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Global Esport Industry Research Report 2021 Segmented by Major Market Players, Types, Applications and Countries Forecast to 2027

Global Esport Industry Research Report 2021 Segmented by Major Market...

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Global Esport Industry Research Report 2021 Segmented by Major Market Players, Types, Applications and Countries Forecast to 2027
Global Esport Industry Research Report...
Report Code
RO9/129/2629

Publish Date
25/May/2021

Pages
125
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1 Report Overview

1.1 Study Scope and Definition

1.2 Research Methodology

1.2.1 Methodology/Research Approach

1.2.2 Data Source

1.3 Key Market Segments

1.4 Players Covered: Ranking by Esport Revenue

1.5 Market Analysis by Type

1.5.1 Global Esport Market Size Growth Rate by Type: 2021 VS 2027

1.5.2 Real-time strategy (RTS)

1.5.3 First-person shooter (FPS)

1.5.4 Multiplayer online battle arena (MOBA)

1.5.5 Others

1.6 Market by Application

1.6.1 Global Esport Market Share by Application: 2022-2027

1.6.2 Mobilehone & Tablet

1.6.3 PC

1.6.4 Video Game

1.6.5 Other

1.7 Coronavirus Disease 2019 (Covid-19) Impact Will Have a Severe Impact on Global Growth

1.7.1 Covid-19 Impact: Global GDP Growth, 2019, 2021 and 2022 Projections

1.7.2 Covid-19 Impact: Commodity Prices Indices

1.7.3 Covid-19 Impact: Global Major Government Policy

1.8 Study Objectives

1.9 Years Considered

2 Global Esport Market Trends and Growth Strategy

2.1 Market Top Trends

2.2 Market Drivers

2.3 Market Challenges

2.4 Porters Five Forces Analysis

2.5 Market Growth Strategy

2.6 SWOT Analysis

3 Global Esport Market Players Profiles

3.1 Modern Times Group

3.1.1 Modern Times Group Company Profile

3.1.2 Modern Times Group Esport Product Specification

3.1.3 Modern Times Group Esport Production Capacity, Revenue, Price and Gross Margin (2016-2021)

3.2 Activision Blizzard

3.2.1 Activision Blizzard Company Profile

3.2.2 Activision Blizzard Esport Product Specification

3.2.3 Activision Blizzard Esport Production Capacity, Revenue, Price and Gross Margin (2016-2021)

3.3 Valve Corporation

3.3.1 Valve Corporation Company Profile

3.3.2 Valve Corporation Esport Product Specification

3.3.3 Valve Corporation Esport Production Capacity, Revenue, Price and Gross Margin (2016-2021)

3.4 CJ Corporation

3.4.1 CJ Corporation Company Profile

3.4.2 CJ Corporation Esport Product Specification

3.4.3 CJ Corporation Esport Production Capacity, Revenue, Price and Gross Margin (2016-2021)

3.5 Electronic Arts

3.5.1 Electronic Arts Company Profile

3.5.2 Electronic Arts Esport Product Specification

3.5.3 Electronic Arts Esport Production Capacity, Revenue, Price and Gross Margin (2016-2021)

3.6 Nintendo

3.6.1 Nintendo Company Profile

3.6.2 Nintendo Esport Product Specification

3.6.3 Nintendo Esport Production Capacity, Revenue, Price and Gross Margin (2016-2021)

3.7 Turner Broadcasting System

3.7.1 Turner Broadcasting System Company Profile

3.7.2 Turner Broadcasting System Esport Product Specification

3.7.3 Turner Broadcasting System Esport Production Capacity, Revenue, Price and Gross Margin (2016-2021)

3.8 Faceit

3.8.1 Faceit Company Profile

3.8.2 Faceit Esport Product Specification

3.8.3 Faceit Esport Production Capacity, Revenue, Price and Gross Margin (2016-2021)

3.9 Gfinity

3.9.1 Gfinity Company Profile

3.9.2 Gfinity Esport Product Specification

3.9.3 Gfinity Esport Production Capacity, Revenue, Price and Gross Margin (2016-2021)

3.10 Hi Rez Studios

3.10.1 Hi Rez Studios Company Profile

3.10.2 Hi Rez Studios Esport Product Specification

3.10.3 Hi Rez Studios Esport Production Capacity, Revenue, Price and Gross Margin (2016-2021)

3.11 Kabum

3.11.1 Kabum Company Profile

3.11.2 Kabum Esport Product Specification

3.11.3 Kabum Esport Production Capacity, Revenue, Price and Gross Margin (2016-2021)

3.12 Wargaming Public

3.12.1 Wargaming Public Company Profile

3.12.2 Wargaming Public Esport Product Specification

3.12.3 Wargaming Public Esport Production Capacity, Revenue, Price and Gross Margin (2016-2021)

3.13 Rovio Entertainment

3.13.1 Rovio Entertainment Company Profile

3.13.2 Rovio Entertainment Esport Product Specification

3.13.3 Rovio Entertainment Esport Production Capacity, Revenue, Price and Gross Margin (2016-2021)

3.14 Gungho Online Entertainment

3.14.1 Gungho Online Entertainment Company Profile

3.14.2 Gungho Online Entertainment Esport Product Specification

3.14.3 Gungho Online Entertainment Esport Production Capacity, Revenue, Price and Gross Margin (2016-2021)

3.15 Alisports

3.15.1 Alisports Company Profile

3.15.2 Alisports Esport Product Specification

3.15.3 Alisports Esport Production Capacity, Revenue, Price and Gross Margin (2016-2021)

4 Global Esport Market Competition by Market Players

4.1 Global Esport Production Capacity Market Share by Market Players (2016-2021)

4.2 Global Esport Revenue Market Share by Market Players (2016-2021)

4.3 Global Esport Average Price by Market Players (2016-2021)

5 Global Esport Production by Regions (2016-2021)

5.1 North America

5.1.1 North America Esport Market Size (2016-2021)

5.1.2 Esport Key Players in North America (2016-2021)

5.1.3 North America Esport Market Size by Type (2016-2021)

5.1.4 North America Esport Market Size by Application (2016-2021)

5.2 East Asia

5.2.1 East Asia Esport Market Size (2016-2021)

5.2.2 Esport Key Players in East Asia (2016-2021)

5.2.3 East Asia Esport Market Size by Type (2016-2021)

5.2.4 East Asia Esport Market Size by Application (2016-2021)

5.3 Europe

5.3.1 Europe Esport Market Size (2016-2021)

5.3.2 Esport Key Players in Europe (2016-2021)

5.3.3 Europe Esport Market Size by Type (2016-2021)

5.3.4 Europe Esport Market Size by Application (2016-2021)

5.4 South Asia

5.4.1 South Asia Esport Market Size (2016-2021)

5.4.2 Esport Key Players in South Asia (2016-2021)

5.4.3 South Asia Esport Market Size by Type (2016-2021)

5.4.4 South Asia Esport Market Size by Application (2016-2021)

5.5 Southeast Asia

5.5.1 Southeast Asia Esport Market Size (2016-2021)

5.5.2 Esport Key Players in Southeast Asia (2016-2021)

5.5.3 Southeast Asia Esport Market Size by Type (2016-2021)

5.5.4 Southeast Asia Esport Market Size by Application (2016-2021)

5.6 Middle East

5.6.1 Middle East Esport Market Size (2016-2021)

5.6.2 Esport Key Players in Middle East (2016-2021)

5.6.3 Middle East Esport Market Size by Type (2016-2021)

5.6.4 Middle East Esport Market Size by Application (2016-2021)

5.7 Africa

5.7.1 Africa Esport Market Size (2016-2021)

5.7.2 Esport Key Players in Africa (2016-2021)

5.7.3 Africa Esport Market Size by Type (2016-2021)

5.7.4 Africa Esport Market Size by Application (2016-2021)

5.8 Oceania

5.8.1 Oceania Esport Market Size (2016-2021)

5.8.2 Esport Key Players in Oceania (2016-2021)

5.8.3 Oceania Esport Market Size by Type (2016-2021)

5.8.4 Oceania Esport Market Size by Application (2016-2021)

5.9 South America

5.9.1 South America Esport Market Size (2016-2021)

5.9.2 Esport Key Players in South America (2016-2021)

5.9.3 South America Esport Market Size by Type (2016-2021)

5.9.4 South America Esport Market Size by Application (2016-2021)

5.10 Rest of the World

5.10.1 Rest of the World Esport Market Size (2016-2021)

5.10.2 Esport Key Players in Rest of the World (2016-2021)

5.10.3 Rest of the World Esport Market Size by Type (2016-2021)

5.10.4 Rest of the World Esport Market Size by Application (2016-2021)

6 Global Esport Consumption by Region (2016-2021)

6.1 North America

6.1.1 North America Esport Consumption by Countries

6.1.2 United States

6.1.3 Canada

6.1.4 Mexico

6.2 East Asia

6.2.1 East Asia Esport Consumption by Countries

6.2.2 China

6.2.3 Japan

6.2.4 South Korea

6.3 Europe

6.3.1 Europe Esport Consumption by Countries

6.3.2 Germany

6.3.3 United Kingdom

6.3.4 France

6.3.5 Italy

6.3.6 Russia

6.3.7 Spain

6.3.8 Netherlands

6.3.9 Switzerland

6.3.10 Poland

6.4 South Asia

6.4.1 South Asia Esport Consumption by Countries

6.4.2 India

6.5 Southeast Asia

6.5.1 Southeast Asia Esport Consumption by Countries

6.5.2 Indonesia

6.5.3 Thailand

6.5.4 Singapore

6.5.5 Malaysia

6.5.6 Philippines

6.6 Middle East

6.6.1 Middle East Esport Consumption by Countries

6.6.2 Turkey

6.6.3 Saudi Arabia

6.6.4 Iran

6.6.5 United Arab Emirates

6.7 Africa

6.7.1 Africa Esport Consumption by Countries

6.7.2 Nigeria

6.7.3 South Africa

6.8 Oceania

6.8.1 Oceania Esport Consumption by Countries

6.8.2 Australia

6.9 South America

6.9.1 South America Esport Consumption by Countries

6.9.2 Brazil

6.9.3 Argentina

6.10 Rest of the World

6.10.1 Rest of the World Esport Consumption by Countries

7 Global Esport Production Forecast by Regions (2022-2027)

7.1 Global Forecasted Production of Esport (2022-2027)

7.2 Global Forecasted Revenue of Esport (2022-2027)

7.3 Global Forecasted Price of Esport (2022-2027)

7.4 Global Forecasted Production of Esport by Region (2022-2027)

7.4.1 North America Esport Production, Revenue Forecast (2022-2027)

7.4.2 East Asia Esport Production, Revenue Forecast (2022-2027)

7.4.3 Europe Esport Production, Revenue Forecast (2022-2027)

7.4.4 South Asia Esport Production, Revenue Forecast (2022-2027)

7.4.5 Southeast Asia Esport Production, Revenue Forecast (2022-2027)

7.4.6 Middle East Esport Production, Revenue Forecast (2022-2027)

7.4.7 Africa Esport Production, Revenue Forecast (2022-2027)

7.4.8 Oceania Esport Production, Revenue Forecast (2022-2027)

7.4.9 South America Esport Production, Revenue Forecast (2022-2027)

7.4.10 Rest of the World Esport Production, Revenue Forecast (2022-2027)

7.5 Forecast by Type and by Application (2022-2027)

7.5.1 Global Sales Volume, Sales Revenue and Sales Price Forecast by Type (2022-2027)

7.5.2 Global Forecasted Consumption of Esport by Application (2022-2027)

8 Global Esport Consumption Forecast by Regions (2022-2027)

8.1 North America Forecasted Consumption of Esport by Country

8.2 East Asia Market Forecasted Consumption of Esport by Country

8.3 Europe Market Forecasted Consumption of Esport by Countriy

8.4 South Asia Forecasted Consumption of Esport by Country

8.5 Southeast Asia Forecasted Consumption of Esport by Country

8.6 Middle East Forecasted Consumption of Esport by Country

8.7 Africa Forecasted Consumption of Esport by Country

8.8 Oceania Forecasted Consumption of Esport by Country

8.9 South America Forecasted Consumption of Esport by Country

8.10 Rest of the world Forecasted Consumption of Esport by Country

9 Global Esport Sales by Type (2016-2027)

9.1 Global Esport Historic Market Size by Type (2016-2021)

9.2 Global Esport Forecasted Market Size by Type (2022-2027)

10 Global Esport Consumption by Application (2016-2027)

10.1 Global Esport Historic Market Size by Application (2016-2021)

10.2 Global Esport Forecasted Market Size by Application (2022-2027)

11 Global Esport Manufacturing Cost Analysis

11.1 Esport Key Raw Materials Analysis

11.1.1 Key Raw Materials

11.2 Proportion of Manufacturing Cost Structure

11.3 Manufacturing Process Analysis of Esport

12 Global Esport Marketing Channel, Distributors, Customers and Supply Chain

12.1 Marketing Channel

12.2 Esport Distributors List

12.3 Esport Customers

12.4 Esport Supply Chain Analysis

13 Analyst's Viewpoints/Conclusions

14 Disclaimer

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