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E-Sports


Published on: 2024-01-04 | No of Pages : 158 | Industry : Service & Software

Publisher : MRA | Format : PDF&Excel

E-Sports

The research team projects that the E-Sports market size will grow from XXX in 2020 to XXX by 2027, at an estimated CAGR of XX. The base year considered for the study is 2020, and the market size is projected from 2022 to 2027.



By Market Players

Activision Blizzard

Epic Games

Nintendo

Riot Games

Valve Corporation

Wargaming.Net

EA Sports

Hi-Rez Studios

Microsoft Studios



By Type

Multiplayer Online Battle Arena (MOBA)

First-Person Shooter (FPS)

Real-Time Strategy (RTS)

Other



By Application

Professional

Amateur







Points Covered in The Report

The points that are discussed within the report are the major market players that are involved in the market such as market players, raw material suppliers, equipment suppliers, end users, traders, distributors and etc.

The complete profile of the companies is mentioned. And the capacity, production, price, revenue, cost, gross, gross margin, sales volume, sales revenue, consumption, growth rate, import, export, supply, future strategies, and the technological developments that they are making are also included within the report. This report analyzed 12 years data history and forecast.

The growth factors of the market is discussed in detail wherein the different end users of the market are explained in detail.

Data and information by market player, by region, by type, by application and etc, and custom research can be added according to specific requirements.

The report contains the SWOT analysis of the market. Finally, the report contains the conclusion part where the opinions of the industrial experts are included.



Key Reasons to Purchase

To gain insightful analyses of the market and have comprehensive understanding of the global market and its commercial landscape.

Assess the production processes, major issues, and solutions to mitigate the development risk.

To understand the most affecting driving and restraining forces in the market and its impact in the global market.

Learn about the market strategies that are being adopted by leading respective organizations.

To understand the future outlook and prospects for the market.

Besides the standard structure reports, we also provide custom research according to specific requirements.



The report focuses on Global, Top 10 Regions and Top 50 Countries Market Size of E-Sports 2016-2021, and development forecast 2022-2027 including industries, major players/suppliers worldwide and market share by regions, with company and product introduction, position in the market including their market status and development trend by types and applications which will provide its price and profit status, and marketing status & market growth drivers and challenges, with base year as 2020.



Key Indicators Analysed

Market Players & Competitor AnalysisThe report covers the key players of the industry including Company Profile, Product Specifications, Production Capacity/Sales, Revenue, Price and Gross Margin 2016-2021 & Sales by Product Types.

Global and Regional Market AnalysisThe report includes Global & Regional market status and outlook 2022-2027. Further the report provides break down details about each region & countries covered in the report. Identifying its production, consumption, import & export, sales volume & revenue forecast.

Market Analysis by Product TypeThe report covers majority Product Types in the E-Sports Industry, including its product specifcations by each key player, volume, sales by Volume and Value (M USD).

Markat Analysis by Application TypeBased on the E-Sports Industry and its applications, the market is further sub-segmented into several major Application of its industry. It provides you with the market size, CAGR & forecast by each industry applications.

Market TrendsMarket key trends which include Increased Competition and Continuous Innovations.

Opportunities and DriversIdentifying the Growing Demands and New Technology

Porters Five Force AnalysisThe report will provide with the state of competition in industry depending on five basic forcesthreat of new entrants, bargaining power of suppliers, bargaining power of buyers, threat of substitute products or services, and existing industry rivalry.



COVID-19 Impact

Report covers Impact of Coronavirus COVID-19Since the COVID-19 virus outbreak in December 2019, the disease has spread to almost every country around the globe with the World Health Organization declaring it a public health emergency. The global impacts of the coronavirus disease 2019 (COVID-19) are already starting to be felt, and will significantly affect the E-Sports market in 2021. The outbreak of COVID-19 has brought effects on many aspects, like flight cancellations; travel bans and quarantines; restaurants closed; all indoor/outdoor events restricted; over forty countries state of emergency declared; massive slowing of the supply chain; stock market volatility; falling business confidence, growing panic among the population, and uncertainty about future.

Table of Content

1 Report Overview

1.1 Study Scope

1.2 Key Market Segments

1.3 Players Covered: Ranking by E-Sports Revenue

1.4 Market Analysis by Type

1.4.1 Global E-Sports Market Size Growth Rate by Type: 2021 VS 2027

1.4.2 Multiplayer Online Battle Arena (MOBA)

1.4.3 First-Person Shooter (FPS)

1.4.4 Real-Time Strategy (RTS)

1.4.5 Other

1.5 Market by Application

1.5.1 Global E-Sports Market Share by Application: 2022-2027

1.5.2 Professional

1.5.3 Amateur

1.6 Study Objectives

1.7 Years Considered

2 Global Growth Trends

2.1 Global E-Sports Market Perspective (2022-2027)

2.2 E-Sports Growth Trends by Regions

2.2.1 E-Sports Market Size by Regions: 2016 VS 2022 VS 2027

2.2.2 E-Sports Historic Market Size by Regions (2016-2021)

2.2.3 E-Sports Forecasted Market Size by Regions (2022-2027)

2.3 Industry Trends and Growth Strategy

2.3.1 Market Top Trends

2.3.2 Market Drivers

2.3.3 Market Challenges

2.3.4 Porter’s Five Forces Analysis

2.3.5 E-Sports Market Growth Strategy

3 Market Competition by Manufacturers

3.1 Global E-Sports Production Capacity Market Share by Manufacturers (2016-2021)

3.2 Global E-Sports Revenue Market Share by Manufacturers (2016-2021)

3.3 Global E-Sports Average Price by Manufacturers (2016-2021)

3.4 Manufacturers E-Sports Production Sites, Area Served, Product Type

4 E-Sports Sales Market by Type (2016-2027)

4.1 Global E-Sports Historic Market Size by Type (2016-2021)

4.2 Global E-Sports Forecasted Market Size by Type (2022-2027)

5 E-Sports Consumption Market by Application(2016-2027)

5.1 Global E-Sports Historic Market Size by Application (2016-2021)

5.2 Global E-Sports Forecasted Market Size by Application (2022-2027)

6 North America

6.1 North America E-Sports Market Size (2016-2027)

6.2 E-Sports Key Players in North America (2016-2021)

6.3 North America E-Sports Market Size by Type (2016-2021)

6.4 North America E-Sports Market Size by Application (2016-2021)

7 East Asia

7.1 East Asia E-Sports Market Size (2016-2027)

7.2 E-Sports Key Players in East Asia (2016-2021)

7.3 East Asia E-Sports Market Size by Type (2016-2021)

7.4 East Asia E-Sports Market Size by Application (2016-2021)

8 Europe

8.1 Europe E-Sports Market Size (2016-2027)

8.2 E-Sports Key Players in Europe (2016-2021)

8.3 Europe E-Sports Market Size by Type (2016-2021)

8.4 Europe E-Sports Market Size by Application (2016-2021)

9 South Asia

9.1 South Asia E-Sports Market Size (2016-2027)

9.2 E-Sports Key Players in South Asia (2016-2021)

9.3 South Asia E-Sports Market Size by Type (2016-2021)

9.4 South Asia E-Sports Market Size by Application (2016-2021)

10 Southeast Asia

10.1 Southeast Asia E-Sports Market Size (2016-2027)

10.2 E-Sports Key Players in Southeast Asia (2016-2021)

10.3 Southeast Asia E-Sports Market Size by Type (2016-2021)

10.4 Southeast Asia E-Sports Market Size by Application (2016-2021)

11 Middle East

11.1 Middle East E-Sports Market Size (2016-2027)

11.2 E-Sports Key Players in Middle East (2016-2021)

11.3 Middle East E-Sports Market Size by Type (2016-2021)

11.4 Middle East E-Sports Market Size by Application (2016-2021)

12 Africa

12.1 Africa E-Sports Market Size (2016-2027)

12.2 E-Sports Key Players in Africa (2016-2021)

12.3 Africa E-Sports Market Size by Type (2016-2021)

12.4 Africa E-Sports Market Size by Application (2016-2021)

13 Oceania

13.1 Oceania E-Sports Market Size (2016-2027)

13.2 E-Sports Key Players in Oceania (2016-2021)

13.3 Oceania E-Sports Market Size by Type (2016-2021)

13.4 Oceania E-Sports Market Size by Application (2016-2021)

14 South America

14.1 South America E-Sports Market Size (2016-2027)

14.2 E-Sports Key Players in South America (2016-2021)

14.3 South America E-Sports Market Size by Type (2016-2021)

14.4 South America E-Sports Market Size by Application (2016-2021)

15 Rest of the World

15.1 Rest of the World E-Sports Market Size (2016-2027)

15.2 E-Sports Key Players in Rest of the World (2016-2021)

15.3 Rest of the World E-Sports Market Size by Type (2016-2021)

15.4 Rest of the World E-Sports Market Size by Application (2016-2021)

16 Company Profiles and Key Figures in E-Sports Business

16.1 Activision Blizzard

16.1.1 Activision Blizzard Company Profile

16.1.2 Activision Blizzard E-Sports Product Specification

16.1.3 Activision Blizzard E-Sports Production Capacity, Revenue, Price and Gross Margin (2016-2021)

16.2 Epic Games

16.2.1 Epic Games Company Profile

16.2.2 Epic Games E-Sports Product Specification

16.2.3 Epic Games E-Sports Production Capacity, Revenue, Price and Gross Margin (2016-2021)

16.3 Nintendo

16.3.1 Nintendo Company Profile

16.3.2 Nintendo E-Sports Product Specification

16.3.3 Nintendo E-Sports Production Capacity, Revenue, Price and Gross Margin (2016-2021)

16.4 Riot Games

16.4.1 Riot Games Company Profile

16.4.2 Riot Games E-Sports Product Specification

16.4.3 Riot Games E-Sports Production Capacity, Revenue, Price and Gross Margin (2016-2021)

16.5 Valve Corporation

16.5.1 Valve Corporation Company Profile

16.5.2 Valve Corporation E-Sports Product Specification

16.5.3 Valve Corporation E-Sports Production Capacity, Revenue, Price and Gross Margin (2016-2021)

16.6 Wargaming.Net

16.6.1 Wargaming.Net Company Profile

16.6.2 Wargaming.Net E-Sports Product Specification

16.6.3 Wargaming.Net E-Sports Production Capacity, Revenue, Price and Gross Margin (2016-2021)

16.7 EA Sports

16.7.1 EA Sports Company Profile

16.7.2 EA Sports E-Sports Product Specification

16.7.3 EA Sports E-Sports Production Capacity, Revenue, Price and Gross Margin (2016-2021)

16.8 Hi-Rez Studios

16.8.1 Hi-Rez Studios Company Profile

16.8.2 Hi-Rez Studios E-Sports Product Specification

16.8.3 Hi-Rez Studios E-Sports Production Capacity, Revenue, Price and Gross Margin (2016-2021)

16.9 Microsoft Studios

16.9.1 Microsoft Studios Company Profile

16.9.2 Microsoft Studios E-Sports Product Specification

16.9.3 Microsoft Studios E-Sports Production Capacity, Revenue, Price and Gross Margin (2016-2021)

17 Analyst's Viewpoints/Conclusions

18 Appendix

18.1 Research Methodology

18.1.1 Methodology/Research Approach

18.1.2 Data Source

18.2 Disclaimer



List of Figure

Table 1. Key Players Covered: Ranking by E-Sports Revenue (US$ Million) 2016-2021

Table 2. Global E-Sports Market Size by Type (US$ Million): 2022-2027

Table 3. Global E-Sports Market Size by Application (US$ Million): 2022-2027

Table 4. Global E-Sports Market Size by Regions (US$ Million): 2022-2027

Table 5. Global E-Sports Market Size by Regions (2016-2021) (US$ Million)

Table 6. Global E-Sports Market Share by Regions (2016-2021)

Table 7. Global E-Sports Forecasted Market Size by Regions (2022-2027) (US$ Million)

Table 8. Global E-Sports Market Share by Regions (2022-2027)

Table 9. Market Top Trends

Table 10. Key Drivers: Impact Analysis

Table 11. Key Challenges

Table 12. E-Sports Market Growth Strategy

Table 13. Global E-Sports Production Capacity by Manufacturers

Table 14. Global E-Sports Production by Manufacturers (2016-2021)

Table 15. Global E-Sports Production Market Share by Manufacturers (2016-2021)

Table 16. Global E-Sports Revenue by Manufacturers (2016-2021)

Table 17. Global E-Sports Revenue Share by Manufacturers (2016-2021)

Table 18. Global Market E-Sports Average Price of Key Manufacturers (2016-2021)

Table 19. Manufacturers E-Sports Production Sites and Area Served

Table 20. Manufacturers E-Sports Product Type

Table 21. Global E-Sports Market Size by Type (2016-2021) (US$ Million)

Table 22. Global E-Sports Revenue Market Share by Type (2016-2021)

Table 23. Global E-Sports Forecasted Market Size by Type (2022-2027) (US$ Million)

Table 24. Global E-Sports Revenue Market Share by Type (2022-2027)

Table 25. Global E-Sports Market Size by Application (2016-2021) (US$ Million)

Table 26. Global E-Sports Revenue Market Share by Application (2016-2021)

Table 27. Global E-Sports Forecasted Market Size by Application (2022-2027) (US$ Million)

Table 28. Global E-Sports Revenue Market Share by Application (2022-2027)

Table 29. North America Key Players E-Sports Revenue (2016-2021) (US$ Million)

Table 30. North America Key Players E-Sports Market Share (2016-2021)

Table 31. North America E-Sports Market Size by Type (2016-2021) (US$ Million)

Table 32. North America E-Sports Market Share by Type (2016-2021)

Table 33. North America E-Sports Market Size by Application (2016-2021) (US$ Million)

Table 34. North America E-Sports Market Share by Application (2016-2021)

Table 35. East Asia Key Players E-Sports Revenue (2016-2021) (US$ Million)

Table 36. East Asia Key Players E-Sports Market Share (2016-2021)

Table 37. East Asia E-Sports Market Size by Type (2016-2021) (US$ Million)

Table 38. East Asia E-Sports Market Share by Type (2016-2021)

Table 39. East Asia E-Sports Market Size by Application (2016-2021) (US$ Million)

Table 40. East Asia E-Sports Market Share by Application (2016-2021)

Table 41. Europe Key Players E-Sports Revenue (2016-2021) (US$ Million)

Table 42. Europe Key Players E-Sports Market Share (2016-2021)

Table 43. Europe E-Sports Market Size by Type (2016-2021) (US$ Million)

Table 44. Europe E-Sports Market Share by Type (2016-2021)

Table 45. Europe E-Sports Market Size by Application (2016-2021) (US$ Million)

Table 46. Europe E-Sports Market Share by Application (2016-2021)

Table 47. South Asia Key Players E-Sports Revenue (2016-2021) (US$ Million)

Table 48. South Asia Key Players E-Sports Market Share (2016-2021)

Table 49. South Asia E-Sports Market Size by Type (2016-2021) (US$ Million)

Table 50. South Asia E-Sports Market Share by Type (2016-2021)

Table 51. South Asia E-Sports Market Size by Application (2016-2021) (US$ Million)

Table 52. South Asia E-Sports Market Share by Application (2016-2021)

Table 53. Southeast Asia Key Players E-Sports Revenue (2016-2021) (US$ Million)

Table 54. Southeast Asia Key Players E-Sports Market Share (2016-2021)

Table 55. Southeast Asia E-Sports Market Size by Type (2016-2021) (US$ Million)

Table 56. Southeast Asia E-Sports Market Share by Type (2016-2021)

Table 57. Southeast Asia E-Sports Market Size by Application (2016-2021) (US$ Million)

Table 58. Southeast Asia E-Sports Market Share by Application (2016-2021)

Table 59. Middle East Key Players E-Sports Revenue (2016-2021) (US$ Million)

Table 60. Middle East Key Players E-Sports Market Share (2016-2021)

Table 61. Middle East E-Sports Market Size by Type (2016-2021) (US$ Million)

Table 62. Middle East E-Sports Market Share by Type (2016-2021)

Table 63. Middle East E-Sports Market Size by Application (2016-2021) (US$ Million)

Table 64. Middle East E-Sports Market Share by Application (2016-2021)

Table 65. Africa Key Players E-Sports Revenue (2016-2021) (US$ Million)

Table 66. Africa Key Players E-Sports Market Share (2016-2021)

Table 67. Africa E-Sports Market Size by Type (2016-2021) (US$ Million)

Table 68. Africa E-Sports Market Share by Type (2016-2021)

Table 69. Africa E-Sports Market Size by Application (2016-2021) (US$ Million)

Table 70. Africa E-Sports Market Share by Application (2016-2021)

Table 71. Oceania Key Players E-Sports Revenue (2016-2021) (US$ Million)

Table 72. Oceania Key Players E-Sports Market Share (2016-2021)

Table 73. Oceania E-Sports Market Size by Type (2016-2021) (US$ Million)

Table 74. Oceania E-Sports Market Share by Type (2016-2021)

Table 75. Oceania E-Sports Market Size by Application (2016-2021) (US$ Million)

Table 76. Oceania E-Sports Market Share by Application (2016-2021)

Table 77. South America Key Players E-Sports Revenue (2016-2021) (US$ Million)

Table 78. South America Key Players E-Sports Market Share (2016-2021)

Table 79. South America E-Sports Market Size by Type (2016-2021) (US$ Million)

Table 80. South America E-Sports Market Share by Type (2016-2021)

Table 81. South America E-Sports Market Size by Application (2016-2021) (US$ Million)

Table 82. South America E-Sports Market Share by Application (2016-2021)

Table 83. Rest of the World Key Players E-Sports Revenue (2016-2021) (US$ Million)

Table 84. Rest of the World Key Players E-Sports Market Share (2016-2021)

Table 85. Rest of the World E-Sports Market Size by Type (2016-2021) (US$ Million)

Table 86. Rest of the World E-Sports Market Share by Type (2016-2021)

Table 87. Rest of the World E-Sports Market Size by Application (2016-2021) (US$ Million)

Table 88. Rest of the World E-Sports Market Share by Application (2016-2021)

Table 89. Activision Blizzard E-Sports Production Capacity, Revenue, Price and Gross Margin (2016-2021)

Table 90. Epic Games E-Sports Production Capacity, Revenue, Price and Gross Margin (2016-2021)

Table 91. Nintendo E-Sports Production Capacity, Revenue, Price and Gross Margin (2016-2021)

Table 92. Table Riot Games E-Sports Production Capacity, Revenue, Price and Gross Margin (2016-2021)

Table 93. Valve Corporation E-Sports Production Capacity, Revenue, Price and Gross Margin (2016-2021)

Table 94. Wargaming.Net E-Sports Production Capacity, Revenue, Price and Gross Margin (2016-2021)

Table 95. EA Sports E-Sports Production Capacity, Revenue, Price and Gross Margin (2016-2021)

Table 96. Hi-Rez Studios E-Sports Production Capacity, Revenue, Price and Gross Margin (2016-2021)

Table 97. Microsoft Studios E-Sports Production Capacity, Revenue, Price and Gross Margin (2016-2021)

Table 139. Research Programs/Design for This Report

Table 140. Key Data Information from Secondary Sources

Table 141. Key Data Information from Primary Sources





Figure 1. Global E-Sports Market Share by Type: 2021 VS 2027

Figure 2. Multiplayer Online Battle Arena (MOBA) Features

Figure 3. First-Person Shooter (FPS) Features

Figure 4. Real-Time Strategy (RTS) Features

Figure 5. Other Features

Figure 11. Global E-Sports Market Share by Application: 2021 VS 2027

Figure 12. Professional Case Studies

Figure 13. Amateur Case Studies

Figure 21. E-Sports Report Years Considered

Figure 22. Global E-Sports Market Size YoY Growth 2022-2027 (US$ Million)

Figure 23. Global E-Sports Market Share by Regions: 2022 VS 2027

Figure 24. Porter's Five Forces Analysis

Figure 25. North America E-Sports Market Size YoY Growth (2016-2027) (US$ Million)

Figure 26. East Asia E-Sports Market Size YoY Growth (2016-2027) (US$ Million)

Figure 27. Europe E-Sports Market Size YoY Growth (2016-2027) (US$ Million)

Figure 28. South Asia E-Sports Market Size YoY Growth (2016-2027) (US$ Million)

Figure 29. Southeast Asia E-Sports Market Size YoY Growth (2016-2027) (US$ Million)

Figure 30. Middle East E-Sports Market Size YoY Growth (2016-2027) (US$ Million)

Figure 31. Africa E-Sports Market Size YoY Growth (2016-2027) (US$ Million)

Figure 32. Oceania E-Sports Market Size YoY Growth (2016-2027) (US$ Million)

Figure 33. South America E-Sports Market Size YoY Growth (2016-2027) (US$ Million)

Figure 34. Rest of the World E-Sports Market Size YoY Growth (2016-2027) (US$ Million)

Figure 35. Activision Blizzard E-Sports Product Specification

Figure 36. Epic Games E-Sports Product Specification

Figure 37. Nintendo E-Sports Product Specification

Figure 38. Riot Games E-Sports Product Specification

Figure 39. Valve Corporation E-Sports Product Specification

Figure 40. Wargaming.Net E-Sports Product Specification

Figure 41. EA Sports E-Sports Product Specification

Figure 42. Hi-Rez Studios E-Sports Product Specification

Figure 43. Microsoft Studios E-Sports Product Specification

Figure 85. Key Executives Interviewed