Report Detail

Service & Software Global Esport Market Size, Status and Forecast 2019-2025

  • RnM3476034
  • |
  • 09 July, 2020
  • |
  • Global
  • |
  • 130 Pages
  • |
  • QYResearch
  • |
  • Service & Software

Esport market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global Esport 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 Application in terms of revenue and forecast for the period 2015-2026.

The key players covered in this study
Modern Times Group
Activision Blizzard
Valve Corporation
CJ Corporation
Electronic Arts
Nintendo
Turner Broadcasting System
Faceit
Gfinity
Hi Rez Studios
Kabum
Wargaming Public
Rovio Entertainment
Gungho Online Entertainment
Alisports

Market segment by Type, the product can be split into
Real-time strategy (RTS)
First-person shooter (FPS)
Multiplayer online battle arena (MOBA)
Others
Market segment by Application, split into
Mobilehone & Tablet
PC
Video Game
Other

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


1 Report Overview

  • 1.1 Study Scope
  • 1.2 Key Market Segments
  • 1.3 Players Covered: Ranking by Esport Revenue
  • 1.4 Market by Type
    • 1.4.1 Global Esport Market Size Growth Rate by Type: 2020 VS 2026
    • 1.4.2 Real-time strategy (RTS)
    • 1.4.3 First-person shooter (FPS)
    • 1.4.4 Multiplayer online battle arena (MOBA)
    • 1.4.5 Others
  • 1.5 Market by Application
    • 1.5.1 Global Esport Market Share by Application: 2020 VS 2026
    • 1.5.2 Mobilehone & Tablet
    • 1.5.3 PC
    • 1.5.4 Video Game
    • 1.5.5 Other
  • 1.6 Study Objectives
  • 1.7 Years Considered

2 Global Growth Trends

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

3 Competition Landscape by Key Players

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

4 Market Size by Type (2015-2026)

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

5 Market Size by Application (2015-2026)

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

6 North America

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

7 Europe

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

8 China

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

9 Japan

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

10 Southeast Asia

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

11 India

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

12 Central & South America

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

13 Key Players Profiles

  • 13.1 Modern Times Group
    • 13.1.1 Modern Times Group Company Details
    • 13.1.2 Modern Times Group Business Overview
    • 13.1.3 Modern Times Group Esport Introduction
    • 13.1.4 Modern Times Group Revenue in Esport Business (2015-2020))
    • 13.1.5 Modern Times Group Recent Development
  • 13.2 Activision Blizzard
    • 13.2.1 Activision Blizzard Company Details
    • 13.2.2 Activision Blizzard Business Overview
    • 13.2.3 Activision Blizzard Esport Introduction
    • 13.2.4 Activision Blizzard Revenue in Esport Business (2015-2020)
    • 13.2.5 Activision Blizzard Recent Development
  • 13.3 Valve Corporation
    • 13.3.1 Valve Corporation Company Details
    • 13.3.2 Valve Corporation Business Overview
    • 13.3.3 Valve Corporation Esport Introduction
    • 13.3.4 Valve Corporation Revenue in Esport Business (2015-2020)
    • 13.3.5 Valve Corporation Recent Development
  • 13.4 CJ Corporation
    • 13.4.1 CJ Corporation Company Details
    • 13.4.2 CJ Corporation Business Overview
    • 13.4.3 CJ Corporation Esport Introduction
    • 13.4.4 CJ Corporation Revenue in Esport Business (2015-2020)
    • 13.4.5 CJ Corporation Recent Development
  • 13.5 Electronic Arts
    • 13.5.1 Electronic Arts Company Details
    • 13.5.2 Electronic Arts Business Overview
    • 13.5.3 Electronic Arts Esport Introduction
    • 13.5.4 Electronic Arts Revenue in Esport Business (2015-2020)
    • 13.5.5 Electronic Arts Recent Development
  • 13.6 Nintendo
    • 13.6.1 Nintendo Company Details
    • 13.6.2 Nintendo Business Overview
    • 13.6.3 Nintendo Esport Introduction
    • 13.6.4 Nintendo Revenue in Esport Business (2015-2020)
    • 13.6.5 Nintendo Recent Development
  • 13.7 Turner Broadcasting System
    • 13.7.1 Turner Broadcasting System Company Details
    • 13.7.2 Turner Broadcasting System Business Overview
    • 13.7.3 Turner Broadcasting System Esport Introduction
    • 13.7.4 Turner Broadcasting System Revenue in Esport Business (2015-2020)
    • 13.7.5 Turner Broadcasting System Recent Development
  • 13.8 Faceit
    • 13.8.1 Faceit Company Details
    • 13.8.2 Faceit Business Overview
    • 13.8.3 Faceit Esport Introduction
    • 13.8.4 Faceit Revenue in Esport Business (2015-2020)
    • 13.8.5 Faceit Recent Development
  • 13.9 Gfinity
    • 13.9.1 Gfinity Company Details
    • 13.9.2 Gfinity Business Overview
    • 13.9.3 Gfinity Esport Introduction
    • 13.9.4 Gfinity Revenue in Esport Business (2015-2020)
    • 13.9.5 Gfinity Recent Development
  • 13.10 Hi Rez Studios
    • 13.10.1 Hi Rez Studios Company Details
    • 13.10.2 Hi Rez Studios Business Overview
    • 13.10.3 Hi Rez Studios Esport Introduction
    • 13.10.4 Hi Rez Studios Revenue in Esport Business (2015-2020)
    • 13.10.5 Hi Rez Studios Recent Development
  • 13.11 Kabum
    • 10.11.1 Kabum Company Details
    • 10.11.2 Kabum Business Overview
    • 10.11.3 Kabum Esport Introduction
    • 10.11.4 Kabum Revenue in Esport Business (2015-2020)
    • 10.11.5 Kabum Recent Development
  • 13.12 Wargaming Public
    • 10.12.1 Wargaming Public Company Details
    • 10.12.2 Wargaming Public Business Overview
    • 10.12.3 Wargaming Public Esport Introduction
    • 10.12.4 Wargaming Public Revenue in Esport Business (2015-2020)
    • 10.12.5 Wargaming Public Recent Development
  • 13.13 Rovio Entertainment
    • 10.13.1 Rovio Entertainment Company Details
    • 10.13.2 Rovio Entertainment Business Overview
    • 10.13.3 Rovio Entertainment Esport Introduction
    • 10.13.4 Rovio Entertainment Revenue in Esport Business (2015-2020)
    • 10.13.5 Rovio Entertainment Recent Development
  • 13.14 Gungho Online Entertainment
    • 10.14.1 Gungho Online Entertainment Company Details
    • 10.14.2 Gungho Online Entertainment Business Overview
    • 10.14.3 Gungho Online Entertainment Esport Introduction
    • 10.14.4 Gungho Online Entertainment Revenue in Esport Business (2015-2020)
    • 10.14.5 Gungho Online Entertainment Recent Development
  • 13.15 Alisports
    • 10.15.1 Alisports Company Details
    • 10.15.2 Alisports Business Overview
    • 10.15.3 Alisports Esport Introduction
    • 10.15.4 Alisports Revenue in Esport Business (2015-2020)
    • 10.15.5 Alisports Recent Development

14 Analyst's Viewpoints/Conclusions

    15 Appendix

    • 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 Esport. Industry analysis & Market Report on Esport is a syndicated market report, published as Global Esport Market Size, Status and Forecast 2019-2025. It is complete Research Study and Industry Analysis of Esport market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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