Report Detail

Service & Software Global Esports (egames) Key Trends and Opportunities to 2027

  • RnM4238385
  • |
  • 19 February, 2021
  • |
  • Global
  • |
  • 180 Pages
  • |
  • QYResearch
  • |
  • Service & Software

Esports (egames) market is segmented by companies, region (country), by Type, and by Application. Players, stakeholders, and other participants in the global Esports (egames) market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on market size and forecast for the period 2016-2027.
Segment by Type, the Esports (egames) market is segmented into Multiplayer Online Battle Arena (MOBA), First-Person Shooter (FPS), Real-Time Strategy (RTS), Other, etc.
Segment by Application, the Esports (egames) market is segmented into Amateur Players, Professional Players, Club, Associations And Organizations, Other, etc.

Regional and Country-level Analysis
The report offers exhaustive assessment of different region-wise and country-wise Esports (egames) markets such as the U.S., Canada, Germany, France, the U.K., Italy, Russia, China, Japan, South Korea, Taiwan, India, Australia, Indonesia, Thailand, Malaysia, Philippines, Vietnam, Mexico, Brazil, Argentina, Saudi Arabia, UAE, Turkey, etc.
The report includes country-wise and region-wise market size for the period 2016-2027, by countries (regions), by Type, and by Application, as well as by players for North America, Europe, Asia-Pacific, Latin America and Middle East & Africa.

Competitive Landscape and Esports (egames) Market Share Analysis
Esports (egames) market competitive landscape provides details and data information by vendors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2016-2021. It also offers detailed analysis supported by reliable statistics on revenue (global and regional level) by players for the period 2016-2021. Details included are company description, major business, company total revenue and revenue generated in Esports (egames) business, the date to enter into the Esports (egames) market, Esports (egames) product introduction, recent developments, etc.
The major vendors include Modern Times Group (Sweden), Activision Blizzard, FACEIT, Total Entertainment Network (US), Gfinity, Turner Broadcasting System (US), CJ Corporation, Valve Corporation, Tencent, Electronic Arts, Hi-Rez Studios, KaBuM, Wargaming, Rovio Entertainment (Finland), GungHo Online Entertainment (Japan), Alisports (Alibaba Group), EA Sports, Epic Games, Nintendo, Riot Games, etc.


1 Report Overview

  • 1.1 Study Scope
  • 1.2 Market Analysis by Type
    • 1.2.1 Global Esports (egames) Market Size by Type: 2016 VS 2021 VS 2027
    • 1.2.2 Multiplayer Online Battle Arena (MOBA)
    • 1.2.3 First-Person Shooter (FPS)
    • 1.2.4 Real-Time Strategy (RTS)
    • 1.2.5 Other
  • 1.3 Market by Application
    • 1.3.1 Global Esports (egames) Market Share by Application: 2016 VS 2021 VS 2027
    • 1.3.2 Amateur Players
    • 1.3.3 Professional Players
    • 1.3.4 Club
    • 1.3.5 Associations And Organizations
    • 1.3.6 Other
  • 1.4 Study Objectives
  • 1.5 Years Considered

2 Global Growth Trend

  • 2.1 Global Esports (egames) Market Perspective (2016-2027)
  • 2.2 Global Esports (egames) Growth Trends by Regions
    • 2.2.1 Esports (egames) Market Size by Regions: 2016 VS 2021 VS 2027
    • 2.2.2 Esports (egames) Historic Market Size by Regions (2016-2021)
    • 2.2.3 Esports (egames) Forecasted Market Size by Regions (2022-2027)
  • 2.3 Industry Trends and Growth Strategy
    • 2.3.1 Esports (egames) Industry Trends
    • 2.3.2 Esports (egames) Market Drivers
    • 2.3.3 Esports (egames) Market Challenges
    • 2.3.4 Esports (egames) Market Restraints

3 Competition Landscape by Key Players

  • 3.1 Global Top Esports (egames) Players by Market Size
    • 3.1.1 Players Covered: Ranking by Esports (egames) Revenue
    • 3.1.2 Global Top Esports (egames) Players by Revenue (2016-2021)
    • 3.1.3 Global Esports (egames) Revenue Market Share by Players (2016-2021)
    • 3.1.4 Global Esports (egames) Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.2 Global Esports (egames) Market Concentration Ratio
    • 3.2.1 Global Esports (egames) Market Concentration Ratio (CR5 and HHI)
    • 3.2.2 Global Top 5 and Top 10 Players by Esports (egames) Revenue in 2020
  • 3.3 Esports (egames) Key Players Head office and Area Served
  • 3.4 Key Players Esports (egames) Product Solution and Service
  • 3.5 Date of Enter into Esports (egames) Market
  • 3.6 Mergers & Acquisitions, Expansion Plans

4 Global Esports (egames) Breakdown Data by Type (2016-2027)

  • 4.1 Global Esports (egames) Historic Market Size by Type (2016-2021)
  • 4.2 Global Esports (egames) Forecasted Market Size by Type (2022-2027)

5 Global Esports (egames) Breakdown Data by Application (2016-2027)

  • 5.1 Global Esports (egames) Historic Market Size by Application (2016-2021)
  • 5.2 Esports (egames) Forecasted Market Size by Application (2022-2027)

6 North America

  • 6.1 North America Esports (egames) Market Size (2016-2027)
  • 6.2 Key Esports (egames) Players Market Share in North America (2020-2021)
  • 6.3 North America Esports (egames) Market Size by Country
    • 6.3.1 North America Esports (egames) Sales by Country (2016-2021)
    • 6.3.2 North America Esports (egames) Market Size Forecast by Country (2022-2027)
  • 6.4 U.S. Market Size Analysis
    • 6.4.1 U.S. Esports (egames) Market Size (2016-2027)
    • 6.4.2 U.S. Esports (egames) Market Size by Type (2016-2027)
    • 6.4.3 U.S. Esports (egames) Market Size by Application (2016-2027)
  • 6.5 Canada Market Size Analysis
    • 6.5.1 Canada Esports (egames) Market Size (2016-2027)
    • 6.5.2 Canada Esports (egames) Market Size by Type (2016-2027)
    • 6.5.3 Canada Esports (egames) Market Size by Application (2016-2027)

7 Europe

  • 7.1 Europe Esports (egames) Market Size (2016-2027)
  • 7.2 Key Esports (egames) Players Market Share in Europe (2020-2021)
  • 7.3 Europe Esports (egames) Market Size by Country
    • 7.3.1 Europe Esports (egames) Sales by Country (2016-2021)
    • 7.3.2 Europe Esports (egames) Market Size Forecast by Country (2022-2027)
  • 7.4 Germany Market Size Analysis
    • 7.4.1 Germany Esports (egames) Market Size (2016-2027)
    • 7.4.2 Germany Esports (egames) Market Size by Type (2016-2027)
    • 7.4.3 Germany Esports (egames) Market Size by Application (2016-2027)
  • 7.5 France Market Size Analysis
    • 7.5.1 France Esports (egames) Market Size (2016-2027)
    • 7.5.2 France Esports (egames) Market Size by Type (2016-2027)
    • 7.5.3 France Esports (egames) Market Size by Application (2016-2027)
  • 7.6 U.K. Market Size Analysis
    • 7.6.1 U.K. Esports (egames) Market Size (2016-2027)
    • 7.6.2 U.K. Esports (egames) Market Size by Type (2016-2027)
    • 7.6.3 U.K. Esports (egames) Market Size by Application (2016-2027)
  • 7.7 Italy Market Size Analysis
    • 7.7.1 Italy Esports (egames) Market Size (2016-2027)
    • 7.7.2 Italy Esports (egames) Market Size by Type (2016-2027)
    • 7.7.3 Italy Esports (egames) Market Size by Application (2016-2027)
  • 7.8 Russia Market Size Analysis
    • 7.8.1 Russia Esports (egames) Market Size (2016-2027)
    • 7.8.2 Russia Esports (egames) Market Size by Type (2016-2027)
    • 7.8.3 Russia Esports (egames) Market Size by Application (2016-2027)

8 Asia-Pacific

  • 8.1 Asia-Pacific Esports (egames) Market Size (2016-2027)
  • 8.2 Key Esports (egames) Players Market Share in Asia-Pacific (2020-2021)
  • 8.3 Asia-Pacific Esports (egames) Market Size by Region
    • 8.3.1 Asia-Pacific Esports (egames) Sales by Region (2016-2021)
    • 8.3.2 Asia-Pacific Esports (egames) Market Size Forecast by Region (2022-2027)
  • 8.4 China Market Size Analysis
    • 8.4.1 China Esports (egames) Market Size (2016-2027)
    • 8.4.2 China Esports (egames) Market Size by Type (2016-2027)
    • 8.4.3 China Esports (egames) Market Size by Application (2016-2027)
  • 8.5 Japan Market Size Analysis
    • 8.5.1 Japan Esports (egames) Market Size (2016-2027)
    • 8.5.2 Japan Esports (egames) Market Size by Type (2016-2027)
    • 8.5.3 Japan Esports (egames) Market Size by Application (2016-2027)
  • 8.6 South Korea Market Size Analysis
    • 8.6.1 South Korea Esports (egames) Market Size (2016-2027)
    • 8.6.2 South Korea Esports (egames) Market Size by Type (2016-2027)
    • 8.6.3 South Korea Esports (egames) Market Size by Application (2016-2027)
  • 8.7 India Market Size Analysis
    • 8.7.1 India Esports (egames) Market Size (2016-2027)
    • 8.7.2 India Esports (egames) Market Size by Type (2016-2027)
    • 8.7.3 India Esports (egames) Market Size by Application (2016-2027)
  • 8.8 Australia Market Size Analysis
    • 8.8.1 Australia Esports (egames) Market Size (2016-2027)
    • 8.8.2 Australia Esports (egames) Market Size by Type (2016-2027)
    • 8.8.3 Australia Esports (egames) Market Size by Application (2016-2027)
  • 8.9 Taiwan Market Size Analysis
    • 8.9.1 Taiwan Esports (egames) Market Size (2016-2027)
    • 8.9.2 Taiwan Esports (egames) Market Size by Type (2016-2027)
    • 8.9.3 Taiwan Esports (egames) Market Size by Application (2016-2027)
  • 8.10 Indonesia Market Size Analysis
    • 8.10.1 Indonesia Esports (egames) Market Size (2016-2027)
    • 8.10.2 Indonesia Esports (egames) Market Size by Type (2016-2027)
    • 8.10.3 Indonesia Esports (egames) Market Size by Application (2016-2027)
  • 8.11 Thailand Market Size Analysis
    • 8.11.1 Thailand Esports (egames) Market Size (2016-2027)
    • 8.11.2 Thailand Esports (egames) Market Size by Type (2016-2027)
    • 8.11.3 Thailand Esports (egames) Market Size by Application (2016-2027)
  • 8.12 Malaysia Market Size Analysis
    • 8.12.1 Malaysia Esports (egames) Market Size (2016-2027)
    • 8.12.2 Malaysia Esports (egames) Market Size by Type (2016-2027)
    • 8.12.3 Malaysia Esports (egames) Market Size by Application (2016-2027)
  • 8.13 Philippines Market Size Analysis
    • 8.13.1 Philippines Esports (egames) Market Size (2016-2027)
    • 8.13.2 Philippines Esports (egames) Market Size by Type (2016-2027)
    • 8.13.3 Philippines Esports (egames) Market Size by Application (2016-2027)
  • 8.14 Vietnam Market Size Analysis
    • 8.14.1 Vietnam Esports (egames) Market Size (2016-2027)
    • 8.14.2 Vietnam Esports (egames) Market Size by Type (2016-2027)
    • 8.14.3 Vietnam Esports (egames) Market Size by Application (2016-2027)

9 Latin America

  • 9.1 Latin America Esports (egames) Market Size (2016-2027)
  • 9.2 Key Esports (egames) Players Market Share in Latin America (2020-2021)
  • 9.3 Latin America Esports (egames) Market Size by Country
    • 9.3.1 Latin America Esports (egames) Sales by Country (2016-2021)
    • 9.3.2 Latin America Esports (egames) Market Size Forecast by Country (2022-2027)
  • 9.4 Mexico Market Size Analysis
    • 9.4.1 Mexico Esports (egames) Market Size (2016-2027)
    • 9.4.2 Mexico Esports (egames) Market Size by Type (2016-2027)
    • 9.4.3 Mexico Esports (egames) Market Size by Application (2016-2027)
  • 9.5 Brazil Market Size Analysis
    • 9.5.1 Brazil Esports (egames) Market Size (2016-2027)
    • 9.5.2 Brazil Esports (egames) Market Size by Type (2016-2027)
    • 9.5.3 Brazil Esports (egames) Market Size by Application (2016-2027)
  • 9.6 Argentina Market Size Analysis
    • 9.6.1 Argentina Esports (egames) Market Size (2016-2027)
    • 9.6.2 Argentina Esports (egames) Market Size by Type (2016-2027)
    • 9.6.3 Argentina Esports (egames) Market Size by Application (2016-2027)

10 Middle East & Africa

  • 10.1 Middle East & Africa Esports (egames) Market Size (2016-2027)
  • 10.2 Key Esports (egames) Players Market Share in Middle East & Africa (2020-2021)
  • 10.3 Middle East & Africa Esports (egames) Market Size by Country
    • 10.3.1 Middle East & Africa Esports (egames) Sales by Country (2016-2021)
    • 10.3.2 Middle East & Africa Esports (egames) Market Size Forecast by Country (2022-2027)
  • 10.4 Turkey Market Size Analysis
    • 10.4.1 Turkey Esports (egames) Market Size (2016-2027)
    • 10.4.2 Turkey Esports (egames) Market Size by Type (2016-2027)
    • 10.4.3 Turkey Esports (egames) Market Size by Application (2016-2027)
  • 10.5 Saudi Arabia Market Size Analysis
    • 10.5.1 Saudi Arabia Esports (egames) Market Size (2016-2027)
    • 10.5.2 Saudi Arabia Esports (egames) Market Size by Type (2016-2027)
    • 10.5.3 Saudi Arabia Esports (egames) Market Size by Application (2016-2027)
  • 10.6 U.A.E Market Size Analysis
    • 10.6.1 U.A.E Esports (egames) Market Size (2016-2027)
    • 10.6.2 U.A.E Esports (egames) Market Size by Type (2016-2027)
    • 10.6.3 U.A.E Esports (egames) Market Size by Application (2016-2027)

11 Key Players Profiles

  • 11.1 Modern Times Group (Sweden)
    • 11.1.1 Modern Times Group (Sweden) Company Details
    • 11.1.2 Modern Times Group (Sweden) Business Overview and Its Total Revenue
    • 11.1.3 Modern Times Group (Sweden) Esports (egames) Introduction
    • 11.1.4 Modern Times Group (Sweden) Revenue in Esports (egames) Business (2016-2021)
    • 11.1.5 Modern Times Group (Sweden) Recent Development
  • 11.2 Activision Blizzard
    • 11.2.1 Activision Blizzard Company Details
    • 11.2.2 Activision Blizzard Business Overview and Its Total Revenue
    • 11.2.3 Activision Blizzard Esports (egames) Introduction
    • 11.2.4 Activision Blizzard Revenue in Esports (egames) Business (2016-2021)
    • 11.2.5 Activision Blizzard Recent Development
  • 11.3 FACEIT
    • 11.3.1 FACEIT Company Details
    • 11.3.2 FACEIT Business Overview and Its Total Revenue
    • 11.3.3 FACEIT Esports (egames) Introduction
    • 11.3.4 FACEIT Revenue in Esports (egames) Business (2016-2021)
    • 11.3.5 FACEIT Recent Development
  • 11.4 Total Entertainment Network (US)
    • 11.4.1 Total Entertainment Network (US) Company Details
    • 11.4.2 Total Entertainment Network (US) Business Overview and Its Total Revenue
    • 11.4.3 Total Entertainment Network (US) Esports (egames) Introduction
    • 11.4.4 Total Entertainment Network (US) Revenue in Esports (egames) Business (2016-2021)
    • 11.4.5 Total Entertainment Network (US) Recent Development
  • 11.5 Gfinity
    • 11.5.1 Gfinity Company Details
    • 11.5.2 Gfinity Business Overview and Its Total Revenue
    • 11.5.3 Gfinity Esports (egames) Introduction
    • 11.5.4 Gfinity Revenue in Esports (egames) Business (2016-2021)
    • 11.5.5 Gfinity Recent Development
  • 11.6 Turner Broadcasting System (US)
    • 11.6.1 Turner Broadcasting System (US) Company Details
    • 11.6.2 Turner Broadcasting System (US) Business Overview and Its Total Revenue
    • 11.6.3 Turner Broadcasting System (US) Esports (egames) Introduction
    • 11.6.4 Turner Broadcasting System (US) Revenue in Esports (egames) Business (2016-2021)
    • 11.6.5 Turner Broadcasting System (US) Recent Development
  • 11.7 CJ Corporation
    • 11.7.1 CJ Corporation Company Details
    • 11.7.2 CJ Corporation Business Overview and Its Total Revenue
    • 11.7.3 CJ Corporation Esports (egames) Introduction
    • 11.7.4 CJ Corporation Revenue in Esports (egames) Business (2016-2021)
    • 11.7.5 CJ Corporation Recent Development
  • 11.8 Valve Corporation
    • 11.8.1 Valve Corporation Company Details
    • 11.8.2 Valve Corporation Business Overview and Its Total Revenue
    • 11.8.3 Valve Corporation Esports (egames) Introduction
    • 11.8.4 Valve Corporation Revenue in Esports (egames) Business (2016-2021)
    • 11.8.5 Valve Corporation Recent Development
  • 11.9 Tencent
    • 11.9.1 Tencent Company Details
    • 11.9.2 Tencent Business Overview and Its Total Revenue
    • 11.9.3 Tencent Esports (egames) Introduction
    • 11.9.4 Tencent Revenue in Esports (egames) Business (2016-2021)
    • 11.9.5 Tencent Recent Development
  • 11.10 Electronic Arts
    • 11.10.1 Electronic Arts Company Details
    • 11.10.2 Electronic Arts Business Overview and Its Total Revenue
    • 11.10.3 Electronic Arts Esports (egames) Introduction
    • 11.10.4 Electronic Arts Revenue in Esports (egames) Business (2016-2021)
    • 11.10.5 Electronic Arts Recent Development
  • 11.11 Hi-Rez Studios
    • 11.11.1 Hi-Rez Studios Company Details
    • 11.11.2 Hi-Rez Studios Business Overview and Its Total Revenue
    • 11.11.3 Hi-Rez Studios Esports (egames) Introduction
    • 11.11.4 Hi-Rez Studios Revenue in Esports (egames) Business (2016-2021)
    • 11.11.5 Hi-Rez Studios Recent Development
  • 11.12 KaBuM
    • 11.12.1 KaBuM Company Details
    • 11.12.2 KaBuM Business Overview and Its Total Revenue
    • 11.12.3 KaBuM Esports (egames) Introduction
    • 11.12.4 KaBuM Revenue in Esports (egames) Business (2016-2021)
    • 11.12.5 KaBuM Recent Development
  • 11.13 Wargaming
    • 11.13.1 Wargaming Company Details
    • 11.13.2 Wargaming Business Overview and Its Total Revenue
    • 11.13.3 Wargaming Esports (egames) Introduction
    • 11.13.4 Wargaming Revenue in Esports (egames) Business (2016-2021)
    • 11.13.5 Wargaming Recent Development
  • 11.14 Rovio Entertainment (Finland)
    • 11.14.1 Rovio Entertainment (Finland) Company Details
    • 11.14.2 Rovio Entertainment (Finland) Business Overview and Its Total Revenue
    • 11.14.3 Rovio Entertainment (Finland) Esports (egames) Introduction
    • 11.14.4 Rovio Entertainment (Finland) Revenue in Esports (egames) Business (2016-2021)
    • 11.14.5 Rovio Entertainment (Finland) Recent Development
  • 11.15 GungHo Online Entertainment (Japan)
    • 11.15.1 GungHo Online Entertainment (Japan) Company Details
    • 11.15.2 GungHo Online Entertainment (Japan) Business Overview and Its Total Revenue
    • 11.15.3 GungHo Online Entertainment (Japan) Esports (egames) Introduction
    • 11.15.4 GungHo Online Entertainment (Japan) Revenue in Esports (egames) Business (2016-2021)
    • 11.15.5 GungHo Online Entertainment (Japan) Recent Development
  • 11.16 Alisports (Alibaba Group)
    • 11.16.1 Alisports (Alibaba Group) Company Details
    • 11.16.2 Alisports (Alibaba Group) Business Overview and Its Total Revenue
    • 11.16.3 Alisports (Alibaba Group) Esports (egames) Introduction
    • 11.16.4 Alisports (Alibaba Group) Revenue in Esports (egames) Business (2016-2021)
    • 11.16.5 Alisports (Alibaba Group) Recent Development
  • 11.17 EA Sports
    • 11.17.1 EA Sports Company Details
    • 11.17.2 EA Sports Business Overview and Its Total Revenue
    • 11.17.3 EA Sports Esports (egames) Introduction
    • 11.17.4 EA Sports Revenue in Esports (egames) Business (2016-2021)
    • 11.17.5 EA Sports Recent Development
  • 11.18 Epic Games
    • 11.18.1 Epic Games Company Details
    • 11.18.2 Epic Games Business Overview and Its Total Revenue
    • 11.18.3 Epic Games Esports (egames) Introduction
    • 11.18.4 Epic Games Revenue in Esports (egames) Business (2016-2021)
    • 11.18.5 Epic Games Recent Development
  • 11.19 Nintendo
    • 11.19.1 Nintendo Company Details
    • 11.19.2 Nintendo Business Overview and Its Total Revenue
    • 11.19.3 Nintendo Esports (egames) Introduction
    • 11.19.4 Nintendo Revenue in Esports (egames) Business (2016-2021)
    • 11.19.5 Nintendo Recent Development
  • 11.20 Riot Games
    • 11.20.1 Riot Games Company Details
    • 11.20.2 Riot Games Business Overview and Its Total Revenue
    • 11.20.3 Riot Games Esports (egames) Introduction
    • 11.20.4 Riot Games Revenue in Esports (egames) Business (2016-2021)
    • 11.20.5 Riot Games Recent Development
  • 11.21 Microsoft Studios
    • 11.21.1 Microsoft Studios Company Details
    • 11.21.2 Microsoft Studios Business Overview and Its Total Revenue
    • 11.21.3 Microsoft Studios Esports (egames) Introduction
    • 11.21.4 Microsoft Studios Revenue in Esports (egames) Business (2016-2021)
    • 11.21.5 Microsoft Studios Recent Development

12 Analyst's Viewpoints/Conclusion

    13 Appendix

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

    Summary:
    Get latest Market Research Reports on Esports (egames). Industry analysis & Market Report on Esports (egames) is a syndicated market report, published as Global Esports (egames) Key Trends and Opportunities to 2027. It is complete Research Study and Industry Analysis of Esports (egames) market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

    Last updated on

    REPORT YOU MIGHT BE INTERESTED

    Purchase this Report

    $6,600.00
    $9,900.00
    $13,200.00
    5,260.20
    7,890.30
    10,520.40
    6,118.20
    9,177.30
    12,236.40
    1,029,798.00
    1,544,697.00
    2,059,596.00
    551,232.00
    826,848.00
    1,102,464.00
    Credit card Logo

    Related Reports


    Reason to Buy

    Request for Sample of this report