Global E-Sports Market Professional Survey 2019 by Manufacturers, Regions, Types and Applications, Forecast to 2024
Table of Contents
1 Industry Overview of E-Sports
- 1.1 Brief Introduction of E-Sports
- 1.1.1 Definition of E-Sports
- 1.1.2 Development of E-Sports Industry
- 1.2 Classification of E-Sports
- 1.3 Status of E-Sports Industry
- 1.3.1 Industry Overview of E-Sports
- 1.3.2 Global Major Regions Status of E-Sports
2 Industry Chain Analysis of E-Sports
- 2.1 Supply Chain Relationship Analysis of E-Sports
- 2.2 Upstream Major Raw Materials and Price Analysis of E-Sports
- 2.3 Downstream Applications of E-Sports
3 Manufacturing Technology of E-Sports
- 3.1 Development of E-Sports Manufacturing Technology
- 3.2 Manufacturing Process Analysis of E-Sports
- 3.3 Trends of E-Sports Manufacturing Technology
4 Major Manufacturers Analysis of E-Sports
- 4.1 Company 1
- 4.1.1 Company Profile
- 4.1.2 Product Picture and Specifications
- 4.1.3 Capacity, Production, Price, Cost, Gross and Revenue
- 4.1.4 Contact Information
- 4.2 Company 2
- 4.2.1 Company Profile
- 4.2.2 Product Picture and Specifications
- 4.2.3 Capacity, Production, Price, Cost, Gross and Revenue
- 4.2.4 Contact Information
- 4.3 Company 3
- 4.3.1 Company Profile
- 4.3.2 Product Picture and Specifications
- 4.3.3 Capacity, Production, Price, Cost, Gross and Revenue
- 4.3.4 Contact Information
- 4.4 Company 4
- 4.4.1 Company Profile
- 4.4.2 Product Picture and Specifications
- 4.4.3 Capacity, Production, Price, Cost, Gross and Revenue
- 4.4.4 Contact Information
- 4.5 Company 5
- 4.5.1 Company Profile
- 4.5.2 Product Picture and Specifications
- 4.5.3 Capacity, Production, Price, Cost, Gross and Revenue
- 4.5.4 Contact Information
- 4.6 Company 6
- 4.6.1 Company Profile
- 4.6.2 Product Picture and Specifications
- 4.6.3 Capacity, Production, Price, Cost, Gross and Revenue
- 4.6.4 Contact Information
- 4.7 Company 7
- 4.7.1 Company Profile
- 4.7.2 Product Picture and Specifications
- 4.7.3 Capacity, Production, Price, Cost, Gross and Revenue
- 4.7.4 Contact Information
- 4.8 Company 8
- 4.8.1 Company Profile
- 4.8.2 Product Picture and Specifications
- 4.8.3 Capacity, Production, Price, Cost, Gross and Revenue
- 4.8.4 Contact Information
- 4.9 Company 9
- 4.9.1 Company Profile
- 4.9.2 Product Picture and Specifications
- 4.9.3 Capacity, Production, Price, Cost, Gross and Revenue
- 4.9.4 Contact Information
- 4.10 Company ten
- 4.10.1 Company Profile
- 4.10.2 Product Picture and Specifications
- 4.10.3 Capacity, Production, Price, Cost, Gross and Revenue
- 4.10.4 Contact Information
. . .
5 Global Productions, Revenue and Price Analysis of E-Sports by Regions, Manufacturers, Types and Applications
- 5.1 Global Production, Revenue of E-Sports by Regions 2014-2019
- 5.2 Global Production, Revenue of E-Sports by Manufacturers 2014-2019
- 5.3 Global Production, Revenue of E-Sports by Types 2014-2019
- 5.4 Global Production, Revenue of E-Sports by Applications 2014-2019
- 5.5 Price Analysis of Global E-Sports by Regions, Manufacturers, Types and Applications in 2014-2019
6 Global and Major Regions Capacity, Production, Revenue and Growth Rate of E-Sports 2014-2019
- 6.1 Global Capacity, Production, Price, Cost, Revenue, of E-Sports 2014-2019
- 6.2 Asia Pacific Capacity, Production, Price, Cost, Revenue, of E-Sports 2014-2019
- 6.3 Europe Capacity, Production, Price, Cost, Revenue, of E-Sports 2014-2019
- 6.4 Middle East & Africa Capacity, Production, Price, Cost, Revenue, of E-Sports 2014-2019
- 6.5 North America Capacity, Production, Price, Cost, Revenue, of E-Sports 2014-2019
- 6.6 Latin America Capacity, Production, Price, Cost, Revenue, of E-Sports 2014-2019
7 Consumption Volumes, Consumption Value, Import, Export and Sale Price Analysis of E-Sports by Regions
- 7.1 Global Consumption Volume and Consumption Value of E-Sports by Regions 2014-2019
- 7.2 Global Consumption Volume, Consumption Value and Growth Rate of E-Sports 2014-2019
- 7.3 Asia Pacific Consumption Volume, Consumption Value, Import, Export and Growth Rate of E-Sports 2014-2019
- 7.4 Europe Consumption Volume, Consumption Value, Import, Export and Growth Rate of E-Sports 2014-2019
- 7.5 Middle East & Africa Consumption Volume, Consumption Value, Import, Export and Growth Rate of E-Sports 2014-2019
- 7.6 North America Consumption Volume, Consumption Value, Import, Export and Growth Rate of E-Sports 2014-2019
- 7.7 Latin America Consumption Volume, Consumption Value, Import, Export and Growth Rate of E-Sports 2014-2019
- 7.8 Sale Price Analysis of Global E-Sports by Regions 2014-2019
8 Gross and Gross Margin Analysis of E-Sports
- 8.1 Global Gross and Gross Margin of E-Sports by Regions 2014-2019
- 8.2 Global Gross and Gross Margin of E-Sports by Manufacturers 2014-2019
- 8.3 Global Gross and Gross Margin of E-Sports by Types 2014-2019
- 8.4 Global Gross and Gross Margin of E-Sports by Applications 2014-2019
9 Marketing Traders or Distributor Analysis of E-Sports
- 9.1 Marketing Channels Status of E-Sports
- 9.2 Marketing Channels Characteristic of E-Sports
- 9.3 Marketing Channels Development Trend of E-Sports
10 Global and Chinese Economic Impacts on E-Sports Industry
- 10.1 Global and Chinese Macroeconomic Environment Analysis
- 10.1.1 Global Macroeconomic Analysis and Outlook
- 10.1.2 Chinese Macroeconomic Analysis and Outlook
- 10.2 Effects to E-Sports Industry
11 Development Trend Analysis of E-Sports
- 11.1 Capacity, Production and Revenue Forecast of E-Sports by Regions, Types and Applications
- 11.1.1 Global Capacity, Production and Revenue of E-Sports by Regions 2019-2024
- 11.1.2 Global and Major Regions Capacity, Production, Revenue and Growth Rate of E-Sports 2019-2024
- 11.1.3 Global Capacity, Production and Revenue of E-Sports by Types 2019-2024
- 11.2 Consumption Volume and Consumption Value Forecast of E-Sports by Regions
- 11.2.1 Global Consumption Volume and Consumption Value of E-Sports by Regions 2019-2024
- 11.2.2 Global and Major Regions Consumption Volume, Consumption Value and Growth Rate of E-Sports 2019-2024
- 11.3 Supply, Import, Export and Consumption Forecast of E-Sports
- 11.3.1 Supply, Consumption and Gap of E-Sports 2019-2024
- 11.3.2 Global Capacity, Production, Price, Cost, Revenue, Supply, Import, Export and Consumption of E-Sports 2019-2024
- 11.3.3 North America Capacity, Production, Price, Cost, Revenue, Supply, Import, Export and Consumption of E-Sports 2019-2024
- 11.3.4 Europe Capacity, Production, Price, Cost, Revenue, Supply, Import, Export and Consumption of E-Sports 2019-2024
- 11.3.5 Asia Pacific Capacity, Production, Price, Cost, Revenue, Supply, Import, Export and Consumption of E-Sports 2019-2024
- 11.3.6 Middle East & Africa Capacity, Production, Price, Cost, Revenue, Supply, Import, Export and Consumption of E-Sports 2019-2024
- 11.3.7 Latin America Capacity, Production, Price, Cost, Revenue, Supply, Import, Export and Consumption of E-Sports 2019-2024
12 Contact information of E-Sports
- 12.1 Upstream Major Raw Materials and Equipment Suppliers Analysis of E-Sports
- 12.1.1 Major Raw Materials Suppliers with Contact Information Analysis of E-Sports
- 12.1.2 Major Equipment Suppliers with Contact Information Analysis of E-Sports
- 12.2 Downstream Major Consumers Analysis of E-Sports
- 12.3 Major Suppliers of E-Sports with Contact Information
- 12.4 Supply Chain Relationship Analysis of E-Sports
13 New Project Investment Feasibility Analysis of E-Sports
- 13.1 New Project SWOT Analysis of E-Sports
- 13.2 New Project Investment Feasibility Analysis of E-Sports
- 13.2.1 Project Name
- 13.2.2 Investment Budget
- 13.2.3 Project Product Solutions
- 13.2.4 Project Schedule
14 Conclusion of the Global E-Sports Industry 2019 Market Research Report
In this report, we analyze the E-Sports industry from two aspects. One part is about its production and the other part is about its consumption. In terms of its production, we analyze the production, revenue, gross margin of its main manufacturers and the unit price that they offer in different regions from 2014 to 2019. In terms of its consumption, we analyze the consumption volume, consumption value, sale price, import and export in different regions from 2014 to 2019. We also make a prediction of its production and consumption in coming 2019-2024.
At the same time, we classify different E-Sports based on their definitions. Upstream raw materials, equipment and downstream consumers analysis is also carried out. What is more, the E-Sports industry development trends and marketing channels are analyzed.
Finally, the feasibility of new investment projects is assessed, and overall research conclusions are offered.
Key players in global E-Sports market include:
Activision Blizzard
Epic Games
Nintendo
Riot Games
Valve Corporation
Wargaming.Net
EA Sports
Hi-Rez Studios
Microsoft Studios
Market segmentation, by product types:
Multiplayer Online Battle Arena (MOBA)
First-Person Shooter (FPS)
Real-Time Strategy (RTS)
Other
Market segmentation, by applications:
Professional
Amateur
Market segmentation, by regions:
North America
Europe
Asia Pacific
Middle East & Africa
Latin America
The report can answer the following questions:
1. What is the global (North America, South America, Europe, Africa, Middle East, Asia, China, Japan) production, production value, consumption, consumption value, import and export of E-Sports?
2. Who are the global key manufacturers of E-Sports industry? How are their operating situation (capacity, production, price, cost, gross and revenue)?
3. What are the types and applications of E-Sports? What is the market share of each type and application?
4. What are the upstream raw materials and manufacturing equipment of E-Sports? What is the manufacturing process of E-Sports?
5. Economic impact on E-Sports industry and development trend of E-Sports industry.
6. What will the E-Sports market size and the growth rate be in 2024?
7. What are the key factors driving the global E-Sports industry?
8. What are the key market trends impacting the growth of the E-Sports market?
9. What are the E-Sports market challenges to market growth?
10. What are the E-Sports market opportunities and threats faced by the vendors in the global E-Sports market?
Objective of Studies:
1. To provide detailed analysis of the market structure along with forecast of the various segments and sub-segments of the global E-Sports market.
2. To provide insights about factors affecting the market growth. To analyze the E-Sports market based on various factors- price analysis, supply chain analysis, Porte five force analysis etc.
3. To provide historical and forecast revenue of the market segments and sub-segments with respect to four main geographies and their countries- North America, Europe, Asia, Latin America and Rest of the World.
4. To provide country level analysis of the market with respect to the current market size and future prospective.
5. To provide country level analysis of the market for segment by application, product type and sub-segments.
6. To provide strategic profiling of key players in the market, comprehensively analyzing their core competencies, and drawing a competitive landscape for the market.
7. To track and analyze competitive developments such as joint ventures, strategic alliances, mergers and acquisitions, new product developments, and research and developments in the global E-Sports market.