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Telecom and IT industry

Electronic Sports (eSports) Industry Analysis 2021: Industry Growth Factors, Types, Applications, Top Players, Regional Insights To 2027

  • Code : SMI30968
  • Pages : 144
  • Date : Apr, 2021
  • Category : Telecom and IT
  • Publisher : SMI
  • Format : SMI PPT FormatSMI PDF Format



 

Summary

The global Electronic Sports (eSports) Industry is expected to witness a CAGR of xx% over the forecast period 2021-2027 and is expected to reach US$ xx million in 2027, from US$ xx million in 2020. 

The Electronic Sports (eSports) Industry report highlights product development and growth strategies such as mergers and acquisitions adopted by market players along with SWOT Analysis, PEST, and Porter’s Five Forces analyses of the Electronic Sports (eSports) Industry, which highlight the strengths, weaknesses, opportunities, and commination of key companies. Moreover, the report offers two distinct market forecasts, one from the perspective of the producer and another from that of the consumer.

The various contributors involved in the value chain of the product include manufacturers, suppliers, distributors, intermediaries, and customers.

The Key Manufacturers covered in this Report:-

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

By Product Type, the market is primarily segmented into:

  • Media Rights (Subscription & Online Advertisement)
  • Tickets and Merchandise
  • Sponsorship & Direct Advertisement
  • Publisher Fees

By Applications, the market is segmented into:

  • Online
  • Offline

The report covers the following Regions:

  • North America
    • United States
    • Canada
    • Mexico
  • Asia Pacific
    • China
    • Japan
    • South Korea
    • India
    • Australia
    • Indonesia
    • Thailand
    • Malaysia
    • Philippines
    • Vietnam
  • Europe
    • Germany
    • France
    • UK
    • Italy
    • Russia
  • Central & South America
    • Brazil
  • Middle East & Africa
    • Turkey
    • GCC Countries
    • Egypt
    • South Africa

The objective of the Electronic Sports (eSports) Industry Report:

  • To assess the size of the market by value and volume
  • Analyze the Electronic Sports (eSports) Industry in terms of regions and major countries
  • Highlight recent developments and trends in the market
  • Offer perceptive data regarding major market players in terms of key developments, strategies, and product portfolio
  • Determine share of the Electronic Sports (eSports) Industry in terms of various segments such as by product type, application, and end-user
  • Offer accurate projection of the market for the forecast period using state-of-the-art tools and the current primary and secondary research approaches
  • Discuss major factors that impact the growth of the Electronic Sports (eSports) Industry

The Electronic Sports (eSports) Industry engages the readers with all pivotal approaches to understand their position in the industry based on revenue or sales growth. The report efficiently evaluates the Electronic Sports (eSports) Industry from various dimensions to deliver an end-product that is informative, elaborate, and accurate and includes detailed market segmentation, regional analysis, and competition in the market. The information in the report is backed by annual company reports, financial reports, press releases, regulatory databases, government documents, and statistical databases.

For the data information by region, company, type, and application, 2020 are considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

Key Stakeholders:

  • Material suppliers/wholesalers
  • Market Distributors/traders
  • Regulatory bodies
  • Research organizations, and consulting firms
  • Commercial research & developments (R&D)
  • Trade associations and industry bodies
  • Importers and exporters
  • End-use industries

Available Customizations:

Custom research is one of the most crucial components of the business strategy that helps an organization gain insight into a specific business sector, aligned with its specific area of interest. Thus, SMI offers more accurate, pragmatic, and actionable information specifically tailored to suit your business needs.

1 Report Overview


1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered: Ranking by Electronic Sports (eSports) Industry Revenue
1.4 Market Analysis by Type
1.5 Market by Application
1.5.1 Global Electronic Sports (eSports) Industry Share by Application: 2021 VS 2027
1.6 Coronavirus Disease 2019 (Covid-19) Impact: Electronic Sports (eSports) Industry
1.6.1 How the Covid-19 is Affecting the Electronic Sports (eSports) Industry
1.6.1.1 Electronic Sports (eSports) Industry Business Impact Assessment - Covid-19
1.6.2 Market Trends and Electronic Sports (eSports) Industry Potential Opportunities in the COVID-19 Landscape
1.6.3 Measures / Proposal against Covid-19
1.6.3.1 Government Measures to Combat Covid-19 Impact
1.7 Study Objectives
1.8 Years Considered


2 Global Growth Trends by Regions


2.1 Electronic Sports (eSports) Industry Perspective (2015-2027)
2.2 Electronic Sports (eSports) Industry Growth Trends by Regions
2.2.1 Electronic Sports (eSports) Industry Size by Regions: 2015 VS 2021 VS 2027
2.2.2 Electronic Sports (eSports) Industry Historic Market Share by Regions (2015-2021)
2.2.3 Electronic Sports (eSports) Industry Forecasted Market Size by Regions (2021-2027)
2.3 Industry Trends and Growth Strategy
2.3.1 Market Top Trends
2.3.2 Market Drivers
2.3.3 Market Challenges
2.3.4 Porters Five Forces Analysis
2.3.5 Electronic Sports (eSports) Industry Growth Strategy
2.3.6 Primary Interviews with Key Electronic Sports (eSports) Industry Players (Opinion Leaders)


3 Competition Landscape by Key Players


3.1 Global Top Electronic Sports (eSports) Industry Players by Market Size
3.1.1 Global Top Electronic Sports (eSports) Industry Players by Revenue (2015-2021)
3.1.2 Global Electronic Sports (eSports) Industry Revenue Market Share by Players (2015-2021)
3.1.3 Global Electronic Sports (eSports) Industry Share by Company Type (Tier 1, Tier 2 and Tier 3)
3.2 Global Electronic Sports (eSports) Industry Concentration Ratio
3.2.1 Global Electronic Sports (eSports) Industry Concentration Ratio (CR5 and HHI)
3.2.2 Global Top 10 and Top 5 Companies by Electronic Sports (eSports) Industry Revenue in 2019
3.3 Electronic Sports (eSports) Industry Key Players Head office and Area Served
3.4 Key Players Electronic Sports (eSports) Industry Product Solution and Service
3.5 Date of entering into Electronic Sports (eSports) Industry
3.6 Mergers & Acquisitions, Expansion Plans


4 Breakdown Data by Type (2015-2027)


4.1 Global Electronic Sports (eSports) Industry Historic Market Size by Type (2015-2021)
4.2 Global Electronic Sports (eSports) Industry Forecasted Market Size by Type (2021-2027)


5 Electronic Sports (eSports) Industry Breakdown Data by Application (2015-2027)


5.1 Global Electronic Sports (eSports) Industry Size by Application (2015-2021)
5.2 Global Electronic Sports (eSports) Industry Forecasted Market Size by Application (2021-2027)


6 North America


6.1 North America Electronic Sports (eSports) Industry Size (2015-2021)
6.2 Electronic Sports (eSports) Industry Key Players in North America (2019-2021)
6.3 North America Electronic Sports (eSports) Industry Size by Type (2015-2021)
6.4 North America Electronic Sports (eSports) Industry Size by Application (2015-2021)


7 Europe


7.1 Europe Electronic Sports (eSports) Industry Size (2015-2021)
7.2 Electronic Sports (eSports) Industry Key Players in Europe (2019-2021)
7.3 Europe Electronic Sports (eSports) Industry Size by Type (2015-2021)
7.4 Europe Electronic Sports (eSports) Industry Size by Application (2015-2021)


8 China


8.1 China Electronic Sports (eSports) Industry Size (2015-2021)
8.2 Electronic Sports (eSports) Industry Key Players in China (2019-2021)
8.3 China Electronic Sports (eSports) Industry Size by Type (2015-2021)
8.4 China Electronic Sports (eSports) Industry Size by Application (2015-2021)


9 Japan


9.1 Japan Electronic Sports (eSports) Industry Size (2015-2021)
9.2 Electronic Sports (eSports) Industry Key Players in Japan (2019-2021)
9.3 Japan Electronic Sports (eSports) Industry Size by Type (2015-2021)
9.4 Japan Electronic Sports (eSports) Industry Size by Application (2015-2021)


10 Southeast Asia


10.1 Southeast Asia Electronic Sports (eSports) Industry Size (2015-2021)
10.2 Electronic Sports (eSports) Industry Key Players in Southeast Asia (2019-2021)
10.3 Southeast Asia Electronic Sports (eSports) Industry Size by Type (2015-2021)
10.4 Southeast Asia Electronic Sports (eSports) Industry Size by Application (2015-2021)


11 India


11.1 India Electronic Sports (eSports) Industry Size (2015-2021)
11.2 Electronic Sports (eSports) Industry Key Players in India (2019-2021)
11.3 India Electronic Sports (eSports) Industry Size by Type (2015-2021)
11.4 India Electronic Sports (eSports) Industry Size by Application (2015-2021)


12 Central & South America


12.1 Central & South America Electronic Sports (eSports) Industry Size (2015-2021)
12.2 Electronic Sports (eSports) Industry Key Players in Central & South America (2019-2021)
12.3 Central & South America Electronic Sports (eSports) Industry Size by Type (2015-2021)
12.4 Central & South America Electronic Sports (eSports) Industry Size by Application (2015-2021)


13 Key Players Profiles


13.1 Company Details
13.2 Business Overview and Its Total Revenue
13.3 Electronic Sports (eSports) Industry Introduction
13.4 Electronic Sports (eSports) Industry Business (2015-2021)
13.5 Recent Development


14 Analyst's Viewpoints/Conclusions


15 Appendix
15.1 Research Methodology
15.1.1 Methodology/Research Approach
15.1.2 Data Source
15.2 Disclaimer
15.3 Author Details


List of Table


Table 1. Electronic Sports (eSports) Industry Key Market Segments
Table 2. Key Players Covered: Ranking by Electronic Sports (eSports) Industry Revenue
Table 3. Ranking of Global Top Electronic Sports (eSports) Industry Manufacturers by Revenue (US$ Million) in 2019
Table 4. Global Electronic Sports (eSports) Industry Size Growth Rate by Type (US$ Million): 2021 VS 2027
Table 5. COVID-19 Impact Global Market
Table 6. Opportunities and Trends for Electronic Sports (eSports) Industry Players in the COVID-19 Landscape
Table 7. Present Opportunities in China & Elsewhere Due to the Coronavirus Crisis
Table 8. Key Regions/Countries Measures against Covid-19 Impact
Table 9. Proposal for Electronic Sports (eSports) Industry Players to Combat Covid-19 Impact
Table 10. Global Electronic Sports (eSports) Industry Size Growth by Application (US$ Million): 2021 VS 2027
Table 11. Global Electronic Sports (eSports) Industry Size by Regions (US$ Million): 2021 VS 2027
Table 12. Global Electronic Sports (eSports) Industry Size by Regions (2015-2021) (US$ Million)
Table 13. Global Electronic Sports (eSports) Industry Share by Regions (2015-2021)
Table 14. Global Electronic Sports (eSports) Industry Forecasted Market Size by Regions (2021-2027) (US$ Million)
Table 15. Global Electronic Sports (eSports) Industry Share by Regions (2021-2027)
Table 16. Market Top Trends
Table 17. Key Drivers: Impact Analysis
Table 18. Key Challenges
Table 19. Electronic Sports (eSports) Industry Growth Strategy
Table 20. Main Points Interviewed from Key Electronic Sports (eSports) Industry Players
Table 21. Global Electronic Sports (eSports) Industry Revenue by Players (2015-2021) (Million US$)
Table 22. Global Electronic Sports (eSports) Industry Share by Players (2015-2021)
Table 23. Global Top Electronic Sports (eSports) Industry Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Electronic Sports (eSports) Industry as of 2019)
Table 24. Global Electronic Sports (eSports) Industry by Players Market Concentration Ratio (CR5 and HHI)
Table 25. Key Players Headquarters and Area Served
Table 26. Key Players Electronic Sports (eSports) Industry Product Solution and Service
Table 27. Date of entering into Electronic Sports (eSports) Industry
Table 28. Mergers & Acquisitions, Expansion Plans
Table 29. Global Electronic Sports (eSports) Industry Size by Type (2015-2021) (Million US$)
Table 30. Global Electronic Sports (eSports) Industry Size Share by Type (2015-2021)
Table 31. Global Electronic Sports (eSports) Industry Revenue Market Share by Type (2021-2027)
Table 31. Global Electronic Sports (eSports) Industry Size Share by Application (2015-2021)
Table 33. Global Electronic Sports (eSports) Industry Size by Application (2015-2021) (Million US$)
Table 34. Global Electronic Sports (eSports) Industry Size Share by Application (2021-2027)
Table 35. North America Key Players Electronic Sports (eSports) Industry Revenue (2019-2021) (Million US$)
Table 36. North America Key Players Electronic Sports (eSports) Industry Share (2019-2021)
Table 37. North America Electronic Sports (eSports) Industry Size by Type (2015-2021) (Million US$)
Table 38. North America Electronic Sports (eSports) Industry Share by Type (2015-2021)
Table 39. North America Electronic Sports (eSports) Industry Size by Application (2015-2021) (Million US$)
Table 40. North America Electronic Sports (eSports) Industry Share by Application (2015-2021)
Table 41. Europe Key Players Electronic Sports (eSports) Industry Revenue (2019-2021) (Million US$)
Table 42. Europe Key Players Electronic Sports (eSports) Industry Share (2019-2021)
Table 43. Europe Electronic Sports (eSports) Industry Size by Type (2015-2021) (Million US$)
Table 44. Europe Electronic Sports (eSports) Industry Share by Type (2015-2021)
Table 45. Europe Electronic Sports (eSports) Industry Size by Application (2015-2021) (Million US$)
Table 46. Europe Electronic Sports (eSports) Industry Share by Application (2015-2021)
Table 47. China Key Players Electronic Sports (eSports) Industry Revenue (2019-2021) (Million US$)
Table 48. China Key Players Electronic Sports (eSports) Industry Share (2019-2021)
Table 49. China Electronic Sports (eSports) Industry Size by Type (2015-2021) (Million US$)
Table 50. China Electronic Sports (eSports) Industry Share by Type (2015-2021)
Table 51. China Electronic Sports (eSports) Industry Size by Application (2015-2021) (Million US$)
Table 52. China Electronic Sports (eSports) Industry Share by Application (2015-2021)
Table 53. Japan Key Players Electronic Sports (eSports) Industry Revenue (2019-2021) (Million US$)
Table 54. Japan Key Players Electronic Sports (eSports) Industry Share (2019-2021)
Table 55. Japan Electronic Sports (eSports) Industry Size by Type (2015-2021) (Million US$)
Table 56. Japan Electronic Sports (eSports) Industry Share by Type (2015-2021)
Table 57. Japan Electronic Sports (eSports) Industry Size by Application (2015-2021) (Million US$)
Table 58. Japan Electronic Sports (eSports) Industry Share by Application (2015-2021)
Table 59. Southeast Asia Key Players Electronic Sports (eSports) Industry Revenue (2019-2021) (Million US$)
Table 60. Southeast Asia Key Players Electronic Sports (eSports) Industry Share (2019-2021)
Table 61. Southeast Asia Electronic Sports (eSports) Industry Size by Type (2015-2021) (Million US$)
Table 62. Southeast Asia Electronic Sports (eSports) Industry Share by Type (2015-2021)
Table 63. Southeast Asia Electronic Sports (eSports) Industry Size by Application (2015-2021) (Million US$)
Table 64. Southeast Asia Electronic Sports (eSports) Industry Share by Application (2015-2021)
Table 65. India Key Players Electronic Sports (eSports) Industry Revenue (2019-2021) (Million US$)
Table 66. India Key Players Electronic Sports (eSports) Industry Share (2019-2021)
Table 67. India Electronic Sports (eSports) Industry Size by Type (2015-2021) (Million US$)
Table 68. India Electronic Sports (eSports) Industry Share by Type (2015-2021)
Table 69. India Electronic Sports (eSports) Industry Size by Application (2015-2021) (Million US$)
Table 70. India Electronic Sports (eSports) Industry Share by Application (2015-2021)
Table 71. Central & South America Key Players Electronic Sports (eSports) Industry Revenue (2019-2021) (Million US$)
Table 72. Central & South America Key Players Electronic Sports (eSports) Industry Share (2019-2021)
Table 73. Central & South America Electronic Sports (eSports) Industry Size by Type (2015-2021) (Million US$)
Table 74. Central & South America Electronic Sports (eSports) Industry Share by Type (2015-2021)
Table 75. Central & South America Electronic Sports (eSports) Industry Size by Application (2015-2021) (Million US$)
Table 76. Central & South America Electronic Sports (eSports) Industry Share by Application (2015-2021)
Table 77. Company Details
Table 78. Business Overview
Table 79. Product details
Table 80. Revenue in Electronic Sports (eSports) Industry Business (2015-2021) (Million US$)
Table 81. Recent Development


List of Figures


Figure 1. Global Electronic Sports (eSports) Industry Share by Type: 2021 VS 2027
Figure 2. Global Electronic Sports (eSports) Industry Share by Application: 2021 VS 2027
Figure 3. Emergency Care Case Studies
Figure 4. Outpatient Facilities Case Studies
Figure 5. Hospitals Case Studies
Figure 6. Home Healthcare Facilities Case Studies
Figure 7. Electronic Sports (eSports) Industry Report Years Considered
Figure 8. Global Electronic Sports (eSports) Industry Size YoY Growth 2015-2027 (US$ Million)
Figure 9. Global Electronic Sports (eSports) Industry Share by Regions: 2021 VS 2027
Figure 10. Global Electronic Sports (eSports) Industry Share by Regions (2021-2027)
Figure 11. Porter's Five Forces Analysis
Figure 12. Global Electronic Sports (eSports) Industry Share by Players in 2019
Figure 13. Global Top Electronic Sports (eSports) Industry Players by Company Type (Tier 1, Tier 2, and Tier 3) (based on the Revenue in Electronic Sports (eSports) Industry as of 2019
Figure 14. The Top 10 and 5 Players Market Share by Electronic Sports (eSports) Industry Revenue in 2019
Figure 15. North America Electronic Sports (eSports) Industry Size YoY Growth (2015-2021) (Million US$)
Figure 16. Europe Electronic Sports (eSports) Industry Size YoY Growth (2015-2021) (Million US$)
Figure 17. China Electronic Sports (eSports) Industry Size YoY Growth (2015-2021) (Million US$)
Figure 18. Japan Electronic Sports (eSports) Industry Size YoY Growth (2015-2021) (Million US$)
Figure 19. Southeast Asia Electronic Sports (eSports) Industry Size YoY Growth (2015-2021) (Million US$)
Figure 20. India Electronic Sports (eSports) Industry Size YoY Growth (2015-2021) (Million US$)
Figure 21. Central & South America Electronic Sports (eSports) Industry Size YoY Growth (2015-2021) (Million US$)
Figure 22. Bottom-up and Top-down Approaches for This Report
Figure 23. Data Triangulation
Figure 24. Key Executives Interviewed

 



Frequently Asked Questions

The report efficiently evaluates the market from various dimensions to deliver an end-product that is informative, elaborate, and accurate and includes detailed market segmentation, regional analysis, and competitive landscape of the industry.
The report efficiently evaluates the current market size and provides industry forecast. The market was valued at xx Million US$ in 2019, and is expected to grow at a CAGR of xx% during the period 2020-2027.
The report efficiently evaluates the current market size and provides forecast for the industry in terms of Value (US$ Mn) and Volume (Thousands Units).
Market is segmented by Types, Applications, Technology, End-use Industries, and Regions.
The report presents the current market size, and market forecast, market opportunities, key drivers and restraints, regulatory scenario, industry trend, PESTLE analysis, PORTER’s analysis, new product approvals/launch, promotion and marketing initiatives, pricing analysis, competitive landscape which help businesses in decision making. The analysis data is based on current and historical market trends which help in investment related decisions.
Custom research is crucial components of the business strategy which helps any organization to gain insight into specific business sector, aligned with specific area of interest. Thus, SMI offers more accurate, pragmatic, and actionable information specifically tailored to suit your business needs.

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