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E-sports Market Status and Trend Analysis 2017-2026 (COVID-19 Version)

E-sports market research report provides the details about Industry Chain structure, Market Competition, Market Size & Share, SWOT Analysis, Technology, Cost, Raw Materials, Consumer Preference, Development & Trends, Regional Forecast, Company & Profile and Product & Service.

E-sports market research report also gives information on the Trade Overview, Policy, Regional Market, Production Development, Sales, Regional Trade, Business Operation Data, Market Features, Investment Opportunity, Investment Calculation and other important aspect of the industry.

The main objectives of the research report elaborate the overall market overview on E-sports market dynamics, historic volume and value, robust market methodology, current & future trends, Porter’s Five Forces Analysis, upstream and downstream industry chain, new technological development, cost structure, government policies & regulations, etc. Major companies, company overview, financial data, products and services, strategy analysis, key developments market competition, industry competition structure analysis, SWOT Analysis, etc.

Further E-sports market research report provides regional market analysis with production, sales, trade & regional forecast. it also provides market investment plan like product features, price trend analysis, channel features, purchasing features, regional & industry investment opportunity, cost & revenue calculation, economic performance evaluation etc.

The E-sports industry development trends and marketing channels are analyzed. Finally, the feasibility of new investment projects is assessed, and overall research conclusions offered.

Based on Product Type market is segmented into:
MOBA
FPS
RTS
Others

Based on Application market is segmented into:
Professional
Amateur

Based on Region market is segmented into:
North America
Europe
Asia-Pacific
South America
Middle East & Africa

Report Scope

The tunnel ventilation market has been segmented based on different types and application. In order to provide a holistic view on the market current and future market demand has been included in the report.

Major players covered in this report are
Activision Blizzard
Epic Games
Nintendo
Riot Games
Valve Corporation
Wargaming.Net
EA Sports
Hi-Rez Studios
Microsoft Studios


Major Points covered in this report are as below

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Table of Contents
1 RESEARCH SCOPE
1.1 Research Product Definition
1.2 Research Segmentation
1.2.1 Product Type
1.2.2 Main product Type of Major Players
1.3 Demand Overview
1.4 Research Methodology
2 GLOBAL E-SPORTS INDUSTRY
2.1 Summary about E-sports Industry
2.2 E-sports Market Trends
2.2.1 E-sports Production & Consumption Trends
2.2.2 E-sports Demand Structure Trends
2.3 E-sports Cost & Price
3 MARKET DYNAMICS
3.1 Manufacturing & Purchasing Behavior in 2020
3.2 Market Development under the Impact of COVID-19
3.2.1 Drivers
3.2.2 Restraints
3.2.3 Opportunity
3.2.4 Risk
4 GLOBAL MARKET SEGMENTATION
4.1 Region Segmentation (2017 to 2021f)
4.1.1 North America (U.S., Canada and Mexico)
4.1.2 Europe (Germany, UK, France, Italy, Rest of Europe)
4.1.3 Asia-Pacific (China, India, Japan, South Korea, Southeast Asia, Australia, Rest of Asia Pacific)
4.1.4 South America (Brazil,, Argentina, Rest of Latin America)
4.1.5 Middle East and Africa (GCC, North Africa, South Africa, Rest of Middle East and Africa)
4.2 Product Type Segmentation (2017 to 2021f)
4.2.1 MOBA
4.2.2 FPS
4.2.3 RTS
4.2.4 Others
4.3 Consumption Segmentation (2017 to 2021f)
4.3.1 Professional
4.3.2 Amateur
5 NORTH AMERICA MARKET SEGMENT
5.1 Region Segmentation (2017 to 2021f)
5.1.1 U.S.
5.1.2 Canada
5.1.3 Mexico
5.2 Product Type Segmentation (2017 to 2021f)
5.2.1 MOBA
5.2.2 FPS
5.2.3 RTS
5.2.4 Others
5.3 Consumption Segmentation (2017 to 2021f)
5.3.1 Professional
5.3.2 Amateur
5.4 Impact of COVID-19 in North America
6 EUROPE MARKET SEGMENTATION
6.1 Region Segmentation (2017 to 2021f)
6.1.1 Germany
6.1.2 UK
6.1.3 France
6.1.4 Italy
6.1.5 Rest of Europe
6.2 Product Type Segmentation (2017 to 2021f)
6.2.1 MOBA
6.2.2 FPS
6.2.3 RTS
6.2.4 Others
6.3 Consumption Segmentation (2017 to 2021f)
6.3.1 Professional
6.3.2 Amateur
6.4 Impact of COVID-19 in Europe
7 ASIA-PACIFIC MARKET SEGMENTATION
7.1 Region Segmentation (2017 to 2021f)
7.1.1 China
7.1.2 India
7.1.3 Japan
7.1.4 South Korea
7.1.5 Southeast Asia
7.1.6 Australia
7.1.7 Rest of Asia Pacific
7.2 Product Type Segmentation (2017 to 2021f)
7.2.1 MOBA
7.2.2 FPS
7.2.3 RTS
7.2.4 Others
7.3 Consumption Segmentation (2017 to 2021f)
7.3.1 Professional
7.3.2 Amateur
7.4 Impact of COVID-19 in Europe
8 SOUTH AMERICA MARKET SEGMENTATION
8.1 Region Segmentation (2017 to 2021f)
8.1.1 Brazil
8.1.2 Argentina
8.1.3 Rest of Latin America
8.2 Product Type Segmentation (2017 to 2021f)
8.2.1 MOBA
8.2.2 FPS
8.2.3 RTS
8.2.4 Others
8.3 Consumption Segmentation (2017 to 2021f)
8.3.1 Professional
8.3.2 Amateur
8.4 Impact of COVID-19 in Europe
9 MIDDLE EAST AND AFRICA MARKET SEGMENTATION
9.1 Region Segmentation (2017 to 2021f)
9.1.1 GCC
9.1.2 North Africa
9.1.3 South Africa
9.1.4 Rest of Middle East and Africa
9.2 Product Type Segmentation (2017 to 2021f)
9.2.1 MOBA
9.2.2 FPS
9.2.3 RTS
9.2.4 Others
9.3 Consumption Segmentation (2017 to 2021f)
9.3.1 Professional
9.3.2 Amateur
9.4 Impact of COVID-19 in Europe
10 COMPETITION OF MAJOR PLAYERS
10.1 Brief Introduction of Major Players
10.1.1 Activision Blizzard
10.1.2 Epic Games
10.1.3 Nintendo
10.1.4 Riot Games
10.1.5 Valve Corporation
10.1.6 Wargaming.Net
10.1.7 EA Sports
10.1.8 Hi-Rez Studios
10.1.9 Microsoft Studios
10.2 E-sports Sales Date of Major Players (2017-2020e)
10.2.1 Activision Blizzard
10.2.2 Epic Games
10.2.3 Nintendo
10.2.4 Riot Games
10.2.5 Valve Corporation
10.2.6 Wargaming.Net
10.2.7 EA Sports
10.2.8 Hi-Rez Studios
10.2.9 Microsoft Studios
10.3 Market Distribution of Major Players
10.4 Global Competition Segmentation
11 MARKET FORECAST
11.1 Forecast by Region
11.2 Forecast by Demand
11.3 Environment Forecast
11.3.1 Impact of COVID-19
11.3.2 Geopolitics Overview
11.3.3 Economic Overview of Major Countries
12 REPORT SUMMARY STATEMENT
List of Table
1.Table E-sports Product Type Overview
2.Table E-sports Product Type Market Share List
3.Table E-sports Product Type of Major Players
4.Table Brief Introduction of Activision Blizzard
5.Table Brief Introduction of Epic Games
6.Table Brief Introduction of Nintendo
7.Table Brief Introduction of Riot Games
8.Table Brief Introduction of Valve Corporation
9.Table Brief Introduction of Wargaming.Net
10.Table Brief Introduction of EA Sports
11.Table Brief Introduction of Hi-Rez Studios
12.Table Brief Introduction of Microsoft Studios
13.Table Products & Services of Activision Blizzard
14.Table Products & Services of Epic Games
15.Table Products & Services of Nintendo
16.Table Products & Services of Riot Games
17.Table Products & Services of Valve Corporation
18.Table Products & Services of Wargaming.Net
19.Table Products & Services of EA Sports
20.Table Products & Services of Hi-Rez Studios
21.Table Products & Services of Microsoft Studios
22.Table Market Distribution of Major Players
23.Table Global Major Players Sales Revenue (Million USD) 2017-2020e
24.Table Global Major Players Sales Revenue (Million USD) Share 2017-2020e
25.Table Global E-sports Market Forecast (Million USD) by Region 2021f-2026f
26.Table Global E-sports Market Forecast (Million USD) Share by Region 2021f-2026f
27.Table Global E-sports Market Forecast (Million USD) by Demand 2021f-2026f
28.Table Global E-sports Market Forecast (Million USD) Share by Demand 2021f-2026f

List of Figure
1.Figure Global E-sports Market Size under the Impact of COVID-19, 2017-2021f (USD Million)
2.Figure Global E-sports Market by Region under the Impact of COVID-19, 2017-2021f (USD Million)
3.Figure Global E-sports Market by Product Type under the Impact of COVID-19, 2017-2021f (USD Million)
4.Figure Global E-sports Market by Demand under the Impact of COVID-19, 2017-2021f (USD Million)
5.Figure Global E-sports Production by Region under the Impact of COVID-19, 2021-2026 (USD Million)
6.Figure Global E-sports Consumption by Region under the Impact of COVID-19, 2021-2026 (USD Million)
7.Figure Global E-sports Consumption by Type under the Impact of COVID-19, 2021-2026 (USD Million)
8.Figure North America Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
9.Figure Europe Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
10.Figure Asia-Pacific Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
11.Figure South America Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
12.Figure Middle East and Africa Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
13.Figure MOBA Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
14.Figure FPS Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
15.Figure RTS Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
16.Figure Others Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
17.Figure Professional Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
18.Figure Amateur Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
19.Figure U.S. Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
20.Figure Canada Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
21.Figure Mexico Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
22.Figure MOBA Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
23.Figure FPS Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
24.Figure RTS Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
25.Figure Others Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
26.Figure Professional Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
27.Figure Amateur Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
28.Figure Germany Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
29.Figure UK Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
30.Figure France Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
31.Figure Italy Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
32.Figure Rest of Europe Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
33.Figure MOBA Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
34.Figure FPS Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
35.Figure RTS Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
36.Figure Others Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
37.Figure Professional Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
38.Figure Amateur Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
39.Figure China Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
40.Figure India Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
41.Figure Japan Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
42.Figure South Korea Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
43.Figure Southeast Asia Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
44.Figure Australia Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
45.Figure Rest of Asia Pacific Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
46.Figure MOBA Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
47.Figure FPS Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
48.Figure RTS Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
49.Figure Others Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
50.Figure Professional Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
51.Figure Amateur Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
52.Figure Brazil Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
53.Figure Argentina Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
54.Figure Rest of Latin America Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
55.Figure MOBA Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
56.Figure FPS Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
57.Figure RTS Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
58.Figure Others Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
59.Figure Professional Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
60.Figure Amateur Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
61.Figure GCC Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
62.Figure North Africa Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
63.Figure South Africa Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
64.Figure Rest of Middle East and Africa Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
65.Figure MOBA Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
66.Figure FPS Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
67.Figure RTS Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
68.Figure Others Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
69.Figure Professional Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
70.Figure Amateur Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
71.Figure E-sports Sales Revenue (Million USD) of Activision Blizzard 2017-2020e
72.Figure E-sports Sales Revenue (Million USD) of Epic Games 2017-2020e
73.Figure E-sports Sales Revenue (Million USD) of Nintendo 2017-2020e
74.Figure E-sports Sales Revenue (Million USD) of Riot Games 2017-2020e
75.Figure E-sports Sales Revenue (Million USD) of Valve Corporation 2017-2020e
76.Figure E-sports Sales Revenue (Million USD) of Wargaming.Net 2017-2020e
77.Figure E-sports Sales Revenue (Million USD) of EA Sports 2017-2020e
78.Figure E-sports Sales Revenue (Million USD) of Hi-Rez Studios 2017-2020e
79.Figure E-sports Sales Revenue (Million USD) of Microsoft Studios 2017-2020e
80.
Activision Blizzard
Epic Games
Nintendo
Riot Games
Valve Corporation
Wargaming.Net
EA Sports
Hi-Rez Studios
Microsoft Studios
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