Region:Global
Product Code:UMME21671
Activision Blizzard, Inc., CJ Corporation, Electronic Arts, FACEIT, Gameloft SE, Gfinity, Kabam, Modern Times Group, Nintendo, NVIDIA Corporation
1 MARKET INTRODUCTION
1.1. Market Definitions
1.2. Limitation
1.3. Stake Holders
1.4. Currency used in Report
2 RESEARCH METHODOLOGY OR ASSUMPTION
2.1. Research Process of the Esports Market
2.2. Research Methodology of the Esports Market
2.3. Forecasting Method
2.4. Respondent Profile
2.5. Main Objective of the Esports Market Study
3 MARKET SYNOPSIS
4 EXECUTIVE SUMMARY
5 ESPORTS MARKET COVID-19 IMPACT
6 ESPORTS MARKET REVENUE, 2019-2027F
7 MARKET INSIGHTS BY APPLICATION
7.1. Platform
7.2. Service
8 MARKET INSIGHTS BY STREAMING TYPE
8.1. On Demand
8.2. Live
9 MARKET INSIGHTS BY DEVICE TYPE
9.1. Smartphone
9.2. Smart TV
9.3. Desktop/Laptop/Tablets
9.4. Gaming Console
10 MARKET INSIGHTS BY REVENUE STREAM
10.1. Media Rights
10.2. Game Publisher Fee
10.3. Sponsorship
10.4. Digital Advertisement
10.5. Tickets and Merchandise
11 MARKET INSIGHTS BY REGION
11.1. NORTH AMERICA ESPORTS MARKET
11.1.1. United States
11.1.2. Canada
11.1.3. Rest of North America
11.2. EUROPE ESPORTS MARKET
11.2.1. Germany
11.2.2. France
11.2.3. United Kingdom
11.2.4. Spain
11.2.5. Rest of Europe
11.3. ASIA-PACIFIC ESPORTS MARKET
11.3.1. China
11.3.2. Japan
11.3.3. India
11.3.4. Australia
11.3.5. Rest of Asia Pacific
11.4. REST OF WORLD ESPORTS MARKET
12 ESPORTS MARKET DYNAMICS
12.1. Market Drivers
12.2. Market Challenges
12.3. Impact Analysis
13 ESPORTS MARKET OPPORTUNITIES
14 ESPORTS MARKET TRENDS
15 POLICY & REGULATORY LANDSCAPE
16 DEMAND AND SUPPLY SIDE ANALYSIS
16.1. Demand Side Analysis
16.2. Supply Side Analysis
17 VALUE CHAIN ANALYSIS
18 COMPETITIVE SCENARIO
18.1. COMPETITIVE LANDSCAPE
18.1.1. Company Shares, By Revenue
19 COMPANY PROFILED
19.1. Activision Blizzard, Inc.
19.2. CJ Corporation
19.3. Electronic Arts
19.4. FACEIT
19.5. Gameloft SE
19.6. Gfinity
19.7. Kabam
19.8. Modern Times Group
19.9. Nintendo
19.10. NVIDIA Corporation
20 DISCLAIMER
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