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Global Electronic Sports (eSports) Market Status, Trends and COVID-19 Impact Report 2022

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Table of Contents

    Section 1 Electronic Sports (eSports) Market Overview

    • 1.1 Electronic Sports (eSports) Market Scope
    • 1.2 COVID-19 Impact on Electronic Sports (eSports) Market
    • 1.3 Global Electronic Sports (eSports) Market Status and Forecast Overview
      • 1.3.1 Global Electronic Sports (eSports) Market Status 2016-2021
      • 1.3.2 Global Electronic Sports (eSports) Market Forecast 2022-2027

    Section 2 Global Electronic Sports (eSports) Market Manufacturer Share

    • 2.1 Global Manufacturer Electronic Sports (eSports) Sales Volume
    • 2.2 Global Manufacturer Electronic Sports (eSports) Business Revenue

    Section 3 Manufacturer Electronic Sports (eSports) Business Introduction

    • 3.1 Modern Times Group (Sweden) Electronic Sports (eSports) Business Introduction
      • 3.1.1 Modern Times Group (Sweden) Electronic Sports (eSports) Sales Volume, Price,

    Revenue and Gross margin 2016-2021

    • 3.1.2 Modern Times Group (Sweden) Electronic Sports (eSports) Business Distribution by

    Region

    • 3.1.3 Modern Times Group (Sweden) Interview Record
    • 3.1.4 Modern Times Group (Sweden) Electronic Sports (eSports) Business Profile
    • 3.1.5 Modern Times Group (Sweden) Electronic Sports (eSports) Product Specification
  • 3.2 Activision Blizzard (US) Electronic Sports (eSports) Business Introduction
    • 3.2.1 Activision Blizzard (US) Electronic Sports (eSports) Sales Volume, Price, Revenue and
  • Gross margin 2016-2021

    • 3.2.2 Activision Blizzard (US) Electronic Sports (eSports) Business Distribution by Region
    • 3.2.3 Interview Record
    • 3.2.4 Activision Blizzard (US) Electronic Sports (eSports) Business Overview
    • 3.2.5 Activision Blizzard (US) Electronic Sports (eSports) Product Specification
  • 3.3 Manufacturer three Electronic Sports (eSports) Business Introduction
    • 3.3.1 Manufacturer three Electronic Sports (eSports) Sales Volume, Price, Revenue and
  • Gross margin 2016-2021

    • 3.3.2 Manufacturer three Electronic Sports (eSports) Business Distribution by Region
    • 3.3.3 Interview Record
    • 3.3.4 Manufacturer three Electronic Sports (eSports) Business Overview
    • 3.3.5 Manufacturer three Electronic Sports (eSports) Product Specification

      Section 4 Global Electronic Sports (eSports) Market Segmentation (By Region)

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

      2021

      • 4.7 Global Electronic Sports (eSports) Market Segmentation (By Region) Analysis

      Section 5 Global Electronic Sports (eSports) Market Segmentation (by Product Type)

      • 5.1 Product Introduction by Type
        • 5.1.1 Media Rights (Subscription & Online Advertisement) Product Introduction
        • 5.1.2 Tickets and Merchandise Product Introduction
        • 5.1.3 Sponsorship & Direct Advertisement Product Introduction
        • 5.1.4 Publisher Fees Product Introduction
      • 5.2 Global Electronic Sports (eSports) Sales Volume by Tickets and Merchandise016-2021
      • 5.3 Global Electronic Sports (eSports) Market Size by Tickets and Merchandise016-2021
      • 5.4 Different Electronic Sports (eSports) Product Type Price 2016-2021
      • 5.5 Global Electronic Sports (eSports) Market Segmentation (By Type) Analysis

      Section 6 Global Electronic Sports (eSports) Market Segmentation (by Application)

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

      Section 7 Global Electronic Sports (eSports) Market Segmentation (by Channel)

      • 7.1 Global Electronic Sports (eSports) Market Segmentation (By Channel) Sales Volume and

      Share 2016-2021

      • 7.2 Global Electronic Sports (eSports) Market Segmentation (By Channel) Analysis

      Section 8 Electronic Sports (eSports) Market Forecast 2022-2027

      • 8.1 Electronic Sports (eSports) Segmentation Market Forecast 2022-2027 (By Region)
      • 8.2 Electronic Sports (eSports) Segmentation Market Forecast 2022-2027 (By Type)
      • 8.3 Electronic Sports (eSports) Segmentation Market Forecast 2022-2027 (By Application)
      • 8.4 Electronic Sports (eSports) Segmentation Market Forecast 2022-2027 (By Channel)
      • 8.5 Global Electronic Sports (eSports) Price Forecast

      Section 9 Electronic Sports (eSports) Application and Client Analysis

      • 9.1 Online Customers
      • 9.2 Offline Customers

      Section 10 Electronic Sports (eSports) 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 Electronic Sports (eSports) Product Picture

                      Chart Global Electronic Sports (eSports) Market Size (with or without the impact of COVID-

                        19)

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

                            Chart Global Electronic Sports (eSports) Market Size (Million $) and Growth Rate 2016-

                              2021

                                Chart Global Electronic Sports (eSports) Sales Volume (Units) and Growth Rate 2022-2027

                                  Chart Global Electronic Sports (eSports) Market Size (Million $) and Growth Rate 2022-

                                    2027

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

                                      Global Electronic Sports (eSports) Market Status, Trends and COVID-19 Impact Report 2022
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                                      Page: 115
                                      Chart and Figure: 142
                                      Publisher: BisReport
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                                      In the past few years, the Electronic Sports (eSports) market experienced a huge change
                                      under the influence of COVID-19, the global market size of Electronic Sports (eSports)
                                      reached (2021 Market size XXXX) million $ in 2021 from (2016 Market size XXXX) in 2016
                                      with a CAGR of xxx from 2016-2021 is. As of now, the global COVID-19 Coronavirus Cases
                                      have exceeded 500 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 Electronic Sports (eSports)
                                      market and global economic environment, we forecast that the global market size of
                                      Electronic Sports (eSports) will reach (2027 Market size XXXX) million $ in 2027 with a
                                      CAGR of % from 2022-2027.

                                      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 Electronic Sports (eSports) Market Status, Trends
                                      and COVID-19 Impact Report 2022, which provides a comprehensive analysis of the global
                                      Electronic Sports (eSports) 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 2016-2021,
                                      this report also provide forecast data from 2022-2027.

                                      Section 1: 100 USD——Market Overview

                                      Section (2 3): 1200 USD——Manufacturer Detail
                                      Modern Times Group (Sweden)
                                      Activision Blizzard (US)
                                      FACEIT (UK)
                                      Total Entertainment Network (US)
                                      Gfinity (UK)
                                      Turner Broadcasting System (US)
                                      CJ Corporation (South Korea)
                                      Valve Corporation (US)
                                      Tencent (China)
                                      Electronic Arts (EA) (US)
                                      Hi-Rez Studios (US)
                                      KaBuM (Canada)
                                      Wargaming Public (Cyprus)
                                      Rovio Entertainment (Finland)
                                      GungHo Online Entertainment (Japan)
                                      Alisports (China)

                                      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
                                      Media Rights (Subscription & Online Advertisement)
                                      Tickets and Merchandise
                                      Sponsorship & Direct Advertisement
                                      Publisher Fees

                                      Application Segmentation
                                      Online
                                      Offline

                                      Channel (Direct Sales, Distribution Channel) Segmentation

                                      Section 8: 500 USD——Market Forecast (2022-2027)

                                      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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