Report Detail

Service & Software Global E-sports Game Products Market Growth (Status and Outlook) 2022-2028

  • RnM4498737
  • |
  • 15 December, 2022
  • |
  • Global
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  • 103 Pages
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  • LPI(LP Information)
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  • Service & Software

Esports refers to sports that use video games to compete. E-sports game products are game products that can be used as competition items.

The global market for E-sports Game Products is estimated to increase from US$ million in 2021 to reach US$ million by 2028, exhibiting a CAGR of % during 2022-2028. Keeping in mind the uncertainties of COVID-19 and Russia-Ukraine War, we are continuously tracking and evaluating the direct as well as the indirect influence of the pandemic on different end use sectors. These insights are included in the report as a major market contributor.

The APAC E-sports Game Products market is expected at value of US$ million in 2022 and grow at approximately % CAGR during 2022 and 2028.

The United States E-sports Game Products market is expected at value of US$ million in 2022 and grow at approximately % CAGR during 2022 and 2028.

The Europe E-sports Game Products market is expected at value of US$ million in 2022 and grow at approximately % CAGR during 2022 and 2028.

The China E-sports Game Products market is expected at value of US$ million in 2022 and grow at approximately % CAGR during 2022 and 2028.

Global key E-sports Game Products players cover Tencent(Riot Games, Inc.), Activision Blizzard, Inc., Smilegate, Zhejiang Wuduan Technology Co., Ltd. and Supercell Oy, etc. In terms of revenue, the global largest two companies occupy a share nearly % in 2021.

Report Coverage
This latest report provides a deep insight into the global E-sports Game Products market covering all its essential aspects. This ranges from a macro overview of the market to micro details of the market size, competitive landscape, development trend, niche market, key market drivers and challenges, value chain analysis, etc.

This report aims to provide a comprehensive picture of the global E-sports Game Products market, with both quantitative and qualitative data, to help readers understand how the E-sports Game Products market scenario changed across the globe during the pandemic and Russia-Ukraine War.

The base year considered for analyses is 2021, while the market estimates and forecasts are given from 2022 to 2028. The market estimates are provided in terms of revenue in USD millions.

Market Segmentation:
The study segments the E-sports Game Products market and forecasts the market size by Type (MOBA Class, Tactical Sports/Shooting and Strategy), by Application (PC Version and Mobile Version.), and region (APAC, Americas, Europe, and Middle East & Africa).

Segmentation by type
MOBA Class
Tactical Sports/Shooting
Strategy
Racing
Cards
Fighting
Auto Chess
Sports

Segmentation by application
PC Version
Mobile Version

Segmentation by region
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries

Major companies covered
Tencent(Riot Games, Inc.)
Activision Blizzard, Inc.
Smilegate
Zhejiang Wuduan Technology Co., Ltd.
Supercell Oy
NetEase, Inc.
KONAMI GROUP CORPORATION
Perfect World Holdings Group
Valve Corporation
Hidden Path Entertainment.
Giant Interactive Group Inc.
Epic Games, Inc.
Hero Interactive Entertainment Technology Co., Ltd.

Chapter Introduction
Chapter 1: Scope of E-sports Game Products, Research Methodology, etc.
Chapter 2: Executive Summary, global E-sports Game Products market size and CAGR, E-sports Game Products market size by region, by type, by application, historical data from 2017 to 2022, and forecast to 2028.
Chapter 3: E-sports Game Products revenue, global market share, and industry ranking by company, 2017-2022
Chapter 4: Global E-sports Game Products revenue by region and by country. Country specific data and market value analysis for the U.S., Canada, Europe, China, Japan, South Korea, Southeast Asia, India, Latin America and Middle East & Africa.
Chapter 5, 6, 7, 8: Americas, APAC, Europe, Middle East & Africa, revenue segment by country, by type, and application.
Chapter 9: Analysis of the current market trends, market forecast, opportunities and economic trends that are affecting the future marketplace
Chapter 10: Manufacturing cost structure analysis
Chapter 11: Sales channel, distributors, and customers
Chapter 12: Global E-sports Game Products market size forecast by region, by country, by type, and application
Chapter 13: Comprehensive company profiles of the leading players, including Tencent(Riot Games, Inc.), Activision Blizzard, Inc., Smilegate, Zhejiang Wuduan Technology Co., Ltd., Supercell Oy, NetEase, Inc., KONAMI GROUP CORPORATION, Perfect World Holdings Group and Valve Corporation, etc.
Chapter 14: Research Findings and Conclusion


1 Scope of the Report

  • 1.1 Market Introduction
  • 1.2 Years Considered
  • 1.3 Research Objectives
  • 1.4 Market Research Methodology
  • 1.5 Research Process and Data Source
  • 1.6 Economic Indicators
  • 1.7 Currency Considered

2 Executive Summary

  • 2.1 World Market Overview
    • 2.1.1 Global E-sports Game Products Market Size 2017-2028
    • 2.1.2 E-sports Game Products Market Size CAGR by Region 2017 VS 2022 VS 2028
  • 2.2 E-sports Game Products Segment by Type
    • 2.2.1 MOBA Class
    • 2.2.2 Tactical Sports/Shooting
    • 2.2.3 Strategy
    • 2.2.4 Racing
    • 2.2.5 Cards
    • 2.2.6 Fighting
    • 2.2.7 Auto Chess
    • 2.2.8 Sports
  • 2.3 E-sports Game Products Market Size by Type
    • 2.3.1 E-sports Game Products Market Size CAGR by Type (2017 VS 2022 VS 2028)
    • 2.3.2 Global E-sports Game Products Market Size Market Share by Type (2017-2022)
  • 2.4 E-sports Game Products Segment by Application
    • 2.4.1 PC Version
    • 2.4.2 Mobile Version
  • 2.5 E-sports Game Products Market Size by Application
    • 2.5.1 E-sports Game Products Market Size CAGR by Application (2017 VS 2022 VS 2028)
    • 2.5.2 Global E-sports Game Products Market Size Market Share by Application (2017-2022)

3 E-sports Game Products Market Size by Player

  • 3.1 E-sports Game Products Market Size Market Share by Players
    • 3.1.1 Global E-sports Game Products Revenue by Players (2020-2022)
    • 3.1.2 Global E-sports Game Products Revenue Market Share by Players (2020-2022)
  • 3.2 Global E-sports Game Products Key Players Head office and Products Offered
  • 3.3 Market Concentration Rate Analysis
    • 3.3.1 Competition Landscape Analysis
    • 3.3.2 Concentration Ratio (CR3, CR5 and CR10) & (2020-2022)
  • 3.4 New Products and Potential Entrants
  • 3.5 Mergers & Acquisitions, Expansion

4 E-sports Game Products by Regions

  • 4.1 E-sports Game Products Market Size by Regions (2017-2022)
  • 4.2 Americas E-sports Game Products Market Size Growth (2017-2022)
  • 4.3 APAC E-sports Game Products Market Size Growth (2017-2022)
  • 4.4 Europe E-sports Game Products Market Size Growth (2017-2022)
  • 4.5 Middle East & Africa E-sports Game Products Market Size Growth (2017-2022)

5 Americas

  • 5.1 Americas E-sports Game Products Market Size by Country (2017-2022)
  • 5.2 Americas E-sports Game Products Market Size by Type (2017-2022)
  • 5.3 Americas E-sports Game Products Market Size by Application (2017-2022)
  • 5.4 United States
  • 5.5 Canada
  • 5.6 Mexico
  • 5.7 Brazil

6 APAC

  • 6.1 APAC E-sports Game Products Market Size by Region (2017-2022)
  • 6.2 APAC E-sports Game Products Market Size by Type (2017-2022)
  • 6.3 APAC E-sports Game Products Market Size by Application (2017-2022)
  • 6.4 China
  • 6.5 Japan
  • 6.6 Korea
  • 6.7 Southeast Asia
  • 6.8 India
  • 6.9 Australia

7 Europe

  • 7.1 Europe E-sports Game Products by Country (2017-2022)
  • 7.2 Europe E-sports Game Products Market Size by Type (2017-2022)
  • 7.3 Europe E-sports Game Products Market Size by Application (2017-2022)
  • 7.4 Germany
  • 7.5 France
  • 7.6 UK
  • 7.7 Italy
  • 7.8 Russia

8 Middle East & Africa

  • 8.1 Middle East & Africa E-sports Game Products by Region (2017-2022)
  • 8.2 Middle East & Africa E-sports Game Products Market Size by Type (2017-2022)
  • 8.3 Middle East & Africa E-sports Game Products Market Size by Application (2017-2022)
  • 8.4 Egypt
  • 8.5 South Africa
  • 8.6 Israel
  • 8.7 Turkey
  • 8.8 GCC Countries

9 Market Drivers, Challenges and Trends

  • 9.1 Market Drivers & Growth Opportunities
  • 9.2 Market Challenges & Risks
  • 9.3 Industry Trends

10 Global E-sports Game Products Market Forecast

  • 10.1 Global E-sports Game Products Forecast by Regions (2023-2028)
    • 10.1.1 Global E-sports Game Products Forecast by Regions (2023-2028)
    • 10.1.2 Americas E-sports Game Products Forecast
    • 10.1.3 APAC E-sports Game Products Forecast
    • 10.1.4 Europe E-sports Game Products Forecast
    • 10.1.5 Middle East & Africa E-sports Game Products Forecast
  • 10.2 Americas E-sports Game Products Forecast by Country (2023-2028)
    • 10.2.1 United States E-sports Game Products Market Forecast
    • 10.2.2 Canada E-sports Game Products Market Forecast
    • 10.2.3 Mexico E-sports Game Products Market Forecast
    • 10.2.4 Brazil E-sports Game Products Market Forecast
  • 10.3 APAC E-sports Game Products Forecast by Region (2023-2028)
    • 10.3.1 China E-sports Game Products Market Forecast
    • 10.3.2 Japan E-sports Game Products Market Forecast
    • 10.3.3 Korea E-sports Game Products Market Forecast
    • 10.3.4 Southeast Asia E-sports Game Products Market Forecast
    • 10.3.5 India E-sports Game Products Market Forecast
    • 10.3.6 Australia E-sports Game Products Market Forecast
  • 10.4 Europe E-sports Game Products Forecast by Country (2023-2028)
    • 10.4.1 Germany E-sports Game Products Market Forecast
    • 10.4.2 France E-sports Game Products Market Forecast
    • 10.4.3 UK E-sports Game Products Market Forecast
    • 10.4.4 Italy E-sports Game Products Market Forecast
    • 10.4.5 Russia E-sports Game Products Market Forecast
  • 10.5 Middle East & Africa E-sports Game Products Forecast by Region (2023-2028)
    • 10.5.1 Egypt E-sports Game Products Market Forecast
    • 10.5.2 South Africa E-sports Game Products Market Forecast
    • 10.5.3 Israel E-sports Game Products Market Forecast
    • 10.5.4 Turkey E-sports Game Products Market Forecast
    • 10.5.5 GCC Countries E-sports Game Products Market Forecast
  • 10.6 Global E-sports Game Products Forecast by Type (2023-2028)
  • 10.7 Global E-sports Game Products Forecast by Application (2023-2028)

11 Key Players Analysis

  • 11.1 Tencent(Riot Games, Inc.)
    • 11.1.1 Tencent(Riot Games, Inc.) Company Information
    • 11.1.2 Tencent(Riot Games, Inc.) E-sports Game Products Product Offered
    • 11.1.3 Tencent(Riot Games, Inc.) E-sports Game Products Revenue, Gross Margin and Market Share (2020-2022)
    • 11.1.4 Tencent(Riot Games, Inc.) Main Business Overview
    • 11.1.5 Tencent(Riot Games, Inc.) Latest Developments
  • 11.2 Activision Blizzard, Inc.
    • 11.2.1 Activision Blizzard, Inc. Company Information
    • 11.2.2 Activision Blizzard, Inc. E-sports Game Products Product Offered
    • 11.2.3 Activision Blizzard, Inc. E-sports Game Products Revenue, Gross Margin and Market Share (2020-2022)
    • 11.2.4 Activision Blizzard, Inc. Main Business Overview
    • 11.2.5 Activision Blizzard, Inc. Latest Developments
  • 11.3 Smilegate
    • 11.3.1 Smilegate Company Information
    • 11.3.2 Smilegate E-sports Game Products Product Offered
    • 11.3.3 Smilegate E-sports Game Products Revenue, Gross Margin and Market Share (2020-2022)
    • 11.3.4 Smilegate Main Business Overview
    • 11.3.5 Smilegate Latest Developments
  • 11.4 Zhejiang Wuduan Technology Co., Ltd.
    • 11.4.1 Zhejiang Wuduan Technology Co., Ltd. Company Information
    • 11.4.2 Zhejiang Wuduan Technology Co., Ltd. E-sports Game Products Product Offered
    • 11.4.3 Zhejiang Wuduan Technology Co., Ltd. E-sports Game Products Revenue, Gross Margin and Market Share (2020-2022)
    • 11.4.4 Zhejiang Wuduan Technology Co., Ltd. Main Business Overview
    • 11.4.5 Zhejiang Wuduan Technology Co., Ltd. Latest Developments
  • 11.5 Supercell Oy
    • 11.5.1 Supercell Oy Company Information
    • 11.5.2 Supercell Oy E-sports Game Products Product Offered
    • 11.5.3 Supercell Oy E-sports Game Products Revenue, Gross Margin and Market Share (2020-2022)
    • 11.5.4 Supercell Oy Main Business Overview
    • 11.5.5 Supercell Oy Latest Developments
  • 11.6 NetEase, Inc.
    • 11.6.1 NetEase, Inc. Company Information
    • 11.6.2 NetEase, Inc. E-sports Game Products Product Offered
    • 11.6.3 NetEase, Inc. E-sports Game Products Revenue, Gross Margin and Market Share (2020-2022)
    • 11.6.4 NetEase, Inc. Main Business Overview
    • 11.6.5 NetEase, Inc. Latest Developments
  • 11.7 KONAMI GROUP CORPORATION
    • 11.7.1 KONAMI GROUP CORPORATION Company Information
    • 11.7.2 KONAMI GROUP CORPORATION E-sports Game Products Product Offered
    • 11.7.3 KONAMI GROUP CORPORATION E-sports Game Products Revenue, Gross Margin and Market Share (2020-2022)
    • 11.7.4 KONAMI GROUP CORPORATION Main Business Overview
    • 11.7.5 KONAMI GROUP CORPORATION Latest Developments
  • 11.8 Perfect World Holdings Group
    • 11.8.1 Perfect World Holdings Group Company Information
    • 11.8.2 Perfect World Holdings Group E-sports Game Products Product Offered
    • 11.8.3 Perfect World Holdings Group E-sports Game Products Revenue, Gross Margin and Market Share (2020-2022)
    • 11.8.4 Perfect World Holdings Group Main Business Overview
    • 11.8.5 Perfect World Holdings Group Latest Developments
  • 11.9 Valve Corporation
    • 11.9.1 Valve Corporation Company Information
    • 11.9.2 Valve Corporation E-sports Game Products Product Offered
    • 11.9.3 Valve Corporation E-sports Game Products Revenue, Gross Margin and Market Share (2020-2022)
    • 11.9.4 Valve Corporation Main Business Overview
    • 11.9.5 Valve Corporation Latest Developments
  • 11.10 Hidden Path Entertainment.
    • 11.10.1 Hidden Path Entertainment. Company Information
    • 11.10.2 Hidden Path Entertainment. E-sports Game Products Product Offered
    • 11.10.3 Hidden Path Entertainment. E-sports Game Products Revenue, Gross Margin and Market Share (2020-2022)
    • 11.10.4 Hidden Path Entertainment. Main Business Overview
    • 11.10.5 Hidden Path Entertainment. Latest Developments
  • 11.11 Giant Interactive Group Inc.
    • 11.11.1 Giant Interactive Group Inc. Company Information
    • 11.11.2 Giant Interactive Group Inc. E-sports Game Products Product Offered
    • 11.11.3 Giant Interactive Group Inc. E-sports Game Products Revenue, Gross Margin and Market Share (2020-2022)
    • 11.11.4 Giant Interactive Group Inc. Main Business Overview
    • 11.11.5 Giant Interactive Group Inc. Latest Developments
  • 11.12 Epic Games, Inc.
    • 11.12.1 Epic Games, Inc. Company Information
    • 11.12.2 Epic Games, Inc. E-sports Game Products Product Offered
    • 11.12.3 Epic Games, Inc. E-sports Game Products Revenue, Gross Margin and Market Share (2020-2022)
    • 11.12.4 Epic Games, Inc. Main Business Overview
    • 11.12.5 Epic Games, Inc. Latest Developments
  • 11.13 Hero Interactive Entertainment Technology Co., Ltd.
    • 11.13.1 Hero Interactive Entertainment Technology Co., Ltd. Company Information
    • 11.13.2 Hero Interactive Entertainment Technology Co., Ltd. E-sports Game Products Product Offered
    • 11.13.3 Hero Interactive Entertainment Technology Co., Ltd. E-sports Game Products Revenue, Gross Margin and Market Share (2020-2022)
    • 11.13.4 Hero Interactive Entertainment Technology Co., Ltd. Main Business Overview
    • 11.13.5 Hero Interactive Entertainment Technology Co., Ltd. Latest Developments

12 Research Findings and Conclusion

Summary:
Get latest Market Research Reports on E-sports Game Products. Industry analysis & Market Report on E-sports Game Products is a syndicated market report, published as Global E-sports Game Products Market Growth (Status and Outlook) 2022-2028. It is complete Research Study and Industry Analysis of E-sports Game Products market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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