Global Esports (egames) 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 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 manufacturers’ data, including: shipment, price, 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, volume and value, as well as price data.

    Besides, the report also covers segment data, including: type segment, industry segment, channel segment etc. cover different segment market size, both volume and value. Also cover different industries clients information, which is very important for the manufacturers. If you need more information, please contact us

    Section 1: Free——Definition

    Section (2 3): 1200 USD——Manufacturer 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——

    Product 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——Product 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 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) Product Definition
    Section 2 Global Esports (egames) Market Manufacturer Share and Market Overview

    2.1 Global Manufacturer Esports (egames) Shipments

    2.2 Global Manufacturer Esports (egames) Business Revenue

    2.3 Global Esports (egames) Market Overview

    2.4 COVID-19 Impact on Esports (egames) Industry

    Section 3 Manufacturer Esports (egames) Business Introduction

    3.1 Modern Times Group (Sweden) Esports (egames) Business Introduction

    3.1.1 Modern Times Group (Sweden) Esports (egames) Shipments, Price, Revenue 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) Product Specification

    3.2 Activision Blizzard Esports (egames) Business Introduction

    3.2.1 Activision Blizzard Esports (egames) Shipments, Price, Revenue 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) Product Specification

    3.3 FACEIT Esports (egames) Business Introduction

    3.3.1 FACEIT Esports (egames) Shipments, Price, Revenue 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) Product Specification

    3.4 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


    Section 4 Global Esports (egames) Market Segmentation (Region Level)

    4.1 North America Country

    4.1.1 United States Esports (egames) Market Size and Price Analysis 2015-2020
    4.1.2 Canada Esports (egames) Market Size and Price Analysis 2015-2020

    4.2 South America Country

    4.2.1 South America Esports (egames) Market Size and Price Analysis 2015-2020

    4.3 Asia Country

    4.3.1 China Esports (egames) Market Size and Price Analysis 2015-2020
    4.3.2 Japan Esports (egames) Market Size and Price Analysis 2015-2020
    4.3.3 India Esports (egames) Market Size and Price Analysis 2015-2020
    4.3.4 Korea Esports (egames) Market Size and Price Analysis 2015-2020

    4.4 Europe Country

    4.4.1 Germany Esports (egames) Market Size and Price Analysis 2015-2020
    4.4.2 UK Esports (egames) Market Size and Price Analysis 2015-2020
    4.4.3 France Esports (egames) Market Size and Price Analysis 2015-2020
    4.4.4 Italy Esports (egames) Market Size and Price Analysis 2015-2020
    4.4.5 Europe Esports (egames) Market Size and Price Analysis 2015-2020

    4.5 Other Country and Region

    4.5.1 Middle East Esports (egames) Market Size and Price Analysis 2015-2020
    4.5.2 Africa Esports (egames) Market Size and Price Analysis 2015-2020
    4.5.3 GCC Esports (egames) Market Size and Price Analysis 2015-2020

    4.6 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 (Product Type Level)

    5.1 Global Esports (egames) Market Segmentation (Product Type Level) Market Size 2015-2020

    5.2 Different Esports (egames) Product Type Price 2015-2020

    5.3 Global Esports (egames) Market Segmentation (Product 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 Price 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) Sales Volume and Share 2015-2020

    7.2 Global Esports (egames) Market Segmentation (Channel Level) Analysis

    Section 8 Esports (egames) Market Forecast 2020-2025

    8.1 Esports (egames) Segmentation Market Forecast (Region Level)

    8.2 Esports (egames) Segmentation Market Forecast (Product 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 Product Type

    9.1 by Game Product Introduction

    9.2 Multiplayer Online Battle Arena (MOBA) Product Introduction

    9.3 First-Person Shooter (FPS) Product Introduction

    9.4 Real-Time Strategy (RTS) Product Introduction

    9.5 by Revenue Stream/Media (Subscription And Online Advertising)/Tickets And Merchandise/Sponsorship And Direct Advertising/Publisher Fee Product Introduction

    Section 10 Esports (egames) Segmentation Industry

    10.1 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 of Production Analysis

    11.1 Raw Material Cost Analysis

    11.2 Technology Cost Analysis

    11.3 Labor Cost Analysis

    11.4 Cost Overview

    Section 12 Conclusion
    Chart and Figure
    Figure Esports (egames) Product Picture from Modern Times Group (Sweden)
    Chart 2015-2020 Global Manufacturer Esports (egames) Shipments (Units)
    Chart 2015-2020 Global Manufacturer Esports (egames) Shipments Share
    Chart 2015-2020 Global Manufacturer Esports (egames) Business Revenue (Million USD)
    Chart 2015-2020 Global Manufacturer Esports (egames) Business Revenue Share
    Chart Modern Times Group (Sweden) Esports (egames) Shipments, Price, Revenue 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) Product Picture
    Chart Modern Times Group (Sweden) Esports (egames) Business Profile
    Table Modern Times Group (Sweden) Esports (egames) Product Specification
    Chart Activision Blizzard Esports (egames) Shipments, Price, Revenue and Gross profit 2015-2020
    Chart Activision Blizzard Esports (egames) Business Distribution
    Chart Activision Blizzard Interview Record (Partly)
    Figure Activision Blizzard Esports (egames) Product Picture
    Chart Activision Blizzard Esports (egames) Business Overview
    Table Activision Blizzard Esports (egames) Product Specification
    Chart FACEIT Esports (egames) Shipments, Price, Revenue and Gross profit 2015-2020
    Chart FACEIT Esports (egames) Business Distribution
    Chart FACEIT Interview Record (Partly)
    Figure FACEIT Esports (egames) Product Picture
    Chart FACEIT Esports (egames) Business Overview
    Table FACEIT Esports (egames) Product Specification

    3.4 Total Entertainment Network (US) Esports (egames) Business Introduction


    Chart United States Esports (egames) Sales Volume (Units) and Market Size (Million $) 2015-2020
    Chart United States Esports (egames) Sales Price ($/Unit) 2015-2020
    Chart Canada Esports (egames) Sales Volume (Units) and Market Size (Million $) 2015-2020
    Chart Canada Esports (egames) Sales Price ($/Unit) 2015-2020
    Chart South America Esports (egames) Sales Volume (Units) and Market Size (Million $) 2015-2020
    Chart South America Esports (egames) Sales Price ($/Unit) 2015-2020
    Chart China Esports (egames) Sales Volume (Units) and Market Size (Million $) 2015-2020
    Chart China Esports (egames) Sales Price ($/Unit) 2015-2020
    Chart Japan Esports (egames) Sales Volume (Units) and Market Size (Million $) 2015-2020
    Chart Japan Esports (egames) Sales Price ($/Unit) 2015-2020
    Chart India Esports (egames) Sales Volume (Units) and Market Size (Million $) 2015-2020
    Chart India Esports (egames) Sales Price ($/Unit) 2015-2020
    Chart Korea Esports (egames) Sales Volume (Units) and Market Size (Million $) 2015-2020
    Chart Korea Esports (egames) Sales Price ($/Unit) 2015-2020
    Chart Germany Esports (egames) Sales Volume (Units) and Market Size (Million $) 2015-2020
    Chart Germany Esports (egames) Sales Price ($/Unit) 2015-2020
    Chart UK Esports (egames) Sales Volume (Units) and Market Size (Million $) 2015-2020
    Chart UK Esports (egames) Sales Price ($/Unit) 2015-2020
    Chart France Esports (egames) Sales Volume (Units) and Market Size (Million $) 2015-2020
    Chart France Esports (egames) Sales Price ($/Unit) 2015-2020
    Chart Italy Esports (egames) Sales Volume (Units) and Market Size (Million $) 2015-2020
    Chart Italy Esports (egames) Sales Price ($/Unit) 2015-2020
    Chart Europe Esports (egames) Sales Volume (Units) and Market Size (Million $) 2015-2020
    Chart Europe Esports (egames) Sales Price ($/Unit) 2015-2020
    Chart Middle East Esports (egames) Sales Volume (Units) and Market Size (Million $) 2015-2020
    Chart Middle East Esports (egames) Sales Price ($/Unit) 2015-2020
    Chart Africa Esports (egames) Sales Volume (Units) and Market Size (Million $) 2015-2020
    Chart Africa Esports (egames) Sales Price ($/Unit) 2015-2020
    Chart GCC Esports (egames) Sales Volume (Units) and Market Size (Million $) 2015-2020
    Chart GCC Esports (egames) Sales Price ($/Unit) 2015-2020
    Chart Global Esports (egames) Market Segmentation (Region Level) Sales Volume 2015-2020
    Chart Global Esports (egames) Market Segmentation (Region Level) Market size 2015-2020
    Chart Esports (egames) Market Segmentation (Product Type Level) Volume (Units) 2015-2020
    Chart Esports (egames) Market Segmentation (Product Type Level) Market Size (Million $) 2015-2020
    Chart Different Esports (egames) Product Type Price ($/Unit) 2015-2020
    Chart Esports (egames) Market Segmentation (Industry Level) Market Size (Volume) 2015-2020
    Chart Esports (egames) Market Segmentation (Industry Level) Market Size (Share) 2015-2020
    Chart Esports (egames) Market Segmentation (Industry Level) Market Size (Value) 2015-2020
    Chart Global Esports (egames) Market Segmentation (Channel Level) Sales Volume (Units) 2015-2020
    Chart Global Esports (egames) Market Segmentation (Channel Level) Share 2015-2020
    Chart Esports (egames) Segmentation Market Forecast (Region Level) 2020-2025
    Chart Esports (egames) Segmentation Market Forecast (Product Type Level) 2020-2025
    Chart Esports (egames) Segmentation Market Forecast (Industry Level) 2020-2025
    Chart Esports (egames) Segmentation Market Forecast (Channel Level) 2020-2025
    Chart by Game Product Figure
    Chart by Game Product Advantage and Disadvantage Comparison
    Chart Multiplayer Online Battle Arena (MOBA) Product Figure
    Chart Multiplayer Online Battle Arena (MOBA) Product Advantage and Disadvantage Comparison
    Chart First-Person Shooter (FPS) Product Figure
    Chart First-Person Shooter (FPS) Product Advantage and Disadvantage Comparison
    Chart Real-Time Strategy (RTS) Product Figure
    Chart Real-Time Strategy (RTS) Product Advantage and Disadvantage Comparison
    Chart by Revenue Stream/Media (Subscription And Online Advertising)/Tickets And Merchandise/Sponsorship And Direct Advertising/Publisher Fee Product Figure
    Chart by Revenue Stream/Media (Subscription And Online Advertising)/Tickets And Merchandise/Sponsorship And Direct Advertising/Publisher Fee Product Advantage and Disadvantage Comparison
    Chart Amateur Players Clients
    Chart Professional Players Clients
    Chart Club Clients
    Chart Associations And Organizations Clients
    Chart Other Clients

     

  • 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):
          Is the Global Esports (egames) Market shifting its focus from growth to value?

          Recognize the areas along the Global Esports (egames) Market's value chain where players are generating value. To get a complete picture, kindly read the entire report.

          What years are taken into account in the Global Esports (egames) Market study?

          The Global Esports (egames) Market study evaluates the year spans as follows: Historical year: 2019 to 2024; Base year: 2024; Forecast period**: 2025 to 2030 [** unless otherwise stated]

          What challenges does the Global Esports (egames) Market face in the future?

          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.

          What is the CAGR at which the Global Esports (egames) Market can expand?

          During the forecast years, the Global Esports (egames) Market can thrive with a robust CAGR.

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