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Global and Japan Mobile Esport Market Size, Status and Forecast 2020-2026

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1 Report Overview

  • 1.1 Study Scope
  • 1.2 Market Analysis by Type
    • 1.2.1 Global Mobile Esport Market Size Growth Rate by Type: 2020 VS 2026
    • 1.2.2 Real-time strategy (RTS
    • 1.2.3 First-person shooter (FPS),
    • 1.2.4 Multiplayer online battle arena (MOBA).
  • 1.3 Market by Application
    • 1.3.1 Global Mobile Esport Market Share by Application: 2020 VS 2026
    • 1.3.2 Online
    • 1.3.3 Offline
  • 1.4 Study Objectives
  • 1.5 Years Considered

2 Global Growth Trends

  • 2.1 Global Mobile Esport Market Perspective (2015-2026)
  • 2.2 Global Mobile Esport Growth Trends by Regions
    • 2.2.1 Mobile Esport Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 Mobile Esport Historic Market Share by Regions (2015-2020)
    • 2.2.3 Mobile Esport Forecasted Market Size by Regions (2021-2026)
  • 2.3 Industry Trends and Growth Strategy
    • 2.3.1 Market Trends
    • 2.3.2 Market Drivers
    • 2.3.3 Market Challenges
    • 2.3.4 Market Restraints

3 Competition Landscape by Key Players

  • 3.1 Global Top Mobile Esport Players by Market Size
    • 3.1.1 Global Top Mobile Esport Players by Revenue (2015-2020)
    • 3.1.2 Global Mobile Esport Revenue Market Share by Players (2015-2020)
  • 3.2 Global Mobile Esport Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.3 Players Covered: Ranking by Mobile Esport Revenue
  • 3.4 Global Mobile Esport Market Concentration Ratio
    • 3.4.1 Global Mobile Esport Market Concentration Ratio (CR5 and HHI)
    • 3.4.2 Global Top 10 and Top 5 Companies by Mobile Esport Revenue in 2019
  • 3.5 Key Players Mobile Esport Area Served
  • 3.6 Key Players Mobile Esport Product Solution and Service
  • 3.7 Date of Enter into Mobile Esport Market
  • 3.8 Mergers & Acquisitions, Expansion Plans

4 Mobile Esport Breakdown Data by Type (2015-2026)

  • 4.1 Global Mobile Esport Historic Market Size by Type (2015-2020)
  • 4.2 Global Mobile Esport Forecasted Market Size by Type (2021-2026)

5 Mobile Esport Breakdown Data by Application (2015-2026)

  • 5.1 Global Mobile Esport Historic Market Size by Application (2015-2020)
  • 5.2 Global Mobile Esport Forecasted Market Size by Application (2021-2026)

6 North America

  • 6.1 North America Mobile Esport Market Size (2015-2026)
  • 6.2 North America Mobile Esport Market Size by Type (2015-2020)
  • 6.3 North America Mobile Esport Market Size by Application (2015-2020)
  • 6.4 North America Mobile Esport Market Size by Country (2015-2020)
    • 6.4.1 United States
    • 6.4.2 Canada

7 Europe

  • 7.1 Europe Mobile Esport Market Size (2015-2026)
  • 7.2 Europe Mobile Esport Market Size by Type (2015-2020)
  • 7.3 Europe Mobile Esport Market Size by Application (2015-2020)
  • 7.4 Europe Mobile Esport Market Size by Country (2015-2020)
    • 7.4.1 Germany
    • 7.4.2 France
    • 7.4.3 U.K.
    • 7.4.4 Italy
    • 7.4.5 Russia
    • 7.4.6 Nordic
    • 7.4.7 Rest of Europe

8 China

  • 8.1 China Mobile Esport Market Size (2015-2026)
  • 8.2 China Mobile Esport Market Size by Type (2015-2020)
  • 8.3 China Mobile Esport Market Size by Application (2015-2020)
  • 8.4 China Mobile Esport Market Size by Region (2015-2020)
    • 8.4.1 China
    • 8.4.2 Japan
    • 8.4.3 South Korea
    • 8.4.4 Southeast Asia
    • 8.4.5 India
    • 8.4.6 Australia
    • 8.4.7 Rest of Asia-Pacific

9 Japan

  • 9.1 Japan Mobile Esport Market Size (2015-2026)
  • 9.2 Japan Mobile Esport Market Size by Type (2015-2020)
  • 9.3 Japan Mobile Esport Market Size by Application (2015-2020)
  • 9.4 Japan Mobile Esport Market Size by Country (2015-2020)
    • 9.4.1 Mexico
    • 9.4.2 Brazil

10 Southeast Asia

  • 10.1 Southeast Asia Mobile Esport Market Size (2015-2026)
  • 10.2 Southeast Asia Mobile Esport Market Size by Type (2015-2020)
  • 10.3 Southeast Asia Mobile Esport Market Size by Application (2015-2020)
  • 10.4 Southeast Asia Mobile Esport Market Size by Country (2015-2020)
    • 10.4.1 Turkey
    • 10.4.2 Saudi Arabia
    • 10.4.3 UAE
    • 10.4.4 Rest of Middle East & Africa

11 Key Players Profiles

  • 11.1 Sony
    • 11.1.1 Sony Company Details
    • 11.1.2 Sony Business Overview
    • 11.1.3 Sony Mobile Esport Introduction
    • 11.1.4 Sony Revenue in Mobile Esport Business (2015-2020))
    • 11.1.5 Sony Recent Development
  • 11.2 EA
    • 11.2.1 EA Company Details
    • 11.2.2 EA Business Overview
    • 11.2.3 EA Mobile Esport Introduction
    • 11.2.4 EA Revenue in Mobile Esport Business (2015-2020)
    • 11.2.5 EA Recent Development
  • 11.3 Tencent
    • 11.3.1 Tencent Company Details
    • 11.3.2 Tencent Business Overview
    • 11.3.3 Tencent Mobile Esport Introduction
    • 11.3.4 Tencent Revenue in Mobile Esport Business (2015-2020)
    • 11.3.5 Tencent Recent Development
  • 11.4 Netmarble
    • 11.4.1 Netmarble Company Details
    • 11.4.2 Netmarble Business Overview
    • 11.4.3 Netmarble Mobile Esport Introduction
    • 11.4.4 Netmarble Revenue in Mobile Esport Business (2015-2020)
    • 11.4.5 Netmarble Recent Development
  • 11.5 DeNA
    • 11.5.1 DeNA Company Details
    • 11.5.2 DeNA Business Overview
    • 11.5.3 DeNA Mobile Esport Introduction
    • 11.5.4 DeNA Revenue in Mobile Esport Business (2015-2020)
    • 11.5.5 DeNA Recent Development
  • 11.6 mixi
    • 11.6.1 mixi Company Details
    • 11.6.2 mixi Business Overview
    • 11.6.3 mixi Mobile Esport Introduction
    • 11.6.4 mixi Revenue in Mobile Esport Business (2015-2020)
    • 11.6.5 mixi Recent Development
  • 11.7 Activision Blizzard
    • 11.7.1 Activision Blizzard Company Details
    • 11.7.2 Activision Blizzard Business Overview
    • 11.7.3 Activision Blizzard Mobile Esport Introduction
    • 11.7.4 Activision Blizzard Revenue in Mobile Esport Business (2015-2020)
    • 11.7.5 Activision Blizzard Recent Development
  • 11.8 Ubisoft
    • 11.8.1 Ubisoft Company Details
    • 11.8.2 Ubisoft Business Overview
    • 11.8.3 Ubisoft Mobile Esport Introduction
    • 11.8.4 Ubisoft Revenue in Mobile Esport Business (2015-2020)
    • 11.8.5 Ubisoft Recent Development

12 Analyst's Viewpoints/Conclusions

    13 Appendix

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

    Global Mobile Esport Scope and Market Size
    Mobile Esport market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global Mobile Esport market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2015-2026.

    Market segment by Type, the product can be split into
    Real-time strategy (RTS
    First-person shooter (FPS),
    Multiplayer online battle arena (MOBA).

    Market segment by Application, split into
    Online
    Offline

    Based on regional and country-level analysis, the Mobile Esport market has been segmented as follows:
    North America
    United States
    Canada
    Europe
    Germany
    France
    U.K.
    Italy
    Russia
    Nordic
    Rest of Europe
    Asia-Pacific
    China
    Japan
    South Korea
    Southeast Asia
    India
    Australia
    Rest of Asia-Pacific
    Latin America
    Mexico
    Brazil
    Middle East & Africa
    Turkey
    Saudi Arabia
    UAE
    Rest of Middle East & Africa

    In the competitive analysis section of the report, leading as well as prominent players of the global Mobile Esport 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.
    The key players covered in this study
    Sony
    EA
    Tencent
    Netmarble
    DeNA
    mixi
    Activision Blizzard
    Ubisoft

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