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
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.