2022-2030 Report on Global E-sports Market by Player, Region, Type, Application and Sales Channel

Publisher Name :
Date: 14-Nov-2022
No. of pages: 130

This report studies the E-sports market, covering market size for segment by type (Sponsorship Revenue, Advertising Revenue, etc.), by application (PC, Mobile, etc.), by sales channel (Direct Channel, Distribution Channel), by player (Activision Blizzard, Valve Corporation, Tencent, Electronic Arts, Gameloft, etc.) and by region (North America, Europe, Asia-Pacific, South America and Middle East & Africa).

This report provides detailed historical analysis of global market for E-sports from 2016-2021, and provides extensive market forecasts from 2022-2030 by region/country and subsectors. It covers the sales/revenue/value, gross margin, historical growth and future perspectives in the E-sports market.

Moreover, the impact of COVID-19 is also concerned. Since outbreak in December 2019, the COVID-19 virus has spread to all around the world and caused huge losses of lives and economy, and the global manufacturing, tourism and financial markets have been hit hard, while the online market/industry increase. Fortunately, with the development of vaccine and other effort by global governments and organizations, the negative impact of COVID-19 is expected to subside and the global economy is expected to recover.

This research covers COVID-19 impacts on the upstream, midstream and downstream industries. Moreover, this research provides an in-depth market evaluation by highlighting information on various aspects covering market dynamics like drivers, barriers, opportunities, threats, and industry news & trends. In the end, this report also provides in-depth analysis and professional advices on how to face the post COIVD-19 period.

The research methodology used to estimate and forecast this market begins by capturing the revenues of the key players and their shares in the market. Various secondary sources such as press releases, annual reports, non-profit organizations, industry associations, governmental agencies and customs data, have been used to identify and collect information useful for this extensive commercial study of the market. Calculations based on this led to the overall market size. After arriving at the overall market size, the total market has been split into several segments and subsegments, which have then been verified through primary research by conducting extensive interviews with industry experts such as CEOs, VPs, directors, and executives. The data triangulation and market breakdown procedures have been employed to complete the overall market engineering process and arrive at the exact statistics for all segments and subsegments.

Leading players of E-sports including:

- Activision Blizzard

- Valve Corporation

- Tencent

- Electronic Arts

- Gameloft

- Nintendo

- NVIDIA Corporation

- HTC Corporation

- Intel Corporation

- Modern Times Group (MTG)

- CJ Corporation

- Turner Broadcasting System

- Faceit

- Gfinity

- Hi Rez Studios

- Kabum

- Wargaming Public

- Rovio Entertainment

- Gungho Online Entertainment

- Alisports

- Capcom

- Epic Games

Market split by Type, can be divided into:

- Sponsorship Revenue

- Advertising Revenue

- Merchandise & Tickets Revenue

- Publisher Fees Revenue

- Media Rights Revenue

Market split by Application, can be divided into:

- PC

- Mobile

- Others

Market split by Sales Channel, can be divided into:

- Direct Channel

- Distribution Channel

Market segment by Region/Country including:

- North America (United States, Canada and Mexico)

- Europe (Germany, UK, France, Italy, Russia and Spain etc.)

- Asia-Pacific (China, Japan, Korea, India, Australia and Southeast Asia etc.)

- South America (Brazil, Argentina and Colombia etc.)

- Middle East & Africa (South Africa, UAE and Saudi Arabia etc.)

If you have any special requirements, please let us know and we can provide you the customized report as you want.

2022-2030 Report on Global E-sports Market by Player, Region, Type, Application and Sales Channel

Table of Contents

Chapter 1 E-sports Market Overview
1.1 E-sports Definition
1.2 Global E-sports Market Size Status and Outlook (2016-2030)
1.3 Global E-sports Market Size Comparison by Region (2016-2030)
1.4 Global E-sports Market Size Comparison by Type (2016-2030)
1.5 Global E-sports Market Size Comparison by Application (2016-2030)
1.6 Global E-sports Market Size Comparison by Sales Channel (2016-2030)
1.7 E-sports Market Dynamics (COVID-19 Impacts)
1.7.1 Market Drivers/Opportunities
1.7.2 Market Challenges/Risks
1.7.3 Market News (Mergers/Acquisitions/Expansion)
1.7.4 COVID-19 Impacts
1.7.5 Post-Strategies of COVID-19
Chapter 2 E-sports Market Segment Analysis by Player
2.1 Global E-sports Sales and Market Share by Player (2019-2021)
2.2 Global E-sports Revenue and Market Share by Player (2019-2021)
2.3 Global E-sports Average Price by Player (2019-2021)
2.4 Players Competition Situation & Trends
2.5 Conclusion of Segment by Player
Chapter 3 E-sports Market Segment Analysis by Type
3.1 Global E-sports Market by Type
3.1.1 Sponsorship Revenue
3.1.2 Advertising Revenue
3.1.3 Merchandise & Tickets Revenue
3.1.4 Publisher Fees Revenue
3.1.5 Media Rights Revenue
3.2 Global E-sports Sales and Market Share by Type (2016-2021)
3.3 Global E-sports Revenue and Market Share by Type (2016-2021)
3.4 Global E-sports Average Price by Type (2016-2021)
3.5 Leading Players of E-sports by Type in 2021
3.6 Conclusion of Segment by Type
Chapter 4 E-sports Market Segment Analysis by Application
4.1 Global E-sports Market by Application
4.1.1 PC
4.1.2 Mobile
4.1.3 Others
4.2 Global E-sports Revenue and Market Share by Application (2016-2021)
4.3 Leading Consumers of E-sports by Application in 2021
4.4 Conclusion of Segment by Application
Chapter 5 E-sports Market Segment Analysis by Sales Channel
5.1 Global E-sports Market by Sales Channel
5.1.1 Direct Channel
5.1.2 Distribution Channel
5.2 Global E-sports Revenue and Market Share by Sales Channel (2016-2021)
5.3 Leading Distributors/Dealers of E-sports by Sales Channel in 2021
5.4 Conclusion of Segment by Sales Channel
Chapter 6 E-sports Market Segment Analysis by Region
6.1 Global E-sports Market Size and CAGR by Region (2016-2030)
6.2 Global E-sports Sales and Market Share by Region (2016-2021)
6.3 Global E-sports Revenue and Market Share by Region (2016-2021)
6.4 North America
6.4.1 North America Market by Country
6.4.2 North America E-sports Market Share by Type
6.4.3 North America E-sports Market Share by Application
6.4.4 United States
6.4.5 Canada
6.4.6 Mexico
6.5 Europe
6.5.1 Europe Market by Country
6.5.2 Europe E-sports Market Share by Type
6.5.3 Europe E-sports Market Share by Application
6.5.4 Germany
6.5.5 UK
6.5.6 France
6.5.7 Italy
6.5.8 Russia
6.5.9 Spain
6.6 Asia-Pacific
6.6.1 Asia-Pacific Market by Country
6.6.2 Asia-Pacific E-sports Market Share by Type
6.6.3 Asia-Pacific E-sports Market Share by Application
6.6.4 China
6.6.5 Japan
6.6.6 Korea
6.6.7 India
6.6.8 Southeast Asia
6.6.9 Australia
6.7 South America
6.7.1 South America Market by Country
6.7.2 South America E-sports Market Share by Type
6.7.3 South America E-sports Market Share by Application
6.7.4 Brazil
6.7.5 Argentina
6.7.6 Colombia
6.8 Middle East & Africa
6.8.1 Middle East & Africa Market by Country
6.8.2 Middle East & Africa E-sports Market Share by Type
6.8.3 Middle East & Africa E-sports Market Share by Application
6.8.4 UAE
6.8.5 Saudi Arabia
6.8.6 South Africa
6.9 Conclusion of Segment by Region
Chapter 7 Profile of Leading E-sports Players
7.1 Activision Blizzard
7.1.1 Company Snapshot
7.1.2 Product/Service Offered
7.1.3 Business Performance (Sales, Price, Revenue, Gross Margin and Market Share)
7.2 Valve Corporation
7.3 Tencent
7.4 Electronic Arts
7.5 Gameloft
7.6 Nintendo
7.7 NVIDIA Corporation
7.8 HTC Corporation
7.9 Intel Corporation
7.10 Modern Times Group (MTG)
7.11 CJ Corporation
7.12 Turner Broadcasting System
7.13 Faceit
7.14 Gfinity
7.15 Hi Rez Studios
7.16 Kabum
7.17 Wargaming Public
7.18 Rovio Entertainment
7.19 Gungho Online Entertainment
7.20 Alisports
7.21 Capcom
7.22 Epic Games
Chapter 8 Upstream and Downstream Analysis of E-sports
8.1 Industrial Chain of E-sports
8.2 Upstream of E-sports
8.3 Downstream of E-sports
Chapter 9 Development Trend of E-sports (2022-2030)
9.1 Global E-sports Market Size (Sales and Revenue) Forecast (2022-2030)
9.2 Global E-sports Market Size and CAGR Forecast by Region (2022-2030)
9.3 Global E-sports Market Size and CAGR Forecast by Type (2022-2030)
9.4 Global E-sports Market Size and CAGR Forecast by Application (2022-2030)
9.5 Global E-sports Market Size and CAGR Forecast by Sales Channel (2022-2030)
Chapter 10 Appendix
10.1 Research Methodology
10.2 Data Sources
10.3 Disclaimer
10.4 Analysts Certification


List of Tables and Figures

Figure E-sports Example
Figure Global E-sports Revenue (Million $) Status and Outlook (2016-2030)
Figure Global E-sports Revenue (Million $) Comparison by Region (2016-2030)
Figure Global E-sports Revenue (Million $) Comparison by Type (2016-2030)
Figure Global E-sports Revenue (Million $) Comparison by Application (2016-2030)
Figure Global E-sports Revenue (Million $) Comparison by Sales Channel (2016-2030)
Table Global E-sports Sales by Player (2019-2021)
Table Global E-sports Sales Market Share by Player (2019-2021)
Figure Global E-sports Sales Market Share by Player in 2021
Table Global E-sports Revenue (Million $) by Player (2019-2021)
Table Global E-sports Revenue Market Share by Player (2019-2021)
Figure Global E-sports Revenue Market Share by Player in 2021
Table Global E-sports Average Price by Player (2019-2021)
Figure Global E-sports Average Price by Player in 2021
Figure Global E-sports Players Competition Situation - Top 5 Players' Revenue Market Share in 2019
Figure Global E-sports Players Competition Trends - Top 5 Players' Revenue Market Share in 2021
Figure Example of Sponsorship Revenue
Figure Global Sponsorship Revenue Revenue (Million $) and Growth Rate (2016-2021)
Figure Example of Advertising Revenue
Figure Global Advertising Revenue Revenue (Million $) and Growth Rate (2016-2021)
Figure Example of Merchandise & Tickets Revenue
Figure Global Merchandise & Tickets Revenue Revenue (Million $) and Growth Rate (2016-2021)
Figure Example of Publisher Fees Revenue
Figure Global Publisher Fees Revenue Revenue (Million $) and Growth Rate (2016-2021)
Figure Example of Media Rights Revenue
Figure Global Media Rights Revenue Revenue (Million $) and Growth Rate (2016-2021)
Table Global E-sports Sales by Type (2016-2021)
Table Global E-sports Sales Market Share by Type (2016-2021)
Figure Global E-sports Sales Market Share by Type in 2021
Table Global E-sports Revenue (Million $) by Type (2016-2021)
Table Global E-sports Revenue Market Share by Type (2016-2021)
Figure Global E-sports Revenue Market Share by Type in 2021
Table Global E-sports Average Price by Type (2016-2021)
Figure Global E-sports Average Price by Type in 2021
Table Leading Players of E-sports by Type in 2021
Figure Example of PC
Figure Global E-sports for PC Revenue (Million $) and Growth Rate (2016-2021)
Figure Example of Mobile
Figure Global E-sports for Mobile Revenue (Million $) and Growth Rate (2016-2021)
Figure Example of Others
Figure Global E-sports for Others Revenue (Million $) and Growth Rate (2016-2021)
Table Global E-sports Sales by Application (2016-2021)
Table Global E-sports Sales Market Share by Application (2016-2021)
Figure Global E-sports Sales Market Share by Application in 2021
Table Leading Consumers of E-sports by Application in 2021
Figure Example of Direct Channel
Figure Global E-sports for Direct Channel Revenue (Million $) and Growth Rate (2016-2021)
Figure Example of Distribution Channel
Figure Global E-sports for Distribution Channel Revenue (Million $) and Growth Rate (2016-2021)
Table Global E-sports Revenue by Sales Channel (2016-2021)
Table Global E-sports Revenue Market Share by Sales Channel (2016-2021)
Figure Global E-sports Revenue Market Share by Sales Channel in 2021
Table Leading Distributors/Dealers of E-sports by Sales Channel in 2021
Table Global E-sports Market Size and CAGR by Region (2016-2030)
Table Global E-sports Sales by Region (2016-2021)
Table Global E-sports Sales Market Share by Region (2016-2021)
Figure Global E-sports Sales Market Share by Region in 2021
Table Global E-sports Revenue (Million $) by Region (2016-2021)
Table Global E-sports Revenue Market Share by Region (2016-2021)
Figure Global E-sports Revenue Market Share by Region in 2021
Table North America E-sports Sales by Country (2016-2021)
Figure North America E-sports Sales Market Share by Country (2016-2021)
Table North America E-sports Revenue by Country (2016-2021)
Figure North America E-sports Revenue Market Share by Country (2016-2021)
Figure North America E-sports Market Share by Type in 2021
Figure North America E-sports Market Share by Application in 2021
Figure United States E-sports Sales and Growth Rate (2016-2021)
Figure United States E-sports Revenue (Million $) and Growth Rate (2016-2021)
Figure Canada E-sports Sales and Growth Rate (2016-2021)
Figure Canada E-sports Revenue (Million $) and Growth Rate (2016-2021)
Figure Mexico E-sports Sales and Growth Rate (2016-2021)
Figure Mexico E-sports Revenue (Million $) and Growth Rate (2016-2021)
Table Europe E-sports Sales by Country (2016-2021)
Figure Europe E-sports Sales Market Share by Country (2016-2021)
Table Europe E-sports Revenue by Country (2016-2021)
Figure Europe E-sports Revenue Market Share by Country (2016-2021)
Figure Europe E-sports Market Share by Type in 2021
Figure Europe E-sports Market Share by Application in 2021
Figure Germany E-sports Sales and Growth Rate (2016-2021)
Figure Germany E-sports Revenue (Million $) and Growth Rate (2016-2021)
Figure UK E-sports Sales and Growth Rate (2016-2021)
Figure UK E-sports Revenue (Million $) and Growth Rate (2016-2021)
Figure France E-sports Sales and Growth Rate (2016-2021)
Figure France E-sports Revenue (Million $) and Growth Rate (2016-2021)
Figure Italy E-sports Sales and Growth Rate (2016-2021)
Figure Italy E-sports Revenue (Million $) and Growth Rate (2016-2021)
Figure Russia E-sports Sales and Growth Rate (2016-2021)
Figure Russia E-sports Revenue (Million $) and Growth Rate (2016-2021)
Figure Spain E-sports Sales and Growth Rate (2016-2021)
Figure Spain E-sports Revenue (Million $) and Growth Rate (2016-2021)
Table Asia-Pacific E-sports Sales by Country (2016-2021)
Figure Asia-Pacific E-sports Sales Market Share by Country (2016-2021)
Table Asia-Pacific E-sports Revenue by Country (2016-2021)
Figure Asia-Pacific E-sports Revenue Market Share by Country (2016-2021)
Figure Asia-Pacific E-sports Market Share by Type in 2021
Figure Asia-Pacific E-sports Market Share by Application in 2021
Figure China E-sports Sales and Growth Rate (2016-2021)
Figure China E-sports Revenue (Million $) and Growth Rate (2016-2021)
Figure Japan E-sports Sales and Growth Rate (2016-2021)
Figure Japan E-sports Revenue (Million $) and Growth Rate (2016-2021)
Figure Korea E-sports Sales and Growth Rate (2016-2021)
Figure Korea E-sports Revenue (Million $) and Growth Rate (2016-2021)
Figure India E-sports Sales and Growth Rate (2016-2021)
Figure India E-sports Revenue (Million $) and Growth Rate (2016-2021)
Figure Southeast Asia E-sports Sales and Growth Rate (2016-2021)
Figure Southeast Asia E-sports Revenue (Million $) and Growth Rate (2016-2021)
Figure Australia E-sports Sales and Growth Rate (2016-2021)
Figure Australia E-sports Revenue (Million $) and Growth Rate (2016-2021)
Table South America E-sports Sales by Country (2016-2021)
Figure South America E-sports Sales Market Share by Country (2016-2021)
Table South America E-sports Revenue by Country (2016-2021)
Figure South America E-sports Revenue Market Share by Country (2016-2021)
Figure South America E-sports Market Share by Type in 2021
Figure South America E-sports Market Share by Application in 2021
Figure Brazil E-sports Sales and Growth Rate (2016-2021)
Figure Brazil E-sports Revenue (Million $) and Growth Rate (2016-2021)
Figure Argentina E-sports Sales and Growth Rate (2016-2021)
Figure Argentina E-sports Revenue (Million $) and Growth Rate (2016-2021)
Figure Colombia E-sports Sales and Growth Rate (2016-2021)
Figure Colombia E-sports Revenue (Million $) and Growth Rate (2016-2021)
Table Middle East & Africa E-sports Sales by Country (2016-2021)
Figure Middle East & Africa E-sports Sales Market Share by Country (2016-2021)
Table Middle East & Africa E-sports Revenue by Country (2016-2021)
Figure Middle East & Africa E-sports Revenue Market Share by Country (2016-2021)
Figure Middle East & Africa E-sports Market Share by Type in 2021
Figure Middle East & Africa E-sports Market Share by Application in 2021
Figure UAE E-sports Sales and Growth Rate (2016-2021)
Figure UAE E-sports Revenue (Million $) and Growth Rate (2016-2021)
Figure Saudi Arabia E-sports Sales and Growth Rate (2016-2021)
Figure Saudi Arabia E-sports Revenue (Million $) and Growth Rate (2016-2021)
Figure South Africa E-sports Sales and Growth Rate (2016-2021)
Figure South Africa E-sports Revenue (Million $) and Growth Rate (2016-2021)
Table Company Snapshot of Activision Blizzard
Table E-sports Introduction of Activision Blizzard
Table E-sports Sales, Price, Revenue, Gross Margin and Market Share of Activision Blizzard (2019-2021)
Table Industrial Chain of E-sports
Table Manufacturing Cost Structure of E-sports
Table General Manufacturing Process of E-sports
Table Leading Distributors/Dealers of E-sports
Table Leading Consumers of E-sports
Figure Global E-sports Sales and Growth Rate Forecast (2022-2030)
Figure Global E-sports Revenue and Growth Rate Forecast (2022-2030)
Table Global E-sports Market Size and CAGR Forecast by Region (2022-2030)
Table Global E-sports Market Size and CAGR Forecast by Type (2022-2030)
Table Global E-sports Market Size and CAGR Forecast by Application (2022-2030)
Table Global E-sports Market Size and CAGR Forecast by Sales Channel (2022-2030)


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