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Published on 05/03/2022| Code: MAR41115D| Category: Information Technology| Total Pages: 108
Electronic Sports is a sports event in which the video game competition reaches the "athletic" level. E-sports is an intellectual confrontation exercise between people using electronic devices as exercise equipment. Through exercise, you can exercise and improve the team's thinking ability, reaction ability, heart and limb coordination and willpower, and cultivate team spirit.
The E-Sports market revenue was xx Million USD in 2016, grew to xx Million USD in 2021, and will reach xx Million USD in 2026, with a CAGR of xx during 2021-2026.
Considering the influence of COVID-19 on the global E-Sports market, this report analyzed the impact from both global and regional perspectives. From production end to consumption end in regions such as North America, Europe, China, and Japan, the report put emphasis on analysis of market under COVID-19 and corresponding response policy in different regions.
This report also analyzes the strategies for different companies to deal with the impact of COVID-19 in detail to seek a path to recovery.
Under COVID-19 Outbreak, how the E-Sports Industry will develop is also analyzed in detail in Chapter 1.8 of this report.
Major Players in E-Sports market are:
Riot Games
Valve Corporation
Microsoft Studios
Hi-Rez Studios
EA Sports
Esports Players League (ESPL)
Epic Games
Wargaming.Net
Activision Blizzard
Nintendo
Most important types of E-Sports products covered in this report are:
MOBA
FPS
RTS
Others
Most widely used downstream fields of E-Sports market covered in this report are:
Professional
Amateur
Major Regions or countries covered in this report:
North America
Europe
China
Japan
Middle East and Africa
South America
India
South Korea
Southeast Asia
Others
In Chapter 3.4, the report provides analysis of the reasons behind price fluctuations.
In chapters 5, 6, and 7, the impact of COVID-19 on the different regions in both production and consumption end and SWOT analysis are pointed out.
In Chapters 8, the report presents company's recent development and strategies to deal with the impact of COVID-19.
Years considered for this report:
Historical Years: 2016-2020
Base Year: 2020
Estimated Year: 2021
Forecast Period: 2021-2026
Table of Content
1 E-Sports Introduction and Market Overview
1.1 Objectives of the Study
1.2 Overview of E-Sports
1.3 E-Sports Market Scope and Market Size Estimation
1.3.1 Market Concentration Ratio and Market Maturity Analysis
1.3.2 Global E-Sports Revenue and Growth Rate from 2016-2026
1.4 Market Segmentation
1.4.1 Types of E-Sports
1.4.2 Applications of E-Sports
1.4.3 Research Regions
1.5 Market Dynamics
1.5.1 E-Sports Industry Trends
1.5.2 E-Sports Drivers
1.5.3 E-Sports Market Challenges
1.5.4 E-Sports Market Restraints
1.6 Industry News and Policies by Regions
1.6.1 Industry News
1.6.2 Industry Policies
1.7 Mergers & Acquisitions, Expansion Plans
1.8 E-Sports Industry Development Trends under COVID-19 Outbreak
1.8.1 Global COVID-19 Status Overview
1.8.2 Influence of COVID-19 Outbreak on E-Sports Industry Development
2 Industry Chain Analysis
2.1 Upstream Raw Material Supply and Demand Analysis
2.1.1 Global E-Sports Major Upstream Raw Material and Suppliers
2.1.2 Raw Material Source Analysis
2.2 Major Players of E-Sports
2.2.1 Major Players Manufacturing Base of E-Sports in 2020
2.2.2 Major Players Market Distribution in 2020
2.3 E-Sports Manufacturing Cost Structure Analysis
2.3.1 Production Process Analysis
2.3.2 Manufacturing Cost Structure of E-Sports
2.3.3 Labor Cost of E-Sports
2.4 Market Channel Analysis of E-Sports
2.5 Major Down Stream Customers by Application
3 Global E-Sports Market, by Type
3.1 Global E-Sports Revenue and Market Share by Type (2016-2021)
3.2 Global E-Sports Production and Market Share by Type (2016-2021)
3.3 Global E-Sports Revenue and Growth Rate by Type (2016-2021)
3.3.1 Global E-Sports Revenue and Growth Rate of MOBA
3.3.2 Global E-Sports Revenue and Growth Rate of FPS
3.3.3 Global E-Sports Revenue and Growth Rate of RTS
3.3.4 Global E-Sports Revenue and Growth Rate of Others
3.4 Global E-Sports Price Analysis by Type (2016-2021)
3.4.1 Explanation of Different Type Product Price Trends
4 E-Sports Market, by Application
4.1 Downstream Market Overview
4.2 Global E-Sports Consumption and Market Share by Application (2016-2021)
4.3 Global E-Sports Consumption and Growth Rate by Application (2016-2021)
4.3.1 Global E-Sports Consumption and Growth Rate of Professional (2016-2021)
4.3.2 Global E-Sports Consumption and Growth Rate of Amateur (2016-2021)
5 Global E-Sports Consumption, Revenue ($) by Region (2016-2021)
5.1 Global E-Sports Revenue and Market Share by Region (2016-2021)
5.2 Global E-Sports Consumption and Market Share by Region (2016-2021)
5.3 Global E-Sports Consumption, Revenue, Price and Gross Margin (2016-2021)
5.4 North America E-Sports Consumption, Revenue, Price and Gross Margin (2016-2021)
5.4.1 North America E-Sports Market Under COVID-19
5.4.2 North America E-Sports SWOT Analysis
5.5 Europe E-Sports Consumption, Revenue, Price and Gross Margin (2016-2021)
5.5.1 Europe E-Sports Market Under COVID-19
5.5.2 Europe E-Sports SWOT Analysis
5.6 China E-Sports Consumption, Revenue, Price and Gross Margin (2016-2021)
5.6.1 China E-Sports Market Under COVID-19
5.6.2 China E-Sports SWOT Analysis
5.7 Japan E-Sports Consumption, Revenue, Price and Gross Margin (2016-2021)
5.7.1 Japan E-Sports Market Under COVID-19
5.7.2 Japan E-Sports SWOT Analysis
5.8 Middle East and Africa E-Sports Consumption, Revenue, Price and Gross Margin (2016-2021)
5.8.1 Middle East and Africa E-Sports Market Under COVID-19
5.8.2 Middle East and Africa E-Sports SWOT Analysis
5.9 India E-Sports Consumption, Revenue, Price and Gross Margin (2016-2021)
5.9.1 India E-Sports Market Under COVID-19
5.9.2 India E-Sports SWOT Analysis
5.10 South America E-Sports Consumption, Revenue, Price and Gross Margin (2016-2021)
5.10.1 South America E-Sports Market Under COVID-19
5.10.2 South America E-Sports SWOT Analysis
5.11 South Korea E-Sports Consumption, Revenue, Price and Gross Margin (2016-2021)
5.11.1 South Korea E-Sports Market Under COVID-19
5.11.2 South Korea E-Sports SWOT Analysis
5.12 Southeast Asia E-Sports Consumption, Revenue, Price and Gross Margin (2016-2021)
5.12.1 Southeast Asia E-Sports Market Under COVID-19
5.12.2 Southeast Asia E-Sports SWOT Analysis
6 Global E-Sports Production by Top Regions (2016-2021)
6.1 Global E-Sports Production by Top Regions (2016-2021)
6.2 North America E-Sports Production and Growth Rate
6.3 Europe E-Sports Production and Growth Rate
6.4 China E-Sports Production and Growth Rate
6.5 Japan E-Sports Production and Growth Rate
6.6 India E-Sports Production and Growth Rate
7 Global E-Sports Consumption by Regions (2016-2021)
7.1 Global E-Sports Consumption by Regions (2016-2021)
7.2 North America E-Sports Consumption and Growth Rate
7.3 Europe E-Sports Consumption and Growth Rate
7.4 China E-Sports Consumption and Growth Rate
7.5 Japan E-Sports Consumption and Growth Rate
7.6 Middle East & Africa E-Sports Consumption and Growth Rate
7.7 India E-Sports Consumption and Growth Rate
7.8 South America E-Sports Consumption and Growth Rate
7.9 South Korea E-Sports Consumption and Growth Rate
7.10 Southeast Asia E-Sports Consumption and Growth Rate
8 Competitive Landscape
8.1 Competitive Profile
8.2 Riot Games Market Performance Analysis
8.2.1 Company Profiles
8.2.2 E-Sports Product Profiles, Application and Specification
8.2.3 Riot Games Sales, Revenue, Price, Gross Margin 2016-2021
8.2.4 Company Recent Development
8.2.5 Strategies for Company to Deal with the Impact of COVID-19
8.3 Valve Corporation Market Performance Analysis
8.3.1 Company Profiles
8.3.2 E-Sports Product Profiles, Application and Specification
8.3.3 Valve Corporation Sales, Revenue, Price, Gross Margin 2016-2021
8.3.4 Company Recent Development
8.3.5 Strategies for Company to Deal with the Impact of COVID-19
8.4 Microsoft Studios Market Performance Analysis
8.4.1 Company Profiles
8.4.2 E-Sports Product Profiles, Application and Specification
8.4.3 Microsoft Studios Sales, Revenue, Price, Gross Margin 2016-2021
8.4.4 Company Recent Development
8.4.5 Strategies for Company to Deal with the Impact of COVID-19
8.5 Hi-Rez Studios Market Performance Analysis
8.5.1 Company Profiles
8.5.2 E-Sports Product Profiles, Application and Specification
8.5.3 Hi-Rez Studios Sales, Revenue, Price, Gross Margin 2016-2021
8.5.4 Company Recent Development
8.5.5 Strategies for Company to Deal with the Impact of COVID-19
8.6 EA Sports Market Performance Analysis
8.6.1 Company Profiles
8.6.2 E-Sports Product Profiles, Application and Specification
8.6.3 EA Sports Sales, Revenue, Price, Gross Margin 2016-2021
8.6.4 Company Recent Development
8.6.5 Strategies for Company to Deal with the Impact of COVID-19
8.7 Esports Players League (ESPL) Market Performance Analysis
8.7.1 Company Profiles
8.7.2 E-Sports Product Profiles, Application and Specification
8.7.3 Esports Players League (ESPL) Sales, Revenue, Price, Gross Margin 2016-2021
8.7.4 Company Recent Development
8.7.5 Strategies for Company to Deal with the Impact of COVID-19
8.8 Epic Games Market Performance Analysis
8.8.1 Company Profiles
8.8.2 E-Sports Product Profiles, Application and Specification
8.8.3 Epic Games Sales, Revenue, Price, Gross Margin 2016-2021
8.8.4 Company Recent Development
8.8.5 Strategies for Company to Deal with the Impact of COVID-19
8.9 Wargaming.Net Market Performance Analysis
8.9.1 Company Profiles
8.9.2 E-Sports Product Profiles, Application and Specification
8.9.3 Wargaming.Net Sales, Revenue, Price, Gross Margin 2016-2021
8.9.4 Company Recent Development
8.9.5 Strategies for Company to Deal with the Impact of COVID-19
8.10 Activision Blizzard Market Performance Analysis
8.10.1 Company Profiles
8.10.2 E-Sports Product Profiles, Application and Specification
8.10.3 Activision Blizzard Sales, Revenue, Price, Gross Margin 2016-2021
8.10.4 Company Recent Development
8.10.5 Strategies for Company to Deal with the Impact of COVID-19
8.11 Nintendo Market Performance Analysis
8.11.1 Company Profiles
8.11.2 E-Sports Product Profiles, Application and Specification
8.11.3 Nintendo Sales, Revenue, Price, Gross Margin 2016-2021
8.11.4 Company Recent Development
8.11.5 Strategies for Company to Deal with the Impact of COVID-19
9 Global E-Sports Market Analysis and Forecast by Type and Application
9.1 Global E-Sports Market Revenue & Volume Forecast, by Type (2021-2026)
9.1.1 MOBA Market Revenue and Volume Forecast (2021-2026)
9.1.2 FPS Market Revenue and Volume Forecast (2021-2026)
9.1.3 RTS Market Revenue and Volume Forecast (2021-2026)
9.1.4 Others Market Revenue and Volume Forecast (2021-2026)
9.2 Global E-Sports Market Revenue & Volume Forecast, by Application (2021-2026)
9.2.1 Professional Market Revenue and Volume Forecast (2021-2026)
9.2.2 Amateur Market Revenue and Volume Forecast (2021-2026)
10 E-Sports Market Supply and Demand Forecast by Region
10.1 North America Market Supply and Demand Forecast (2021-2026)
10.2 Europe Market Supply and Demand Forecast (2021-2026)
10.3 China Market Supply and Demand Forecast (2021-2026)
10.4 Japan Market Supply and Demand Forecast (2021-2026)
10.5 Middle East and Africa Market Supply and Demand Forecast (2021-2026)
10.6 India Market Supply and Demand Forecast (2021-2026)
10.7 South America Market Supply and Demand Forecast (2021-2026)
10.8 South Korea Market Supply and Demand Forecast (2021-2026)
10.9 Southeast Asia Market Supply and Demand Forecast (2021-2026)
10.10 Explanation of Market Size Trends by Region
10.11 E-Sports Market Trends Analysis
11 New Project Feasibility Analysis
11.1 Industry Barriers and New Entrants SWOT Analysis
11.2 Analysis and Suggestions on New Project Investment
12 Expert Interview Record
13 Research Finding and Conclusion
14 Appendix
14.1 Methodology
14.2 Research Data Source
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