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Covid-19 Impact on Global Electronic Sports Game Market Size, Status and Forecast 2020-2026

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1 Report Overview

  • 1.1 Study Scope
  • 1.2 Key Market Segments
  • 1.3 Players Covered: Ranking by Electronic Sports Game Revenue
  • 1.4 Covid-19 Implications on Market by Type
    • 1.4.1 Global Electronic Sports Game Market Size Growth Rate by Type: 2020 VS 2026
    • 1.4.2 Multiplayer Online Battle Arena (MOBA)
    • 1.4.3 First-person Shooter (FPS)
    • 1.4.4 Fighting
    • 1.4.5 Card Games
    • 1.4.6 Battle Royale
    • 1.4.7 Real-time Strategy (RTS)
    • 1.4.8 Others
  • 1.5 Market by Application
    • 1.5.1 Global Electronic Sports Game Market Share by Players: 2020 VS 2026
    • 1.5.2 Team
    • 1.5.3 Individual
  • 1.6 Coronavirus Disease 2019 (Covid-19): Electronic Sports Game Industry Impact
    • 1.6.1 Covid-19 Impact: Global GDP Growth, 2019, 2020 and 2021 Projections
    • 1.6.2 Covid-19 Impact: Commodity Prices Indices
    • 1.6.3 Covid-19 Impact: Global Major Government Policy
  • 1.7 Study Objectives
  • 1.8 Years Considered

2 Global Growth Trends

  • 2.1 Covid-19 Implications on Global Electronic Sports Game Market Perspective (2015-2026)
  • 2.2 Covid-19 Implications on Global Electronic Sports Game Growth Trends by Regions
    • 2.2.1 Electronic Sports Game Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 Electronic Sports Game Historic Market Share by Regions (2015-2020)
    • 2.2.3 Electronic Sports Game 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 Electronic Sports Game Market Growth Strategy
    • 2.3.6 Primary Interviews with Key Electronic Sports Game Players (Opinion Leaders)

3 Covid-19 Implications on Competition Landscape by Key Players

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

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

  • 4.1 Global Electronic Sports Game Historic Market Size by Type (2015-2020)
  • 4.2 Global Electronic Sports Game Forecasted Market Size by Type (2021-2026)

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

  • 5.1 Global Electronic Sports Game Market Size by Players (2015-2020)
  • 5.2 Global Electronic Sports Game Forecasted Market Size by Players (2021-2026)

6 North America Impact of COVID-19

  • 6.1 North America Electronic Sports Game Market Size (2015-2020)
  • 6.2 Electronic Sports Game Key Players in North America (2019-2020)
  • 6.3 North America Electronic Sports Game Market Size by Type (2015-2020)
  • 6.4 North America Electronic Sports Game Market Size by Players (2015-2020)

7 Europe Impact of COVID-19

  • 7.1 Europe Electronic Sports Game Market Size (2015-2020)
  • 7.2 Electronic Sports Game Key Players in Europe (2019-2020)
  • 7.3 Europe Electronic Sports Game Market Size by Type (2015-2020)
  • 7.4 Europe Electronic Sports Game Market Size by Players (2015-2020)

8 China Impact of COVID-19

  • 8.1 China Electronic Sports Game Market Size (2015-2020)
  • 8.2 Electronic Sports Game Key Players in China (2019-2020)
  • 8.3 China Electronic Sports Game Market Size by Type (2015-2020)
  • 8.4 China Electronic Sports Game Market Size by Players (2015-2020)

9 Japan Impact of COVID-19

  • 9.1 Japan Electronic Sports Game Market Size (2015-2020)
  • 9.2 Electronic Sports Game Key Players in Japan (2019-2020)
  • 9.3 Japan Electronic Sports Game Market Size by Type (2015-2020)
  • 9.4 Japan Electronic Sports Game Market Size by Players (2015-2020)

10 Southeast Asia Impact of COVID-19

  • 10.1 Southeast Asia Electronic Sports Game Market Size (2015-2020)
  • 10.2 Electronic Sports Game Key Players in Southeast Asia (2019-2020)
  • 10.3 Southeast Asia Electronic Sports Game Market Size by Type (2015-2020)
  • 10.4 Southeast Asia Electronic Sports Game Market Size by Application (2015-2020)

11 India Impact of COVID-19

  • 11.1 India Electronic Sports Game Market Size (2015-2020)
  • 11.2 Electronic Sports Game Key Players in India (2019-2020)
  • 11.3 India Electronic Sports Game Market Size by Type (2015-2020)
  • 11.4 India Electronic Sports Game Market Size by Application (2015-2020)

12 Central & South America Impact of COVID-19

  • 12.1 Central & South America Electronic Sports Game Market Size (2015-2020)
  • 12.2 Electronic Sports Game Key Players in Central & South America (2019-2020)
  • 12.3 Central & South America Electronic Sports Game Market Size by Type (2015-2020)
  • 12.4 Central & South America Electronic Sports Game Market Size by Application (2015-2020)

13Key Players Profiles

  • 13.1 Valve
    • 13.1.1 Valve Company Details
    • 13.1.2 Valve Business Overview and Its Total Revenue
    • 13.1.3 Valve Electronic Sports Game Introduction
    • 13.1.4 Valve Revenue in Electronic Sports Game Business (2015-2020))
    • 13.1.5 Valve Recent Development and Reaction to COVID-19
  • 13.2 Riot Games
    • 13.2.1 Riot Games Company Details
    • 13.2.2 Riot Games Business Overview and Its Total Revenue
    • 13.2.3 Riot Games Electronic Sports Game Introduction
    • 13.2.4 Riot Games Revenue in Electronic Sports Game Business (2015-2020)
    • 13.2.5 Riot Games Recent Development and Reaction to COVID-19
  • 13.3 Blizzard Entertainment
    • 13.3.1 Blizzard Entertainment Company Details
    • 13.3.2 Blizzard Entertainment Business Overview and Its Total Revenue
    • 13.3.3 Blizzard Entertainment Electronic Sports Game Introduction
    • 13.3.4 Blizzard Entertainment Revenue in Electronic Sports Game Business (2015-2020)
    • 13.3.5 Blizzard Entertainment Recent Development and Reaction to COVID-19
  • 13.4 Microsoft Studios
    • 13.4.1 Microsoft Studios Company Details
    • 13.4.2 Microsoft Studios Business Overview and Its Total Revenue
    • 13.4.3 Microsoft Studios Electronic Sports Game Introduction
    • 13.4.4 Microsoft Studios Revenue in Electronic Sports Game Business (2015-2020)
    • 13.4.5 Microsoft Studios Recent Development and Reaction to COVID-19
  • 13.5 Electronic Arts
    • 13.5.1 Electronic Arts Company Details
    • 13.5.2 Electronic Arts Business Overview and Its Total Revenue
    • 13.5.3 Electronic Arts Electronic Sports Game Introduction
    • 13.5.4 Electronic Arts Revenue in Electronic Sports Game Business (2015-2020)
    • 13.5.5 Electronic Arts Recent Development and Reaction to COVID-19
  • 13.6 Kapcom
    • 13.6.1 Kapcom Company Details
    • 13.6.2 Kapcom Business Overview and Its Total Revenue
    • 13.6.3 Kapcom Electronic Sports Game Introduction
    • 13.6.4 Kapcom Revenue in Electronic Sports Game Business (2015-2020)
    • 13.6.5 Kapcom Recent Development and Reaction to COVID-19
  • 13.7 Psyonix
    • 13.7.1 Psyonix Company Details
    • 13.7.2 Psyonix Business Overview and Its Total Revenue
    • 13.7.3 Psyonix Electronic Sports Game Introduction
    • 13.7.4 Psyonix Revenue in Electronic Sports Game Business (2015-2020)
    • 13.7.5 Psyonix Recent Development and Reaction to COVID-19
  • 13.8 Hi - Rez Studios
    • 13.8.1 Hi - Rez Studios Company Details
    • 13.8.2 Hi - Rez Studios Business Overview and Its Total Revenue
    • 13.8.3 Hi - Rez Studios Electronic Sports Game Introduction
    • 13.8.4 Hi - Rez Studios Revenue in Electronic Sports Game Business (2015-2020)
    • 13.8.5 Hi - Rez Studios Recent Development and Reaction to COVID-19
  • 13.9 Wargaming
    • 13.9.1 Wargaming Company Details
    • 13.9.2 Wargaming Business Overview and Its Total Revenue
    • 13.9.3 Wargaming Electronic Sports Game Introduction
    • 13.9.4 Wargaming Revenue in Electronic Sports Game Business (2015-2020)
    • 13.9.5 Wargaming Recent Development and Reaction to COVID-19
  • 13.10 Tencent
    • 13.10.1 Tencent Company Details
    • 13.10.2 Tencent Business Overview and Its Total Revenue
    • 13.10.3 Tencent Electronic Sports Game Introduction
    • 13.10.4 Tencent Revenue in Electronic Sports Game Business (2015-2020)
    • 13.10.5 Tencent Recent Development and Reaction to COVID-19
  • 13.11 Epic Games
    • 10.11.1 Epic Games Company Details
    • 10.11.2 Epic Games Business Overview and Its Total Revenue
    • 10.11.3 Epic Games Electronic Sports Game Introduction
    • 10.11.4 Epic Games Revenue in Electronic Sports Game Business (2015-2020)
    • 10.11.5 Epic Games Recent Development and Reaction to COVID-19
  • 13.12 Nintendo
    • 10.12.1 Nintendo Company Details
    • 10.12.2 Nintendo Business Overview and Its Total Revenue
    • 10.12.3 Nintendo Electronic Sports Game Introduction
    • 10.12.4 Nintendo Revenue in Electronic Sports Game Business (2015-2020)
    • 10.12.5 Nintendo Recent Development and Reaction to COVID-19
  • 13.13 Wargaming.net
    • 10.13.1 Wargaming.net Company Details
    • 10.13.2 Wargaming.net Business Overview and Its Total Revenue
    • 10.13.3 Wargaming.net Electronic Sports Game Introduction
    • 10.13.4 Wargaming.net Revenue in Electronic Sports Game Business (2015-2020)
    • 10.13.5 Wargaming.net Recent Development and Reaction to COVID-19
  • 13.14 Gfinity
    • 10.14.1 Gfinity Company Details
    • 10.14.2 Gfinity Business Overview and Its Total Revenue
    • 10.14.3 Gfinity Electronic Sports Game Introduction
    • 10.14.4 Gfinity Revenue in Electronic Sports Game Business (2015-2020)
    • 10.14.5 Gfinity Recent Development and Reaction to COVID-19

14Analyst's Viewpoints/Conclusions

    15Appendix

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

    Electronic Sports Game market is segmented by Type, and by Players. Players, stakeholders, and other participants in the global Electronic Sports Game market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Players in terms of revenue and forecast for the period 2015-2026.
    Since the COVID-19 virus outbreak in December 2019, the disease has spread to almost 200 countries around the globe with the World Health Organization declaring it a public health emergency. The global impacts of the coronavirus disease 2019 (COVID-19) are already starting to be felt, and will significantly affect the Electronic Sports Game market in 2020. The outbreak of COVID-19 has brought effects on many aspects, like flight cancellations; travel bans and quarantines; restaurants closed; all indoor events restricted; over forty countries state of emergency declared; massive slowing of the supply chain; stock market volatility; falling business confidence, growing panic among the population, and uncertainty about future.
    This report also analyzes the impact of Coronavirus COVID-19 on the Electronic Sports Game industry.

    The key players covered in this study
    Valve
    Riot Games
    Blizzard Entertainment
    Microsoft Studios
    Electronic Arts
    Kapcom
    Psyonix
    Hi - Rez Studios
    Wargaming
    Tencent
    Epic Games
    Nintendo
    Wargaming.net
    Gfinity

    Market segment by Type, the product can be split into
    Multiplayer Online Battle Arena (MOBA)
    First-person Shooter (FPS)
    Fighting
    Card Games
    Battle Royale
    Real-time Strategy (RTS)
    Others
    Market segment by Players, split into
    Team
    Individual

    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 Electronic Sports Game status, future forecast, growth opportunity, key market and key players.
    To present the Electronic Sports Game 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 Electronic Sports Game 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 players, 2019 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

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