Impact Analysis of Covid-19
The complete version of the REPORT will include the impact of the COVID-19, and anticipated change on the future outlook of the industry, by taking into the account the political, economic, social, and technological parameters.
Summary
The global E Sports Market is expected to witness a CAGR of xx% over the forecast period 2020-2026 and is expected to reach US$ xx million in 2026, from US$ xx million in 2019.
The E Sports Market report highlights product development and growth strategies such as merger and acquisition adopted by market players along with SWOT Analysis, PEST and Porter’s Five Forces analyses of the E Sports Market, which highlight the strengths, weaknesses, opportunities, and commination of key companies. Moreover, the report offers two distinct market forecasts, one from the perspective of the producer and another from that of the consumer.
The various contributors involved in the value chain of the product include manufacturers, suppliers, distributors, intermediaries, and customers.
The Key Manufacturers covered in this Report:-
- Activision Blizzard
- Epic Games
- Nintendo
- Riot Games
- Valve Corporation
- Wargaming.Net
- EA Sports
- Hi-Rez Studios
- Microsoft Studios
By the Product Type, the market is primarily segmented into:
By Applications, the market is segmented into:
The Report covers the following Regions:
- North America
- United States
- Canada
- Mexico
- Asia Pacific
- China
- Japan
- South Korea
- India
- Australia
- Indonesia
- Thailand
- Malaysia
- Philippines
- Vietnam
- Europe
- Germany
- France
- UK
- Italy
- Russia
- Central & South America
- Middle East & Africa
- Turkey
- GCC Countries
- Egypt
- South Africa
Objective of the E Sports Market Report:
- To assess the size of the market by value and volume
- Analyze the E Sports Market in terms of regions and major countries
- Highlight recent developments and trends in the market
- Offer perceptive data regarding major market players in terms of key developments, strategies, and product portfolio
- Determine share of the E Sports Market in terms of various segments such as by product type, application, and end-user
- Offer accurate projection of the market for the forecast period using state-of –the-art tools and the current primary and secondary research approaches
- Discuss major factors that impact growth of the E Sports Market
The E Sports Market engages the readers with all pivotal approaches to understand their position in the industry based on revenue or sales growth. The report efficiently evaluates the E Sports Market from various dimensions to deliver an end-product that is informative, elaborate, and accurate and includes detailed market segmentation, regional analysis, and competition in the market. The information in the report is backed by annual company reports, financial reports, press releases, regulatory databases, government documents, and statistical databases.
For the data information by region, company, type and application, 2019 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.
Key Stakeholders:
- Material suppliers/wholesalers
- Market Distributors/traders
- Regulatory bodies
- Research organizations, and consulting firms
- Commercial research & developments (R&D)
- Trade associations and industry bodies
- Importers and exporters
- End-use industries
Available Customizations:
Custom research is one of the most crucial components of the business strategy that helps an organization gain insight into specific business sector, aligned with its specific area of interest. Thus, SMI offers more accurate, pragmatic, and actionable information specifically tailored to suit your business needs.
Table of Contents
E-sports Market Report by Company, Regions, Types and Applications, Global Status and Forecast to 2025
1 Industry Overview of E-sports
1.1 E-sports Market Overview
1.1.1 E-sports Product Scope
1.1.2 Market Status and Outlook
1.2 Global E-sports Market Size and Analysis by Regions
1.2.1 North America
1.2.2 Europe
1.2.3 China
1.2.4 Rest of Asia Pacific
1.2.5 Central & South America
1.2.6 Middle East & Africa
1.3 E-sports Market by Type
1.3.1 Global E-sports Revenue (Million US$) and Growth Comparison by Type (2014-2025)
1.3.2 Global E-sports Revenue Market Share by Type in 2018
1.3.3 MOBA
1.3.4 FPS
1.3.5 RTS
1.3.6 Other
1.4 E-sports Market by End Users/Application
1.4.1 Professional
1.4.2 Amateur
2 Global E-sports Competition Analysis by Players
2.1 Global E-sports Market Size (Million US$) by Players (2014-2019)
2.2 Competitive Status
2.2.1 Market Concentration Rate
2.2.2 Product/Service Differences
2.2.3 Mergers & Acquisitions, Expansion Plans
3 Company (Top Players) Profiles and Key Data
3.1 Activision Blizzard
3.1.1 Company Profile
3.1.2 Main Business/Business Overview
3.1.3 Products, Services and Solutions
3.1.4 E-sports Revenue (Value) (2014-2019)
3.1.5 Recent Developments
3.2 Epic Games
3.2.1 Company Profile
3.2.2 Main Business/Business Overview
3.2.3 Products, Services and Solutions
3.2.4 E-sports Revenue (Value) (2014-2019)
3.2.5 Recent Developments
3.3 Nintendo
3.3.1 Company Profile
3.3.2 Main Business/Business Overview
3.3.3 Products, Services and Solutions
3.3.4 E-sports Revenue (Value) (2014-2019)
3.3.5 Recent Developments
3.4 Riot Games
3.4.1 Company Profile
3.4.2 Main Business/Business Overview
3.4.3 Products, Services and Solutions
3.4.4 E-sports Revenue (Value) (2014-2019)
3.4.5 Recent Developments
3.5 Valve Corporation
3.5.1 Company Profile
3.5.2 Main Business/Business Overview
3.5.3 Products, Services and Solutions
3.5.4 E-sports Revenue (Value) (2014-2019)
3.5.5 Recent Developments
3.6 Wargaming.Net
3.6.1 Company Profile
3.6.2 Main Business/Business Overview
3.6.3 Products, Services and Solutions
3.6.4 E-sports Revenue (Value) (2014-2019)
3.6.5 Recent Developments
3.7 EA Sports
3.7.1 Company Profile
3.7.2 Main Business/Business Overview
3.7.3 Products, Services and Solutions
3.7.4 E-sports Revenue (Value) (2014-2019)
3.7.5 Recent Developments
3.8 Hi-Rez Studios
3.8.1 Company Profile
3.8.2 Main Business/Business Overview
3.8.3 Products, Services and Solutions
3.8.4 E-sports Revenue (Value) (2014-2019)
3.8.5 Recent Developments
3.9 Microsoft Studios
3.9.1 Company Profile
3.9.2 Main Business/Business Overview
3.9.3 Products, Services and Solutions
3.9.4 E-sports Revenue (Value) (2014-2019)
3.9.5 Recent Developments
4 Global E-sports Market Size by Type and Application (2014-2019)
4.1 Global E-sports Market Size by Type (2014-2019)
4.2 Global E-sports Market Size by Application (2014-2019)
4.3 Potential Application of E-sports in Future
4.4 Top Consumer/End Users of E-sports
5 North America E-sports Development Status and Outlook
5.1 North America E-sports Market Size (2014-2019)
5.2 North America E-sports Market Size and Market Share by Players (2014-2019)
5.3 North America E-sports Market Size by Application (2014-2019)
6 Europe E-sports Development Status and Outlook
6.1 Europe E-sports Market Size (2014-2019)
6.2 Europe E-sports Market Size and Market Share by Players (2014-2019)
6.3 Europe E-sports Market Size by Application (2014-2019)
7 China E-sports Development Status and Outlook
7.1 China E-sports Market Size (2014-2019)
7.2 China E-sports Market Size and Market Share by Players (2014-2019)
7.3 China E-sports Market Size by Application (2014-2019)
8 Rest of Asia Pacific E-sports Development Status and Outlook
8.1 Rest of Asia Pacific E-sports Market Size (2014-2019)
8.2 Rest of Asia Pacific E-sports Market Size and Market Share by Players (2014-2019)
8.3 Rest of Asia Pacific E-sports Market Size by Application (2014-2019)
9 Central & South America E-sports Development Status and Outlook
9.1 Central & South America E-sports Market Size (2014-2019)
9.2 Central & South America E-sports Market Size and Market Share by Players (2014-2019)
9.3 Central & South America E-sports Market Size by Application (2014-2019)
10 Middle East & Africa E-sports Development Status and Outlook
10.1 Middle East & Africa E-sports Market Size (2014-2019)
10.2 Middle East & Africa E-sports Market Size and Market Share by Players (2014-2019)
10.3 Middle East & Africa E-sports Market Size by Application (2014-2019)
11 Market Forecast by Regions and Application (2019-2025)
11.1 Global E-sports Market Size by Regions (2019-2025)
11.1.1 North America E-sports Revenue and Growth Rate (2019-2025)
11.1.2 Europe E-sports Revenue and Growth Rate (2019-2025)
11.1.3 China E-sports Revenue and Growth Rate (2019-2025)
11.1.4 Rest of Asia Pacific E-sports Revenue and Growth Rate (2019-2025)
11.1.5 Central & South America E-sports Revenue and Growth Rate (2019-2025)
11.1.6 Middle East & Africa E-sports Revenue and Growth Rate (2019-2025)
11.2 Global E-sports Market Size by Application (2019-2025)
11.3 The Market Drivers in Future
12 E-sports Market Dynamics
12.1 Industry Trends
12.2 Market Drivers
12.3 Market Challenges
12.4 Porters Five Forces Analysis
13 Research Finding /Conclusion
14 Methodology and Data Source
14.1 Methodology/Research Approach
14.1.1 Research Programs/Design
14.1.2 Market Size Estimation
14.1.3 Market Breakdown and Data Triangulation
14.2 Data Source
14.2.1 Secondary Sources
14.2.2 Primary Sources
14.3 Disclaimer
14.4 Author List
List of Table
List of Tables and Figures
Figure Global E-sports Market Size (Million USD) Status and Outlook (2014-2025)
Table Global E-sports Market Size (Million USD) and Growth Rate by Regions (2014-2025)
Figure Global E-sports Market Share by Regions (2014-2019)
Figure North America E-sports Market Size (Million USD) and Growth Rate (2014-2019)
Figure Europe E-sports Market Size (Million USD) and Growth Rate (2014-2019)
Figure China E-sports Market Size (Million USD) and Growth Rate (2014-2019)
Figure Rest of Asia Pacific E-sports Market Size (Million USD) and Growth Rate (2014-2019)
Figure Central & South America E-sports Market Size (Million USD) and Growth Rate (2014-2019)
Figure Middle East & Africa E-sports Market Size (Million USD) and Growth Rate (2014-2019)
Figure Global E-sports Market Share by Type in 2018 & 2025
Figure MOBA Market Size (Million USD) and Growth Rate (2014-2019)
Figure FPS Market Size (Million USD) and Growth Rate (2014-2019)
Figure RTS Market Size (Million USD) and Growth Rate (2014-2019)
Figure Other Market Size (Million USD) and Growth Rate (2014-2019)
Table Global E-sports Market Size (Million US$) Comparison by Application (2014-2025)
Figure Global E-sports Market Share by Application in 2018 & 2025
Figure E-sports Market Size (Million USD) and Growth Rate in Professional (2014-2019)
Figure E-sports Market Size (Million USD) and Growth Rate in Amateur (2014-2019)
Table Global E-sports Revenue (Million US$) by Players (2014-2019)
Table Global E-sports Revenue Market Share by Players (2014-2019)
Eigure E-sports Market Size Share by Players in 2018
Table Global E-sports Manufacturers Market Concentration Ratio (CR5 and HHI)
Figure Global Top 5 Players E-sports Market Share in 2018
Figure Global Top 10 Players E-sports Market Share in 2018
Table E-sports Key Players Product/Service
Table Mergers & Acquisitions, Expansion Plans
Table Activision Blizzard Basic Information List
Table Activision Blizzard Description and Business Overview
Table Activision Blizzard E-sports Products, Services and Solutions
Table Revenue (Million US$) in E-sports Business of Activision Blizzard (2014-2019)
Table Activision Blizzard E-sports Recent Developments
Table Epic Games Basic Information List
Table Epic Games Description and Business Overview
Table Epic Games E-sports Products, Services and Solutions
Table Revenue (Million US$) in E-sports Business of Epic Games (2014-2019)
Table Epic Games E-sports Recent Developments
Table Nintendo Basic Information List
Table Nintendo Description and Business Overview
Table Nintendo E-sports Products, Services and Solutions
Table Revenue (Million US$) in E-sports Business of Nintendo (2014-2019)
Table Nintendo E-sports Recent Developments
Table Riot Games Basic Information List
Table Riot Games Description and Business Overview
Table Riot Games E-sports Products, Services and Solutions
Table Revenue (Million US$) in E-sports Business of Riot Games (2014-2019)
Table Riot Games E-sports Recent Developments
Table Valve Corporation Basic Information List
Table Valve Corporation Description and Business Overview
Table Valve Corporation E-sports Products, Services and Solutions
Table Revenue (Million US$) in E-sports Business of Valve Corporation (2014-2019)
Table Valve Corporation E-sports Recent Developments
Table Wargaming.Net Basic Information List
Table Wargaming.Net Description and Business Overview
Table Wargaming.Net E-sports Products, Services and Solutions
Table Revenue (Million US$) in E-sports Business of Wargaming.Net (2014-2019)
Table Wargaming.Net E-sports Recent Developments
Table EA Sports Basic Information List
Table EA Sports Description and Business Overview
Table EA Sports E-sports Products, Services and Solutions
Table Revenue (Million US$) in E-sports Business of EA Sports (2014-2019)
Table EA Sports E-sports Recent Developments
Table Hi-Rez Studios Basic Information List
Table Hi-Rez Studios Description and Business Overview
Table Hi-Rez Studios E-sports Products, Services and Solutions
Table Revenue (Million US$) in E-sports Business of Hi-Rez Studios (2014-2019)
Table Hi-Rez Studios E-sports Recent Developments
Table Microsoft Studios Basic Information List
Table Microsoft Studios Description and Business Overview
Table Microsoft Studios E-sports Products, Services and Solutions
Table Revenue (Million US$) in E-sports Business of Microsoft Studios (2014-2019)
Table Microsoft Studios E-sports Recent Developments
Table Global E-sports Market Size by Type (2014-2019) (Million US$)
Figure Global E-sports Revenue Market Share by Type in 2018
Table Global E-sports Market Size by Application (2014-2019) (Million US$)
Figure Global E-sports Revenue Market by Application in 2018
Table Top Consumer/End Users of E-sports
Figure North America E-sports Market Size and Growth Rate(2014-2019) (Million USD)
Table North America E-sports Market Size by Players (2014-2019)(Million US$)
Figure North America E-sports Market Size Share by Players in 2018
Table North America E-sports Market Size by Application (2014-2019) (Million US$)
Figure North America E-sports Revenue Market Share by Application (2014-2019)
Figure North America E-sports Market Size Share by Application in 2018
Figure Europe E-sports Market Size and Growth Rate(2014-2019) (Million USD)
Table Europe E-sports Market Size by Players (2014-2019)(Million US$)
Figure Europe E-sports Market Size Share by Players in 2018
Table Europe E-sports Market Size by Application (2014-2019) (Million US$)
Figure Europe E-sports Revenue Market Share by Application (2014-2019)
Figure Europe E-sports Market Size Share by Application in 2018
Figure China E-sports Market Size and Growth Rate(2014-2019) (Million USD)
Table China E-sports Market Size by Players (2014-2019)(Million US$)
Figure China E-sports Market Size Share by Players in 2018
Table China E-sports Market Size by Application (2014-2019) (Million US$)
Figure China E-sports Revenue Market Share by Application (2014-2019)
Figure China E-sports Market Size Share by Application in 2018
Figure Rest of Asia Pacific E-sports Market Size and Growth Rate(2014-2019) (Million USD)
Table Rest of Asia Pacific E-sports Market Size by Players (2014-2019)(Million US$)
Figure Rest of Asia Pacific E-sports Market Size Share by Players in 2018
Table Rest of Asia Pacific E-sports Market Size by Application (2014-2019) (Million US$)
Figure Rest of Asia Pacific E-sports Revenue Market Share by Application (2014-2019)
Figure Rest of Asia Pacific E-sports Market Size Share by Application in 2018
Figure Central & South America E-sports Market Size and Growth Rate(2014-2019) (Million USD)
Table Central & South America E-sports Market Size by Players (2014-2019)(Million US$)
Figure Central & South America E-sports Market Size Share by Players in 2018
Table Central & South America E-sports Market Size by Application (2014-2019) (Million US$)
Figure Central & South America E-sports Revenue Market Share by Application (2014-2019)
Figure Central & South America E-sports Market Size Share by Application in 2018
Figure Middle East & Africa E-sports Market Size and Growth Rate(2014-2019) (Million USD)
Table Middle East & Africa E-sports Market Size by Players (2014-2019)(Million US$)
Figure Middle East & Africa E-sports Market Size Share by Players in 2018
Table Middle East & Africa E-sports Market Size by Application (2014-2019) (Million US$)
Figure Middle East & Africa E-sports Revenue Market Share by Application (2014-2019)
Figure Middle East & Africa E-sports Market Size Share by Application in 2018
Figure Global E-sports Market Size and Growth Rate (Value) (2019-2025) (Million US$)
Table Global E-sports Market Size by Regions (2019-2025) (Million US$)
Figure Global E-sports Market Size Share by Regions (2019-2025)
Figure Global E-sports Market Size Share by Regions in 2025
Figure North America E-sports Revenue (Million USD) and Growth Rate (2019-2025)
Figure Europe E-sports Revenue (Million USD) and Growth Rate (2019-2025)
Figure China E-sports Revenue (Million USD) and Growth Rate (2019-2025)
Figure Rest of Asia Pacific E-sports Revenue (Million USD) and Growth Rate (2019-2025)
Figure Central & South America E-sports Revenue (Million USD) and Growth Rate (2019-2025)
Figure Middle East & Africa E-sports Revenue (Million USD) and Growth Rate (2019-2025)
Table Global E-sports Market Size by Application (2019-2025) (Million USD)
Figure Global E-sports Market Size by Application (2019-2025)
Figure Global E-sports Market Size by Application in 2025
Table Global E-sports Market Size by Type (2019-2025) (Million US$)
Figure Global E-sports Market Size by Type (2019-2025)
Figure Global E-sports Market Size by Type in 2025
Table Market Top Trends
Table Key Drivers: Impact Analysis (2019-2025)
Table Key Challenges
Figure Porter's Five Forces Analysis
Table Research Programs/Design for This Report
Figure Bottom-up and Top-down Approaches for This Report
Figure Data Triangulation
Table Key Data Information from Secondary Sources
Table Key Data Information from Primary Sources