 2 RESEARCH METHODOLOGY
2.1. Secondary Research
2.2. Primary Research
2.3. Analytic Tools and Model
2.4. Economic Indicator
2.4.1 Base Year, Base Currency, Forecasting Period
2.5. Expert Validation
2.6. Study Timeline
CHAPTER 3 MARKET ANALYSIS
3.1. Industry Value Chain Analysis
3.2. Porter's Five Force Analysis
3.2.1. Bargaining Power of Buyers
3.2.2. Bargaining Power of Suppliers
3.2.3. Threats of Substitutes
3.2.4. Threats of New Entrants
3.2.5. Degree of Competition
3.3. PESTLE Analysis
3.3.1. Political
3.3.2. Economical
3.3.3. Social
3.3.4. Technological
3.3.5. Legal
3.3.6. Environmental
3.4. SWOT Analysis
3.4.1. Strengths
3.4.2. Weakness
3.4.3. Opportunities
3.4.4. Threats
3.5. Y-O-Y Analysis
CHAPTER 4 MARKET DYNAMICS
4.1. Market Drivers
4.1.1. Integration of social media
4.1.2. Innovations in gaming technology & popularity in video games
4.1.3. Increasing awareness on eSports
4.1.4. Expanding the range of broadcasters and investors
4.2. Market Restraints & Challenges
4.2.1. Lack of control by the operator over the leagues
4.2.2. Increasing threat from eSports betting
4.2.3. Lack of standardisation capacity
4.3. Market Opportunities
4.3.1. Increasing number of events with large prizes
4.3.2. Attributing new brands and advertisers
CHAPTER 5 GLOBAL ESPORTS MARKET – BY REVENUE STREAM
5.1. Media Rights
5.1.1. Subscriptions
5.1.2. Online Advertisements
5.2. Ticketing and Merchandise
5.3. Sponsorship and Direct Advertisements
5.4. Publisher Fees
CHAPTER 6 GLOBAL ESPORTS MARKET – BY PLATFORM
6.1. PC
6.2. Console
CHAPTER 7 GLOBAL ESPORTS MARKET – BY PRODUCT
7.1. Mice
7.2. Controller
7.3. Headset
7.4. Keyboard
7.5. Others
CHAPTER 8 GLOBAL ESPORTS MARKET – BY GAMES
8.1. Multiplayer Online Battle Arena (MOBA)
8.2. Real Time Strategy
8.3. First Person Shooter
8.4. Fighting and Sports
CHAPTER 9 GLOBAL ESPORTS MARKET - BY GEOGRAPHY
9.1. Introduction
9.2. North America
9.2.1. U.S.
9.2.2. Canada
9.2.3. Mexico
9.2.4. Costa Rica
9.3. South America
9.3.1. Brazil
9.3.2. Argentina
9.3.3. Chile
9.3.4. Columbia
9.3.5. Others
9.4. Europe
9.4.1. U.K.
9.4.2. Germany
9.4.3. France
9.4.4. Italy
9.4.5. Spain
9.4.6. Russia
9.4.7. Netherlands
9.4.8. Switzerland
9.4.9. Poland
9.4.10. Others
9.5. APAC
9.5.1. China
9.5.2. Japan
9.5.3. India
9.5.4. South Korea
9.5.5. Australia & New Zealand
9.5.6. Malaysia
9.5.7. Singapore
9.5.8. Others
9.6. Middle East & Africa
9.6.1. UAE
9.6.2. Saudi Arabia
9.6.3. Iran
9.6.4. Iraq
9.6.5. Qatar
9.6.6. South Africa
9.6.7. Algeria
9.6.8. Morocco
9.6.9. Nigeria
9.6.10. Egypt
9.6.11. Others
CHAPTER 10 GLOBAL ESPORTS MARKET - COMPANY PROFILES
10.1. Modern Times Group MTG
10.2. Valve Corporation
10.3. CJ Corporation
10.4. Activision Blizzard, Inc.
10.5. Electronic Arts, Inc.
10.6. Nintendo Co. Ltd.
10.7. Turner Broadcasting System, Inc.
10.8. FACEIT Ltd.
10.9. Gfinity, Plc.
10.10. GungHo Online Entertainment, Inc.
10.11. Alisports.com
10.12. Rovio Entertainment Corporation
10.13. Wargaming.net.
10.14. KaBuM COMÉRCIO ELETRÔNICO S / A
10.15. Hi-Rez Studios, Inc.
CHAPTER 11 GLOBAL ESPORTS MARKET - COMPETITIVE LANDSCAPE
11.1. Market Share Analysis
11.2. Strategies adopted by top companies
11.3. Mergers, Acquisitions, Collaborations & Agreements
CHAPTER 12 MARKET INSIGHTS
12.1. Industry Experts Insights
12.2. Analysts Opinions
12.3. Investment Opportunities
CHAPTER 13 APPENDIX
13.1. List of Tables
13.2. List of Figures