Report Detail

Service & Software Covid-19 Impact on Global Esports and Gaming Market Size, Status and Forecast 2020-2026

  • RnM3968438
  • |
  • 15 May, 2020
  • |
  • Global
  • |
  • 93 Pages
  • |
  • QYResearch
  • |
  • Service & Software

This report focuses on the global Esports and Gaming status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Esports and Gaming development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.

The key players covered in this study
Modern Times Group (Sweden)
Activision Blizzard
FACEIT
Total Entertainment Network
Gfinity
Turner Broadcasting System
CJ Corporation
Valve Corporation
Tencent
Electronic Arts (EA) (US)
Hi-Rez Studios
KaBuM
Wargaming Public

Market segment by Type, the product can be split into
Single Player Games
Competitive Games
Online Games
Market segment by Application, split into
Clubs
Associations and Organizations
Others

Market segment by Regions/Countries, this report covers
North America
Europe
China
Japan
Southeast Asia
India
Central & South America

The study objectives of this report are:
To analyze global Esports and Gaming status, future forecast, growth opportunity, key market and key players.
To present the Esports and Gaming development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by type, market and key regions.

In this study, the years considered to estimate the market size of Esports and Gaming are as follows:
History Year: 2015-2019
Base Year: 2019
Estimated Year: 2020
Forecast Year 2020 to 2026
For the data information by region, company, type and application, 2019 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.


1 Report Overview

  • 1.1 Study Scope
  • 1.2 Key Market Segments
  • 1.3 Players Covered: Ranking by Esports and Gaming Revenue
  • 1.4 Covid-19 Implications on Market by Type
    • 1.4.1 Global Esports and Gaming Market Size Growth Rate by Type: 2020 VS 2026
    • 1.4.2 Single Player Games
    • 1.4.3 Competitive Games
    • 1.4.4 Online Games
  • 1.5 Covid-19 Implications on Market by Application
    • 1.5.1 Global Esports and Gaming Market Share by Application: 2020 VS 2026
    • 1.5.2 Clubs
    • 1.5.3 Associations and Organizations
    • 1.5.4 Others
  • 1.6 Coronavirus Disease 2019 (Covid-19): Esports and Gaming Industry Impact
    • 1.6.1 How the Covid-19 is Affecting the Esports and Gaming Industry
      • 1.6.1.1 Esports and Gaming Business Impact Assessment - Covid-19
      • 1.6.1.2 Supply Chain Challenges
      • 1.6.1.3 COVID-19’s Impact On Crude Oil and Refined Products
    • 1.6.2 Market Trends and Esports and Gaming Potential Opportunities in the COVID-19 Landscape
    • 1.6.3 Measures / Proposal against Covid-19
      • 1.6.3.1 Government Measures to Combat Covid-19 Impact
      • 1.6.3.2 Proposal for Esports and Gaming Players to Combat Covid-19 Impact
  • 1.7 Study Objectives
  • 1.8 Years Considered

2 Global Growth Trends by Regions

  • 2.1 Covid-19 Implications on Global Esports and Gaming Market Perspective (2015-2026)
  • 2.2 Covid-19 Implications on Global Esports and Gaming Growth Trends by Regions
    • 2.2.1 Esports and Gaming Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 Esports and Gaming Historic Market Share by Regions (2015-2020)
    • 2.2.3 Esports and Gaming Forecasted Market Size by Regions (2021-2026)
  • 2.3 Industry Trends and Growth Strategy
    • 2.3.1 Market Top Trends
    • 2.3.2 Market Drivers
    • 2.3.3 Market Challenges
    • 2.3.4 Porter’s Five Forces Analysis
    • 2.3.5 Esports and Gaming Market Growth Strategy
    • 2.3.6 Primary Interviews with Key Esports and Gaming Players (Opinion Leaders)

3 Covid-19 Implications on Competition Landscape by Key Players

  • 3.1 Global Top Esports and Gaming Players by Market Size
    • 3.1.1 Global Top Esports and Gaming Players by Revenue (2015-2020)
    • 3.1.2 Global Esports and Gaming Revenue Market Share by Players (2015-2020)
    • 3.1.3 Global Esports and Gaming Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.2 Global Esports and Gaming Market Concentration Ratio
    • 3.2.1 Global Esports and Gaming Market Concentration Ratio (CR5 and HHI)
    • 3.2.2 Global Top 10 and Top 5 Companies by Esports and Gaming Revenue in 2019
  • 3.3 Esports and Gaming Key Players Head office and Area Served
  • 3.4 Key Players Esports and Gaming Product Solution and Service
  • 3.5 Date of Enter into Esports and Gaming Market
  • 3.6 Mergers & Acquisitions, Expansion Plans

4 Covid-19 Implications on Market Size by Type (2015-2026)

  • 4.1 Global Esports and Gaming Historic Market Size by Type (2015-2020)
  • 4.2 Global Esports and Gaming Forecasted Market Size by Type (2021-2026)

5 Covid-19 Implications on Market Size by Application (2015-2026)

  • 5.1 Global Esports and Gaming Market Size by Application (2015-2020)
  • 5.2 Global Esports and Gaming Forecasted Market Size by Application (2021-2026)

6 North America

  • 6.1 North America Esports and Gaming Market Size (2015-2020)
  • 6.2 Esports and Gaming Key Players in North America (2019-2020)
  • 6.3 North America Esports and Gaming Market Size by Type (2015-2020)
  • 6.4 North America Esports and Gaming Market Size by Application (2015-2020)

7 Europe

  • 7.1 Europe Esports and Gaming Market Size (2015-2020)
  • 7.2 Esports and Gaming Key Players in Europe (2019-2020)
  • 7.3 Europe Esports and Gaming Market Size by Type (2015-2020)
  • 7.4 Europe Esports and Gaming Market Size by Application (2015-2020)

8 China

  • 8.1 China Esports and Gaming Market Size (2015-2020)
  • 8.2 Esports and Gaming Key Players in China (2019-2020)
  • 8.3 China Esports and Gaming Market Size by Type (2015-2020)
  • 8.4 China Esports and Gaming Market Size by Application (2015-2020)

9 Japan

  • 9.1 Japan Esports and Gaming Market Size (2015-2020)
  • 9.2 Esports and Gaming Key Players in Japan (2019-2020)
  • 9.3 Japan Esports and Gaming Market Size by Type (2015-2020)
  • 9.4 Japan Esports and Gaming Market Size by Application (2015-2020)

10 Southeast Asia

  • 10.1 Southeast Asia Esports and Gaming Market Size (2015-2020)
  • 10.2 Esports and Gaming Key Players in Southeast Asia (2019-2020)
  • 10.3 Southeast Asia Esports and Gaming Market Size by Type (2015-2020)
  • 10.4 Southeast Asia Esports and Gaming Market Size by Application (2015-2020)

11 India

  • 11.1 India Esports and Gaming Market Size (2015-2020)
  • 11.2 Esports and Gaming Key Players in India (2019-2020)
  • 11.3 India Esports and Gaming Market Size by Type (2015-2020)
  • 11.4 India Esports and Gaming Market Size by Application (2015-2020)

12 Central & South America

  • 12.1 Central & South America Esports and Gaming Market Size (2015-2020)
  • 12.2 Esports and Gaming Key Players in Central & South America (2019-2020)
  • 12.3 Central & South America Esports and Gaming Market Size by Type (2015-2020)
  • 12.4 Central & South America Esports and Gaming Market Size by Application (2015-2020)

13Key Players Profiles

  • 13.1 Modern Times Group (Sweden)
    • 13.1.1 Modern Times Group (Sweden) Company Details
    • 13.1.2 Modern Times Group (Sweden) Business Overview and Its Total Revenue
    • 13.1.3 Modern Times Group (Sweden) Esports and Gaming Introduction
    • 13.1.4 Modern Times Group (Sweden) Revenue in Esports and Gaming Business (2015-2020))
    • 13.1.5 Modern Times Group (Sweden) Recent Development
  • 13.2 Activision Blizzard
    • 13.2.1 Activision Blizzard Company Details
    • 13.2.2 Activision Blizzard Business Overview and Its Total Revenue
    • 13.2.3 Activision Blizzard Esports and Gaming Introduction
    • 13.2.4 Activision Blizzard Revenue in Esports and Gaming Business (2015-2020)
    • 13.2.5 Activision Blizzard Recent Development
  • 13.3 FACEIT
    • 13.3.1 FACEIT Company Details
    • 13.3.2 FACEIT Business Overview and Its Total Revenue
    • 13.3.3 FACEIT Esports and Gaming Introduction
    • 13.3.4 FACEIT Revenue in Esports and Gaming Business (2015-2020)
    • 13.3.5 FACEIT Recent Development
  • 13.4 Total Entertainment Network
    • 13.4.1 Total Entertainment Network Company Details
    • 13.4.2 Total Entertainment Network Business Overview and Its Total Revenue
    • 13.4.3 Total Entertainment Network Esports and Gaming Introduction
    • 13.4.4 Total Entertainment Network Revenue in Esports and Gaming Business (2015-2020)
    • 13.4.5 Total Entertainment Network Recent Development
  • 13.5 Gfinity
    • 13.5.1 Gfinity Company Details
    • 13.5.2 Gfinity Business Overview and Its Total Revenue
    • 13.5.3 Gfinity Esports and Gaming Introduction
    • 13.5.4 Gfinity Revenue in Esports and Gaming Business (2015-2020)
    • 13.5.5 Gfinity Recent Development
  • 13.6 Turner Broadcasting System
    • 13.6.1 Turner Broadcasting System Company Details
    • 13.6.2 Turner Broadcasting System Business Overview and Its Total Revenue
    • 13.6.3 Turner Broadcasting System Esports and Gaming Introduction
    • 13.6.4 Turner Broadcasting System Revenue in Esports and Gaming Business (2015-2020)
    • 13.6.5 Turner Broadcasting System Recent Development
  • 13.7 CJ Corporation
    • 13.7.1 CJ Corporation Company Details
    • 13.7.2 CJ Corporation Business Overview and Its Total Revenue
    • 13.7.3 CJ Corporation Esports and Gaming Introduction
    • 13.7.4 CJ Corporation Revenue in Esports and Gaming Business (2015-2020)
    • 13.7.5 CJ Corporation Recent Development
  • 13.8 Valve Corporation
    • 13.8.1 Valve Corporation Company Details
    • 13.8.2 Valve Corporation Business Overview and Its Total Revenue
    • 13.8.3 Valve Corporation Esports and Gaming Introduction
    • 13.8.4 Valve Corporation Revenue in Esports and Gaming Business (2015-2020)
    • 13.8.5 Valve Corporation Recent Development
  • 13.9 Tencent
    • 13.9.1 Tencent Company Details
    • 13.9.2 Tencent Business Overview and Its Total Revenue
    • 13.9.3 Tencent Esports and Gaming Introduction
    • 13.9.4 Tencent Revenue in Esports and Gaming Business (2015-2020)
    • 13.9.5 Tencent Recent Development
  • 13.10 Electronic Arts (EA) (US)
    • 13.10.1 Electronic Arts (EA) (US) Company Details
    • 13.10.2 Electronic Arts (EA) (US) Business Overview and Its Total Revenue
    • 13.10.3 Electronic Arts (EA) (US) Esports and Gaming Introduction
    • 13.10.4 Electronic Arts (EA) (US) Revenue in Esports and Gaming Business (2015-2020)
    • 13.10.5 Electronic Arts (EA) (US) Recent Development
  • 13.11 Hi-Rez Studios
    • 10.11.1 Hi-Rez Studios Company Details
    • 10.11.2 Hi-Rez Studios Business Overview and Its Total Revenue
    • 10.11.3 Hi-Rez Studios Esports and Gaming Introduction
    • 10.11.4 Hi-Rez Studios Revenue in Esports and Gaming Business (2015-2020)
    • 10.11.5 Hi-Rez Studios Recent Development
  • 13.12 KaBuM
    • 10.12.1 KaBuM Company Details
    • 10.12.2 KaBuM Business Overview and Its Total Revenue
    • 10.12.3 KaBuM Esports and Gaming Introduction
    • 10.12.4 KaBuM Revenue in Esports and Gaming Business (2015-2020)
    • 10.12.5 KaBuM Recent Development
  • 13.13 Wargaming Public
    • 10.13.1 Wargaming Public Company Details
    • 10.13.2 Wargaming Public Business Overview and Its Total Revenue
    • 10.13.3 Wargaming Public Esports and Gaming Introduction
    • 10.13.4 Wargaming Public Revenue in Esports and Gaming Business (2015-2020)
    • 10.13.5 Wargaming Public Recent Development

14Analyst's Viewpoints/Conclusions

    15Appendix

    • 15.1 Research Methodology
      • 15.1.1 Methodology/Research Approach
      • 15.1.2 Data Source
    • 15.2 Disclaimer

    Summary:
    Get latest Market Research Reports on Covid-19 Impact on Global Esports and Gaming. Industry analysis & Market Report on Covid-19 Impact on Global Esports and Gaming is a syndicated market report, published as Covid-19 Impact on Global Esports and Gaming Market Size, Status and Forecast 2020-2026. It is complete Research Study and Industry Analysis of Covid-19 Impact on Global Esports and Gaming market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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