1. Executive Summary
2. Research Methodology
3. eSports
3.1 Overview
3.2 Stakeholders
3.3 Revenue Streams
4. eSports Market Analysis
4.1 Market Sizing (Actual and Forecasted)
4.1.1 By Volume
4.1.2 By Value
4.2 Market Share Analysis
4.2.1 Market Share by Revenue Stream
4.2.2 Market Share by Region
4.2.3 Market Share by Viewer Type
5. Market Segmentation - Revenue Stream
5.1 Sponsorship & Advertising
5.1.1 Overview
5.1.2 Market Sizing (Actual & Forecasted)
5.2 Ticket Sales
5.2.1 Overview
5.2.2 Market Sizing (Actual & Forecasted)
5.3 Merchandising
5.3.1 Overview
5.3.2 Market Sizing (Actual & Forecasted)
5.4 Others
5.4.1 Overview
5.4.2 Market Sizing (Actual & Forecasted)
6. Regional Analysis
6.1 North America
6.1.1 Market Sizing (Actual & Forecasted)
6.1.2 Market Share by Segment
6.2 Europe
6.2.1 Market Sizing (Actual & Forecasted)
6.3 Asia Pacific
6.3.1 Market Sizing (Actual & Forecasted)
7. Market Dynamics
7.1 Industry Trends & Developments
7.1.1 Adoption of Franchise System
7.1.2 Pouring Sponsorships & Advertising Revenues
7.1.3 Mergers & Acquisition Activities
7.1.4 Capital Infusion
7.2 Growth Drivers
7.2.1 Increasing Adoption of Smartphones
7.2.2 Broadcasting & Media Rights
7.2.3 Growing Number of Millennial
7.2.4 Increasing Market Awareness
7.3 Challenges
7.3.1 Absence of eSports Governance
7.3.2 Lack of Interaction & Personalization on Existing platforms
7.3.3 Intellectual Property Issues
8. Competitive Landscape
9. Company Profile
9.1 Activision Blizzard
9.2 Nintendo Co. Ltd.
9.3 Electronic Arts Inc.
9.4 Disney Interactive Studios, Inc.
9.5 Valve Corporation
9.6 Rovio Entertainment Corporation
9.7 Tencent Holdings Limited