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Global E-Sports Industry Outlook 2024: Overview, Opportunities, Key Companies and Forecast to 2034


Published on: 2024-01-04 | No of Pages : 411 | Industry : Service & Software

Publisher : GRD Survey | Format : PDF

Global E-Sports Industry Outlook 2024: Overview, Opportunities, Key Companies and Forecast to 2034

Executive Summary

According to GRD Survey data, the global E-Sports market is estimated at million US$ in 2021 and is expected to million US$ by the end of 2028, growing at a CAGR of % in the forecast period from 2022 to 2028.

This report studies the E-Sports market dynamics from angles such as new entries, mergers and acquisitions, fundings, exit and major technology breakthroughs. Market performance is evaluated through market size (Million USD) by players, regions, product types and end industries. This report also studies the global market competition landscape, market drivers and trends, opportunities and challenges, risks and entry barriers, sales channels, distributors and Porter's Five Forces Analysis.

Geographically, this report is segmented into several key regions, with revenue, market share and growth Rate of E-Sports in these regions, from 2016 to 2027, covering
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Italy, Spain and Russia, etc.)
Asia-Pacific (China, Japan, Korea, Southeast Asia, India, Australia)
South America (Brazil, Argentina, Colombia, etc.)
Middle East and Africa (Turkey, Saudi Arabia, South Africa, etc.)

Market Snapshot, By Product Type
Real-time Strategy (RTS)
First-person Shooter (FPS)
Multiplayer Online Battle Arena (MOBA)
Others

Market Snapshot, By Application
Mobilehone & Tablet
PC
Video Game
Others

Main Market Players Analyzed in this report, including
Wargaming Public
Valve Corporation
Turner Broadcasting System
Rovio Entertainment
Nintendo
Modern Times Group
Kabum
Hi Rez Studios
Gungho Online Entertainment
Gfinity
Faceit
Electronic Arts
CJ Corporation
Alisports
Activision Blizzard

The study objectives of this report are
To study and analyze the global E-Sports market size (Million USD) by company, key regions/countries, products and application, history data from 2016 to 2020, and forecast to 2027.
To understand industry structure of E-Sports market by identifying its various subsegments.
To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
To identify the key global E-Sports manufacturers and regional typical players, to define, describe and analyze their sales volume, value, market share, market competition landscape, SWOT analysis and development plans in next few years.
To analyze the E-Sports market with respect to individual growth trends, future prospects, and their contribution to the total market.
To project the value and volume of E-Sports submarkets, with respect to key regions (along with their respective key countries).
To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.
To strategically profile the key players and comprehensively analyze their growth strategies.

In this study, the years considered to estimate the market size of E-Sports are as follows
History Year2016-2020
Base Year2020
Estimated Year2021
Forecast Year 2021 to 2027

This report includes the estimation of market size from top-down approach by analyzing major submarkets and their major driving factors, and verified from bottom-up approaches. Key players in the market have been identified through secondary research, and their market shares have been determined through primary and secondary research. All percentage shares, splits, and breakdowns have been determined using secondary sources and verified from primary sources.

For the data information by region, company, type and application, 2020 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

Key Stakeholders Considered in the study
Raw material vendors
Distributors/traders/wholesalers/suppliers
Regulatory authorities, including government agencies and NGO
Commercial research & development (R&D) institutions
Importers and exporters
Government organizations, research organizations, and consulting firms
Trade/Industrial associations
End-use industries

Table of Content

Global E-Sports Industry Outlook 2022: Overview, Opportunities, Key Companies and Forecast to 2028.pdf

List of Figure

Table of Contents

1 Market Definition & Scope
1.1 Definition & Scope
1.2 E-Sports Product Specifications
1.3 Main Events (Entry, M&A, Exit, Technology and Capital Activity)
1.4 Global E-Sports Market Performance and Outlook

2 Market Development Performance under COVID-19
2.1 Influencing Factors of Industry Development in the Next Five Years
2.1.1 Drivers
2.1.2 Restraints
2.1.3 Opportunities
2.2 Porter’s Five Forces Analysis
2.3 Comparison of Alternatives and E-Sports

3 3 Industrial Lift Cycle and Main Buyers Analysis
3.1 Industry Life Cycle Analysis
3.2 Key Buying Industries/Consumers
3.2.1 Major Buyers in Mobilehone & Tablet
3.2.2 Major Buyers in PC

4 Market Segment: by Type
4.1 E-Sports Type Introduction
4.1.1 Real-time Strategy (RTS)
4.1.2 First-person Shooter (FPS)
4.1.3 Multiplayer Online Battle Arena (MOBA)
4.1.4 Others
4.2 Global E-Sports Revenue by Type 2016-2021

5 Market Segment: by Application
5.1 E-Sports Type Introduction
5.1.1 Mobilehone & Tablet
5.1.2 PC
5.1.3 Video Game
5.1.3 Others
5.2 Global E-Sports Revenue by Application 2016-2021

6 Marke Segment: by Region
6.1 Global E-Sports Market by Region
6.2 North America E-Sports Market 2016-2021
6.3 Europe E-Sports Market 2016-2021
6.4 Asia Pacific E-Sports Market 2016-2021
6.5 South America E-Sports Market 2016-2021
6.6 Middle East and Africa E-Sports Market 2016-2021

7 North America
7.1 North America E-Sports Market by Country 2016-2021
7.2 United States
7.3 Canada
7.4 Mexico

8 Europe
8.1 Europe E-Sports Market by Country 2016-2021
8.2 Germany
8.3 France
8.4 UK
8.5 Italy
8.6 Russia
8.7 Spain

9 Asia Pacific
9.1 Asia Pacific E-Sports Market by Country 2016-2021
9.2 China
9.3 Japan
9.4 Korea
9.5 Southeast Asia
9.6 India
9.7 Australia

10 South America
10.1 South America E-Sports Market by Country 2016-2021
10.2 Brazil
10.3 Argentina
10.4 Colombia

11 Middle East and Africa
11.1 Middle East and Africa E-Sports Market by Country 2016-2021
11.2 Turkey
11.3 Saudi Arabia
11.4 South Africa

12 Key Participants Company Information
12.1 Wargaming Public
12.1.1 Wargaming Public Company Information
12.1.2 Wargaming Public E-Sports Product Portfolio, Specification and Application
12.1.3 Wargaming Public E-Sports Revenue and Gross Margin (2019-2021)
12.1.4 Wargaming Public Key Development
12.2 Valve Corporation
12.2.1 Valve Corporation Company Information
12.2.2 Valve Corporation E-Sports Product Portfolio, Specification and Application
12.2.3 Valve Corporation E-Sports Revenue and Gross Margin (2019-2021)
12.2.4 Valve Corporation Key Development
12.3 Turner Broadcasting System
12.3.1 Turner Broadcasting System Company Information
12.3.2 Turner Broadcasting System E-Sports Product Portfolio, Specification and Application
12.3.3 Turner Broadcasting System E-Sports Revenue and Gross Margin (2019-2021)
12.3.4 Turner Broadcasting System Key Development
12.4 Rovio Entertainment
12.4.1 Rovio Entertainment Company Information
12.4.2 Rovio Entertainment E-Sports Product Portfolio, Specification and Application
12.4.3 Rovio Entertainment E-Sports Revenue and Gross Margin (2019-2021)
12.4.4 Rovio Entertainment Key Development
12.5 Nintendo
12.5.1 Nintendo Company Information
12.5.2 Nintendo E-Sports Product Portfolio, Specification and Application
12.5.3 Nintendo E-Sports Revenue and Gross Margin (2019-2021)
12.5.4 Nintendo Key Development
12.6 Modern Times Group
12.6.1 Modern Times Group Company Information
12.6.2 Modern Times Group E-Sports Product Portfolio, Specification and Application
12.6.3 Modern Times Group E-Sports Revenue and Gross Margin (2019-2021)
12.6.4 Modern Times Group Key Development
12.7 Kabum
12.7.1 Kabum Company Information
12.7.2 Kabum E-Sports Product Portfolio, Specification and Application
12.7.3 Kabum E-Sports Revenue and Gross Margin (2019-2021)
12.7.4 Modern Times Group Key Development
12.9 Gungho Online Entertainment
12.9.1 Gungho Online Entertainment Company Information
12.9.2 Gungho Online Entertainment E-Sports Product Portfolio, Specification and Application
12.9.3 Gungho Online Entertainment E-Sports Revenue and Gross Margin (2019-2021)
12.9.4 Gungho Online Entertainment Key Development
12.8 Hi Rez Studios
12.8.1 Hi Rez Studios Company Information
12.8.2 Hi Rez Studios E-Sports Product Portfolio, Specification and Application
12.8.3 Hi Rez Studios E-Sports Revenue and Gross Margin (2019-2021)
12.8.4 Hi Rez Studios Key Development
12.11 Faceit
12.11.1 Faceit Company Information
12.11.2 Faceit E-Sports Product Portfolio, Specification and Application
12.11.3 Faceit E-Sports Revenue and Gross Margin (2019-2021)
12.11.4 Faceit Key Development
12.12 Electronic Arts
12.12.1 Electronic Arts Company Information
12.12.2 Electronic Arts E-Sports Product Portfolio, Specification and Application
12.12.3 Electronic Arts E-Sports Revenue and Gross Margin (2019-2021)
12.12.4 Electronic Arts Key Development
12.13 CJ Corporation
12.13.1 CJ Corporation Company Information
12.13.2 CJ Corporation E-Sports Product Portfolio, Specification and Application
12.13.3 CJ Corporation E-Sports Revenue and Gross Margin (2019-2021)
12.13.4 CJ Corporation Key Development
12.14 Alisports
12.14.1 Alisports Company Information
12.14.2 Alisports E-Sports Product Portfolio, Specification and Application
12.14.3 Alisports E-Sports Revenue and Gross Margin (2019-2021)
12.14.4 Alisports Key Development
12.15 Activision Blizzard
12.15.1 Activision Blizzard Company Information
12.15.2 Activision Blizzard E-Sports Product Portfolio, Specification and Application
12.15.3 Activision Blizzard E-Sports Revenue and Gross Margin (2019-2021)
12.15.4 Activision Blizzard Key Development

13 Global E-Sports Market Forecast by Region by Type and by Application
13.1 Global E-Sports Revenue Forecast 2022-2027
13.2 Global E-Sports Forecast by Regions
13.3 Global E-Sports Forecast by Type
13.4 Global E-Sports Forecast by Application

14 Analyst Views and Conclusions

15 Methodology and Data Source
15.1 Methodology
15.2 Research Data Source
15.2.1 Secondary Data
15.2.2 Primary Data
15.2.3 Market Size Estimation
15.3 Legal Disclaimer