Report Detail

Service & Software Global and Japan eSports Organization Market Size, Status and Forecast 2020-2026

  • RnM3367918
  • |
  • 16 October, 2020
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  • Global
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  • 131 Pages
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  • QYResearch
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  • Service & Software

Global eSports Organization Scope and Market Size
eSports Organization market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global eSports Organization 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.

Market segment by Type, the product can be split into
LOL
PUBG
StarCraft
Fortnite
CS:GO
Other

Market segment by Application, split into
Professional
Amateur

Based on regional and country-level analysis, the eSports Organization market has been segmented as follows:
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Nordic
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia-Pacific
Latin America
Mexico
Brazil
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of Middle East & Africa

In the competitive analysis section of the report, leading as well as prominent players of the global eSports Organization market are broadly studied on the basis of key factors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on price and revenue (global level) by player for the period 2015-2020.
The key players covered in this study
Fnatic
C9
SKT
Samsung
RNG
EDG
Invictus
OG
LGD
G2
TSM
CLG
Team Liquid
Echo Fox
100 Thieves
Clutch Gaming
Optic
GGS
Flyquest
Splyce
Misfits
Schalke 04
Counter Logic Gaming


1 Report Overview

  • 1.1 Study Scope
  • 1.2 Market Analysis by Type
    • 1.2.1 Global eSports Organization Market Size Growth Rate by Type: 2020 VS 2026
    • 1.2.2 LOL
    • 1.2.3 PUBG
    • 1.2.4 StarCraft
    • 1.2.5 Fortnite
    • 1.2.6 CS:GO
    • 1.2.7 Other
  • 1.3 Market by Application
    • 1.3.1 Global eSports Organization Market Share by Application: 2020 VS 2026
    • 1.3.2 Professional
    • 1.3.3 Amateur
  • 1.4 Study Objectives
  • 1.5 Years Considered

2 Global Growth Trends

  • 2.1 Global eSports Organization Market Perspective (2015-2026)
  • 2.2 Global eSports Organization Growth Trends by Regions
    • 2.2.1 eSports Organization Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 eSports Organization Historic Market Share by Regions (2015-2020)
    • 2.2.3 eSports Organization Forecasted Market Size by Regions (2021-2026)
  • 2.3 Industry Trends and Growth Strategy
    • 2.3.1 Market Trends
    • 2.3.2 Market Drivers
    • 2.3.3 Market Challenges
    • 2.3.4 Market Restraints

3 Competition Landscape by Key Players

  • 3.1 Global Top eSports Organization Players by Market Size
    • 3.1.1 Global Top eSports Organization Players by Revenue (2015-2020)
    • 3.1.2 Global eSports Organization Revenue Market Share by Players (2015-2020)
  • 3.2 Global eSports Organization Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.3 Players Covered: Ranking by eSports Organization Revenue
  • 3.4 Global eSports Organization Market Concentration Ratio
    • 3.4.1 Global eSports Organization Market Concentration Ratio (CR5 and HHI)
    • 3.4.2 Global Top 10 and Top 5 Companies by eSports Organization Revenue in 2019
  • 3.5 Key Players eSports Organization Area Served
  • 3.6 Key Players eSports Organization Product Solution and Service
  • 3.7 Date of Enter into eSports Organization Market
  • 3.8 Mergers & Acquisitions, Expansion Plans

4 eSports Organization Breakdown Data by Type (2015-2026)

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

5 eSports Organization Breakdown Data by Application (2015-2026)

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

6 North America

  • 6.1 North America eSports Organization Market Size (2015-2026)
  • 6.2 North America eSports Organization Market Size by Type (2015-2020)
  • 6.3 North America eSports Organization Market Size by Application (2015-2020)
  • 6.4 North America eSports Organization Market Size by Country (2015-2020)
    • 6.4.1 United States
    • 6.4.2 Canada

7 Europe

  • 7.1 Europe eSports Organization Market Size (2015-2026)
  • 7.2 Europe eSports Organization Market Size by Type (2015-2020)
  • 7.3 Europe eSports Organization Market Size by Application (2015-2020)
  • 7.4 Europe eSports Organization Market Size by Country (2015-2020)
    • 7.4.1 Germany
    • 7.4.2 France
    • 7.4.3 U.K.
    • 7.4.4 Italy
    • 7.4.5 Russia
    • 7.4.6 Nordic
    • 7.4.7 Rest of Europe

8 China

  • 8.1 China eSports Organization Market Size (2015-2026)
  • 8.2 China eSports Organization Market Size by Type (2015-2020)
  • 8.3 China eSports Organization Market Size by Application (2015-2020)
  • 8.4 China eSports Organization Market Size by Region (2015-2020)
    • 8.4.1 China
    • 8.4.2 Japan
    • 8.4.3 South Korea
    • 8.4.4 Southeast Asia
    • 8.4.5 India
    • 8.4.6 Australia
    • 8.4.7 Rest of Asia-Pacific

9 Japan

  • 9.1 Japan eSports Organization Market Size (2015-2026)
  • 9.2 Japan eSports Organization Market Size by Type (2015-2020)
  • 9.3 Japan eSports Organization Market Size by Application (2015-2020)
  • 9.4 Japan eSports Organization Market Size by Country (2015-2020)
    • 9.4.1 Mexico
    • 9.4.2 Brazil

10 Southeast Asia

  • 10.1 Southeast Asia eSports Organization Market Size (2015-2026)
  • 10.2 Southeast Asia eSports Organization Market Size by Type (2015-2020)
  • 10.3 Southeast Asia eSports Organization Market Size by Application (2015-2020)
  • 10.4 Southeast Asia eSports Organization Market Size by Country (2015-2020)
    • 10.4.1 Turkey
    • 10.4.2 Saudi Arabia
    • 10.4.3 UAE
    • 10.4.4 Rest of Middle East & Africa

11 Key Players Profiles

  • 11.1 Fnatic
    • 11.1.1 Fnatic Company Details
    • 11.1.2 Fnatic Business Overview
    • 11.1.3 Fnatic eSports Organization Introduction
    • 11.1.4 Fnatic Revenue in eSports Organization Business (2015-2020))
    • 11.1.5 Fnatic Recent Development
  • 11.2 C9
    • 11.2.1 C9 Company Details
    • 11.2.2 C9 Business Overview
    • 11.2.3 C9 eSports Organization Introduction
    • 11.2.4 C9 Revenue in eSports Organization Business (2015-2020)
    • 11.2.5 C9 Recent Development
  • 11.3 SKT
    • 11.3.1 SKT Company Details
    • 11.3.2 SKT Business Overview
    • 11.3.3 SKT eSports Organization Introduction
    • 11.3.4 SKT Revenue in eSports Organization Business (2015-2020)
    • 11.3.5 SKT Recent Development
  • 11.4 Samsung
    • 11.4.1 Samsung Company Details
    • 11.4.2 Samsung Business Overview
    • 11.4.3 Samsung eSports Organization Introduction
    • 11.4.4 Samsung Revenue in eSports Organization Business (2015-2020)
    • 11.4.5 Samsung Recent Development
  • 11.5 RNG
    • 11.5.1 RNG Company Details
    • 11.5.2 RNG Business Overview
    • 11.5.3 RNG eSports Organization Introduction
    • 11.5.4 RNG Revenue in eSports Organization Business (2015-2020)
    • 11.5.5 RNG Recent Development
  • 11.6 EDG
    • 11.6.1 EDG Company Details
    • 11.6.2 EDG Business Overview
    • 11.6.3 EDG eSports Organization Introduction
    • 11.6.4 EDG Revenue in eSports Organization Business (2015-2020)
    • 11.6.5 EDG Recent Development
  • 11.7 Invictus
    • 11.7.1 Invictus Company Details
    • 11.7.2 Invictus Business Overview
    • 11.7.3 Invictus eSports Organization Introduction
    • 11.7.4 Invictus Revenue in eSports Organization Business (2015-2020)
    • 11.7.5 Invictus Recent Development
  • 11.8 OG
    • 11.8.1 OG Company Details
    • 11.8.2 OG Business Overview
    • 11.8.3 OG eSports Organization Introduction
    • 11.8.4 OG Revenue in eSports Organization Business (2015-2020)
    • 11.8.5 OG Recent Development
  • 11.9 LGD
    • 11.9.1 LGD Company Details
    • 11.9.2 LGD Business Overview
    • 11.9.3 LGD eSports Organization Introduction
    • 11.9.4 LGD Revenue in eSports Organization Business (2015-2020)
    • 11.9.5 LGD Recent Development
  • 11.10 G2
    • 11.10.1 G2 Company Details
    • 11.10.2 G2 Business Overview
    • 11.10.3 G2 eSports Organization Introduction
    • 11.10.4 G2 Revenue in eSports Organization Business (2015-2020)
    • 11.10.5 G2 Recent Development
  • 11.11 TSM
    • 10.11.1 TSM Company Details
    • 10.11.2 TSM Business Overview
    • 10.11.3 TSM eSports Organization Introduction
    • 10.11.4 TSM Revenue in eSports Organization Business (2015-2020)
    • 10.11.5 TSM Recent Development
  • 11.12 CLG
    • 10.12.1 CLG Company Details
    • 10.12.2 CLG Business Overview
    • 10.12.3 CLG eSports Organization Introduction
    • 10.12.4 CLG Revenue in eSports Organization Business (2015-2020)
    • 10.12.5 CLG Recent Development
  • 11.13 Team Liquid
    • 10.13.1 Team Liquid Company Details
    • 10.13.2 Team Liquid Business Overview
    • 10.13.3 Team Liquid eSports Organization Introduction
    • 10.13.4 Team Liquid Revenue in eSports Organization Business (2015-2020)
    • 10.13.5 Team Liquid Recent Development
  • 11.14 Echo Fox
    • 10.14.1 Echo Fox Company Details
    • 10.14.2 Echo Fox Business Overview
    • 10.14.3 Echo Fox eSports Organization Introduction
    • 10.14.4 Echo Fox Revenue in eSports Organization Business (2015-2020)
    • 10.14.5 Echo Fox Recent Development
  • 11.15 100 Thieves
    • 10.15.1 100 Thieves Company Details
    • 10.15.2 100 Thieves Business Overview
    • 10.15.3 100 Thieves eSports Organization Introduction
    • 10.15.4 100 Thieves Revenue in eSports Organization Business (2015-2020)
    • 10.15.5 100 Thieves Recent Development
  • 11.16 Clutch Gaming
    • 10.16.1 Clutch Gaming Company Details
    • 10.16.2 Clutch Gaming Business Overview
    • 10.16.3 Clutch Gaming eSports Organization Introduction
    • 10.16.4 Clutch Gaming Revenue in eSports Organization Business (2015-2020)
    • 10.16.5 Clutch Gaming Recent Development
  • 11.17 Optic
    • 10.17.1 Optic Company Details
    • 10.17.2 Optic Business Overview
    • 10.17.3 Optic eSports Organization Introduction
    • 10.17.4 Optic Revenue in eSports Organization Business (2015-2020)
    • 10.17.5 Optic Recent Development
  • 11.18 GGS
    • 10.18.1 GGS Company Details
    • 10.18.2 GGS Business Overview
    • 10.18.3 GGS eSports Organization Introduction
    • 10.18.4 GGS Revenue in eSports Organization Business (2015-2020)
    • 10.18.5 GGS Recent Development
  • 11.19 Flyquest
    • 10.19.1 Flyquest Company Details
    • 10.19.2 Flyquest Business Overview
    • 10.19.3 Flyquest eSports Organization Introduction
    • 10.19.4 Flyquest Revenue in eSports Organization Business (2015-2020)
    • 10.19.5 Flyquest Recent Development
  • 11.20 Splyce
    • 10.20.1 Splyce Company Details
    • 10.20.2 Splyce Business Overview
    • 10.20.3 Splyce eSports Organization Introduction
    • 10.20.4 Splyce Revenue in eSports Organization Business (2015-2020)
    • 10.20.5 Splyce Recent Development
  • 11.21 Misfits
    • 10.21.1 Misfits Company Details
    • 10.21.2 Misfits Business Overview
    • 10.21.3 Misfits eSports Organization Introduction
    • 10.21.4 Misfits Revenue in eSports Organization Business (2015-2020)
    • 10.21.5 Misfits Recent Development
  • 11.22 Schalke 04
    • 10.22.1 Schalke 04 Company Details
    • 10.22.2 Schalke 04 Business Overview
    • 10.22.3 Schalke 04 eSports Organization Introduction
    • 10.22.4 Schalke 04 Revenue in eSports Organization Business (2015-2020)
    • 10.22.5 Schalke 04 Recent Development
  • 11.23 Counter Logic Gaming
    • 10.23.1 Counter Logic Gaming Company Details
    • 10.23.2 Counter Logic Gaming Business Overview
    • 10.23.3 Counter Logic Gaming eSports Organization Introduction
    • 10.23.4 Counter Logic Gaming Revenue in eSports Organization Business (2015-2020)
    • 10.23.5 Counter Logic Gaming Recent Development

12 Analyst's Viewpoints/Conclusions

    13 Appendix

    • 13.1 Research Methodology
      • 13.1.1 Methodology/Research Approach
      • 13.1.2 Data Source
    • 13.2 Disclaimer

    Summary:
    Get latest Market Research Reports on eSports Organization. Industry analysis & Market Report on eSports Organization is a syndicated market report, published as Global and Japan eSports Organization Market Size, Status and Forecast 2020-2026. It is complete Research Study and Industry Analysis of eSports Organization market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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