Global ESport Market Research Report 2015-2027 of Major Types, Applications and Competitive Vendors in Top Regions and Countries

Global ESport Market Research Report 2015-2027 of Major Types, Applications and Competitive Vendors in Top Regions and Countries

Reports Details

The Global market for ESport is estimated to grow at a CAGR of roughly X.X% in the next 8 years, and will reach USD X.X million in 2027, from USD X.X million in 2020.

Aimed to provide most segmented consumption and sales data of different types of ESport, downstream consumption fields and competitive landscape in different regions and countries around the world, this report analyzes the latest market data from the primary and secondary authoritative source.

The report also tracks the latest market dynamics, such as driving factors, restraining factors, and industry news like mergers, acquisitions, and investments. It provides market size (value and volume), market share, growth rate by types, applications, and combines both qualitative and quantitative methods to make micro and macro forecasts in different regions or countries.

The report can help to understand the market and strategize for business expansion accordingly. In the strategy analysis, it gives insights from marketing channel and market positioning to potential growth strategies, providing in-depth analysis for new entrants or exists competitors in the ESport industry.

The report focuses on the top players in terms of profiles, product analysis, sales, price, revenue, and gross margin.
Major players covered in this report:
Youtube
Facebook
Alisports
CJ Corporation
Activision Blizzard
Gfinity
Kabum
Gungho Online Entertainment
Tencent
Beyond the Summit
Faceit
Turner Broadcasting System
Twitch.TV
Modern Times Group
Electronic Arts
Wargaming Public
Nintendo
Rovio Entertainment
Valve Corporation
Hi Rez Studios

By Type:
First person shooter
Real time strategy
Multiple online battle arena games
Others

By Application:
Profession
Amateur
Others

Geographically, the regional consumption and value analysis by types, applications, and countries are included in the report. Furthermore, it also introduces the major competitive players in these regions.
Major regions covered in the report:
North America
Europe
Asia-Pacific
Latin America
Middle East & Africa

Country-level segmentation in the report:
United States
Germany
UK
France
Italy
Spain
Poland
Russia
China
Japan
India
Indonesia
Thailand
Philippines
Malaysia
Singapore
Vietnam
Brazil
Saudi Arabia
United Arab Emirates
Qatar
Bahrain

Years considered for this report:
Historical Years: 2015-2019
Base Year: 2019
Estimated Year: 2020
Forecast Period: 2020-2027

Table of Content

1 Market Overview
1.1 ESport Introduction
1.2 Market Analysis by Type
1.2.1 First person shooter
1.2.2 Real time strategy
1.2.3 Multiple online battle arena games
1.2.4 Others
1.3 Market Analysis by Application
1.3.1 Profession
1.3.2 Amateur
1.3.3 Others
1.4 Market Analysis by Region
1.4.1 United States Market States and Outlook (2015-2027)
1.4.2 Europe Market States and Outlook (2015-2027)
1.4.3 China Market States and Outlook (2015-2027)
1.4.4 Japan Market States and Outlook (2015-2027)
1.4.5 Southeast Asia Market States and Outlook (2015-2027)
1.4.6 India Market States and Outlook (2015-2027)
1.4.7 Brazil Market States and Outlook (2015-2027)
1.4.8 GCC Countries Market States and Outlook (2015-2027)
1.5 Market Dynamics and Development
1.5.1 Merger, Acquisition and New Investment
1.5.2 Market SWOT Analysis
1.5.3 Drivers
1.5.4 Limitations
1.5.5 Opportunities and Development Trends
1.6 Global ESport Market Size Analysis from 2015 to 2027
1.6.1 Global ESport Market Size Analysis from 2015 to 2027 by Consumption Volume
1.6.2 Global ESport Market Size Analysis from 2015 to 2027 by Value
1.6.3 Global ESport Price Trends Analysis from 2015 to 2027

2 Global ESport Competition by Types, Applications, and Top Regions and Countries
2.1 Global ESport (Volume and Value) by Type
2.1.1 Global ESport Consumption and Market Share by Type (2015-2020)
2.1.2 Global ESport Revenue and Market Share by Type (2015-2020)
2.2 Global ESport (Volume and Value) by Application
2.2.1 Global ESport Consumption and Market Share by Application (2015-2020)
2.2.2 Global ESport Revenue and Market Share by Application (2015-2020)
2.3 Global ESport (Volume and Value) by Region
2.3.1 Global ESport Consumption and Market Share by Region (2015-2020)
2.3.2 Global ESport Revenue and Market Share by Region (2015-2020)

3 United States ESport Market Analysis
3.1 United States ESport Consumption and Value Analysis
3.2 United States ESport Consumption Volume by Type
3.3 United States ESport Consumption Structure by Application

4 Europe ESport Market Analysis
4.1 Europe ESport Consumption and Value Analysis
4.2 Europe ESport Consumption Volume by Type
4.3 Europe ESport Consumption Structure by Application
4.4 Europe ESport Consumption by Top Countries
4.4.1 Germany ESport Consumption Volume from 2015 to 2020
4.4.2 UK ESport Consumption Volume from 2015 to 2020
4.4.3 France ESport Consumption Volume from 2015 to 2020
4.4.4 Italy ESport Consumption Volume from 2015 to 2020
4.4.5 Spain ESport Consumption Volume from 2015 to 2020
4.4.6 Poland ESport Consumption Volume from 2015 to 2020
4.4.7 Russia ESport Consumption Volume from 2015 to 2020

5 China ESport Market Analysis
5.1 China ESport Consumption and Value Analysis
5.2 China ESport Consumption Volume by Type
5.3 China ESport Consumption Structure by Application

6 Japan ESport Market Analysis
6.1 Japan ESport Consumption and Value Analysis
6.2 Japan ESport Consumption Volume by Type
6.3 Japan ESport Consumption Structure by Application

7 Southeast Asia ESport Market Analysis
7.1 Southeast Asia ESport Consumption and Value Analysis
7.2 Southeast Asia ESport Consumption Volume by Type
7.3 Southeast Asia ESport Consumption Structure by Application
7.4 Southeast Asia ESport Consumption by Top Countries
7.4.1 Indonesia ESport Consumption Volume from 2015 to 2020
7.4.2 Thailand ESport Consumption Volume from 2015 to 2020
7.4.3 Philippines ESport Consumption Volume from 2015 to 2020
7.4.4 Malaysia ESport Consumption Volume from 2015 to 2020
7.4.5 Singapore ESport Consumption Volume from 2015 to 2020
7.4.6 Vietnam ESport Consumption Volume from 2015 to 2020

8 India ESport Market Analysis
8.1 India ESport Consumption and Value Analysis
8.2 India ESport Consumption Volume by Type
8.3 India ESport Consumption Structure by Application

9 Brazil ESport Market Analysis
9.1 Brazil ESport Consumption and Value Analysis
9.2 Brazil ESport Consumption Volume by Type
9.3 Brazil ESport Consumption Structure by Application

10 GCC Countries ESport Market Analysis
10.1 GCC Countries ESport Consumption and Value Analysis
10.2 GCC Countries ESport Consumption Volume by Type
10.3 GCC Countries ESport Consumption Structure by Application
10.4 GCC Countries ESport Consumption Volume by Major Countries
10.4.1 Saudi Arabia ESport Consumption Volume from 2015 to 2020
10.4.2 United Arab Emirates ESport Consumption Volume from 2015 to 2020
10.4.3 Qatar ESport Consumption Volume from 2015 to 2020
10.4.4 Bahrain ESport Consumption Volume from 2015 to 2020

11 Manufacturers Profiles
11.1 Youtube
11.1.1 Business Overview
11.1.2 Products Analysis
11.1.3 Youtube ESport Sales, Price, Revenue, Gross Margin
11.1.4 Youtube ESport Sales by Region
11.2 Facebook
11.2.1 Business Overview
11.2.2 Products Analysis
11.2.3 Facebook ESport Sales, Price, Revenue, Gross Margin
11.2.4 Facebook ESport Sales by Region
11.3 Alisports
11.3.1 Business Overview
11.3.2 Products Analysis
11.3.3 Alisports ESport Sales, Price, Revenue, Gross Margin
11.3.4 Alisports ESport Sales by Region
11.4 CJ Corporation
11.4.1 Business Overview
11.4.2 Products Analysis
11.4.3 CJ Corporation ESport Sales, Price, Revenue, Gross Margin
11.4.4 CJ Corporation ESport Sales by Region
11.5 Activision Blizzard
11.5.1 Business Overview
11.5.2 Products Analysis
11.5.3 Activision Blizzard ESport Sales, Price, Revenue, Gross Margin
11.5.4 Activision Blizzard ESport Sales by Region
11.6 Gfinity
11.6.1 Business Overview
11.6.2 Products Analysis
11.6.3 Gfinity ESport Sales, Price, Revenue, Gross Margin
11.6.4 Gfinity ESport Sales by Region
11.7 Kabum
11.7.1 Business Overview
11.7.2 Products Analysis
11.7.3 Kabum ESport Sales, Price, Revenue, Gross Margin
11.7.4 Kabum ESport Sales by Region
11.8 Gungho Online Entertainment
11.8.1 Business Overview
11.8.2 Products Analysis
11.8.3 Gungho Online Entertainment ESport Sales, Price, Revenue, Gross Margin
11.8.4 Gungho Online Entertainment ESport Sales by Region
11.9 Tencent
11.9.1 Business Overview
11.9.2 Products Analysis
11.9.3 Tencent ESport Sales, Price, Revenue, Gross Margin
11.9.4 Tencent ESport Sales by Region
11.10 Beyond the Summit
11.10.1 Business Overview
11.10.2 Products Analysis
11.10.3 Beyond the Summit ESport Sales, Price, Revenue, Gross Margin
11.10.4 Beyond the Summit ESport Sales by Region
11.11 Faceit
11.11.1 Business Overview
11.11.2 Products Analysis
11.11.3 Faceit ESport Sales, Price, Revenue, Gross Margin
11.11.4 Faceit ESport Sales by Region
11.12 Turner Broadcasting System
11.12.1 Business Overview
11.12.2 Products Analysis
11.12.3 Turner Broadcasting System ESport Sales, Price, Revenue, Gross Margin
11.12.4 Turner Broadcasting System ESport Sales by Region
11.13 Twitch.TV
11.13.1 Business Overview
11.13.2 Products Analysis
11.13.3 Twitch.TV ESport Sales, Price, Revenue, Gross Margin
11.13.4 Twitch.TV ESport Sales by Region
11.14 Modern Times Group
11.14.1 Business Overview
11.14.2 Products Analysis
11.14.3 Modern Times Group ESport Sales, Price, Revenue, Gross Margin
11.14.4 Modern Times Group ESport Sales by Region
11.15 Electronic Arts
11.15.1 Business Overview
11.15.2 Products Analysis
11.15.3 Electronic Arts ESport Sales, Price, Revenue, Gross Margin
11.15.4 Electronic Arts ESport Sales by Region
11.16 Wargaming Public
11.16.1 Business Overview
11.16.2 Products Analysis
11.16.3 Wargaming Public ESport Sales, Price, Revenue, Gross Margin
11.16.4 Wargaming Public ESport Sales by Region
11.17 Nintendo
11.17.1 Business Overview
11.17.2 Products Analysis
11.17.3 Nintendo ESport Sales, Price, Revenue, Gross Margin
11.17.4 Nintendo ESport Sales by Region
11.18 Rovio Entertainment
11.18.1 Business Overview
11.18.2 Products Analysis
11.18.3 Rovio Entertainment ESport Sales, Price, Revenue, Gross Margin
11.18.4 Rovio Entertainment ESport Sales by Region
11.19 Valve Corporation
11.19.1 Business Overview
11.19.2 Products Analysis
11.19.3 Valve Corporation ESport Sales, Price, Revenue, Gross Margin
11.19.4 Valve Corporation ESport Sales by Region
11.20 Hi Rez Studios
11.20.1 Business Overview
11.20.2 Products Analysis
11.20.3 Hi Rez Studios ESport Sales, Price, Revenue, Gross Margin
11.20.4 Hi Rez Studios ESport Sales by Region

12 Marketing Strategy Analysis
12.1 Marketing Channel
12.1.1 Direct Marketing
12.1.2 Indirect Marketing
12.1.3 Marketing Channel Development Trend
12.2 Market Positioning
12.2.1 Pricing Strategy
12.2.2 Brand Strategy
12.2.3 Target Client
12.3 Distributors/Traders List

13 Global ESport Market Forecast (2020-2027)
13.1 Global ESport Consumption Volume, Revenue and Price Forecast (2020-2027)
13.1.1 Global ESport Consumption Volume and Growth Rate Forecast (2020-2027)
13.1.2 Global ESport Value and Growth Rate Forecast (2020-2027)
13.1.3 Global ESport Price and Trend Forecast (2020-2027)
13.2 Global ESport Consumption Volume, Value and Growth Rate Forecast by Region (2020-2027)
13.2.1 Global ESport Consumption Volume and Growth Rate Forecast by Region (2020-2027)
13.2.2 Global ESport Value and Growth Rate Forecast by Region (2020-2027)
13.3 Global ESport Consumption Volume, Revenue and Price Forecast by Type (2020-2027)
13.3.1 Global ESport Consumption Forecast by Type (2020-2027)
13.3.2 Global ESport Revenue Forecast by Type (2020-2027)
13.3.3 Global ESport Price Forecast by Type (2020-2027)
13.4 Global ESport Consumption Volume Forecast by Application (2020-2027)

14 Research Conclusions

15 Appendix
15.1 Methodology
15.2 Research Data Source

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