Global Esports (egames) Market Report 2023
- Report Code : BIS2063025
- Published On: Oct, 2020
- Category : Machinery & Equipment
- Pages : 119
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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 Esports (egames) industries have also been greatly affected.
In the past few years, the Esports (egames) market experienced a growth of xx, the global market size of Esports (egames) reached xx million $ in 2020, of what is about xx million $ in 2015.
From 2015 to 2019, the growth rate of global Esports (egames) 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, Esports (egames) 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 Esports (egames) 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. If you need more information, please contact us
Section 1: Free——Definition
Section (2 3): 1200 USD——Major Player Detail
Modern Times Group (Sweden)
Activision Blizzard
FACEIT
Total Entertainment Network (US)
Gfinity
Turner Broadcasting System (US)
CJ Corporation
Valve Corporation
Tencent
Electronic Arts
Hi-Rez Studios
KaBuM
Wargaming
Rovio Entertainment (Finland)
GungHo Online Entertainment (Japan)
Alisports (Alibaba Group)
EA Sports
Epic Games
Nintendo
Riot Games
Microsoft Studios
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 (By Game, Multiplayer Online Battle Arena (MOBA), First-Person Shooter (FPS), Real-Time Strategy (RTS), By Revenue Stream/Media (Subscription And Online Advertising)/Tickets And Merchandise/Sponsorship And Direct Advertising/Publisher Fee)
Industry Segmentation (Amateur Players, Professional Players, Club, Associations And Organizations, Other)
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
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With tables and figures helping analyze worldwide Global Esports (egames) 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 Esports (egames) Definition
Section 2 Global Esports (egames) Market Major Player Share and Market Overview2.1 Global Major Player Esports (egames) Business Revenue
2.2 Global Esports (egames) Market Overview
2.3 COVID-19 Impact on Esports (egames) Industry
Section 3 Major Player Esports (egames) Business Introduction3.1 Modern Times Group (Sweden) Esports (egames) Business Introduction
3.1.1 Modern Times Group (Sweden) Esports (egames) Revenue, Growth Rate and Gross profit 2015-2020
3.1.2 Modern Times Group (Sweden) Esports (egames) Business Distribution by Region
3.1.3 Modern Times Group (Sweden) Interview Record
3.1.4 Modern Times Group (Sweden) Esports (egames) Business Profile
3.1.5 Modern Times Group (Sweden) Esports (egames) Specification3.2 Activision Blizzard Esports (egames) Business Introduction
3.2.1 Activision Blizzard Esports (egames) Revenue, Growth Rate and Gross profit 2015-2020
3.2.2 Activision Blizzard Esports (egames) Business Distribution by Region
3.2.3 Interview Record
3.2.4 Activision Blizzard Esports (egames) Business Overview
3.2.5 Activision Blizzard Esports (egames) Specification3.3 FACEIT Esports (egames) Business Introduction
3.3.1 FACEIT Esports (egames) Revenue, Growth Rate and Gross profit 2015-2020
3.3.2 FACEIT Esports (egames) Business Distribution by Region
3.3.3 Interview Record
3.3.4 FACEIT Esports (egames) Business Overview
3.3.5 FACEIT Esports (egames) Specification3.4 Total Entertainment Network (US) Esports (egames) Business Introduction
3.5 Gfinity Esports (egames) Business Introduction
3.6 Turner Broadcasting System (US) Esports (egames) Business Introduction
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Section 4 Global Esports (egames) Market Segmentation (Region Level)4.1 North America Country
4.1.1 United States Esports (egames) Market Size and Market Segmentation (Industry Level) 2015-2020
4.1.2 Canada Esports (egames) Market Size and Market Segmentation (Industry Level) 2015-20204.2 South America Country
4.2.1 South America Esports (egames) Market Size and Market Segmentation (Industry Level) 2015-20204.3 Asia Country
4.3.1 China Esports (egames) Market Size and Market Segmentation (Industry Level) 2015-2020
4.3.2 Japan Esports (egames) Market Size and Market Segmentation (Industry Level) 2015-2020
4.3.3 India Esports (egames) Market Size and Market Segmentation (Industry Level) 2015-2020
4.3.4 Korea Esports (egames) Market Size and Market Segmentation (Industry Level) 2015-20204.4 Europe Country
4.4.1 Germany Esports (egames) Market Size and Market Segmentation (Industry Level) 2015-2020
4.4.2 UK Esports (egames) Market Size and Market Segmentation (Industry Level) 2015-2020
4.4.3 France Esports (egames) Market Size and Market Segmentation (Industry Level) 2015-2020
4.4.4 Italy Esports (egames) Market Size and Market Segmentation (Industry Level) 2015-2020
4.4.5 Europe Esports (egames) Market Size and Market Segmentation (Industry Level) 2015-20204.5 Other Country and Region
4.5.1 Middle East Esports (egames) Market Size and Market Segmentation (Industry Level) 2015-2020
4.5.2 Africa Esports (egames) Market Size and Market Segmentation (Industry Level) 2015-2020
4.5.3 GCC Esports (egames) Market Size and Market Segmentation (Industry Level) 2015-20204.6 Global Esports (egames) Market Segmentation (Region Level) Analysis 2015-2020
4.7 Global Esports (egames) Market Segmentation (Region Level) Analysis
Section 5 Global Esports (egames) Market Segmentation (Type Level)5.1 Global Esports (egames) Market Segmentation (Type Level) Market Size 2015-2020
5.2 Different Esports (egames) Market Segmentation (Type Level) Market Size Growth Rate 2015-2020
5.3 Global Esports (egames) Market Segmentation (Type Level) Analysis
Section 6 Global Esports (egames) Market Segmentation (Industry Level)6.1 Global Esports (egames) Market Segmentation (Industry Level) Market Size 2015-2020
6.2 Different Industry Trend 2015-2020
6.3 Global Esports (egames) Market Segmentation (Industry Level) Analysis
Section 7 Global Esports (egames) Market Segmentation (Channel Level)7.1 Global Esports (egames) Market Segmentation (Channel Level) Market Size and Share 2015-2020
7.2 Global Esports (egames) Market Segmentation (Channel Level) Analysis
Section 8 Esports (egames) Market Forecast 2020-20258.1 Esports (egames) Segmentation Market Forecast (Region Level)
8.2 Esports (egames) Segmentation Market Forecast (Type Level)
8.3 Esports (egames) Segmentation Market Forecast (Industry Level)
8.4 Esports (egames) Segmentation Market Forecast (Channel Level)
Section 9 Esports (egames) Segmentation Type9.1 By Game Introduction
9.2 Multiplayer Online Battle Arena (MOBA) Introduction
9.3 First-Person Shooter (FPS) Introduction
9.4 Real-Time Strategy (RTS) Introduction
9.5 By Revenue Stream/Media (Subscription And Online Advertising)/Tickets And Merchandise/Sponsorship And Direct Advertising/Publisher Fee Introduction
Section 10 Esports (egames) Segmentation Industry10.1 Amateur Players Clients
10.2 Professional Players Clients
10.3 Club Clients
10.4 Associations And Organizations Clients
10.5 Other Clients
Section 11 Esports (egames) Cost Analysis11.1 Technology Cost Analysis
11.2 Labor Cost Analysis
11.3 Cost Overview
Section 12 Conclusion
Chart and Figure
Figure Esports (egames) from Modern Times Group (Sweden)
Chart 2015-2020 Global Major Player Esports (egames) Business Revenue (Million USD)
Chart 2015-2020 Global Major Player Esports (egames) Business Revenue Share
Chart Modern Times Group (Sweden) Esports (egames) Revenue, Growth Rate and Gross profit 2015-2020
Chart Modern Times Group (Sweden) Esports (egames) Business Distribution
Chart Modern Times Group (Sweden) Interview Record (Partly)
Figure Modern Times Group (Sweden) Esports (egames) Picture
Chart Modern Times Group (Sweden) Esports (egames) Business Profile
Table Modern Times Group (Sweden) Esports (egames) Specification
Chart Activision Blizzard Esports (egames) Revenue, Growth Rate and Gross profit 2015-2020
Chart Activision Blizzard Esports (egames) Business Distribution
Chart Activision Blizzard Interview Record (Partly)
Figure Activision Blizzard Esports (egames) Picture
Chart Activision Blizzard Esports (egames) Business Overview
Table Activision Blizzard Esports (egames) Specification
Chart FACEIT Esports (egames) Revenue, Growth Rate and Gross profit 2015-2020
Chart FACEIT Esports (egames) Business Distribution
Chart FACEIT Interview Record (Partly)
Figure FACEIT Esports (egames) Picture
Chart FACEIT Esports (egames) Business Overview
Table FACEIT Esports (egames) Specification
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Chart United States Esports (egames) Market Size (Million $) and Growth Rate 2015-2020
Chart United States Esports (egames) Market Segmentation (Industry Level) 2015-2020
Chart Canada Esports (egames) Market Size (Million $) and Growth Rate 2015-2020
Chart Canada Esports (egames) Market Segmentation (Industry Level) 2015-2020
Chart South America Esports (egames) Market Size (Million $) and Growth Rate 2015-2020
Chart South America Esports (egames) Market Segmentation (Industry Level) 2015-2020
Chart China Esports (egames) Market Size (Million $) and Growth Rate 2015-2020
Chart China Esports (egames) Market Segmentation (Industry Level) 2015-2020
Chart Japan Esports (egames) Market Size (Million $) and Growth Rate 2015-2020
Chart Japan Esports (egames) Market Segmentation (Industry Level) 2015-2020
Chart India Esports (egames) Market Size (Million $) and Growth Rate 2015-2020
Chart India Esports (egames) Market Segmentation (Industry Level) 2015-2020
Chart Korea Esports (egames) Market Size (Million $) and Growth Rate 2015-2020
Chart Korea Esports (egames) Market Segmentation (Industry Level) 2015-2020
Chart Germany Esports (egames) Market Size (Million $) and Growth Rate 2015-2020
Chart Germany Esports (egames) Market Segmentation (Industry Level) 2015-2020
Chart UK Esports (egames) Market Size (Million $) and Growth Rate 2015-2020
Chart UK Esports (egames) Market Segmentation (Industry Level) 2015-2020
Chart France Esports (egames) Market Size (Million $) and Growth Rate 2015-2020
Chart France Esports (egames) Market Segmentation (Industry Level) 2015-2020
Chart Italy Esports (egames) Market Size (Million $) and Growth Rate 2015-2020
Chart Italy Esports (egames) Market Segmentation (Industry Level) 2015-2020
Chart Europe Esports (egames) Market Size (Million $) and Growth Rate 2015-2020
Chart Europe Esports (egames) Market Segmentation (Industry Level) 2015-2020
Chart Middle East Esports (egames) Market Size (Million $) and Growth Rate 2015-2020
Chart Middle East Esports (egames) Market Segmentation (Industry Level) 2015-2020
Chart Africa Esports (egames) Market Size (Million $) and Growth Rate 2015-2020
Chart Africa Esports (egames) Market Segmentation (Industry Level) 2015-2020
Chart GCC Esports (egames) Market Size (Million $) and Growth Rate 2015-2020
Chart GCC Esports (egames) Market Segmentation (Industry Level) 2015-2020
Chart Global Esports (egames) Market Segmentation (Region Level) Market size 2015-2020
Chart Esports (egames) Market Segmentation (Type Level) Market Size (Million $) 2015-2020
Chart Different Esports (egames) Market Segmentation (Type Level) Market Size Growth Rate 2015-2020
Chart Esports (egames) Market Segmentation (Industry Level) Market Size (Million $) 2015-2020
Chart Esports (egames) Market Segmentation (Industry Level) Market Size (Value) Growth Rate 2015-2020
Chart Global Esports (egames) Market Segmentation (Channel Level) Sales Value 2015-2020
Chart Global Esports (egames) Market Segmentation (Channel Level) Share 2015-2020
Chart Esports (egames) Segmentation Market Forecast (Region Level) Market Size 2020-2025
Chart Esports (egames) Segmentation Market Forecast (Type Level) Market Size 2020-2025
Chart Esports (egames) Segmentation Market Forecast (Industry Level) Market Size 2020-2025
Chart Esports (egames) Segmentation Market Forecast (Channel Level) Market Size 2020-2025
Chart By Game Figure
Chart By Game Advantage and Disadvantage Comparison
Chart Multiplayer Online Battle Arena (MOBA) Figure
Chart Multiplayer Online Battle Arena (MOBA) Advantage and Disadvantage Comparison
Chart First-Person Shooter (FPS) Figure
Chart First-Person Shooter (FPS) Advantage and Disadvantage Comparison
Chart Real-Time Strategy (RTS) Figure
Chart Real-Time Strategy (RTS) Advantage and Disadvantage Comparison
Chart By Revenue Stream/Media (Subscription And Online Advertising)/Tickets And Merchandise/Sponsorship And Direct Advertising/Publisher Fee Figure
Chart By Revenue Stream/Media (Subscription And Online Advertising)/Tickets And Merchandise/Sponsorship And Direct Advertising/Publisher Fee Advantage and Disadvantage Comparison
Chart Amateur Players Clients
Chart Professional Players Clients
Chart Club Clients
Chart Associations And Organizations Clients
Chart Other Clients
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The Global Esports (egames) 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):
MI used a variety of industry standards such as NAICS, ICB, TRIC, and others to identify functional players in the industry, which they then shortlist and validate in an iterative process to finalize the most relevant players.
Depending upon the type of applications, the Global Esports (egames) Market has been segmented into
In 2024, the Global Esports (egames) Market share surpassed USD xx million, and between 2025 and 2030, it will grow at a CAGR of yy%.
The convergence of various vital triggers, including a major slowdown in Western economies, and some critical points in globalization, leads to the transformation of business in the Global Esports (egames) Market across the extensive corporate landscape.
The majority of data for the Global Esports (egames) Industry is gathered through primary sources, which include interviews and surveys with industry experts from the core and related industries involved in the supply chain. Secondary sources, such as SEC filings, annual reports, whitepapers, and press releases, are also used.