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Dynamics in Post-pandemic Global Electronic Sports (eSports) Industry: Supply and Demand, Markets and Prices 2021-2027

Dynamics in Post-pandemic Global Electronic Sports (eSports) Industry: Supply and Demand, Markets and Prices 2021-2027

Covid-19 has impacted the supply and demand status for many industries along the supply chain. In this report a comprehensive analysis of current global Electronic Sports (eSports) market in terms of demand and supply environment is provided, as well as price trend currently and in the next few years. Global leading players are profiled with their revenue, market share, profit margin, major product portfolio and SWOT analysis. This report also includes global and regional market size and forecast, major product development trend and typical downstream segment scenario, under the context of market drivers and inhibitors analysis. According to this survey, the global Electronic Sports (eSports) market is estimated to have reached $ xx million in 2020, and projected to grow at a CAGR of xx% to $ xx million in 2027.

Segmented by Category
Media Rights (Subscription & Online Advertisement)
Tickets and Merchandise
Sponsorship & Direct Advertisement
Publisher Fees
Others

Segmented by End User/Segment
Online
Offline

Segmented by Country
North America
United States
Canada
Mexico
Europe
Germany
France
UK
Italy
Russia
Spain
Asia Pacific
China
Japan
Korea
Southeast Asia
India
Australasia
Central & South America
Brazil
Argentina
Colombia
Middle East & Africa
Iran
Israel
Turkey
South Africa
Saudi Arabia

Key manufacturers included in this survey
Wargaming Public (Cyprus)
Valve Corporation (US)
Turner Broadcasting System (US)
Total Entertainment Network (US)
Tencent (China)
Rovio Entertainment (Finland)
Modern Times Group (Sweden)
KaBuM (Canada)
Hi-Rez Studios (US)
GungHo Online Entertainment (Japan)
Gfinity (UK)
FACEIT (UK)
Electronic Arts (EA) (US)
CJ Corporation (South Korea)
Alisports (China)
Activision Blizzard (US)

Table of Contents

1 Product Introduction and Overview
1.1 Product Definition
1.2 Product Specification
1.3 Global Market Overview
1.3.1 Global Electronic Sports (eSports) Market Status and Forecast (2016-2027)
1.3.2 Global Electronic Sports (eSports) Sales Value CAGR by Region
1.4 Market Drivers, Inhibitors
1.4.1 Market Drivers
1.4.2 Market Inhibitors
1.4.3 COVID-19 Impact Analysis
2 Global Electronic Sports (eSports) Supply by Company
2.1 Global Electronic Sports (eSports) Sales Value by Company
2.2 Electronic Sports (eSports) Sales Area of Main Manufacturers
2.3 Trend of Concentration Rate
3 Global and Regional Electronic Sports (eSports) Market Status by Category
3.1 Electronic Sports (eSports) Category Introduction
3.1.1 Media Rights (Subscription & Online Advertisement)
3.1.2 Tickets and Merchandise
3.1.3 Sponsorship & Direct Advertisement
3.1.4 Publisher Fees
3.1.5 Others
3.2 Global Electronic Sports (eSports) Market by Category
3.3 North America: by Category
3.4 Europe: by Category
3.5 Asia Pacific: by Category
3.6 Central & South America: by Category
3.7 Middle East & Africa: by Category
4 Global and Regional Electronic Sports (eSports) Market Status by End User/Segment
4.1 Electronic Sports (eSports) Segment by End User/Segment
4.1.1 Online
4.1.2 Offline
4.2 Global Electronic Sports (eSports) Market by End User/Segment
4.3 North America: by End User/Segment
4.4 Europe: by End User/Segment
4.5 Asia Pacific: by End User/Segment
4.6 Central & South America: by End User/Segment
4.7 Middle East & Africa: by End User/Segment
5 Global Electronic Sports (eSports) Market Status by Region
5.1 Global Electronic Sports (eSports) Market by Region
5.2 North America Electronic Sports (eSports) Market Status
5.3 Europe Electronic Sports (eSports) Market Status
5.4 Asia Pacific Electronic Sports (eSports) Market Status
5.5 Central & South America Electronic Sports (eSports) Market Status
5.6 Middle East & Africa Electronic Sports (eSports) Market Status
6 North America Electronic Sports (eSports) Market Status
6.1 North America Electronic Sports (eSports) Market by Country
6.2 United States
6.3 Canada
6.4 Mexico
7 Europe Electronic Sports (eSports) Market Status
7.1 Europe Electronic Sports (eSports) Market by Country
7.2 Germany
7.3 France
7.4 UK
7.5 Italy
7.6 Russia
7.7 Spain
8 Asia Pacific Electronic Sports (eSports) Market Status
8.1 Asia Pacific Electronic Sports (eSports) Market by Country
8.2 China
8.3 Japan
8.4 Korea
8.5 Southeast Asia
8.6 India
8.7 Australasia
9 Central & South America Electronic Sports (eSports) Market Status
9.1 Central & South America Electronic Sports (eSports) Market by Country
9.2 Brazil
9.3 Argentina
9.4 Colombia
10 Middle East & Africa Electronic Sports (eSports) Market Status
10.1 Middle East & Africa Electronic Sports (eSports) Market by Country
10.2 Iran
10.3 Israel
10.4 Turkey
10.5 South Africa
10.8 Saudi Arabia
11 Major Downstream Customers Analysis
11.1 Customer One Analysis
11.2 Customer Two Analysis
11.3 Customer Three Analysis
11.4 Customer Four Analysis
12 Global Electronic Sports (eSports) Market Forecast by Category and by End User/Segment
12.1 Global Electronic Sports (eSports) Sales Value Forecast (2022-2027)
12.2 Global Electronic Sports (eSports) Forecast by Category
12.3 Global Electronic Sports (eSports) Forecast by End User/Segment
13 Global Electronic Sports (eSports) Market Forecast by Region/Country
13.1 Global Electronic Sports (eSports) Market Forecast by Region (2022-2027)
13.2 North America Market Forecast
13.3 Europe Market Forecast
13.4 Asia Pacific Market Forecast
13.5 Central & South America Market Forecast
13.6 Middle East & Africa Market Forecast
14 Key Participants Company Information
14.1 Wargaming Public (Cyprus)
14.1.1 Company Information
14.1.2 Electronic Sports (eSports) Product Introduction
14.1.3 Wargaming Public (Cyprus) Electronic Sports (eSports) Sales Value, Gross Margin and Global Share (2019-2021)
14.1.4 SWOT Analysis
14.2 Valve Corporation (US)
14.2.1 Company Information
14.2.2 Electronic Sports (eSports) Product Introduction
14.2.3 Valve Corporation (US) Electronic Sports (eSports) Sales Value, Gross Margin and Global Share (2019-2021)
14.2.4 SWOT Analysis
14.3 Turner Broadcasting System (US)
14.3.1 Company Information
14.3.2 Electronic Sports (eSports) Product Introduction
14.3.3 Turner Broadcasting System (US) Electronic Sports (eSports) Sales Value, Gross Margin and Global Share (2019-2021)
14.3.4 SWOT Analysis
14.4 Total Entertainment Network (US)
14.4.1 Company Information
14.4.2 Electronic Sports (eSports) Product Introduction
14.4.3 Total Entertainment Network (US) Electronic Sports (eSports) Sales Value, Gross Margin and Global Share (2019-2021)
14.4.4 SWOT Analysis
14.5 Tencent (China)
14.5.1 Company Information
14.5.2 Electronic Sports (eSports) Product Introduction
14.5.3 Tencent (China) Electronic Sports (eSports) Sales Value, Gross Margin and Global Share (2019-2021)
14.5.4 SWOT Analysis
14.6 Rovio Entertainment (Finland)
14.6.1 Company Information
14.6.2 Electronic Sports (eSports) Product Introduction
14.6.3 Rovio Entertainment (Finland) Electronic Sports (eSports) Sales Value, Gross Margin and Global Share (2019-2021)
14.6.4 SWOT Analysis
14.7 Modern Times Group (Sweden)
14.7.1 Company Information
14.7.2 Electronic Sports (eSports) Product Introduction
14.7.3 Modern Times Group (Sweden) Electronic Sports (eSports) Sales Value, Gross Margin and Global Share (2019-2021)
14.7.4 SWOT Analysis
14.8 KaBuM (Canada)
14.8.1 Company Information
14.8.2 Electronic Sports (eSports) Product Introduction
14.8.3 KaBuM (Canada) Electronic Sports (eSports) Sales Value, Gross Margin and Global Share (2019-2021)
14.8.4 SWOT Analysis
14.9 Hi-Rez Studios (US)
14.9.1 Company Information
14.9.2 Electronic Sports (eSports) Product Introduction
14.9.3 Hi-Rez Studios (US) Electronic Sports (eSports) Sales Value, Gross Margin and Global Share (2019-2021)
14.9.4 SWOT Analysis
14.10 GungHo Online Entertainment (Japan)
14.10.1 Company Information
14.10.2 Electronic Sports (eSports) Product Introduction
14.10.3 GungHo Online Entertainment (Japan) Electronic Sports (eSports) Sales Value, Gross Margin and Global Share (2019-2021)
14.10.4 SWOT Analysis
14.11 Gfinity (UK)
14.12 FACEIT (UK)
14.13 Electronic Arts (EA) (US)
14.14 CJ Corporation (South Korea)
14.15 Alisports (China)
14.16 Activision Blizzard (US)
15 Conclusion
16 MethodologyList of Tables

Table Global Electronic Sports (eSports) Sales Value (Million USD) and CAGR by Region (2016-2027)
Table Global Electronic Sports (eSports) Sales Value (Million USD) by Company (2019-2021)
Table Global Electronic Sports (eSports) Sales Value Market Share by Company (2019-2021)
Table Main Manufacturers Electronic Sports (eSports) Sales Area
Table Electronic Sports (eSports) Market Concentration (Top 3, Top 5) (2019-2021)
Table Global Electronic Sports (eSports) Sales Value (Million USD) by Category (2016-2021)
Table Global Electronic Sports (eSports) Sals Value Market Share by Category (2016-2021)
Table North America Electronic Sports (eSports) Sales Value (Million USD) by Category (2016-2021)
Table North America Electronic Sports (eSports) Sales Value Market Share by Category (2016-2021)
Table Europe Electronic Sports (eSports) Sales Value (Million USD) by Category (2016-2021)
Table Europe Electronic Sports (eSports) Sales Value Market Share by Category (2016-2021)
Table Asia Pacific Electronic Sports (eSports) Sales Value (Million USD) by Category (2016-2021)
Table Asia Pacific Electronic Sports (eSports) Sales Value Market Share by Category (2016-2021)
Table Central & South America Electronic Sports (eSports) Sales Value (Million USD) by Category (2016-2021)
Table Central & South America Pacific Electronic Sports (eSports) Sales Value Market Share by Category (2016-2021)
Table Middle East & Africa Electronic Sports (eSports) Sales Value (Million USD) by Category (2016-2021)
Table Middle East & Africa Electronic Sports (eSports) Sales Value Market Share by Category (2016-2021)
Table Global Electronic Sports (eSports) Sales Value (Million USD) by End User/Segment (2016-2021)
Table Global Electronic Sports (eSports) Value Market Share by End User/Segment (2016-2021)
Table North America Electronic Sports (eSports) Sales Value (Million USD) by End User/Segment (2016-2021)
Table North America Electronic Sports (eSports) Sales Value Market Share by End User/Segment (2016-2021)
Table Europe Electronic Sports (eSports) Sales Value (Million USD) by End User/Segment (2016-2021)
Table Europe Electronic Sports (eSports) Sales Value Market Share by End User/Segment (2016-2021)
Table Asia Pacific Electronic Sports (eSports) Sales Value (Million USD) by End User/Segment (2016-2021)
Table Asia Pacific Electronic Sports (eSports) Sales Value Market Share by End User/Segment (2016-2021)
Table Central & South America Electronic Sports (eSports) Sales Value (Million USD) by End User/Segment (2016-2021)
Table Central & South America Pacific Electronic Sports (eSports) Sales Value Market Share by End User/Segment (2016-2021)
Table Middle East & Africa Electronic Sports (eSports) Sales Value (Million USD) by End User/Segment (2016-2021)
Table Middle East & Africa Electronic Sports (eSports) Sales Value Market Share by End User/Segment (2016-2021)
Table Global Electronic Sports (eSports) Sales Value (Million USD) by Region (2016-2021)
Table Global Electronic Sports (eSports) Value Market Share by Region (2016-2021)
Table North America Electronic Sports (eSports) Sales Value (Million USD) by Country (2016-2021)
Table North America Electronic Sports (eSports) Value Market Share by Country (2016-2021)
Table Europe Electronic Sports (eSports) Sales Value (Million USD) by Country (2016-2021)
Table Europe Electronic Sports (eSports) Value Market Share by Country (2016-2021)
Table Asia Pacific Electronic Sports (eSports) Sales Value (Million USD) by Country (2016-2021)
Table Asia Pacific Electronic Sports (eSports) Value Market Share by Country (2016-2021)
Table Central & South America Electronic Sports (eSports) Sales Value (Million USD) by Country (2016-2021)
Table Central & South America Electronic Sports (eSports) Value Market Share by Country (2016-2021)
Table Middle East & Africa Electronic Sports (eSports) Sales Value (Million USD) by Country (2016-2021)
Table Middle East & Africa Electronic Sports (eSports) Value Market Share by Country (2016-2021)
Table Global Electronic Sports (eSports) Value (Million USD) Forecast by Category (2022-2027)
Table Global Electronic Sports (eSports) Value Market Share Forecast by Category (2022-2027)
Table Global Electronic Sports (eSports) Value (Million USD) Forecast by End User/Segment (2022-2027)
Table Global Electronic Sports (eSports) Value Market Share Forecast by End User/Segment (2022-2027)
Table Global Electronic Sports (eSports) Value (Million USD) Forecast by Region (2022-2027)
Table Global Electronic Sports (eSports) Value Market Share Forecast by Region (2022-2027)
Table Wargaming Public (Cyprus) Company Information
Table Wargaming Public (Cyprus) Product Introduction
Table Wargaming Public (Cyprus) Electronic Sports (eSports) Sales Value, Gross Margin and Global Share (2019-2021)
Table Valve Corporation (US) Company Information
Table Valve Corporation (US) Product Introduction
Table Valve Corporation (US) Electronic Sports (eSports) Sales Value, Gross Margin and Global Share (2019-2021)
Table Turner Broadcasting System (US) Company Information
Table Turner Broadcasting System (US) Product Introduction
Table Turner Broadcasting System (US) Electronic Sports (eSports) Sales Value, Gross Margin and Global Share (2019-2021)
Table Total Entertainment Network (US) Company Information
Table Total Entertainment Network (US) Product Introduction
Table Total Entertainment Network (US) Electronic Sports (eSports) Sales Value, Gross Margin and Global Share (2019-2021)
Table Tencent (China) Company Information
Table Tencent (China) Product Introduction
Table Tencent (China) Electronic Sports (eSports) Sales Value, Gross Margin and Global Share (2019-2021)
Table Rovio Entertainment (Finland) Company Information
Table Rovio Entertainment (Finland) Product Introduction
Table Rovio Entertainment (Finland) Electronic Sports (eSports) Sales Value, Gross Margin and Global Share (2019-2021)
Table Modern Times Group (Sweden) Company Information
Table Modern Times Group (Sweden) Product Introduction
Table Modern Times Group (Sweden) Electronic Sports (eSports) Sales Value, Gross Margin and Global Share (2019-2021)
Table KaBuM (Canada) Company Information
Table KaBuM (Canada) Product Introduction
Table KaBuM (Canada) Electronic Sports (eSports) Sales Value, Gross Margin and Global Share (2019-2021)
Table Hi-Rez Studios (US) Company Information
Table Hi-Rez Studios (US) Product Introduction
Table Hi-Rez Studios (US) Electronic Sports (eSports) Sales Value, Gross Margin and Global Share (2019-2021)
Table GungHo Online Entertainment (Japan) Company Information
Table GungHo Online Entertainment (Japan) Product Introduction
Table GungHo Online Entertainment (Japan) Electronic Sports (eSports) Sales Value, Gross Margin and Global Share (2019-2021)

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