Global E-sports Market
97 Pages | Services

Global E-sports Market Size, Status and Forecast 2027

  • Published Date : 21-04-2021
  • Pages : 97
  • Report Id : 21327
  • Categories : Services

This report studies the global E-sports market size, industry status and forecast, competition landscape and growth opportunity. This research report categorizes the global E-sports market by companies, region, type and end-use industry.

In 2020, the global E-sports market size was million US$ and it is expected to reach million US$ by the end of 2027, with a CAGR of during 2021-2027.

This report focuses on the global top players, covered
Activision Blizzard
Epic Games
Nintendo
Riot Games
Valve Corporation
Wargaming.Net
EA Sports
Hi-Rez Studios
Microsoft Studios

Market segment by Regions/Countries, this report covers
United States
Europe
China
Japan
Southeast Asia
India

Market segment by Type, the product can be split into
MOBA
FPS
RTS
Other

Market segment by Application, split into
Professional
Amateur

The study objectives of this report are:
To study and forecast the market size of E-sports in global market.
To analyze the global key players, SWOT analysis, value and global market share for top players.
To define, describe and forecast the market by type, end use and region.
To analyze and compare the market status and forecast between China and major regions, namely, United States, Europe, China, Japan, Southeast Asia, India and Rest of World.
To analyze the global key regions market potential and advantage, opportunity and challenge, restraints and risks.
To identify significant trends and factors driving or inhibiting the market growth.
To analyze the opportunities in the market for stakeholders by identifying the high growth segments.
To strategically analyze each submarket with respect to individual growth trend and their contribution to the market
To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market
To strategically profile the key players and comprehensively analyze their growth strategies.

In this study, the years considered to estimate the market size of E-sports are as follows:
History Year: 2016-2020
Base Year: 2020
Estimated Year: 2021
Forecast Year 2021 to 2027
For the data information by region, company, type and application, 2020 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

Key Stakeholders
E-sports Manufacturers
E-sports Distributors/Traders/Wholesalers
E-sports Subcomponent Manufacturers
Industry Association
Downstream Vendors

Available Customizations
With the given market data, QYResearch offers customizations according to the company's specific needs. The following customization options are available for the report:
Regional and country-level analysis of the E-sports market, by end-use.
Detailed analysis and profiles of additional market players.


Table of Contents

Global E-sports Market Size, Status and Forecast 2027
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 (2016-2021)
1.2.1 United States
1.2.2 Europe
1.2.3 China
1.2.4 Japan
1.2.5 Southeast Asia
1.2.6 India
1.3 E-sports Market by Type
1.3.1 MOBA
1.3.2 FPS
1.3.3 RTS
1.3.4 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 E-sports Market Size (Value) by Players (2016-2021)
2.2 Competitive Status and Trend
2.2.1 Market Concentration Rate
2.2.2 Product/Service Differences
2.2.3 New Entrants
2.2.4 The Technology Trends in Future

3 Company (Top Players) Profiles
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 (Million USD) (2016-2021)
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 (Million USD) (2016-2021)
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 (Million USD) (2016-2021)
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 (Million USD) (2016-2021)
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 (Million USD) (2016-2021)
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 (Million USD) (2016-2021)
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 (Million USD) (2016-2021)
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 (Million USD) (2016-2021)
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 (Million USD) (2016-2021)

4 Global E-sports Market Size by Type and Application (2016-2021)
4.1 Global E-sports Market Size by Type (2016-2021)
4.2 Global E-sports Market Size by Application (2016-2021)
4.3 Potential Application of E-sports in Future
4.4 Top Consumer/End Users of E-sports

5 United States E-sports Development Status and Outlook
5.1 United States E-sports Market Size (2016-2021)
5.2 United States E-sports Market Size and Market Share by Players (2016-2021)
5.3 United States E-sports Market Size by Application (2016-2021)

6 Europe E-sports Development Status and Outlook
6.1 Europe E-sports Market Size (2016-2021)
6.2 Europe E-sports Market Size and Market Share by Players (2016-2021)
6.3 Europe E-sports Market Size by Application (2016-2021)

7 China E-sports Development Status and Outlook
7.1 China E-sports Market Size (2016-2021)
7.2 China E-sports Market Size and Market Share by Players (2016-2021)
7.3 China E-sports Market Size by Application (2016-2021)

8 Japan E-sports Development Status and Outlook
8.1 Japan E-sports Market Size (2016-2021)
8.2 Japan E-sports Market Size and Market Share by Players (2016-2021)
8.3 Japan E-sports Market Size by Application (2016-2021)

9 Southeast Asia E-sports Development Status and Outlook
9.1 Southeast Asia E-sports Market Size (2016-2021)
9.2 Southeast Asia E-sports Market Size and Market Share by Players (2016-2021)
9.3 Southeast Asia E-sports Market Size by Application (2016-2021)

10 India E-sports Development Status and Outlook
10.1 India E-sports Market Size (2016-2021)
10.2 India E-sports Market Size and Market Share by Players (2016-2021)
10.3 India E-sports Market Size by Application (2016-2021)

11 Market Forecast by Regions, Type and Application (2021-2027)
11.1 Global E-sports Market Size (Value) by Regions (2021-2027)
11.1.1 United States E-sports Revenue and Growth Rate (2021-2027)
11.1.2 Europe E-sports Revenue and Growth Rate (2021-2027)
11.1.3 China E-sports Revenue and Growth Rate (2021-2027)
11.1.4 Japan E-sports Revenue and Growth Rate (2021-2027)
11.1.5 Southeast Asia E-sports Revenue and Growth Rate (2021-2027)
11.1.6 India E-sports Revenue and Growth Rate (2021-2027)
11.2 Global E-sports Market Size (Value) by Type (2021-2027)
11.3 Global E-sports Market Size by Application (2021-2027)

12 E-sports Market Dynamics
12.1 E-sports Market Opportunities
12.2 E-sports Challenge and Risk
12.2.1 Competition from Opponents
12.2.2 Downside Risks of Economy
12.3 E-sports Market Constraints and Threat
12.3.1 Threat from Substitute
12.3.2 Government Policy
12.3.3 Technology Risks
12.4 E-sports Market Driving Force
12.4.1 Growing Demand from Emerging Markets
12.4.2 Potential Application

13 Market Effect Factors Analysis
13.1 Technology Progress/Risk
13.1.1 Substitutes
13.1.2 Technology Progress in Related Industry
13.2 Consumer Needs Trend/Customer Preference
13.3 External Environmental Change
13.3.1 Economic Fluctuations
13.3.2 Other Risk Factors

14 Research Finding/Conclusion

15 Appendix
Methodology
Analyst Introduction
Data Source

List of Tables and Figures

Figure Global E-sports Market Size (Million USD) Status and Outlook (2016-2021)
Table Global E-sports Revenue (Million USD) Comparison by Regions (2016-2021)
Figure Global E-sports Market Share by Regions (2016-2021)
Figure United States E-sports Market Size (Million USD) and Growth Rate by Regions (2016-2021)
Figure Europe E-sports Market Size (Million USD) and Growth Rate by Regions (2016-2021)
Figure China E-sports Market Size (Million USD) and Growth Rate by Regions (2016-2021)
Figure Japan E-sports Market Size (Million USD) and Growth Rate by Regions (2016-2021)
Figure Southeast Asia E-sports Market Size (Million USD) and Growth Rate by Regions (2016-2021)
Figure India E-sports Market Size (Million USD) and Growth Rate by Regions (2016-2021)
Table Global E-sports Revenue (Million USD) and Growth Rate (%) Comparison by Product (2016-2021)
Figure Global E-sports Revenue Market Share by Type in 2017
Figure MOBA Market Size (Million USD) and Growth Rate (2016-2021)
Figure FPS Market Size (Million USD) and Growth Rate (2016-2021)
Figure RTS Market Size (Million USD) and Growth Rate (2016-2021)
Figure Other Market Size (Million USD) and Growth Rate (2016-2021)
Figure Global E-sports Market Share by Application in 2017
Figure E-sports Market Size (Million USD) and Growth Rate in Professional (2016-2021)
Figure E-sports Market Size (Million USD) and Growth Rate in Amateur (2016-2021)
Figure E-sports Market Size (Million USD) and Growth Rate in Applications 3 (2016-2021)
Table E-sports Market Size (Million USD) by Players (2016-2021)
Figure E-sports Market Size Share by Players in 2016
Figure E-sports Market Size Share by Players in 2017
Table Activision Blizzard Basic Information List
Table E-sports Business Revenue (Million USD) of Activision Blizzard (2016-2021)
Figure Activision Blizzard E-sports Business Revenue Market Share (2016-2021)
Table Epic Games Basic Information List
Table E-sports Business Revenue (Million USD) of Epic Games (2016-2021)
Figure Epic Games E-sports Business Revenue Market Share (2016-2021)
Table Nintendo Basic Information List
Table E-sports Business Revenue (Million USD) of Nintendo (2016-2021)
Figure Nintendo E-sports Business Revenue Market Share (2016-2021)
Table Riot Games Basic Information List
Table E-sports Business Revenue (Million USD) of Riot Games (2016-2021)
Figure Riot Games E-sports Business Revenue Market Share (2016-2021)
Table Valve Corporation Basic Information List
Table E-sports Business Revenue (Million USD) of Valve Corporation (2016-2021)
Figure Valve Corporation E-sports Business Revenue Market Share (2016-2021)
Table Wargaming.Net Basic Information List
Table E-sports Business Revenue (Million USD) of Wargaming.Net (2016-2021)
Figure Wargaming.Net E-sports Business Revenue Market Share (2016-2021)
Table EA Sports Basic Information List
Table E-sports Business Revenue (Million USD) of EA Sports (2016-2021)
Figure EA Sports E-sports Business Revenue Market Share (2016-2021)
Table Hi-Rez Studios Basic Information List
Table E-sports Business Revenue (Million USD) of Hi-Rez Studios (2016-2021)
Figure Hi-Rez Studios E-sports Business Revenue Market Share (2016-2021)
Table Microsoft Studios Basic Information List
Table E-sports Business Revenue (Million USD) of Microsoft Studios (2016-2021)
Figure Microsoft Studios E-sports Business Revenue Market Share (2016-2021)
Table Global E-sports Market Size (Million USD) by Product (2016-2021)
Figure Global E-sports Revenue Market Share (%) by Product (2016-2021)
Figure Global E-sports Market Share by Product in 2017
Table Global E-sports Market Size by Application (2016-2021)
Figure Global E-sports Revenue Market Share (%) by Application in 2017
Table Top Consumer/End Users of E-sports
Figure United States E-sports Market Size (Million USD) and Growth Rate (2016-2021)
Table United States E-sports Market Size (Million USD) by Players (2016-2021)
Figure United States E-sports Market Size Share by Players in 2016
Figure United States E-sports Market Size Share by Players in 2017
Table United States E-sports Market Size by Application (2016-2021)
Figure United States E-sports Revenue Market Share (%) by Application (2016-2021)
Figure United States E-sports Market Size Share by Application in 2017
Figure Europe E-sports Market Size (Million USD) and Growth Rate (2016-2021)
Table Europe E-sports Market Size (Million USD) by Players (2016-2021)
Figure Europe E-sports Market Size Share by Players in 2016
Figure Europe E-sports Market Size Share by Players in 2017
Table Europe E-sports Market Size by Application (2016-2021)
Figure Europe E-sports Revenue Market Share (%) by Application (2016-2021)
Figure Europe E-sports Market Size Share by Application in 2017
Figure China E-sports Market Size (Million USD) and Growth Rate (2016-2021)
Table China E-sports Market Size (Million USD) by Players (2016-2021)
Figure China E-sports Market Size Share by Players in 2016
Figure China E-sports Market Size Share by Players in 2017
Table China E-sports Market Size by Application (2016-2021)
Figure China E-sports Revenue Market Share (%) by Application (2016-2021)
Figure China E-sports Market Size Share by Application in 2017
Figure Japan E-sports Market Size (Million USD) and Growth Rate (2016-2021)
Table Japan E-sports Market Size (Million USD) by Players (2016-2021)
Figure Japan E-sports Market Size Share by Players in 2016
Figure Japan E-sports Market Size Share by Players in 2017
Table Japan E-sports Market Size by Application (2016-2021)
Figure Japan E-sports Revenue Market Share (%) by Application (2016-2021)
Figure Japan E-sports Market Size Share by Application in 2017
Figure Southeast Asia E-sports Market Size (Million USD) and Growth Rate (2016-2021)
Table Southeast Asia E-sports Market Size (Million USD) by Players (2016-2021)
Figure Southeast Asia E-sports Market Size Share by Players in 2016
Figure Southeast Asia E-sports Market Size Share by Players in 2017
Table Southeast Asia E-sports Market Size by Application (2016-2021)
Figure Southeast Asia E-sports Revenue Market Share (%) by Application (2016-2021)
Figure Southeast Asia E-sports Market Size Share by Application in 2017
Figure India E-sports Market Size (Million USD) and Growth Rate (2016-2021)
Table India E-sports Market Size (Million USD) by Players (2016-2021)
Figure India E-sports Market Size Share by Players in 2016
Figure India E-sports Market Size Share by Players in 2017
Table India E-sports Market Size by Application (2016-2021)
Figure India E-sports Revenue Market Share (%) by Application (2016-2021)
Figure India E-sports Market Size Share by Application in 2017
Figure Global E-sports Market Size and Growth Rate (2021-2027)
Table Global E-sports Market Size (Million USD) by Regions (2021-2027)
Figure Global E-sports Market Size Share (2021-2027)
Figure Global E-sports Market Size Share by Regions in 2027
Figure United States E-sports Revenue (Million USD) and Growth Rate (2021-2027)
Figure Europe E-sports Revenue (Million USD) and Growth Rate (2021-2027)
Figure China E-sports Revenue (Million USD) and Growth Rate (2021-2027)
Figure Japan E-sports Revenue (Million USD) and Growth Rate (2021-2027)
Figure Southeast Asia E-sports Revenue (Million USD) and Growth Rate (2021-2027)
Figure India E-sports Revenue (Million USD) and Growth Rate (2021-2027)
Table Global E-sports Market Size (Million USD) by Type (2021-2027)
Figure Global E-sports Market Size Share by Type in 2021
Figure Global E-sports Market Size Share by Type in 2027
Table Global E-sports Market Size (Million USD) by Application (2021-2027)
Figure Global E-sports Market Size (Million USD) by Application in 2021

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