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Global E-Sports Market Status, Trends and COVID-19 Impact Report 2021

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Table of Contents

    Section 1 E-Sports Market Overview

    • 1.1 E-Sports Market Scope
    • 1.2 COVID-19 Impact on E-Sports Market
    • 1.3 Global E-Sports Market Status and Forecast Overview
      • 1.3.1 Global E-Sports Market Status 2016-2021
      • 1.3.2 Global E-Sports Market Forecast 2021-2026

    Section 2 Global E-Sports Market Manufacturer Share

    • 2.1 Global Manufacturer E-Sports Sales Volume
    • 2.2 Global Manufacturer E-Sports Business Revenue

    Section 3 Manufacturer E-Sports Business Introduction

    • 3.1 Activision Blizzard E-Sports Business Introduction
      • 3.1.1 Activision Blizzard E-Sports Sales Volume, Price, Revenue and Gross margin 2016-

    2021

    • 3.1.2 Activision Blizzard E-Sports Business Distribution by Region
    • 3.1.3 Activision Blizzard Interview Record
    • 3.1.4 Activision Blizzard E-Sports Business Profile
    • 3.1.5 Activision Blizzard E-Sports Product Specification
  • 3.2 Epic Games E-Sports Business Introduction
    • 3.2.1 Epic Games E-Sports Sales Volume, Price, Revenue and Gross margin 2016-2021
    • 3.2.2 Epic Games E-Sports Business Distribution by Region
    • 3.2.3 Interview Record
    • 3.2.4 Epic Games E-Sports Business Overview
    • 3.2.5 Epic Games E-Sports Product Specification
  • 3.3 Manufacturer three E-Sports Business Introduction
    • 3.3.1 Manufacturer three E-Sports Sales Volume, Price, Revenue and Gross margin 2016-
  • 2021

    • 3.3.2 Manufacturer three E-Sports Business Distribution by Region
    • 3.3.3 Interview Record
    • 3.3.4 Manufacturer three E-Sports Business Overview
    • 3.3.5 Manufacturer three E-Sports Product Specification

      Section 4 Global E-Sports Market Segmentation (By Region)

      • 4.1 North America Country
        • 4.1.1 United States E-Sports Market Size and Price Analysis 2016-2021
        • 4.1.2 Canada E-Sports Market Size and Price Analysis 2016-2021
        • 4.1.3 Mexico E-Sports Market Size and Price Analysis 2016-2021
      • 4.2 South America Country
        • 4.2.1 Brazil E-Sports Market Size and Price Analysis 2016-2021
        • 4.2.2 Argentina E-Sports Market Size and Price Analysis 2016-2021
      • 4.3 Asia Pacific
        • 4.3.1 China E-Sports Market Size and Price Analysis 2016-2021
        • 4.3.2 Japan E-Sports Market Size and Price Analysis 2016-2021
        • 4.3.3 India E-Sports Market Size and Price Analysis 2016-2021
        • 4.3.4 Korea E-Sports Market Size and Price Analysis 2016-2021
        • 4.3.5 Southeast Asia E-Sports Market Size and Price Analysis 2016-2021
      • 4.4 Europe Country
        • 4.4.1 Germany E-Sports Market Size and Price Analysis 2016-2021
        • 4.4.2 UK E-Sports Market Size and Price Analysis 2016-2021
        • 4.4.3 France E-Sports Market Size and Price Analysis 2016-2021
        • 4.4.4 Spain E-Sports Market Size and Price Analysis 2016-2021
        • 4.4.5 Italy E-Sports Market Size and Price Analysis 2016-2021
      • 4.5 Middle East and Africa
        • 4.5.1 Africa E-Sports Market Size and Price Analysis 2016-2021
        • 4.5.2 Middle East E-Sports Market Size and Price Analysis 2016-2021
      • 4.6 Global E-Sports Market Segmentation (By Region) Analysis 2016-2021
      • 4.7 Global E-Sports Market Segmentation (By Region) Analysis

      Section 5 Global E-Sports Market Segmentation (by Product Type)

      • 5.1 Product Introduction by Type
        • 5.1.1 Multiplayer Online Battle Arena (MOBA) Product Introduction
        • 5.1.2 First-Person Shooter (FPS) Product Introduction
        • 5.1.3 Real-Time Strategy (RTS) Product Introduction
      • 5.2 Global E-Sports Sales Volume by First-Person Shooter (FPS)016-2021
      • 5.3 Global E-Sports Market Size by First-Person Shooter (FPS)016-2021
      • 5.4 Different E-Sports Product Type Price 2016-2021
      • 5.5 Global E-Sports Market Segmentation (By Type) Analysis

      Section 6 Global E-Sports Market Segmentation (by Application)

      • 6.1 Global E-Sports Sales Volume by Application 2016-2021
      • 6.2 Global E-Sports Market Size by Application 2016-2021
      • 6.2 E-Sports Price in Different Application Field 2016-2021
      • 6.3 Global E-Sports Market Segmentation (By Application) Analysis

      Section 7 Global E-Sports Market Segmentation (by Channel)

      • 7.1 Global E-Sports Market Segmentation (By Channel) Sales Volume and Share 2016-2021
      • 7.2 Global E-Sports Market Segmentation (By Channel) Analysis

      Section 8 E-Sports Market Forecast 2021-2026

      • 8.1 E-Sports Segmentation Market Forecast 2021-2026 (By Region)
      • 8.2 E-Sports Segmentation Market Forecast 2021-2026 (By Type)
      • 8.3 E-Sports Segmentation Market Forecast 2021-2026 (By Application)
      • 8.4 E-Sports Segmentation Market Forecast 2021-2026 (By Channel)
      • 8.5 Global E-Sports Price Forecast

      Section 9 E-Sports Application and Client Analysis

      • 9.1 Professional Customers
      • 9.2 Amateur Customers

      Section 10 E-Sports Manufacturing Cost of Analysis

        11.0 Raw Material Cost Analysis

          11.0 Labor Cost Analysis

            11.0 Cost Overview

              Section 11 Conclusion

                Section 12 Methodology and Data Source

                  Chart and Figure

                    Figure E-Sports Product Picture

                      Chart Global E-Sports Market Size (with or without the impact of COVID-19)

                        Chart Global E-Sports Sales Volume (Units) and Growth Rate 2016-2021

                          Chart Global E-Sports Market Size (Million $) and Growth Rate 2016-2021

                            Chart Global E-Sports Sales Volume (Units) and Growth Rate 2021-2026

                              Chart Global E-Sports Market Size (Million $) and Growth Rate 2021-2026

                                Chart 2016-2021 Global Manufacturer E-Sports Sales Volume (Units)

                                  Chart 2016-2021 Global Manufacturer E-Sports Sales Volume Share

                                    Chart 2016-2021 Global Manufacturer E-Sports Business Revenue (Million USD)

                                      Chart 2016-2021 Global Manufacturer E-Sports Business Revenue Share

                                        Chart Activision Blizzard E-Sports Sales Volume, Price, Revenue and Gross margin 2016-

                                          2021

                                            Chart Activision Blizzard E-Sports Business Distribution

                                              Chart Activision Blizzard Interview Record (Partly)

                                                Chart Activision Blizzard E-Sports Business Profile

                                                  Table Activision Blizzard E-Sports Product Specification

                                                    Chart Epic Games E-Sports Sales Volume, Price, Revenue and Gross margin 2016-2021

                                                      Chart Epic Games E-Sports Business Distribution

                                                        Chart Epic Games Interview Record (Partly)

                                                          Chart Epic Games E-Sports Business Overview

                                                            Table Epic Games E-Sports Product Specification

                                                                  Chart United States E-Sports Sales Volume (Units) and Market Size (Million $) 2016-2021

                                                                  Global E-Sports Market Status, Trends and COVID-19 Impact Report 2021
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                                                                  Page: 115
                                                                  Chart and Figure: 142
                                                                  Publisher: BisReport
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                                                                  In the past few years, the E-Sports market experienced a huge change under the influence of
                                                                  COVID-19, the global market size of E-Sports reached (2021 Market size XXXX) million $ in
                                                                  2021 from (2016 Market size XXXX) in 2016 with a CAGR of xx from 2016-2021 is. As of
                                                                  now, the global COVID-19 Coronavirus Cases have exceeded 200 million, and the global
                                                                  epidemic has been basically under control, therefore, the World Bank has estimated the
                                                                  global economic growth in 2021 and 2022. The World Bank predicts that the global
                                                                  economic output is expected to expand 4 percent in 2021 while 3.8 percent in 2022.
                                                                  According to our research on E-Sports market and global economic environment, we
                                                                  forecast that the global market size of E-Sports will reach (2026 Market size XXXX) million $
                                                                  in 2026 with a CAGR of % from 2021-2026.

                                                                  Due to the COVID-19 pandemic, according to World Bank statistics, global GDP has shrunk
                                                                  by about 3.5% in 2020. Entering 2021, Economic activity in many countries has started to
                                                                  recover and partially adapted to pandemic restrictions. The research and development of
                                                                  vaccines has made breakthrough progress, and many governments have also issued various
                                                                  policies to stimulate economic recovery, particularly in the United States, is likely to provide
                                                                  a strong boost to economic activity but prospects for sustainable growth vary widely
                                                                  between countries and sectors. Although the global economy is recovering from the great
                                                                  depression caused by COVID-19, it will remain below pre-pandemic trends for a prolonged
                                                                  period. The pandemic has exacerbated the risks associated with the decade-long wave of
                                                                  global debt accumulation. It is also likely to steepen the long-expected slowdown in
                                                                  potential growth over the next decade.

                                                                  The world has entered the COVID-19 epidemic recovery period. In this complex economic
                                                                  environment, we published the Global E-Sports Market Status, Trends and COVID-19 Impact
                                                                  Report 2021, which provides a comprehensive analysis of the global E-Sports market , This
                                                                  Report covers the manufacturer data, including: sales volume, price, revenue, gross margin,
                                                                  business distribution etc., these data help the consumer know about the competitors better.
                                                                  This report also covers all the regions and countries of the world, which shows the regional
                                                                  development status, including market size, volume and value, as well as price data. Besides,
                                                                  the report also covers segment data, including: type wise, industry wise, channel wise etc.
                                                                  all the data period is from 2015-2021E, this report also provide forecast data from 2021-
                                                                  2026.

                                                                  Section 1: 100 USD——Market Overview

                                                                  Section (2 3): 1200 USD——Manufacturer Detail
                                                                  Activision Blizzard
                                                                  Epic Games
                                                                  Nintendo
                                                                  Riot Games
                                                                  Valve Corporation
                                                                  Wargaming.Net
                                                                  EA Sports
                                                                  Hi-Rez Studios
                                                                  Microsoft Studios

                                                                  Section 4: 900 USD——Region Segmentation
                                                                  North America (United States, Canada, Mexico)
                                                                  South America (Brazil, Argentina, Other)
                                                                  Asia Pacific (China, Japan, India, Korea, Southeast Asia)
                                                                  Europe (Germany, UK, France, Spain, Italy)
                                                                  Middle East and Africa (Middle East, Africa)

                                                                  Section (5 6 7): 700 USD——
                                                                  Product Type Segmentation
                                                                  Multiplayer Online Battle Arena (MOBA)
                                                                  First-Person Shooter (FPS)
                                                                  Real-Time Strategy (RTS)

                                                                  Application Segmentation
                                                                  Professional
                                                                  Amateur

                                                                  Channel (Direct Sales, Distribution Channel) Segmentation

                                                                  Section 8: 500 USD——Market Forecast (2021-2026)

                                                                  Section 9: 600 USD——Downstream Customers

                                                                  Section 10: 200 USD——Raw Material and Manufacturing Cost

                                                                  Section 11: 500 USD——Conclusion

                                                                  Section 12: Research Method and Data Source

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