Global Esports Market By Revenue Stream (Consumer Ticket Sales, Sponsorship, Media Rights, Streaming and Advertising, Consumer Contribution); By Game Type (First Person Shooters, Real Time Strategy, Multiplayer Online Battle Arena, Racing Others (Sports, Fighting Games Etc.)); By Game Platform (PC, Consoles, Handheld); By Competition Type (Minor League, Major League); By Region (U.S., Canada, Mexico, Rest of North America, The UK, France, Germany, Italy, Spain, Nordic Countries (Denmark, Finland, Iceland, Sweden, Norway), Benelux Union (Belgium, the Netherlands, Luxembourg), Rest of Europe, China, Japan, India, New Zealand, Australia, South Korea, Southeast Asia (Indonesia, Thailand, Malaysia, Singapore, Rest of Southeast Asia), Saudi Arabia, UAE, Egypt, Kuwait, South Africa, Rest of Middle East & Africa, Brazil, Argentina, Rest of Latin America) – Global Insights, Growth, Size, Comparative Analysis, Trends and Forecast, 2019 - 2027
Report ID :AMI-562 | Category : Information & Technology | Published Date : May, 2020 | Pages : 402 | Format :PDF

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