1. INTRODUCTION
1.1. Market Overview
1.2. Market Definition
1.3. Scope of the Study
1.4. Currency
1.5. Assumptions
1.6. Base, and Forecast Years Timeline
2. RESEARCH METHODOLOGY
2.1. Research Design
2.2. Secondary Sources
3. KEY FINDINGS
4. MARKET DYNAMICS
4.1. Market Segmentation
4.2. Market Drivers
4.3. Market Restraints
4.4. Market Opportunities
4.5. Porter’s Five Forces Analysis
4.5.1. Bargaining Power of Suppliers
4.5.2. Bargaining Power of Buyers
4.5.3. Threat of New Entrants
4.5.4. Threat of Substitutes
4.5.5. Competitive Rivalry in the Industry
4.6. Life Cycle Analysis - Regional Snapshot
4.7. Market Attractiveness
5. ESPORTS MARKET BY GAME TYPE
5.1. Shooting
5.2. Real-Time Strategy
5.3. Fighting
5.4. Racing
5.5. Multiplayer Online Battle Arena
5.6. Others
6. ESPORTS MARKET BY PLATFORM
6.1. Personal Computers (PC)
6.2. Consoles and Arcades
7. ESPORTS MARKET BY GEOGRAPHY
7.1. North America
7.1.1. USA
7.1.2. Canada
7.1.3. Mexico
7.2. South America
7.2.1. Brazil
7.2.2. Argentina
7.2.3. Others
7.3. Europe
7.3.1. Germany
7.3.2. France
7.3.3. United Kingdom
7.3.4. Spain
7.3.5. Others
7.4. Middle East and Africa
7.4.1. Saudi Arabia
7.4.2. Israel
7.4.3. Others
7.5. Asia Pacific
7.5.1. China
7.5.2. Japan
7.5.3. South Korea
7.5.4. India
7.5.5. Others
8. COMPETITIVE INTELLIGENCE
8.1. Competitive Benchmarking and Analysis
8.2. Recent Investments and Deals
8.3. Strategies of Key Players
9. COMPANY PROFILES
9.1. Valve Corporation
9.2. Riot Games
9.3. Turtle Entertainment GmbH
9.4. Unikrn, Inc.
9.5. Activision Blizzard, Inc.
9.6. Hi-Rez Studios
9.7. Epic Games
9.8. Electronic Arts (EA)
9.9. Shoryuken
9.10. Professional Gamers League (PGL)
LIST OF FIGURES
LIST OF TABLES