Report Detail

Other Covid-19 Impact on Global Esports and Gaming Market Size, Status and Forecast 2020-2026

  • RnM3960265
  • |
  • 01 May, 2020
  • |
  • Global
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  • 94 Pages
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  • XYZResearch
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  • Other

A new type of electronic games that aim to compitition.
Since the COVID-19 virus outbreak in December 2019, the disease has spread to almost 200 countries around the globe with the World Health Organization declaring it a public health emergency. The global impacts of the coronavirus disease 2019 (COVID-19) are already starting to be felt, and will significantly affect the Esports and Gaming market in 2020.
COVID-19 can affect the global economy in three main ways: by directly affecting production and demand, by creating supply chain and market disruption, and by its financial impact on firms and financial markets.
The outbreak of COVID-19 has brought effects on many aspects, like flight cancellations; travel bans and quarantines; restaurants closed; all indoor events restricted; over forty countries state of emergency declared; massive slowing of the supply chain; stock market volatility; falling business confidence, growing panic among the population, and uncertainty about future.
This report also analyses the impact of Coronavirus COVID-19 on the Esports and Gaming industry.
Based on our recent survey, we have several different scenarios about the Esports and Gaming YoY growth rate for 2020. The probable scenario is expected to grow by a XX% in 2020 and the revenue will be XX in 2020 from US$ XX million in 2019. The market size of Esports and Gaming will reach XX in 2026, with a CAGR of XX% from 2020 to 2026.
With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global Esports and Gaming market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global Esports and Gaming market in terms of revenue.
Players, stakeholders, and other participants in the global Esports and Gaming market will be able to gain the upper hand as they use the report as a powerful resource. For this version of the report, the segmental analysis focuses on revenue and forecast by each application segment in terms of revenue and forecast by each type segment in terms of revenue for the period 2015-2026.
Regional and Country-level Analysis
The report offers an exhaustive geographical analysis of the global Esports and Gaming market, covering important regions, viz, North America, Europe, China, Japan, Southeast Asia, India and Central & South America. It also covers key countries (regions), viz, U.S., Canada, Germany, France, U.K., Italy, Russia, China, Japan, South Korea, India, Australia, Taiwan, Indonesia, Thailand, Malaysia, Philippines, Vietnam, Mexico, Brazil, Turkey, Saudi Arabia, U.A.E, etc.
The report includes country-wise and region-wise market size for the period 2015-2026. It also includes market size and forecast by each application segment in terms of revenue for the period 2015-2026.
Competition Analysis
In the competitive analysis section of the report, leading as well as prominent players of the global Esports and Gaming 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.
On the whole, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global Esports and Gaming market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global Esports and Gaming market.
The following players are covered in this report:
Modern Times Group (Sweden)
Activision Blizzard
FACEIT
Total Entertainment Network
Gfinity
Turner Broadcasting System
CJ Corporation
Valve Corporation
Tencent
Electronic Arts (EA) (US)
Hi-Rez Studios
KaBuM
Wargaming Public
Esports and Gaming Breakdown Data by Type
Single Player Games
Competitive Games
Online Games
Esports and Gaming Breakdown Data by Application
Clubs
Associations and Organizations
Others


1 Report Overview

  • 1.1 Study Scope
  • 1.2 Key Market Segments
  • 1.3 Players Covered: Ranking by Esports and Gaming Revenue
  • 1.4 Covid-19 Implications on Market by Type
    • 1.4.1 Global Esports and Gaming Market Size Growth Rate by Type: 2020 VS 2026
    • 1.4.2 Single Player Games
    • 1.4.3 Competitive Games
    • 1.4.4 Online Games
  • 1.5 Covid-19 Implications on Market by Application
    • 1.5.1 Global Esports and Gaming Market Share by Application: 2020 VS 2026
    • 1.5.2 Clubs
    • 1.5.3 Associations and Organizations
    • 1.5.4 Others
  • 1.6 Coronavirus Disease 2019 (Covid-19): Esports and Gaming Industry Impact
    • 1.6.1 How the Covid-19 is Affecting the Esports and Gaming Industry
      • 1.6.1.1 Esports and Gaming Business Impact Assessment - Covid-19
      • 1.6.1.2 Supply Chain Challenges
      • 1.6.1.3 COVID-19’s Impact On Crude Oil and Refined Products
    • 1.6.2 Market Trends and Esports and Gaming Potential Opportunities in the COVID-19 Landscape
    • 1.6.3 Measures / Proposal against Covid-19
      • 1.6.3.1 Government Measures to Combat Covid-19 Impact
      • 1.6.3.2 Proposal for Esports and Gaming Players to Combat Covid-19 Impact
  • 1.7 Study Objectives
  • 1.8 Years Considered

2 Global Growth Trends by Regions

  • 2.1 Covid-19 Implications on Global Esports and Gaming Market Perspective (2015-2026)
  • 2.2 Covid-19 Implications on Global Esports and Gaming Growth Trends by Regions
    • 2.2.1 Esports and Gaming Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 Esports and Gaming Historic Market Share by Regions (2015-2020)
    • 2.2.3 Esports and Gaming 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 Esports and Gaming Market Growth Strategy
    • 2.3.6 Primary Interviews with Key Esports and Gaming Players (Opinion Leaders)

3 Covid-19 Implications on Competition Landscape by Key Players

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

4 Covid-19 Implications on Market Size by Type (2015-2026)

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

5 Covid-19 Implications on Market Size by Application (2015-2026)

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

6 North America

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

7 Europe

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

8 China

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

9 Japan

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

10 Southeast Asia

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

11 India

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

12 Central & South America

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

13Key Players Profiles

  • 13.1 Modern Times Group (Sweden)
    • 13.1.1 Modern Times Group (Sweden) Company Details
    • 13.1.2 Modern Times Group (Sweden) Business Overview and Its Total Revenue
    • 13.1.3 Modern Times Group (Sweden) Esports and Gaming Introduction
    • 13.1.4 Modern Times Group (Sweden) Revenue in Esports and Gaming Business (2015-2020))
    • 13.1.5 Modern Times Group (Sweden) Recent Development
  • 13.2 Activision Blizzard
    • 13.2.1 Activision Blizzard Company Details
    • 13.2.2 Activision Blizzard Business Overview and Its Total Revenue
    • 13.2.3 Activision Blizzard Esports and Gaming Introduction
    • 13.2.4 Activision Blizzard Revenue in Esports and Gaming Business (2015-2020)
    • 13.2.5 Activision Blizzard Recent Development
  • 13.3 FACEIT
    • 13.3.1 FACEIT Company Details
    • 13.3.2 FACEIT Business Overview and Its Total Revenue
    • 13.3.3 FACEIT Esports and Gaming Introduction
    • 13.3.4 FACEIT Revenue in Esports and Gaming Business (2015-2020)
    • 13.3.5 FACEIT Recent Development
  • 13.4 Total Entertainment Network
    • 13.4.1 Total Entertainment Network Company Details
    • 13.4.2 Total Entertainment Network Business Overview and Its Total Revenue
    • 13.4.3 Total Entertainment Network Esports and Gaming Introduction
    • 13.4.4 Total Entertainment Network Revenue in Esports and Gaming Business (2015-2020)
    • 13.4.5 Total Entertainment Network Recent Development
  • 13.5 Gfinity
    • 13.5.1 Gfinity Company Details
    • 13.5.2 Gfinity Business Overview and Its Total Revenue
    • 13.5.3 Gfinity Esports and Gaming Introduction
    • 13.5.4 Gfinity Revenue in Esports and Gaming Business (2015-2020)
    • 13.5.5 Gfinity Recent Development
  • 13.6 Turner Broadcasting System
    • 13.6.1 Turner Broadcasting System Company Details
    • 13.6.2 Turner Broadcasting System Business Overview and Its Total Revenue
    • 13.6.3 Turner Broadcasting System Esports and Gaming Introduction
    • 13.6.4 Turner Broadcasting System Revenue in Esports and Gaming Business (2015-2020)
    • 13.6.5 Turner Broadcasting System Recent Development
  • 13.7 CJ Corporation
    • 13.7.1 CJ Corporation Company Details
    • 13.7.2 CJ Corporation Business Overview and Its Total Revenue
    • 13.7.3 CJ Corporation Esports and Gaming Introduction
    • 13.7.4 CJ Corporation Revenue in Esports and Gaming Business (2015-2020)
    • 13.7.5 CJ Corporation Recent Development
  • 13.8 Valve Corporation
    • 13.8.1 Valve Corporation Company Details
    • 13.8.2 Valve Corporation Business Overview and Its Total Revenue
    • 13.8.3 Valve Corporation Esports and Gaming Introduction
    • 13.8.4 Valve Corporation Revenue in Esports and Gaming Business (2015-2020)
    • 13.8.5 Valve Corporation Recent Development
  • 13.9 Tencent
    • 13.9.1 Tencent Company Details
    • 13.9.2 Tencent Business Overview and Its Total Revenue
    • 13.9.3 Tencent Esports and Gaming Introduction
    • 13.9.4 Tencent Revenue in Esports and Gaming Business (2015-2020)
    • 13.9.5 Tencent Recent Development
  • 13.10 Electronic Arts (EA) (US)
    • 13.10.1 Electronic Arts (EA) (US) Company Details
    • 13.10.2 Electronic Arts (EA) (US) Business Overview and Its Total Revenue
    • 13.10.3 Electronic Arts (EA) (US) Esports and Gaming Introduction
    • 13.10.4 Electronic Arts (EA) (US) Revenue in Esports and Gaming Business (2015-2020)
    • 13.10.5 Electronic Arts (EA) (US) Recent Development
  • 13.11 Hi-Rez Studios
    • 10.11.1 Hi-Rez Studios Company Details
    • 10.11.2 Hi-Rez Studios Business Overview and Its Total Revenue
    • 10.11.3 Hi-Rez Studios Esports and Gaming Introduction
    • 10.11.4 Hi-Rez Studios Revenue in Esports and Gaming Business (2015-2020)
    • 10.11.5 Hi-Rez Studios Recent Development
  • 13.12 KaBuM
    • 10.12.1 KaBuM Company Details
    • 10.12.2 KaBuM Business Overview and Its Total Revenue
    • 10.12.3 KaBuM Esports and Gaming Introduction
    • 10.12.4 KaBuM Revenue in Esports and Gaming Business (2015-2020)
    • 10.12.5 KaBuM Recent Development
  • 13.13 Wargaming Public
    • 10.13.1 Wargaming Public Company Details
    • 10.13.2 Wargaming Public Business Overview and Its Total Revenue
    • 10.13.3 Wargaming Public Esports and Gaming Introduction
    • 10.13.4 Wargaming Public Revenue in Esports and Gaming Business (2015-2020)
    • 10.13.5 Wargaming Public Recent Development

14Analyst's Viewpoints/Conclusions

    15Appendix

    • 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 Esports and Gaming. Industry analysis & Market Report on Esports and Gaming is a syndicated market report, published as Covid-19 Impact on Global Esports and Gaming Market Size, Status and Forecast 2020-2026. It is complete Research Study and Industry Analysis of Esports and Gaming market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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