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Global E-sports Market Size, Status and Forecast 2021-2027

Global E-sports Market Size, Status and Forecast 2021-2027

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Global E-sports Market Size, Status and Forecast 2021-2027
Global E-sports Market Size, Status...
Report Code
RO9/130/4115

Publish Date
18/Feb/2021

Pages
91
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1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global E-sports Market Size Growth Rate by Type: 2016 VS 2021 VS 2027
1.2.2 MOBA
1.2.3 FPS
1.2.4 RTS
1.2.5 Other
1.3 Market by Application
1.3.1 Global E-sports Market Share by Application: 2016 VS 2021 VS 2027
1.3.2 Professional
1.3.3 Amateur
1.4 Study Objectives
1.5 Years Considered

2 Global Growth Trends
2.1 Global E-sports Market Perspective (2016-2027)
2.2 E-sports Growth Trends by Regions
2.2.1 E-sports Market Size by Regions: 2016 VS 2021 VS 2027
2.2.2 E-sports Historic Market Share by Regions (2016-2021)
2.2.3 E-sports Forecasted Market Size by Regions (2022-2027)
2.3 E-sports Industry Dynamic
2.3.1 E-sports Market Trends
2.3.2 E-sports Market Drivers
2.3.3 E-sports Market Challenges
2.3.4 E-sports Market Restraints

3 Competition Landscape by Key Players
3.1 Global Top E-sports Players by Revenue
3.1.1 Global Top E-sports Players by Revenue (2016-2021)
3.1.2 Global E-sports Revenue Market Share by Players (2016-2021)
3.2 Global E-sports Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
3.3 Players Covered: Ranking by E-sports Revenue
3.4 Global E-sports Market Concentration Ratio
3.4.1 Global E-sports Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by E-sports Revenue in 2020
3.5 E-sports Key Players Head office and Area Served
3.6 Key Players E-sports Product Solution and Service
3.7 Date of Enter into E-sports Market
3.8 Mergers & Acquisitions, Expansion Plans

4 E-sports Breakdown Data by Type
4.1 Global E-sports Historic Market Size by Type (2016-2021)
4.2 Global E-sports Forecasted Market Size by Type (2022-2027)

5 E-sports Breakdown Data by Application
5.1 Global E-sports Historic Market Size by Application (2016-2021)
5.2 Global E-sports Forecasted Market Size by Application (2022-2027)

6 North America
6.1 North America E-sports Market Size (2016-2027)
6.2 North America E-sports Market Size by Type
6.2.1 North America E-sports Market Size by Type (2016-2021)
6.2.2 North America E-sports Market Size by Type (2022-2027)
6.2.3 North America E-sports Market Size by Type (2016-2027)
6.3 North America E-sports Market Size by Application
6.3.1 North America E-sports Market Size by Application (2016-2021)
6.3.2 North America E-sports Market Size by Application (2022-2027)
6.3.3 North America E-sports Market Size by Application (2016-2027)
6.4 North America E-sports Market Size by Country
6.4.1 North America E-sports Market Size by Country (2016-2021)
6.4.2 North America E-sports Market Size by Country (2022-2027)
6.4.3 United States
6.4.3 Canada

7 Europe
7.1 Europe E-sports Market Size (2016-2027)
7.2 Europe E-sports Market Size by Type
7.2.1 Europe E-sports Market Size by Type (2016-2021)
7.2.2 Europe E-sports Market Size by Type (2022-2027)
7.2.3 Europe E-sports Market Size by Type (2016-2027)
7.3 Europe E-sports Market Size by Application
7.3.1 Europe E-sports Market Size by Application (2016-2021)
7.3.2 Europe E-sports Market Size by Application (2022-2027)
7.3.3 Europe E-sports Market Size by Application (2016-2027)
7.4 Europe E-sports Market Size by Country
7.4.1 Europe E-sports Market Size by Country (2016-2021)
7.4.2 Europe E-sports Market Size by Country (2022-2027)
7.4.3 Germany
7.4.4 France
7.4.5 U.K.
7.4.6 Italy
7.4.7 Russia
7.4.8 Nordic

8 Asia-Pacific
8.1 Asia-Pacific E-sports Market Size (2016-2027)
8.2 Asia-Pacific E-sports Market Size by Type
8.2.1 Asia-Pacific E-sports Market Size by Type (2016-2021)
8.2.2 Asia-Pacific E-sports Market Size by Type (2022-2027)
8.2.3 Asia-Pacific E-sports Market Size by Type (2016-2027)
8.3 Asia-Pacific E-sports Market Size by Application
8.3.1 Asia-Pacific E-sports Market Size by Application (2016-2021)
8.3.2 Asia-Pacific E-sports Market Size by Application (2022-2027)
8.3.3 Asia-Pacific E-sports Market Size by Application (2016-2027)
8.4 Asia-Pacific E-sports Market Size by Region
8.4.1 Asia-Pacific E-sports Market Size by Region (2016-2021)
8.4.2 Asia-Pacific E-sports Market Size by Region (2022-2027)
8.4.3 China
8.4.4 Japan
8.4.5 South Korea
8.4.6 Southeast Asia
8.4.7 India
8.4.8 Australia

9 Latin America
9.1 Latin America E-sports Market Size (2016-2027)
9.2 Latin America E-sports Market Size by Type
9.2.1 Latin America E-sports Market Size by Type (2016-2021)
9.2.2 Latin America E-sports Market Size by Type (2022-2027)
9.2.3 Latin America E-sports Market Size by Type (2016-2027)
9.3 Latin America E-sports Market Size by Application
9.3.1 Latin America E-sports Market Size by Application (2016-2021)
9.3.2 Latin America E-sports Market Size by Application (2022-2027)
9.3.3 Latin America E-sports Market Size by Application (2016-2027)
9.4 Latin America E-sports Market Size by Country
9.4.1 Latin America E-sports Market Size by Country (2016-2021)
9.4.2 Latin America E-sports Market Size by Country (2022-2027)
9.4.3 Mexico
9.4.4 Brazil

10 Middle East & Africa
10.1 Middle East & Africa E-sports Market Size (2016-2027)
10.2 Middle East & Africa E-sports Market Size by Type
10.2.1 Middle East & Africa E-sports Market Size by Type (2016-2021)
10.2.2 Middle East & Africa E-sports Market Size by Type (2022-2027)
10.2.3 Middle East & Africa E-sports Market Size by Type (2016-2027)
10.3 Middle East & Africa E-sports Market Size by Application
10.3.1 Middle East & Africa E-sports Market Size by Application (2016-2021)
10.3.2 Middle East & Africa E-sports Market Size by Application (2022-2027)
10.3.3 Middle East & Africa E-sports Market Size by Application (2016-2027)
10.4 Middle East & Africa E-sports Market Size by Country
10.4.1 Middle East & Africa E-sports Market Size by Country (2016-2021)
10.4.2 Middle East & Africa E-sports Market Size by Country (2022-2027)
10.4.3 Turkey
10.4.4 Saudi Arabia
10.4.5 UAE

11 Key Players Profiles
11.1 Activision Blizzard
11.1.1 Activision Blizzard Company Details
11.1.2 Activision Blizzard Business Overview
11.1.3 Activision Blizzard E-sports Introduction
11.1.4 Activision Blizzard Revenue in E-sports Business (2016-2021)
11.1.5 Activision Blizzard Recent Development
11.2 Epic Games
11.2.1 Epic Games Company Details
11.2.2 Epic Games Business Overview
11.2.3 Epic Games E-sports Introduction
11.2.4 Epic Games Revenue in E-sports Business (2016-2021)
11.2.5 Epic Games Recent Development
11.3 Nintendo
11.3.1 Nintendo Company Details
11.3.2 Nintendo Business Overview
11.3.3 Nintendo E-sports Introduction
11.3.4 Nintendo Revenue in E-sports Business (2016-2021)
11.3.5 Nintendo Recent Development
11.4 Riot Games
11.4.1 Riot Games Company Details
11.4.2 Riot Games Business Overview
11.4.3 Riot Games E-sports Introduction
11.4.4 Riot Games Revenue in E-sports Business (2016-2021)
11.4.5 Riot Games Recent Development
11.5 Valve Corporation
11.5.1 Valve Corporation Company Details
11.5.2 Valve Corporation Business Overview
11.5.3 Valve Corporation E-sports Introduction
11.5.4 Valve Corporation Revenue in E-sports Business (2016-2021)
11.5.5 Valve Corporation Recent Development
11.6 Wargaming.Net
11.6.1 Wargaming.Net Company Details
11.6.2 Wargaming.Net Business Overview
11.6.3 Wargaming.Net E-sports Introduction
11.6.4 Wargaming.Net Revenue in E-sports Business (2016-2021)
11.6.5 Wargaming.Net Recent Development
11.7 EA Sports
11.7.1 EA Sports Company Details
11.7.2 EA Sports Business Overview
11.7.3 EA Sports E-sports Introduction
11.7.4 EA Sports Revenue in E-sports Business (2016-2021)
11.7.5 EA Sports Recent Development
11.8 Hi-Rez Studios
11.8.1 Hi-Rez Studios Company Details
11.8.2 Hi-Rez Studios Business Overview
11.8.3 Hi-Rez Studios E-sports Introduction
11.8.4 Hi-Rez Studios Revenue in E-sports Business (2016-2021)
11.8.5 Hi-Rez Studios Recent Development
11.9 Microsoft Studios
11.9.1 Microsoft Studios Company Details
11.9.2 Microsoft Studios Business Overview
11.9.3 Microsoft Studios E-sports Introduction
11.9.4 Microsoft Studios Revenue in E-sports Business (2016-2021)
11.9.5 Microsoft Studios 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
13.3 Author Details

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