Region:Global
Product Code:MR34993
The Esports market is expected to grow from USD X.X million in 2020 to USD X.X million by 2026, at a CAGR of X.X% during the forecast period. The global Esports market report is a comprehensive research that focuses on the overall consumption structure, development trends, sales models and sales of top countries in the global Esports market. The report focuses on well-known providers in the global Esports industry, market segments, competition, and the macro environment.
Under COVID-19 Outbreak, how the Esports Industry will develop is also analyzed in detail in Chapter 1.7 of the report.
In Chapter 2.4, we analyzed industry trends in the context of COVID-19.
In Chapter 3.5, we analyzed the impact of COVID-19 on the product industry chain based on the upstream and downstream markets.
In Chapters 6 to 10 of the report, we analyze the impact of COVID-19 on various regions and major countries.
In chapter 13.5, the impact of COVID-19 on the future development of the industry is pointed out.
A holistic study of the market is made by considering a variety of factors, from demographics conditions and business cycles in a particular country to market-specific microeconomic impacts. The study found the shift in market paradigms in terms of regional competitive advantage and the competitive landscape of major players.
Key players in the global Esports market covered in Chapter 4:
Valve Corp.
Electronic Arts Inc.
Intergalactic Gaming Ltd.
Activision Blizzard Inc.
Tencent Holdings Ltd.
Gfinity Plc
Nintendo Co. Ltd.
Epic Games Inc.
Take-Two Interactive Software Inc.
Modern Times Group MTG AB
In Chapter 11 and 13.3, on the basis of types, the Esports market from 2015 to 2026 is primarily split into:
MOBA
FPS
RTS
Others
In Chapter 12 and 13.4, on the basis of applications, the Esports market from 2015 to 2026 covers:
Media Rights
Tickets and Merchandise
Sponsorships and Direct Advertisements
Publisher Fees
Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historic and forecast (2015-2026) of the following regions are covered in Chapter 5, 6, 7, 8, 9, 10, 13:
North America (Covered in Chapter 6 and 13)
United States
Canada
Mexico
Europe (Covered in Chapter 7 and 13)
Germany
UK
France
Italy
Spain
Russia
Others
Asia-Pacific (Covered in Chapter 8 and 13)
China
Japan
South Korea
Australia
India
Southeast Asia
Others
Middle East and Africa (Covered in Chapter 9 and 13)
Saudi Arabia
UAE
Egypt
Nigeria
South Africa
Others
South America (Covered in Chapter 10 and 13)
Brazil
Argentina
Columbia
Chile
Others
Years considered for this report:
Historical Years: 2015-2019
Base Year: 2019
Estimated Year: 2020
Forecast Period: 2020-2026
Table of Content
1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Regulatory Scenario by Region/Country
1.4 Market Investment Scenario Strategic
1.5 Market Analysis by Type
1.5.1 Global Esports Market Share by Type (2020-2026)
1.5.2 MOBA
1.5.3 FPS
1.5.4 RTS
1.5.5 Others
1.6 Market by Application
1.6.1 Global Esports Market Share by Application (2020-2026)
1.6.2 Media Rights
1.6.3 Tickets and Merchandise
1.6.4 Sponsorships and Direct Advertisements
1.6.5 Publisher Fees
1.7 Esports Industry Development Trends under COVID-19 Outbreak
1.7.1 Global COVID-19 Status Overview
1.7.2 Influence of COVID-19 Outbreak on Esports Industry Development
2. Global Market Growth Trends
2.1 Industry Trends
2.1.1 SWOT Analysis
2.1.2 PorteraEURs Five Forces Analysis
2.2 Potential Market and Growth Potential Analysis
2.3 Industry News and Policies by Regions
2.3.1 Industry News
2.3.2 Industry Policies
2.4 Industry Trends Under COVID-19
3 Value Chain of Esports Market
3.1 Value Chain Status
3.2 Esports Manufacturing Cost Structure Analysis
3.2.1 Production Process Analysis
3.2.2 Manufacturing Cost Structure of Esports
3.2.3 Labor Cost of Esports
3.2.3.1 Labor Cost of Esports Under COVID-19
3.3 Sales and Marketing Model Analysis
3.4 Downstream Major Customer Analysis (by Region)
3.5 Value Chain Status Under COVID-19
4 Players Profiles
4.1 Valve Corp.
4.1.1 Valve Corp. Basic Information
4.1.2 Esports Product Profiles, Application and Specification
4.1.3 Valve Corp. Esports Market Performance (2015-2020)
4.1.4 Valve Corp. Business Overview
4.2 Electronic Arts Inc.
4.2.1 Electronic Arts Inc. Basic Information
4.2.2 Esports Product Profiles, Application and Specification
4.2.3 Electronic Arts Inc. Esports Market Performance (2015-2020)
4.2.4 Electronic Arts Inc. Business Overview
4.3 Intergalactic Gaming Ltd.
4.3.1 Intergalactic Gaming Ltd. Basic Information
4.3.2 Esports Product Profiles, Application and Specification
4.3.3 Intergalactic Gaming Ltd. Esports Market Performance (2015-2020)
4.3.4 Intergalactic Gaming Ltd. Business Overview
4.4 Activision Blizzard Inc.
4.4.1 Activision Blizzard Inc. Basic Information
4.4.2 Esports Product Profiles, Application and Specification
4.4.3 Activision Blizzard Inc. Esports Market Performance (2015-2020)
4.4.4 Activision Blizzard Inc. Business Overview
4.5 Tencent Holdings Ltd.
4.5.1 Tencent Holdings Ltd. Basic Information
4.5.2 Esports Product Profiles, Application and Specification
4.5.3 Tencent Holdings Ltd. Esports Market Performance (2015-2020)
4.5.4 Tencent Holdings Ltd. Business Overview
4.6 Gfinity Plc
4.6.1 Gfinity Plc Basic Information
4.6.2 Esports Product Profiles, Application and Specification
4.6.3 Gfinity Plc Esports Market Performance (2015-2020)
4.6.4 Gfinity Plc Business Overview
4.7 Nintendo Co. Ltd.
4.7.1 Nintendo Co. Ltd. Basic Information
4.7.2 Esports Product Profiles, Application and Specification
4.7.3 Nintendo Co. Ltd. Esports Market Performance (2015-2020)
4.7.4 Nintendo Co. Ltd. Business Overview
4.8 Epic Games Inc.
4.8.1 Epic Games Inc. Basic Information
4.8.2 Esports Product Profiles, Application and Specification
4.8.3 Epic Games Inc. Esports Market Performance (2015-2020)
4.8.4 Epic Games Inc. Business Overview
4.9 Take-Two Interactive Software Inc.
4.9.1 Take-Two Interactive Software Inc. Basic Information
4.9.2 Esports Product Profiles, Application and Specification
4.9.3 Take-Two Interactive Software Inc. Esports Market Performance (2015-2020)
4.9.4 Take-Two Interactive Software Inc. Business Overview
4.10 Modern Times Group MTG AB
4.10.1 Modern Times Group MTG AB Basic Information
4.10.2 Esports Product Profiles, Application and Specification
4.10.3 Modern Times Group MTG AB Esports Market Performance (2015-2020)
4.10.4 Modern Times Group MTG AB Business Overview
5 Global Esports Market Analysis by Regions
5.1 Global Esports Sales, Revenue and Market Share by Regions
5.1.1 Global Esports Sales by Regions (2015-2020)
5.1.2 Global Esports Revenue by Regions (2015-2020)
5.2 North America Esports Sales and Growth Rate (2015-2020)
5.3 Europe Esports Sales and Growth Rate (2015-2020)
5.4 Asia-Pacific Esports Sales and Growth Rate (2015-2020)
5.5 Middle East and Africa Esports Sales and Growth Rate (2015-2020)
5.6 South America Esports Sales and Growth Rate (2015-2020)
6 North America Esports Market Analysis by Countries
6.1 North America Esports Sales, Revenue and Market Share by Countries
6.1.1 North America Esports Sales by Countries (2015-2020)
6.1.2 North America Esports Revenue by Countries (2015-2020)
6.1.3 North America Esports Market Under COVID-19
6.2 United States Esports Sales and Growth Rate (2015-2020)
6.2.1 United States Esports Market Under COVID-19
6.3 Canada Esports Sales and Growth Rate (2015-2020)
6.4 Mexico Esports Sales and Growth Rate (2015-2020)
7 Europe Esports Market Analysis by Countries
7.1 Europe Esports Sales, Revenue and Market Share by Countries
7.1.1 Europe Esports Sales by Countries (2015-2020)
7.1.2 Europe Esports Revenue by Countries (2015-2020)
7.1.3 Europe Esports Market Under COVID-19
7.2 Germany Esports Sales and Growth Rate (2015-2020)
7.2.1 Germany Esports Market Under COVID-19
7.3 UK Esports Sales and Growth Rate (2015-2020)
7.3.1 UK Esports Market Under COVID-19
7.4 France Esports Sales and Growth Rate (2015-2020)
7.4.1 France Esports Market Under COVID-19
7.5 Italy Esports Sales and Growth Rate (2015-2020)
7.5.1 Italy Esports Market Under COVID-19
7.6 Spain Esports Sales and Growth Rate (2015-2020)
7.6.1 Spain Esports Market Under COVID-19
7.7 Russia Esports Sales and Growth Rate (2015-2020)
7.7.1 Russia Esports Market Under COVID-19
8 Asia-Pacific Esports Market Analysis by Countries
8.1 Asia-Pacific Esports Sales, Revenue and Market Share by Countries
8.1.1 Asia-Pacific Esports Sales by Countries (2015-2020)
8.1.2 Asia-Pacific Esports Revenue by Countries (2015-2020)
8.1.3 Asia-Pacific Esports Market Under COVID-19
8.2 China Esports Sales and Growth Rate (2015-2020)
8.2.1 China Esports Market Under COVID-19
8.3 Japan Esports Sales and Growth Rate (2015-2020)
8.3.1 Japan Esports Market Under COVID-19
8.4 South Korea Esports Sales and Growth Rate (2015-2020)
8.4.1 South Korea Esports Market Under COVID-19
8.5 Australia Esports Sales and Growth Rate (2015-2020)
8.6 India Esports Sales and Growth Rate (2015-2020)
8.6.1 India Esports Market Under COVID-19
8.7 Southeast Asia Esports Sales and Growth Rate (2015-2020)
8.7.1 Southeast Asia Esports Market Under COVID-19
9 Middle East and Africa Esports Market Analysis by Countries
9.1 Middle East and Africa Esports Sales, Revenue and Market Share by Countries
9.1.1 Middle East and Africa Esports Sales by Countries (2015-2020)
9.1.2 Middle East and Africa Esports Revenue by Countries (2015-2020)
9.1.3 Middle East and Africa Esports Market Under COVID-19
9.2 Saudi Arabia Esports Sales and Growth Rate (2015-2020)
9.3 UAE Esports Sales and Growth Rate (2015-2020)
9.4 Egypt Esports Sales and Growth Rate (2015-2020)
9.5 Nigeria Esports Sales and Growth Rate (2015-2020)
9.6 South Africa Esports Sales and Growth Rate (2015-2020)
10 South America Esports Market Analysis by Countries
10.1 South America Esports Sales, Revenue and Market Share by Countries
10.1.1 South America Esports Sales by Countries (2015-2020)
10.1.2 South America Esports Revenue by Countries (2015-2020)
10.1.3 South America Esports Market Under COVID-19
10.2 Brazil Esports Sales and Growth Rate (2015-2020)
10.2.1 Brazil Esports Market Under COVID-19
10.3 Argentina Esports Sales and Growth Rate (2015-2020)
10.4 Columbia Esports Sales and Growth Rate (2015-2020)
10.5 Chile Esports Sales and Growth Rate (2015-2020)
11 Global Esports Market Segment by Types
11.1 Global Esports Sales, Revenue and Market Share by Types (2015-2020)
11.1.1 Global Esports Sales and Market Share by Types (2015-2020)
11.1.2 Global Esports Revenue and Market Share by Types (2015-2020)
11.2 MOBA Sales and Price (2015-2020)
11.3 FPS Sales and Price (2015-2020)
11.4 RTS Sales and Price (2015-2020)
11.5 Others Sales and Price (2015-2020)
12 Global Esports Market Segment by Applications
12.1 Global Esports Sales, Revenue and Market Share by Applications (2015-2020)
12.1.1 Global Esports Sales and Market Share by Applications (2015-2020)
12.1.2 Global Esports Revenue and Market Share by Applications (2015-2020)
12.2 Media Rights Sales, Revenue and Growth Rate (2015-2020)
12.3 Tickets and Merchandise Sales, Revenue and Growth Rate (2015-2020)
12.4 Sponsorships and Direct Advertisements Sales, Revenue and Growth Rate (2015-2020)
12.5 Publisher Fees Sales, Revenue and Growth Rate (2015-2020)
13 Esports Market Forecast by Regions (2020-2026)
13.1 Global Esports Sales, Revenue and Growth Rate (2020-2026)
13.2 Esports Market Forecast by Regions (2020-2026)
13.2.1 North America Esports Market Forecast (2020-2026)
13.2.2 Europe Esports Market Forecast (2020-2026)
13.2.3 Asia-Pacific Esports Market Forecast (2020-2026)
13.2.4 Middle East and Africa Esports Market Forecast (2020-2026)
13.2.5 South America Esports Market Forecast (2020-2026)
13.3 Esports Market Forecast by Types (2020-2026)
13.4 Esports Market Forecast by Applications (2020-2026)
13.5 Esports Market Forecast Under COVID-19
14 Appendix
14.1 Methodology
14.2 Research Data Source
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