2021-2030 Report on Global eSports Market by Player, Region, Type, Application and Sales Channel
- Report Code : MAR2437894
- Published On: Apr, 2021
- Category : Medical Devices
- Pages : 138
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The global eSports 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 eSports 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 eSports market.
Leading players of eSports 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 eSports 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 eSports Market Overview1.1 eSports Definition
1.2 Global eSports Market Size Status and Outlook (2015-2030)
1.3 Global eSports Market Size Comparison by Region (2015-2030)
1.4 Global eSports Market Size Comparison by Type (2015-2030)
1.5 Global eSports Market Size Comparison by Application (2015-2030)
1.6 Global eSports Market Size Comparison by Sales Channel (2015-2030)
1.7 eSports 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 eSports Market Segment Analysis by Player2.1 Global eSports Sales and Market Share by Player (2018-2020)
2.2 Global eSports Revenue and Market Share by Player (2018-2020)
2.3 Global eSports Average Price by Player (2018-2020)
2.4 Players Competition Situation & Trends
2.5 Conclusion of Segment by Player
Chapter 3 eSports Market Segment Analysis by Type3.1 Global eSports 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 eSports Sales and Market Share by Type (2015-2020)
3.3 Global eSports Revenue and Market Share by Type (2015-2020)
3.4 Global eSports Average Price by Type (2015-2020)
3.5 Leading Players of eSports by Type in 2020
3.6 Conclusion of Segment by Type
Chapter 4 eSports Market Segment Analysis by Application4.1 Global eSports Market by Application
4.1.1 PC
4.1.2 Mobile
4.1.3 Others4.2 Global eSports Revenue and Market Share by Application (2015-2020)
4.3 Leading Consumers of eSports by Application in 2020
4.4 Conclusion of Segment by Application
Chapter 5 eSports Market Segment Analysis by Sales Channel5.1 Global eSports Market by Sales Channel
5.1.1 Direct Channel
5.1.2 Distribution Channel5.2 Global eSports Revenue and Market Share by Sales Channel (2015-2020)
5.3 Leading Distributors/Dealers of eSports by Sales Channel in 2020
5.4 Conclusion of Segment by Sales Channel
Chapter 6 eSports Market Segment Analysis by Region6.1 Global eSports Market Size and CAGR by Region (2015-2030)
6.2 Global eSports Sales and Market Share by Region (2015-2020)
6.3 Global eSports 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 eSports Market Share by Type
6.4.3 North America eSports 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 eSports Market Share by Type
6.5.3 Europe eSports 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 eSports Market Share by Type
6.6.3 Asia-Pacific eSports 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 eSports Market Share by Type
6.7.3 South America eSports 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 eSports Market Share by Type
6.8.3 Middle East & Africa eSports 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 eSports 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 eSports8.1 Industrial Chain of eSports
8.2 Upstream of eSports
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 eSports
8.3.1 Leading Distributors/Dealers of eSports
8.3.2 Leading Consumers of eSports
Chapter 9 Development Trend of eSports (2021-2030)9.1 Global eSports Market Size (Sales and Revenue) Forecast (2021-2030)
9.2 Global eSports Market Size and CAGR Forecast by Region (2021-2030)
9.3 Global eSports Market Size and CAGR Forecast by Type (2021-2030)
9.4 Global eSports Market Size and CAGR Forecast by Application (2021-2030)
9.5 Global eSports 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 eSports 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 eSports 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 eSports Market by Player Region has a wide range of applications, including
In 2023, the Report on Global eSports Market by Player Region Market share exceeded USD xx million. Between 2024 and 2029, it will grow at a CAGR of yy%.
In addition to the Report on Global eSports Market by Player Region Market share analysis by competitors, the report also includes chapters on the HHI Index, CR4, and CR8 to characterize the concentration rate and competitive character of the Report on Global eSports Market by Player Region Market.
The Report on Global eSports Market by Player Region Industry stakeholders, executives, and experts, as well as individuals who need to develop consumer-friendly strategies and use technology to stay ahead of the competition.