2021-2030 Report on Global E-sports Market by Player, Region, Type, Application and Sales Channel
- Report Code : MAR2437918
- Published On: Apr, 2021
- Category : Medical Devices
- Pages : 137
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The global E-sports market was valued at $XX million in 2020, and Research analysts predict the global market size will reach $XX million by the end of 2030, growing at a CAGR of XX% between 2021 and 2030.
Since the COVID-19 virus outbreak in December 2019, the disease has spread to all countries and territories around the world and 2 international conveyances. The global impacts of COVID-19 are already starting to be felt, and will significantly affect this industry in 2020 and 2021.
This report analyses the impact of COVID-19 on this industry. COVID-19 can affect the global market in 3 ways: by directly affecting production and demand, by creating supply chain and market disruption, and by its financial impact on enterprises and financial markets.
This report provides detailed historical analysis of global market for E-sports from 2015-2020, and provides extensive market forecasts from 2021-2030 by region/country and subsectors. It covers the sales volume, price, revenue, gross margin, historical growth and future perspectives in the E-sports market.
Leading players of E-sports including:
Activision Blizzard
Valve Corporation
Tencent
Electronic Arts
Gameloft
Nintendo
NVIDIA Corporation
HTC Corporation
Intel Corporation
Modern Times Group (MTG)
CJ Corporation
Turner Broadcasting System
Faceit
Gfinity
Hi Rez Studios
Kabum
Wargaming Public
Rovio Entertainment
Gungho Online Entertainment
Alisports
Capcom
Epic Games
Market split by Type, can be divided into:
Sponsorship Revenue
Advertising Revenue
Merchandise & Tickets Revenue
Publisher Fees Revenue
Media Rights Revenue
Market split by Application, can be divided into:
PC
Mobile
Others
Market split by Sales Channel, can be divided into:
Direct Channel
Distribution Channel
Market segment by Region/Country including:
North America (United States, Canada and Mexico)
Europe (Germany, UK, France, Italy, Russia and Spain etc.)
Asia-Pacific (China, Japan, Korea, India, Australia and Southeast Asia etc.)
South America (Brazil, Argentina and Colombia etc.)
Middle East & Africa (South Africa, UAE and Saudi Arabia etc.)
If you have any special requirements, please let us know and we can provide you the customized report as you want.
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With tables and figures helping analyze worldwide Report on Global E sports Market by Player Region market, this research provides key statistics on the state of the industry and is a valuable source of guidance and direction for companies and individuals interested in the market.
Chapter 1 E-sports Market Overview1.1 E-sports Definition
1.2 Global E-sports Market Size Status and Outlook (2015-2030)
1.3 Global E-sports Market Size Comparison by Region (2015-2030)
1.4 Global E-sports Market Size Comparison by Type (2015-2030)
1.5 Global E-sports Market Size Comparison by Application (2015-2030)
1.6 Global E-sports Market Size Comparison by Sales Channel (2015-2030)
1.7 E-sports Market Dynamics (COVID-19 Impacts)
1.7.1 Market Drivers/Opportunities
1.7.2 Market Challenges/Risks
1.7.3 Market News (Mergers/Acquisitions/Expansion)
1.7.4 COVID-19 Impacts on Current Market
1.7.5 Post-Strategies of COVID-19 Outbreak
Chapter 2 E-sports Market Segment Analysis by Player2.1 Global E-sports Sales and Market Share by Player (2018-2020)
2.2 Global E-sports Revenue and Market Share by Player (2018-2020)
2.3 Global E-sports Average Price by Player (2018-2020)
2.4 Players Competition Situation & Trends
2.5 Conclusion of Segment by Player
Chapter 3 E-sports Market Segment Analysis by Type3.1 Global E-sports Market by Type
3.1.1 Sponsorship Revenue
3.1.2 Advertising Revenue
3.1.3 Merchandise & Tickets Revenue
3.1.4 Publisher Fees Revenue
3.1.5 Media Rights Revenue3.2 Global E-sports Sales and Market Share by Type (2015-2020)
3.3 Global E-sports Revenue and Market Share by Type (2015-2020)
3.4 Global E-sports Average Price by Type (2015-2020)
3.5 Leading Players of E-sports by Type in 2020
3.6 Conclusion of Segment by Type
Chapter 4 E-sports Market Segment Analysis by Application4.1 Global E-sports Market by Application
4.1.1 PC
4.1.2 Mobile
4.1.3 Others4.2 Global E-sports Revenue and Market Share by Application (2015-2020)
4.3 Leading Consumers of E-sports by Application in 2020
4.4 Conclusion of Segment by Application
Chapter 5 E-sports Market Segment Analysis by Sales Channel5.1 Global E-sports Market by Sales Channel
5.1.1 Direct Channel
5.1.2 Distribution Channel5.2 Global E-sports Revenue and Market Share by Sales Channel (2015-2020)
5.3 Leading Distributors/Dealers of E-sports by Sales Channel in 2020
5.4 Conclusion of Segment by Sales Channel
Chapter 6 E-sports Market Segment Analysis by Region6.1 Global E-sports Market Size and CAGR by Region (2015-2030)
6.2 Global E-sports Sales and Market Share by Region (2015-2020)
6.3 Global E-sports Revenue and Market Share by Region (2015-2020)
6.4 North America
6.4.1 North America Market by Country
6.4.2 North America E-sports Market Share by Type
6.4.3 North America E-sports Market Share by Application
6.4.4 United States
6.4.5 Canada
6.4.6 Mexico6.5 Europe
6.5.1 Europe Market by Country
6.5.2 Europe E-sports Market Share by Type
6.5.3 Europe E-sports Market Share by Application
6.5.4 Germany
6.5.5 UK
6.5.6 France
6.5.7 Italy
6.5.8 Russia
6.5.9 Spain6.6 Asia-Pacific
6.6.1 Asia-Pacific Market by Country
6.6.2 Asia-Pacific E-sports Market Share by Type
6.6.3 Asia-Pacific E-sports Market Share by Application
6.6.4 China
6.6.5 Japan
6.6.6 Korea
6.6.7 India
6.6.8 Southeast Asia
6.6.9 Australia
6.7 South America
6.7.1 South America Market by Country
6.7.2 South America E-sports Market Share by Type
6.7.3 South America E-sports Market Share by Application
6.7.4 Brazil
6.7.5 Argentina
6.7.6 Colombia
6.8 Middle East & Africa
6.8.1 Middle East & Africa Market by Country
6.8.2 Middle East & Africa E-sports Market Share by Type
6.8.3 Middle East & Africa E-sports Market Share by Application
6.8.4 UAE
6.8.5 Saudi Arabia
6.8.6 South Africa
6.9 Conclusion of Segment by Region
Chapter 7 Profile of Leading E-sports Players7.1 Activision Blizzard
7.1.1 Company Snapshot
7.1.2 Product/Service Offered
7.1.3 Business Performance (Sales, Price, Revenue, Gross Margin and Market Share)
7.1.4 COVID-19 Impact on Activision Blizzard7.2 Valve Corporation
7.3 Tencent
7.4 Electronic Arts
7.5 Gameloft
7.6 Nintendo
7.7 NVIDIA Corporation
7.8 HTC Corporation
7.9 Intel Corporation7.10 Modern Times Group (MTG)
7.11 CJ Corporation
7.12 Turner Broadcasting System
7.13 Faceit
7.14 Gfinity
7.15 Hi Rez Studios
7.16 Kabum
7.17 Wargaming Public
7.18 Rovio Entertainment
7.19 Gungho Online Entertainment7.20 Alisports
7.21 Capcom
7.22 Epic Games
Chapter 8 Upstream and Downstream Analysis of E-sports8.1 Industrial Chain of E-sports
8.2 Upstream of E-sports
8.2.1 Raw Materials
8.2.2 Labor Cost
8.2.3 Manufacturing Expenses
8.2.4 Manufacturing Cost Structure
8.2.5 Manufacturing Process8.3 Downstream of E-sports
8.3.1 Leading Distributors/Dealers of E-sports
8.3.2 Leading Consumers of E-sports
Chapter 9 Development Trend of E-sports (2021-2030)9.1 Global E-sports Market Size (Sales and Revenue) Forecast (2021-2030)
9.2 Global E-sports Market Size and CAGR Forecast by Region (2021-2030)
9.3 Global E-sports Market Size and CAGR Forecast by Type (2021-2030)
9.4 Global E-sports Market Size and CAGR Forecast by Application (2021-2030)
9.5 Global E-sports Market Size and CAGR Forecast by Sales Channel (2021-2030)
Chapter 10 Appendix10.1 Research Methodology
10.2 Data Sources
10.3 Disclaimer
10.4 Analysts Certification
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The Report on Global E sports Market by Player Region Market has been segregated into various crucial divisions including applications, types, and regions. Each market segment is intensively studied in the report contemplating its market acceptance, worthiness, demand, and growth prospects. The segmentation analysis will help the client to customize their marketing approach to have a better command of each segment and to identify the most prospective customer base.
Report Objectives / Segmentation Covered :
By Companies / players:
By Regions:
By Type:
By Application:
Frequently asked questions(FAQ's):
New players are entering the Report on Global E sports Market by Player Region Market, while established companies are changing their business models and strategies. This pattern is likely to continue for the foreseeable future.
Report on Global E sports Market by Player Region has a wide range of applications, including
The Report on Global E sports Market by Player Region Market is expected to reach a reasonable valuation by 2029; now the market is expected to shift its focus from growth to value.
The influx of capital into the Report on Global E sports Market by Player Region Market, as well as the deployment of technologies designed to increase efficiency and yield high volume, are paving the way for promising market opportunities.
During the forecast years, the Report on Global E sports Market by Player Region Market can thrive with a robust CAGR.