Global & China E-Sports Market Report 2023

  • At the beginning of 2020, COVID-19 disease began to spread around the world, millions of people worldwide were infected with COVID-19 disease, and major countries around the world have implemented foot prohibitions and work stoppage orders. Except for the medical supplies and life support products industries, most industries have been greatly impacted, and E-Sports industries have also been greatly affected.

    In the past few years, the E-Sports market experienced a growth of xx, the global market size of E-Sports reached xx million $ in 2020, of what is about xx million $ in 2015.

    From 2015 to 2019, the growth rate of Global & China E-Sports market size was in the range of xxx%. At the end of 2019, COVID-19 began to erupt in China, Due to the huge decrease of global economy; we forecast the growth rate of global economy will show a decrease of about 4%, due to this reason, E-Sports market size in 2020 will be xx with a growth rate of xxx%. This is xxx percentage points lower than in previous years.

    As of the date of the report, there have been more than 20 million confirmed cases of CVOID-19 worldwide, and the epidemic has not been effectively controlled. Therefore, We predict that the global epidemic will be basically controlled by the end of 2020 and the Global & China E-Sports market size will reach xx million $ in 2025, with a CAGR of xxx% between 2020-2025.

    This Report covers the Major Players’ data, including: shipment, revenue, gross profit, interview record, business distribution etc., these data help the consumer know about the competitors better. This report also covers all the regions and countries of the world, which shows a regional development status, including market size.

    Besides, the report also covers segment data, including: type segment, industry segment, channel segment etc. cover different segment market size. Also cover different industries clients’ information, which is very important for the Major Players.

    Section 1: Free——Definition

    Section (2 3): 1200 USD——Major Player Detail

    Modern Times Group

    Activision Blizzard

    Valve Corporation

    CJ Corporation

    Electronic Arts

    Nintendo

    Turner Broadcasting System

    Faceit

    Gfinity

    Hi Rez Studios

    Kabum

    Wargaming Public

    Rovio Entertainment

    Gungho Online Entertainment

    Alisports

    Section 4: 900 USD——Region Segmentation

    North America Country (United States, Canada)

    South America

    Asia Country (China, Japan, India, Korea)

    Europe Country (Germany, UK, France, Italy)

    Other Country (Middle East, Africa, GCC)

    Section (5 6 7): 500 USD——

    Type Segmentation (Real-time Strategy (RTS), First-person Shooter (FPS), Multiplayer Online Battle Arena (MOBA), , )

    Industry Segmentation (Mobilehone & Tablet, PC, Video Game, , )

    Channel (Direct Sales, Distributor) Segmentation

    Section 8: 400 USD——Trend (2020-2025)

    Section 9: 300 USD—— Type Detail

    Section 10: 700 USD——Downstream Consumer

    Section 11: 200 USD——Cost Structure

    Section 12: 500 USD——Conclusion

     

  • With tables and figures helping analyze worldwide Global & China E Sports 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.

    Section 1 E-Sports Definition
    Section 2 Global & China E-Sports Market Major Player Share and Market Overview

    2.1 Global Major Player E-Sports Business Revenue

    2.2 Global & China E-Sports Market Overview

    2.3 COVID-19 Impact on E-Sports Industry

    Section 3 Major Player E-Sports Business Introduction

    3.1 Modern Times Group E-Sports Business Introduction

    3.1.1 Modern Times Group E-Sports Revenue, Growth Rate and Gross profit 2015-2020
    3.1.2 Modern Times Group E-Sports Business Distribution by Region
    3.1.3 Modern Times Group Interview Record
    3.1.4 Modern Times Group E-Sports Business Profile
    3.1.5 Modern Times Group E-Sports Specification

    3.2 Activision Blizzard E-Sports Business Introduction

    3.2.1 Activision Blizzard E-Sports Revenue, Growth Rate and Gross profit 2015-2020
    3.2.2 Activision Blizzard E-Sports Business Distribution by Region
    3.2.3 Interview Record
    3.2.4 Activision Blizzard E-Sports Business Overview
    3.2.5 Activision Blizzard E-Sports Specification

    3.3 Valve Corporation E-Sports Business Introduction

    3.3.1 Valve Corporation E-Sports Revenue, Growth Rate and Gross profit 2015-2020
    3.3.2 Valve Corporation E-Sports Business Distribution by Region
    3.3.3 Interview Record
    3.3.4 Valve Corporation E-Sports Business Overview
    3.3.5 Valve Corporation E-Sports Specification

    3.4 CJ Corporation E-Sports Business Introduction

    3.5 Electronic Arts E-Sports Business Introduction

    3.6 Nintendo E-Sports Business Introduction


    Section 4 Global & China E-Sports Market Segmentation (Region Level)

    4.1 North America Country

    4.1.1 United States E-Sports Market Size and Market Segmentation (Industry Level) 2015-2020
    4.1.2 Canada E-Sports Market Size and Market Segmentation (Industry Level) 2015-2020

    4.2 South America Country

    4.2.1 South America E-Sports Market Size and Market Segmentation (Industry Level) 2015-2020

    4.3 Asia Country

    4.3.1 China E-Sports Market Size and Market Segmentation (Industry Level) 2015-2020
    4.3.2 Japan E-Sports Market Size and Market Segmentation (Industry Level) 2015-2020
    4.3.3 India E-Sports Market Size and Market Segmentation (Industry Level) 2015-2020
    4.3.4 Korea E-Sports Market Size and Market Segmentation (Industry Level) 2015-2020

    4.4 Europe Country

    4.4.1 Germany E-Sports Market Size and Market Segmentation (Industry Level) 2015-2020
    4.4.2 UK E-Sports Market Size and Market Segmentation (Industry Level) 2015-2020
    4.4.3 France E-Sports Market Size and Market Segmentation (Industry Level) 2015-2020
    4.4.4 Italy E-Sports Market Size and Market Segmentation (Industry Level) 2015-2020
    4.4.5 Europe E-Sports Market Size and Market Segmentation (Industry Level) 2015-2020

    4.5 Other Country and Region

    4.5.1 Middle East E-Sports Market Size and Market Segmentation (Industry Level) 2015-2020
    4.5.2 Africa E-Sports Market Size and Market Segmentation (Industry Level) 2015-2020
    4.5.3 GCC E-Sports Market Size and Market Segmentation (Industry Level) 2015-2020

    4.6 Global & China E-Sports Market Segmentation (Region Level) Analysis 2015-2020

    4.7 Global & China E-Sports Market Segmentation (Region Level) Analysis
    Section 5 Global & China E-Sports Market Segmentation (Type Level)

    5.1 Global & China E-Sports Market Segmentation (Type Level) Market Size 2015-2020

    5.2 Different E-Sports Market Segmentation (Type Level) Market Size Growth Rate 2015-2020

    5.3 Global & China E-Sports Market Segmentation (Type Level) Analysis

    Section 6 Global & China E-Sports Market Segmentation (Industry Level)

    6.1 Global & China E-Sports Market Segmentation (Industry Level) Market Size 2015-2020

    6.2 Different Industry Trend 2015-2020

    6.3 Global & China E-Sports Market Segmentation (Industry Level) Analysis

    Section 7 Global & China E-Sports Market Segmentation (Channel Level)

    7.1 Global & China E-Sports Market Segmentation (Channel Level) Market Size and Share 2015-2020

    7.2 Global & China E-Sports Market Segmentation (Channel Level) Analysis

    Section 8 E-Sports Market Forecast 2020-2025

    8.1 E-Sports Segmentation Market Forecast (Region Level)

    8.2 E-Sports Segmentation Market Forecast (Type Level)

    8.3 E-Sports Segmentation Market Forecast (Industry Level)

    8.4 E-Sports Segmentation Market Forecast (Channel Level)

    Section 9 E-Sports Segmentation Type

    9.1 Real-time Strategy (RTS) Introduction

    9.2 First-person Shooter (FPS) Introduction

    9.3 Multiplayer Online Battle Arena (MOBA) Introduction

    9.4 Introduction

    9.5 Introduction

    Section 10 E-Sports Segmentation Industry

    10.1 Mobilehone & Tablet Clients

    10.2 PC Clients

    10.3 Video Game Clients

    10.4 Clients

    10.5 Clients

    Section 11 E-Sports Cost Analysis

    11.1 Technology Cost Analysis

    11.2 Labor Cost Analysis

    11.3 Cost Overview

    Section 12 Conclusion
    Chart and Figure
    Figure E-Sports from Modern Times Group
    Chart 2015-2020 Global Major Player E-Sports Business Revenue (Million USD)
    Chart 2015-2020 Global Major Player E-Sports Business Revenue Share
    Chart Modern Times Group E-Sports Revenue, Growth Rate and Gross profit 2015-2020
    Chart Modern Times Group E-Sports Business Distribution
    Chart Modern Times Group Interview Record (Partly)
    Figure Modern Times Group E-Sports Picture
    Chart Modern Times Group E-Sports Business Profile
    Table Modern Times Group E-Sports Specification
    Chart Activision Blizzard E-Sports Revenue, Growth Rate and Gross profit 2015-2020
    Chart Activision Blizzard E-Sports Business Distribution
    Chart Activision Blizzard Interview Record (Partly)
    Figure Activision Blizzard E-Sports Picture
    Chart Activision Blizzard E-Sports Business Overview
    Table Activision Blizzard E-Sports Specification
    Chart Valve Corporation E-Sports Revenue, Growth Rate and Gross profit 2015-2020
    Chart Valve Corporation E-Sports Business Distribution
    Chart Valve Corporation Interview Record (Partly)
    Figure Valve Corporation E-Sports Picture
    Chart Valve Corporation E-Sports Business Overview
    Table Valve Corporation E-Sports Specification

    Chart United States E-Sports Market Size (Million $) and Growth Rate 2015-2020
    Chart United States E-Sports Market Segmentation (Industry Level) 2015-2020
    Chart Canada E-Sports Market Size (Million $) and Growth Rate 2015-2020
    Chart Canada E-Sports Market Segmentation (Industry Level) 2015-2020
    Chart South America E-Sports Market Size (Million $) and Growth Rate 2015-2020
    Chart South America E-Sports Market Segmentation (Industry Level) 2015-2020
    Chart China E-Sports Market Size (Million $) and Growth Rate 2015-2020
    Chart China E-Sports Market Segmentation (Industry Level) 2015-2020
    Chart Japan E-Sports Market Size (Million $) and Growth Rate 2015-2020
    Chart Japan E-Sports Market Segmentation (Industry Level) 2015-2020
    Chart India E-Sports Market Size (Million $) and Growth Rate 2015-2020
    Chart India E-Sports Market Segmentation (Industry Level) 2015-2020
    Chart Korea E-Sports Market Size (Million $) and Growth Rate 2015-2020
    Chart Korea E-Sports Market Segmentation (Industry Level) 2015-2020
    Chart Germany E-Sports Market Size (Million $) and Growth Rate 2015-2020
    Chart Germany E-Sports Market Segmentation (Industry Level) 2015-2020
    Chart UK E-Sports Market Size (Million $) and Growth Rate 2015-2020
    Chart UK E-Sports Market Segmentation (Industry Level) 2015-2020
    Chart France E-Sports Market Size (Million $) and Growth Rate 2015-2020
    Chart France E-Sports Market Segmentation (Industry Level) 2015-2020
    Chart Italy E-Sports Market Size (Million $) and Growth Rate 2015-2020
    Chart Italy E-Sports Market Segmentation (Industry Level) 2015-2020
    Chart Europe E-Sports Market Size (Million $) and Growth Rate 2015-2020
    Chart Europe E-Sports Market Segmentation (Industry Level) 2015-2020
    Chart Middle East E-Sports Market Size (Million $) and Growth Rate 2015-2020
    Chart Middle East E-Sports Market Segmentation (Industry Level) 2015-2020
    Chart Africa E-Sports Market Size (Million $) and Growth Rate 2015-2020
    Chart Africa E-Sports Market Segmentation (Industry Level) 2015-2020
    Chart GCC E-Sports Market Size (Million $) and Growth Rate 2015-2020
    Chart GCC E-Sports Market Segmentation (Industry Level) 2015-2020
    Chart Global & China E-Sports Market Segmentation (Region Level) Market size 2015-2020
    Chart E-Sports Market Segmentation (Type Level) Market Size (Million $) 2015-2020
    Chart Different E-Sports Market Segmentation (Type Level) Market Size Growth Rate 2015-2020
    Chart E-Sports Market Segmentation (Industry Level) Market Size (Million $) 2015-2020
    Chart E-Sports Market Segmentation (Industry Level) Market Size (Value) Growth Rate 2015-2020
    Chart Global & China E-Sports Market Segmentation (Channel Level) Sales Value 2015-2020
    Chart Global & China E-Sports Market Segmentation (Channel Level) Share 2015-2020
    Chart E-Sports Segmentation Market Forecast (Region Level) Market Size 2020-2025
    Chart E-Sports Segmentation Market Forecast (Type Level) Market Size 2020-2025
    Chart E-Sports Segmentation Market Forecast (Industry Level) Market Size 2020-2025
    Chart E-Sports Segmentation Market Forecast (Channel Level) Market Size 2020-2025
    Chart Real-time Strategy (RTS) Figure
    Chart Real-time Strategy (RTS) Advantage and Disadvantage Comparison
    Chart First-person Shooter (FPS) Figure
    Chart First-person Shooter (FPS) Advantage and Disadvantage Comparison
    Chart Multiplayer Online Battle Arena (MOBA) Figure
    Chart Multiplayer Online Battle Arena (MOBA) Advantage and Disadvantage Comparison
    Chart Figure
    Chart Advantage and Disadvantage Comparison
    Chart Figure
    Chart Advantage and Disadvantage Comparison
    Chart Mobilehone & Tablet Clients
    Chart PC Clients
    Chart Video Game Clients
    Chart Clients
    Chart Clients

     

  • The Global & China E Sports 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):
          What trends are influencing the growth of the Global & China E Sports Market?

          New players are entering the Global & China E Sports Market, while established companies are changing their business models and strategies. This pattern is likely to continue for the foreseeable future.

          What years are taken into account in the Global & China E Sports Market study?

          The Global & China E Sports Market study evaluates the year spans as follows: Historical year: 2019 to 2024; Base year: 2024; Forecast period**: 2025 to 2030 [** unless otherwise stated]

          Is further segmentation possible given the scope of the Global & China E Sports Market study?

          Yes, the add-on segmentation is available in the premium customised version of the Global & China E Sports Market report for a more in-depth analysis. It aids in the calculation of refined and precise market values.

          How is the Global & China E Sports Market's changing dynamics captured?

          The Global & China E Sports analysis provides high-level qualitative commentary on market dynamics, including information on growth drivers, influential trends, challenges, and opportunities.

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