Report Detail

In this report, we analyze the Electronic Sports (eSports) industry from two aspects. One part is about its production and the other part is about its consumption. In terms of its production, we analyze the production, revenue, gross margin of its main manufacturers and the unit price that they offer in different regions from 2014 to 2019. In terms of its consumption, we analyze the consumption volume, consumption value, sale price, import and export in different regions from 2014 to 2019. We also make a prediction of its production and consumption in coming 2019-2024.
At the same time, we classify different Electronic Sports (eSports) based on their definitions. Upstream raw materials, equipment and downstream consumers analysis is also carried out. What is more, the Electronic Sports (eSports) industry development trends and marketing channels are analyzed.
Finally, the feasibility of new investment projects is assessed, and overall research conclusions are offered.

Key players in global Electronic Sports (eSports) market include:
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)

Market segmentation, by product types:
Media Rights (Subscription & Online Advertisement)
Tickets and Merchandise
Sponsorship & Direct Advertisement
Publisher Fees
Others

Market segmentation, by applications:
Online
Offline

Market segmentation, by regions:
North America
Europe
Asia Pacific
Middle East & Africa
Latin America

The report can answer the following questions:
1. What is the global (North America, South America, Europe, Africa, Middle East, Asia, China, Japan) production, production value, consumption, consumption value, import and export of Electronic Sports (eSports)?
2. Who are the global key manufacturers of Electronic Sports (eSports) industry? How are their operating situation (capacity, production, price, cost, gross and revenue)?
3. What are the types and applications of Electronic Sports (eSports)? What is the market share of each type and application?
4. What are the upstream raw materials and manufacturing equipment of Electronic Sports (eSports)? What is the manufacturing process of Electronic Sports (eSports)?
5. Economic impact on Electronic Sports (eSports) industry and development trend of Electronic Sports (eSports) industry.
6. What will the Electronic Sports (eSports) market size and the growth rate be in 2024?
7. What are the key factors driving the global Electronic Sports (eSports) industry?
8. What are the key market trends impacting the growth of the Electronic Sports (eSports) market?
9. What are the Electronic Sports (eSports) market challenges to market growth?
10. What are the Electronic Sports (eSports) market opportunities and threats faced by the vendors in the global Electronic Sports (eSports) market?

Objective of Studies:
1. To provide detailed analysis of the market structure along with forecast of the various segments and sub-segments of the global Electronic Sports (eSports) market.
2. To provide insights about factors affecting the market growth. To analyze the Electronic Sports (eSports) market based on various factors- price analysis, supply chain analysis, Porte five force analysis etc.
3. To provide historical and forecast revenue of the market segments and sub-segments with respect to four main geographies and their countries- North America, Europe, Asia, Latin America and Rest of the World.
4. To provide country level analysis of the market with respect to the current market size and future prospective.
5. To provide country level analysis of the market for segment by application, product type and sub-segments.
6. To provide strategic profiling of key players in the market, comprehensively analyzing their core competencies, and drawing a competitive landscape for the market.
7. To track and analyze competitive developments such as joint ventures, strategic alliances, mergers and acquisitions, new product developments, and research and developments in the global Electronic Sports (eSports) market.


Table of Contents

    1 Industry Overview of Electronic Sports (eSports)

    • 1.1 Brief Introduction of Electronic Sports (eSports)
      • 1.1.1 Definition of Electronic Sports (eSports)
      • 1.1.2 Development of Electronic Sports (eSports) Industry
    • 1.2 Classification of Electronic Sports (eSports)
    • 1.3 Status of Electronic Sports (eSports) Industry
      • 1.3.1 Industry Overview of Electronic Sports (eSports)
      • 1.3.2 Global Major Regions Status of Electronic Sports (eSports)

    2 Industry Chain Analysis of Electronic Sports (eSports)

    • 2.1 Supply Chain Relationship Analysis of Electronic Sports (eSports)
    • 2.2 Upstream Major Raw Materials and Price Analysis of Electronic Sports (eSports)
    • 2.3 Downstream Applications of Electronic Sports (eSports)

    3 Manufacturing Technology of Electronic Sports (eSports)

    • 3.1 Development of Electronic Sports (eSports) Manufacturing Technology
    • 3.2 Manufacturing Process Analysis of Electronic Sports (eSports)
    • 3.3 Trends of Electronic Sports (eSports) Manufacturing Technology

    4 Major Manufacturers Analysis of Electronic Sports (eSports)

    • 4.1 Company 1
      • 4.1.1 Company Profile
      • 4.1.2 Product Picture and Specifications
      • 4.1.3 Capacity, Production, Price, Cost, Gross and Revenue
      • 4.1.4 Contact Information
    • 4.2 Company 2
      • 4.2.1 Company Profile
      • 4.2.2 Product Picture and Specifications
      • 4.2.3 Capacity, Production, Price, Cost, Gross and Revenue
      • 4.2.4 Contact Information
    • 4.3 Company 3
      • 4.3.1 Company Profile
      • 4.3.2 Product Picture and Specifications
      • 4.3.3 Capacity, Production, Price, Cost, Gross and Revenue
      • 4.3.4 Contact Information
    • 4.4 Company 4
      • 4.4.1 Company Profile
      • 4.4.2 Product Picture and Specifications
      • 4.4.3 Capacity, Production, Price, Cost, Gross and Revenue
      • 4.4.4 Contact Information
    • 4.5 Company 5
      • 4.5.1 Company Profile
      • 4.5.2 Product Picture and Specifications
      • 4.5.3 Capacity, Production, Price, Cost, Gross and Revenue
      • 4.5.4 Contact Information
    • 4.6 Company 6
      • 4.6.1 Company Profile
      • 4.6.2 Product Picture and Specifications
      • 4.6.3 Capacity, Production, Price, Cost, Gross and Revenue
      • 4.6.4 Contact Information
    • 4.7 Company 7
      • 4.7.1 Company Profile
      • 4.7.2 Product Picture and Specifications
      • 4.7.3 Capacity, Production, Price, Cost, Gross and Revenue
      • 4.7.4 Contact Information
    • 4.8 Company 8
      • 4.8.1 Company Profile
      • 4.8.2 Product Picture and Specifications
      • 4.8.3 Capacity, Production, Price, Cost, Gross and Revenue
      • 4.8.4 Contact Information
    • 4.9 Company 9
      • 4.9.1 Company Profile
      • 4.9.2 Product Picture and Specifications
      • 4.9.3 Capacity, Production, Price, Cost, Gross and Revenue
      • 4.9.4 Contact Information
    • 4.10 Company ten
      • 4.10.1 Company Profile
      • 4.10.2 Product Picture and Specifications
      • 4.10.3 Capacity, Production, Price, Cost, Gross and Revenue
      • 4.10.4 Contact Information

    . . .

      5 Global Productions, Revenue and Price Analysis of Electronic Sports (eSports) by Regions, Manufacturers, Types and Applications

      • 5.1 Global Production, Revenue of Electronic Sports (eSports) by Regions 2014-2019
      • 5.2 Global Production, Revenue of Electronic Sports (eSports) by Manufacturers 2014-2019
      • 5.3 Global Production, Revenue of Electronic Sports (eSports) by Types 2014-2019
      • 5.4 Global Production, Revenue of Electronic Sports (eSports) by Applications 2014-2019
      • 5.5 Price Analysis of Global Electronic Sports (eSports) by Regions, Manufacturers, Types and Applications in 2014-2019

      6 Global and Major Regions Capacity, Production, Revenue and Growth Rate of Electronic Sports (eSports) 2014-2019

      • 6.1 Global Capacity, Production, Price, Cost, Revenue, of Electronic Sports (eSports) 2014-2019
      • 6.2 Asia Pacific Capacity, Production, Price, Cost, Revenue, of Electronic Sports (eSports) 2014-2019
      • 6.3 Europe Capacity, Production, Price, Cost, Revenue, of Electronic Sports (eSports) 2014-2019
      • 6.4 Middle East & Africa Capacity, Production, Price, Cost, Revenue, of Electronic Sports (eSports) 2014-2019
      • 6.5 North America Capacity, Production, Price, Cost, Revenue, of Electronic Sports (eSports) 2014-2019
      • 6.6 Latin America Capacity, Production, Price, Cost, Revenue, of Electronic Sports (eSports) 2014-2019

      7 Consumption Volumes, Consumption Value, Import, Export and Sale Price Analysis of Electronic Sports (eSports) by Regions

      • 7.1 Global Consumption Volume and Consumption Value of Electronic Sports (eSports) by Regions 2014-2019
      • 7.2 Global Consumption Volume, Consumption Value and Growth Rate of Electronic Sports (eSports) 2014-2019
      • 7.3 Asia Pacific Consumption Volume, Consumption Value, Import, Export and Growth Rate of Electronic Sports (eSports) 2014-2019
      • 7.4 Europe Consumption Volume, Consumption Value, Import, Export and Growth Rate of Electronic Sports (eSports) 2014-2019
      • 7.5 Middle East & Africa Consumption Volume, Consumption Value, Import, Export and Growth Rate of Electronic Sports (eSports) 2014-2019
      • 7.6 North America Consumption Volume, Consumption Value, Import, Export and Growth Rate of Electronic Sports (eSports) 2014-2019
      • 7.7 Latin America Consumption Volume, Consumption Value, Import, Export and Growth Rate of Electronic Sports (eSports) 2014-2019
      • 7.8 Sale Price Analysis of Global Electronic Sports (eSports) by Regions 2014-2019

      8 Gross and Gross Margin Analysis of Electronic Sports (eSports)

      • 8.1 Global Gross and Gross Margin of Electronic Sports (eSports) by Regions 2014-2019
      • 8.2 Global Gross and Gross Margin of Electronic Sports (eSports) by Manufacturers 2014-2019
      • 8.3 Global Gross and Gross Margin of Electronic Sports (eSports) by Types 2014-2019
      • 8.4 Global Gross and Gross Margin of Electronic Sports (eSports) by Applications 2014-2019

      9 Marketing Traders or Distributor Analysis of Electronic Sports (eSports)

      • 9.1 Marketing Channels Status of Electronic Sports (eSports)
      • 9.2 Marketing Channels Characteristic of Electronic Sports (eSports)
      • 9.3 Marketing Channels Development Trend of Electronic Sports (eSports)

      10 Global and Chinese Economic Impacts on Electronic Sports (eSports) Industry

      • 10.1 Global and Chinese Macroeconomic Environment Analysis
        • 10.1.1 Global Macroeconomic Analysis and Outlook
        • 10.1.2 Chinese Macroeconomic Analysis and Outlook
      • 10.2 Effects to Electronic Sports (eSports) Industry

      11 Development Trend Analysis of Electronic Sports (eSports)

      • 11.1 Capacity, Production and Revenue Forecast of Electronic Sports (eSports) by Regions, Types and Applications
        • 11.1.1 Global Capacity, Production and Revenue of Electronic Sports (eSports) by Regions 2019-2024
        • 11.1.2 Global and Major Regions Capacity, Production, Revenue and Growth Rate of Electronic Sports (eSports) 2019-2024
        • 11.1.3 Global Capacity, Production and Revenue of Electronic Sports (eSports) by Types 2019-2024
      • 11.2 Consumption Volume and Consumption Value Forecast of Electronic Sports (eSports) by Regions
        • 11.2.1 Global Consumption Volume and Consumption Value of Electronic Sports (eSports) by Regions 2019-2024
        • 11.2.2 Global and Major Regions Consumption Volume, Consumption Value and Growth Rate of Electronic Sports (eSports) 2019-2024
      • 11.3 Supply, Import, Export and Consumption Forecast of Electronic Sports (eSports)
        • 11.3.1 Supply, Consumption and Gap of Electronic Sports (eSports) 2019-2024
        • 11.3.2 Global Capacity, Production, Price, Cost, Revenue, Supply, Import, Export and Consumption of Electronic Sports (eSports) 2019-2024
        • 11.3.3 North America Capacity, Production, Price, Cost, Revenue, Supply, Import, Export and Consumption of Electronic Sports (eSports) 2019-2024
        • 11.3.4 Europe Capacity, Production, Price, Cost, Revenue, Supply, Import, Export and Consumption of Electronic Sports (eSports) 2019-2024
        • 11.3.5 Asia Pacific Capacity, Production, Price, Cost, Revenue, Supply, Import, Export and Consumption of Electronic Sports (eSports) 2019-2024
        • 11.3.6 Middle East & Africa Capacity, Production, Price, Cost, Revenue, Supply, Import, Export and Consumption of Electronic Sports (eSports) 2019-2024
        • 11.3.7 Latin America Capacity, Production, Price, Cost, Revenue, Supply, Import, Export and Consumption of Electronic Sports (eSports) 2019-2024

      12 Contact information of Electronic Sports (eSports)

      • 12.1 Upstream Major Raw Materials and Equipment Suppliers Analysis of Electronic Sports (eSports)
        • 12.1.1 Major Raw Materials Suppliers with Contact Information Analysis of Electronic Sports (eSports)
        • 12.1.2 Major Equipment Suppliers with Contact Information Analysis of Electronic Sports (eSports)
      • 12.2 Downstream Major Consumers Analysis of Electronic Sports (eSports)
      • 12.3 Major Suppliers of Electronic Sports (eSports) with Contact Information
      • 12.4 Supply Chain Relationship Analysis of Electronic Sports (eSports)

      13 New Project Investment Feasibility Analysis of Electronic Sports (eSports)

      • 13.1 New Project SWOT Analysis of Electronic Sports (eSports)
      • 13.2 New Project Investment Feasibility Analysis of Electronic Sports (eSports)
        • 13.2.1 Project Name
        • 13.2.2 Investment Budget
        • 13.2.3 Project Product Solutions
        • 13.2.4 Project Schedule

      14 Conclusion of the Global Electronic Sports (eSports) Industry 2019 Market Research Report

      Summary:
      Get latest Market Research Reports on Electronic Sports (eSports). Industry analysis & Market Report on Electronic Sports (eSports) is a syndicated market report, published as Global Electronic Sports (eSports) Market Professional Survey 2019 by Manufacturers, Regions, Types and Applications, Forecast to 2024. It is complete Research Study and Industry Analysis of Electronic Sports (eSports) market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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