COVID-19 Impact on Global Esports (egames) Key Trends and Opportunities to 2026

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Date: 14-May-2020
No. of pages: 187
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Esports (egames) market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global Esports (egames) market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on sales, revenue and forecast by Type and by Application for the period 2015-2026.

Segment by Type, the Esports (egames) market is segmented into Multiplayer Online Battle Arena (MOBA), First-Person Shooter (FPS), Real-Time Strategy (RTS), Other, etc.

Segment by Application, the Esports (egames) market is segmented into Amateur Players, Professional Players, Club, Associations And Organizations, Other, etc.

Regional and Country-level Analysis

The report offers exhaustive assessment of different region-wise and country-wise Esports (egames) markets such as the U.S., Canada, Germany, France, the U.K., Italy, Russia, China, Japan, South Korea, Taiwan, India, Australia, Indonesia, Thailand, Malaysia, Philippines, Vietnam, Mexico, Brazil, Argentina, Saudi Arabia, UAE, Turkey, etc.

The report includes country-wise and region-wise market size for the period 2015-2026, by countries (regions), by Type, and by Application, as well as by players for North America, Europe, Asia-Pacific, Latin America and Middle East & Africa.

Competitive Landscape and Esports (egames) Market Share Analysis

Esports (egames) market competitive landscape provides details and data information by vendors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on revenue (global and regional level) by players for the period 2015-2020. Details included are company description, major business, company total revenue and revenue generated in Esports (egames) business, the date to enter into the Esports (egames) market, Esports (egames) product introduction, recent developments, etc.

The major vendors include Modern Times Group (Sweden), Activision Blizzard, FACEIT, Total Entertainment Network (US), Gfinity, Turner Broadcasting System (US), CJ Corporation, Valve Corporation, Tencent, Electronic Arts, Hi-Rez Studios, KaBuM, Wargaming, Rovio Entertainment (Finland), GungHo Online Entertainment (Japan), Alisports (Alibaba Group), EA Sports, Epic Games, Nintendo, Riot Games, Microsoft Studios, etc.

COVID-19 Impact on Global Esports (egames) Key Trends and Opportunities to 2026

Table of Contents
1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered: Ranking by Esports (egames) Revenue
1.4 Market Analysis by Type
1.4.1 Global Esports (egames) Market Size Growth Rate by Type: 2020 VS 2026
1.4.2 Multiplayer Online Battle Arena (MOBA)
1.4.3 First-Person Shooter (FPS)
1.4.4 Real-Time Strategy (RTS)
1.4.5 Other
1.5 Market by Application
1.5.1 Global Esports (egames) Market Size Growth Rate by Application: 2020 VS 2026
1.5.2 Amateur Players
1.5.3 Professional Players
1.5.4 Club
1.5.5 Associations And Organizations
1.5.6 Other
1.6 Coronavirus Disease 2019 (Covid-19): Esports (egames) Industry Impact
1.6.1 How the Covid-19 is Affecting the Esports (egames) Industry
1.6.1.1 Esports (egames) Business Impact Assessment - Covid-19
1.6.1.2 Supply Chain Challenges
1.6.1.3 COVID-19's Impact On Crude Oil and Refined Products
1.6.2 Market Trends and Esports (egames) 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
1.6.3.2 Proposal for Esports (egames) Players to Combat Covid-19 Impact
1.7 Study Objectives
1.8 Years Considered
2 Global Growth Trend
2.1 Global Esports (egames) Market Perspective (2015-2026)
2.2 Esports (egames) Growth Trends by Regions
2.2.1 Esports (egames) Market Size by Regions: 2015 VS 2020 VS 2026
2.2.2 Esports (egames) Historic Market Size by Regions (2015-2020)
2.2.3 Esports (egames) Forecasted Market Size by Regions (2021-2026)
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 Porter's Five Forces Analysis
2.3.5 Esports (egames) Market Growth Strategy
2.3.6 Primary Interviews with Key Esports (egames) Players (Opinion Leaders)
3 Competitor Landscape by Key Players
3.1 Global Top Esports (egames) Players by Market Size
3.1.1 Global Top Esports (egames) Players by Revenue (2015-2020)
3.1.2 Global Esports (egames) Revenue Market Share by Players (2015-2020)
3.1.3 Global Esports (egames) Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
3.2 Global Esports (egames) Market Concentration Ratio
3.2.1 Global Esports (egames) Market Concentration Ratio (CR5 and HHI)
3.2.2 Global Top 5 and Top 10 Players by Esports (egames) Revenue in 2019
3.3 Esports (egames) Key Players Head office and Area Served
3.4 Key Players Esports (egames) Product Solution and Service
3.5 Date of Enter into Esports (egames) Market
3.6 Mergers & Acquisitions, Expansion Plans
4 Global Esports (egames) Breakdown Data by Type (2015-2026)
4.1 Global Esports (egames) Historic Market Size by Type (2015-2020)
4.2 Global Esports (egames) Forecasted Market Size by Type (2021-2026)
5 Global Esports (egames) Breakdown Data by Application (2015-2026)
5.1 Global Esports (egames) Historic Market Size by Application (2015-2020)
5.2 Esports (egames) Forecasted Market Size by Application (2021-2026)
6 North America
6.1 North America Esports (egames) Market Size (2015-2026)
6.2 Key Esports (egames) Players Market Share in North America (2019-2020)
6.3 North America Esports (egames) Market Size by Country
6.3.1 North America Esports (egames) Sales by Country
6.3.2 North America Esports (egames) Market Size Forecast by Country (2021-2026)
6.4 U.S. Market Size Analysis
6.4.1 U.S. Esports (egames) Market Size (2015-2026)
6.4.2 U.S. Esports (egames) Market Size by Type (2015-2026)
6.4.3 U.S. Esports (egames) Market Size by Application (2015-2026)
6.5 Canada Market Size Analysis
6.5.1 Canada Esports (egames) Market Size (2015-2026)
6.5.2 Canada Esports (egames) Market Size by Type (2015-2026)
6.5.3 Canada Esports (egames) Market Size by Application (2015-2026)
7 Europe
7.1 Europe Esports (egames) Market Size (2015-2026)
7.2 Key Esports (egames) Players Market Share in Europe (2019-2020)
7.3 Europe Esports (egames) Market Size by Country
7.3.1 Europe Esports (egames) Sales by Country
7.3.2 Europe Esports (egames) Market Size Forecast by Country (2021-2026)
7.4 Germany Market Size Analysis
7.4.1 Germany Esports (egames) Market Size (2015-2026)
7.4.2 Germany Esports (egames) Market Size by Type (2015-2026)
7.4.3 Germany Esports (egames) Market Size by Application (2015-2026)
7.5 France Market Size Analysis
7.5.1 France Esports (egames) Market Size (2015-2026)
7.5.2 France Esports (egames) Market Size by Type (2015-2026)
7.5.3 France Esports (egames) Market Size by Application (2015-2026)
7.6 U.K. Market Size Analysis
7.6.1 U.K. Esports (egames) Market Size (2015-2026)
7.6.2 U.K. Esports (egames) Market Size by Type (2015-2026)
7.6.3 U.K. Esports (egames) Market Size by Application (2015-2026)
7.7 Italy Market Size Analysis
7.7.1 Italy Esports (egames) Market Size (2015-2026)
7.7.2 Italy Esports (egames) Market Size by Type (2015-2026)
7.7.3 Italy Esports (egames) Market Size by Application (2015-2026)
7.8 Russia Market Size Analysis
7.8.1 Russia Esports (egames) Market Size (2015-2026)
7.8.2 Russia Esports (egames) Market Size by Type (2015-2026)
7.8.3 Russia Esports (egames) Market Size by Application (2015-2026)
8 Asia-Pacific
8.1 Asia-Pacific Esports (egames) Market Size (2015-2026)
8.2 Key Esports (egames) Players Market Share in Asia-Pacific (2019-2020)
8.3 Asia-Pacific Esports (egames) Market Size by Country
8.3.1 Asia-Pacific Esports (egames) Sales by Country
8.3.2 Asia-Pacific Esports (egames) Market Size Forecast by Country (2021-2026)
8.4 China Market Size Analysis
8.4.1 China Esports (egames) Market Size (2015-2026)
8.4.2 China Esports (egames) Market Size by Type (2015-2026)
8.4.3 China Esports (egames) Market Size by Application (2015-2026)
8.5 Japan Market Size Analysis
8.5.1 Japan Esports (egames) Market Size (2015-2026)
8.5.2 Japan Esports (egames) Market Size by Type (2015-2026)
8.5.3 Japan Esports (egames) Market Size by Application (2015-2026)
8.6 South Korea Market Size Analysis
8.6.1 South Korea Esports (egames) Market Size (2015-2026)
8.6.2 South Korea Esports (egames) Market Size by Type (2015-2026)
8.6.3 South Korea Esports (egames) Market Size by Application (2015-2026)
8.7 India Market Size Analysis
8.7.1 India Esports (egames) Market Size (2015-2026)
8.7.2 India Esports (egames) Market Size by Type (2015-2026)
8.7.3 India Esports (egames) Market Size by Application (2015-2026)
8.8 Australia Market Size Analysis
8.8.1 Australia Esports (egames) Market Size (2015-2026)
8.8.2 Australia Esports (egames) Market Size by Type (2015-2026)
8.8.3 Australia Esports (egames) Market Size by Application (2015-2026)
8.9 Taiwan Market Size Analysis
8.9.1 Taiwan Esports (egames) Market Size (2015-2026)
8.9.2 Taiwan Esports (egames) Market Size by Type (2015-2026)
8.9.3 Taiwan Esports (egames) Market Size by Application (2015-2026)
8.10 Indonesia Market Size Analysis
8.10.1 Indonesia Esports (egames) Market Size (2015-2026)
8.10.2 Indonesia Esports (egames) Market Size by Type (2015-2026)
8.10.3 Indonesia Esports (egames) Market Size by Application (2015-2026)
8.11 Thailand Market Size Analysis
8.11.1 Thailand Esports (egames) Market Size (2015-2026)
8.11.2 Thailand Esports (egames) Market Size by Type (2015-2026)
8.11.3 Thailand Esports (egames) Market Size by Application (2015-2026)
8.12 Malaysia Market Size Analysis
8.12.1 Malaysia Esports (egames) Market Size (2015-2026)
8.12.2 Malaysia Esports (egames) Market Size by Type (2015-2026)
8.12.3 Malaysia Esports (egames) Market Size by Application (2015-2026)
8.13 Philippines Market Size Analysis
8.13.1 Philippines Esports (egames) Market Size (2015-2026)
8.13.2 Philippines Esports (egames) Market Size by Type (2015-2026)
8.13.3 Philippines Esports (egames) Market Size by Application (2015-2026)
8.14 Vietnam Market Size Analysis
8.14.1 Vietnam Esports (egames) Market Size (2015-2026)
8.14.2 Vietnam Esports (egames) Market Size by Type (2015-2026)
8.14.3 Vietnam Esports (egames) Market Size by Application (2015-2026)
9 Latin America
9.1 Latin America Esports (egames) Market Size (2015-2026)
9.2 Key Esports (egames) Players Market Share in Latin America (2019-2020)
9.3 Latin America Esports (egames) Market Size by Country
9.3.1 Latin America Esports (egames) Sales by Country
9.3.2 Latin America Esports (egames) Market Size Forecast by Country (2021-2026)
9.4 Mexico Market Size Analysis
9.4.1 Mexico Esports (egames) Market Size (2015-2026)
9.4.2 Mexico Esports (egames) Market Size by Type (2015-2026)
9.4.3 Mexico Esports (egames) Market Size by Application (2015-2026)
9.5 Brazil Market Size Analysis
9.5.1 Brazil Esports (egames) Market Size (2015-2026)
9.5.2 Brazil Esports (egames) Market Size by Type (2015-2026)
9.5.3 Brazil Esports (egames) Market Size by Application (2015-2026)
9.6 Argentina Market Size Analysis
9.6.1 Argentina Esports (egames) Market Size (2015-2026)
9.6.2 Argentina Esports (egames) Market Size by Type (2015-2026)
9.6.3 Argentina Esports (egames) Market Size by Application (2015-2026)
10 Middle East & Africa
10.1 Middle East & Africa Esports (egames) Market Size (2015-2026)
10.2 Key Esports (egames) Players Market Share in Middle East & Africa (2019-2020)
10.3 Middle East & Africa Esports (egames) Market Size by Country
10.3.1 Middle East & Africa Esports (egames) Sales by Country
10.3.2 Middle East & Africa Esports (egames) Market Size Forecast by Country (2021-2026)
10.4 Turkey Market Size Analysis
10.4.1 Turkey Esports (egames) Market Size (2015-2026)
10.4.2 Turkey Esports (egames) Market Size by Type (2015-2026)
10.4.3 Turkey Esports (egames) Market Size by Application (2015-2026)
10.5 Saudi Arabia Market Size Analysis
10.5.1 Saudi Arabia Esports (egames) Market Size (2015-2026)
10.5.2 Saudi Arabia Esports (egames) Market Size by Type (2015-2026)
10.5.3 Saudi Arabia Esports (egames) Market Size by Application (2015-2026)
10.6 U.A.E Market Size Analysis
10.6.1 U.A.E Esports (egames) Market Size (2015-2026)
10.6.2 U.A.E Esports (egames) Market Size by Type (2015-2026)
10.6.3 U.A.E Esports (egames) Market Size by Application (2015-2026)
11 Company Profiles
11.1 Modern Times Group (Sweden)
11.1.1 Modern Times Group (Sweden) Company Details
11.1.2 Modern Times Group (Sweden) Business Overview and Its Total Revenue
11.1.3 Modern Times Group (Sweden) Introduction
11.1.4 Modern Times Group (Sweden) Revenue in Esports (egames) Business (2015-2020)
11.1.5 Modern Times Group (Sweden) Recent Development
11.2 Activision Blizzard
11.2.1 Activision Blizzard Company Details
11.2.2 Activision Blizzard Business Overview and Its Total Revenue
11.2.3 Activision Blizzard Introduction
11.2.4 Activision Blizzard Revenue in Esports (egames) Business (2015-2020)
11.2.5 Activision Blizzard Recent Development
11.3 FACEIT
11.3.1 FACEIT Company Details
11.3.2 FACEIT Business Overview and Its Total Revenue
11.3.3 FACEIT Introduction
11.3.4 FACEIT Revenue in Esports (egames) Business (2015-2020)
11.3.5 FACEIT Recent Development
11.4 Total Entertainment Network (US)
11.4.1 Total Entertainment Network (US) Company Details
11.4.2 Total Entertainment Network (US) Business Overview and Its Total Revenue
11.4.3 Total Entertainment Network (US) Introduction
11.4.4 Total Entertainment Network (US) Revenue in Esports (egames) Business (2015-2020)
11.4.5 Total Entertainment Network (US) Recent Development
11.5 Gfinity
11.5.1 Gfinity Company Details
11.5.2 Gfinity Business Overview and Its Total Revenue
11.5.3 Gfinity Introduction
11.5.4 Gfinity Revenue in Esports (egames) Business (2015-2020)
11.5.5 Gfinity Recent Development
11.6 Turner Broadcasting System (US)
11.6.1 Turner Broadcasting System (US) Company Details
11.6.2 Turner Broadcasting System (US) Business Overview and Its Total Revenue
11.6.3 Turner Broadcasting System (US) Introduction
11.6.4 Turner Broadcasting System (US) Revenue in Esports (egames) Business (2015-2020)
11.6.5 Turner Broadcasting System (US) Recent Development
11.7 CJ Corporation
11.7.1 CJ Corporation Company Details
11.7.2 CJ Corporation Business Overview and Its Total Revenue
11.7.3 CJ Corporation Introduction
11.7.4 CJ Corporation Revenue in Esports (egames) Business (2015-2020)
11.7.5 CJ Corporation Recent Development
11.8 Valve Corporation
11.8.1 Valve Corporation Company Details
11.8.2 Valve Corporation Business Overview and Its Total Revenue
11.8.3 Valve Corporation Introduction
11.8.4 Valve Corporation Revenue in Esports (egames) Business (2015-2020)
11.8.5 Valve Corporation Recent Development
11.9 Tencent
11.9.1 Tencent Company Details
11.9.2 Tencent Business Overview and Its Total Revenue
11.9.3 Tencent Introduction
11.9.4 Tencent Revenue in Esports (egames) Business (2015-2020)
11.9.5 Tencent Recent Development
11.10 Electronic Arts
11.10.1 Electronic Arts Company Details
11.10.2 Electronic Arts Business Overview and Its Total Revenue
11.10.3 Electronic Arts Introduction
11.10.4 Electronic Arts Revenue in Esports (egames) Business (2015-2020)
11.10.5 Electronic Arts Recent Development
11.11 Hi-Rez Studios
11.11.1 Hi-Rez Studios Company Details
11.11.2 Hi-Rez Studios Business Overview and Its Total Revenue
11.11.3 Hi-Rez Studios Introduction
11.11.4 Hi-Rez Studios Revenue in Esports (egames) Business (2015-2020)
11.11.5 Hi-Rez Studios Recent Development
11.12 KaBuM
11.12.1 KaBuM Company Details
11.12.2 KaBuM Business Overview and Its Total Revenue
11.12.3 KaBuM Introduction
11.12.4 KaBuM Revenue in Esports (egames) Business (2015-2020)
11.12.5 KaBuM Recent Development
11.13 Wargaming
11.13.1 Wargaming Company Details
11.13.2 Wargaming Business Overview and Its Total Revenue
11.13.3 Wargaming Introduction
11.13.4 Wargaming Revenue in Esports (egames) Business (2015-2020)
11.13.5 Wargaming Recent Development
11.14 Rovio Entertainment (Finland)
11.14.1 Rovio Entertainment (Finland) Company Details
11.14.2 Rovio Entertainment (Finland) Business Overview and Its Total Revenue
11.14.3 Rovio Entertainment (Finland) Introduction
11.14.4 Rovio Entertainment (Finland) Revenue in Esports (egames) Business (2015-2020)
11.14.5 Rovio Entertainment (Finland) Recent Development
11.15 GungHo Online Entertainment (Japan)
11.15.1 GungHo Online Entertainment (Japan) Company Details
11.15.2 GungHo Online Entertainment (Japan) Business Overview and Its Total Revenue
11.15.3 GungHo Online Entertainment (Japan) Introduction
11.15.4 GungHo Online Entertainment (Japan) Revenue in Esports (egames) Business (2015-2020)
11.15.5 GungHo Online Entertainment (Japan) Recent Development
11.16 Alisports (Alibaba Group)
11.16.1 Alisports (Alibaba Group) Company Details
11.16.2 Alisports (Alibaba Group) Business Overview and Its Total Revenue
11.16.3 Alisports (Alibaba Group) Introduction
11.16.4 Alisports (Alibaba Group) Revenue in Esports (egames) Business (2015-2020)
11.16.5 Alisports (Alibaba Group) Recent Development
11.17 EA Sports
11.17.1 EA Sports Company Details
11.17.2 EA Sports Business Overview and Its Total Revenue
11.17.3 EA Sports Introduction
11.17.4 EA Sports Revenue in Esports (egames) Business (2015-2020)
11.17.5 EA Sports Recent Development
11.18 Epic Games
11.18.1 Epic Games Company Details
11.18.2 Epic Games Business Overview and Its Total Revenue
11.18.3 Epic Games Introduction
11.18.4 Epic Games Revenue in Esports (egames) Business (2015-2020)
11.18.5 Epic Games Recent Development
11.19 Nintendo
11.19.1 Nintendo Company Details
11.19.2 Nintendo Business Overview and Its Total Revenue
11.19.3 Nintendo Introduction
11.19.4 Nintendo Revenue in Esports (egames) Business (2015-2020)
11.19.5 Nintendo Recent Development
11.20 Riot Games
11.20.1 Riot Games Company Details
11.20.2 Riot Games Business Overview and Its Total Revenue
11.20.3 Riot Games Introduction
11.20.4 Riot Games Revenue in Esports (egames) Business (2015-2020)
11.20.5 Riot Games Recent Development
11.21 Microsoft Studios
11.21.1 Microsoft Studios Company Details
11.21.2 Microsoft Studios Business Overview and Its Total Revenue
11.21.3 Microsoft Studios Introduction
11.21.4 Microsoft Studios Revenue in Esports (egames) Business (2015-2020)
11.21.5 Microsoft Studios Recent Development
12 Analyst's Viewpoints/Conclusion
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
List of Tables
Table 1. Esports (egames) Key Market Segments
Table 2. Key Players Covered: Ranking by Esports (egames) Revenue
Table 3. Ranking of Global Top Esports (egames) Manufacturers by Revenue (US$ Million) in 2019
Table 4. Global Esports (egames) Market Size Growth Rate by Type (US$ Million): 2020 VS 2026
Table 5. Key Players of Multiplayer Online Battle Arena (MOBA)
Table 6. Key Players of First-Person Shooter (FPS)
Table 7. Key Players of Real-Time Strategy (RTS)
Table 8. Key Players of Other
Table 9. COVID-19 Impact Global Market: (Four Esports (egames) Market Size Forecast Scenarios)
Table 10. Opportunities and Trends for Esports (egames) Players in the COVID-19 Landscape
Table 11. Present Opportunities in China & Elsewhere Due to the Coronavirus Crisis
Table 12. Key Regions/Countries Measures against Covid-19 Impact
Table 13. Proposal for Esports (egames) Players to Combat Covid-19 Impact
Table 14. Global Esports (egames) Market Size Growth by Application (US$ Million): 2020 VS 2026
Table 15. Global Esports (egames) Market Size by Region (US$ Million): 2020 VS 2026
Table 16. Global Esports (egames) Market Size by Regions (2015-2020) (US$ Million)
Table 17. Global Esports (egames) Market Share by Regions (2015-2020)
Table 18. Global Esports (egames) Forecasted Market Size by Regions (2021-2026) (US$ Million)
Table 19. Global Esports (egames) Market Share by Regions (2021-2026)
Table 20. Market Top Trends
Table 21. Key Drivers: Impact Analysis
Table 22. Key Challenges
Table 23. Esports (egames) Market Growth Strategy
Table 24. Main Points Interviewed from Key Esports (egames) Players
Table 25. Global Esports (egames) Revenue by Players (2015-2020) (US$ Million)
Table 26. Global Esports (egames) Market Share by Players (2015-2020)
Table 27. Global Top Esports (egames) Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Esports (egames) as of 2019)
Table 28. Global 5 Largest Players Market Share by Esports (egames) Revenue (CR5 and HHI) (2015-2020)
Table 29. Key Players Headquarters and Area Served
Table 30. Key Players Esports (egames) Product Solution and Service
Table 31. Date of Enter into Esports (egames) Market
Table 32. Mergers & Acquisitions, Expansion Plans
Table 33. Global Esports (egames) Market Size by Type (2015-2020) (US$ Million)
Table 34. Global Esports (egames) Revenue Market Share by Type (2015-2020)
Table 35. Global Esports (egames) Forecasted Market Size by Type (2021-2026) (US$ Million)
Table 36. Global Esports (egames) Revenue Market Share by Type (2021-2026)
Table 37. Global Esports (egames) Market Size by Application (2015-2020) (US$ Million)
Table 38. Global Esports (egames) Revenue Market Share by Application (2015-2020)
Table 39. Global Esports (egames) Forecasted Market Size by Application (2021-2026) (US$ Million)
Table 40. Global Esports (egames) Revenue Market Share by Application (2021-2026)
Table 41. Key Players Esports (egames) Revenue in North America (2019-2020) (US$ Million)
Table 42. Key Players Esports (egames) Market Share in North America (2019-2020)
Table 43. North America Esports (egames) Market Size by Countries (2015-2020) (US$ Million)
Table 44. North America Esports (egames) Market Size Share by Countries (2015-2020)
Table 45. North America Esports (egames) Market Size by Countries (2021-2026) (US$ Million)
Table 46. North America Esports (egames) Market Size Share by Countries (2021-2026)
Table 47. Esports (egames) Market Size (US$ Million) in U.S., Breakdown by Type (2015-2020)
Table 48. Esports (egames) Market Size (US$ Million) in U.S., Breakdown by Type (2021-2026)
Table 49. Esports (egames) Market Size (US$ Million) in U.S., Breakdown by Application (2015-2020)
Table 50. Esports (egames) Market Size (US$ Million) in U.S., Breakdown by Application (2021-2026)
Table 51. Esports (egames) Market Size (US$ Million) in Canada, Breakdown by Type (2015-2020)
Table 52. Esports (egames) Market Size (US$ Million) in Canada, Breakdown by Type (2021-2026)
Table 53. Esports (egames) Market Size (US$ Million) in Canada, Breakdown by Application (2015-2020)
Table 54. Esports (egames) Market Size (US$ Million) in Canada, Breakdown by Application (2021-2026)
Table 55. Key Players Esports (egames) Revenue in Europe (2019-2020) (US$ Million)
Table 56. Key Players Esports (egames) Market Share in Europe (2019-2020)
Table 57. Europe Esports (egames) Market Size by Countries (2015-2020) (US$ Million)
Table 58. Europe Esports (egames) Market Size Share by Countries (2015-2020)
Table 59. Europe Esports (egames) Market Size by Countries (2021-2026) (US$ Million)
Table 60. Europe Esports (egames) Market Size Share by Countries (2021-2026)
Table 61. Esports (egames) Market Size (US$ Million) in Germany, Breakdown by Type (2015-2020)
Table 62. Esports (egames) Market Size (US$ Million) in Germany, Breakdown by Type (2021-2026)
Table 63. Esports (egames) Market Size (US$ Million) in Germany, Breakdown by Application (2015-2020)
Table 64. Esports (egames) Market Size (US$ Million) in Germany, Breakdown by Application (2021-2026)
Table 65. Esports (egames) Market Size (US$ Million) in France, Breakdown by Type (2015-2020)
Table 66. Esports (egames) Market Size (US$ Million) in France, Breakdown by Type (2021-2026)
Table 67. Esports (egames) Market Size (US$ Million) in France, Breakdown by Application (2015-2020)
Table 68. Esports (egames) Market Size (US$ Million) in France, Breakdown by Application (2021-2026)
Table 69. Esports (egames) Market Size (US$ Million) in U.K., Breakdown by Type (2015-2020)
Table 70. Esports (egames) Market Size (US$ Million) in U.K., Breakdown by Type (2021-2026)
Table 71. Esports (egames) Market Size (US$ Million) in U.K., Breakdown by Application (2015-2020)
Table 72. Esports (egames) Market Size (US$ Million) in U.K., Breakdown by Application (2021-2026)
Table 73. Esports (egames) Market Size (US$ Million) in Italy, Breakdown by Type (2015-2020)
Table 74. Esports (egames) Market Size (US$ Million) in Italy, Breakdown by Type (2021-2026)
Table 75. Esports (egames) Market Size (US$ Million) in Italy, Breakdown by Application (2015-2020)
Table 76. Esports (egames) Market Size (US$ Million) in Italy, Breakdown by Application (2021-2026)
Table 77. Esports (egames) Market Size (US$ Million) in Russia, Breakdown by Type (2015-2020)
Table 78. Esports (egames) Market Size (US$ Million) in Russia, Breakdown by Type (2021-2026)
Table 79. Esports (egames) Market Size (US$ Million) in Russia, Breakdown by Application (2015-2020)
Table 80. Esports (egames) Market Size (US$ Million) in Russia, Breakdown by Application (2021-2026)
Table 81. Key Players Esports (egames) Revenue in Asia-Pacific (2019-2020) (US$ Million)
Table 82. Key Players Esports (egames) Market Share in Asia-Pacific (2019-2020)
Table 83. Asia-Pacific Esports (egames) Market Size by Regions (2015-2020) (US$ Million)
Table 84. Asia-Pacific Esports (egames) Market Size Share by Regions (2015-2020)
Table 85. Asia-Pacific Esports (egames) Market Size by Regions (2021-2026) (US$ Million)
Table 86. Asia-Pacific Esports (egames) Market Size Share by Regions (2021-2026)
Table 87. Esports (egames) Market Size (US$ Million) in China, Breakdown by Type (2015-2020)
Table 88. Esports (egames) Market Size (US$ Million) in China, Breakdown by Type (2021-2026)
Table 89. Esports (egames) Market Size (US$ Million) in China, Breakdown by Application (2015-2020)
Table 90. Esports (egames) Market Size (US$ Million) in China, Breakdown by Application (2021-2026)
Table 91. Esports (egames) Market Size (US$ Million) in Japan, Breakdown by Type (2015-2020)
Table 92. Esports (egames) Market Size (US$ Million) in Japan, Breakdown by Type (2021-2026)
Table 93. Esports (egames) Market Size (US$ Million) in Japan, Breakdown by Application (2015-2020)
Table 94. Esports (egames) Market Size (US$ Million) in Japan, Breakdown by Application (2021-2026)
Table 95. Esports (egames) Market Size (US$ Million) in South Korea, Breakdown by Type (2015-2020)
Table 96. Esports (egames) Market Size (US$ Million) in South Korea, Breakdown by Type (2021-2026)
Table 97. Esports (egames) Market Size (US$ Million) in South Korea, Breakdown by Application (2015-2020)
Table 98. Esports (egames) Market Size (US$ Million) in South Korea, Breakdown by Application (2021-2026)
Table 99. Esports (egames) Market Size (US$ Million) in India, Breakdown by Type (2015-2020)
Table 100. Esports (egames) Market Size (US$ Million) in India, Breakdown by Type (2021-2026)
Table 101. Esports (egames) Market Size (US$ Million) in India, Breakdown by Application (2015-2020)
Table 102. Esports (egames) Market Size (US$ Million) in India, Breakdown by Application (2021-2026)
Table 103. Esports (egames) Market Size (US$ Million) in Australia, Breakdown by Type (2015-2020)
Table 104. Esports (egames) Market Size (US$ Million) in Australia, Breakdown by Type (2021-2026)
Table 105. Esports (egames) Market Size (US$ Million) in Australia, Breakdown by Application (2015-2020)
Table 106. Esports (egames) Market Size (US$ Million) in Australia, Breakdown by Application (2021-2026)
Table 107. Esports (egames) Market Size (US$ Million) in Taiwan, Breakdown by Type (2015-2020)
Table 108. Esports (egames) Market Size (US$ Million) in Taiwan, Breakdown by Type (2021-2026)
Table 109. Esports (egames) Market Size (US$ Million) in Taiwan, Breakdown by Application (2015-2020)
Table 110. Esports (egames) Market Size (US$ Million) in Taiwan, Breakdown by Application (2021-2026)
Table 111. Esports (egames) Market Size (US$ Million) in Indonesia, Breakdown by Type (2015-2020)
Table 112. Esports (egames) Market Size (US$ Million) in Indonesia, Breakdown by Type (2021-2026)
Table 113. Esports (egames) Market Size (US$ Million) in Indonesia, Breakdown by Application (2015-2020)
Table 114. Esports (egames) Market Size (US$ Million) in Indonesia, Breakdown by Application (2021-2026)
Table 115. Key Players Esports (egames) Revenue in Latin America (2019-2020) (US$ Million)
Table 116. Key Players Esports (egames) Market Share in Latin America (2019-2020)
Table 117. Latin America Esports (egames) Market Size by Countries (2015-2020) (US$ Million)
Table 118. Latin America Esports (egames) Market Size Share by Countries (2015-2020)
Table 119. Latin America Esports (egames) Market Size by Countries (2021-2026) (US$ Million)
Table 120. Latin America Esports (egames) Market Size Share by Countries (2021-2026)
Table 121. Esports (egames) Market Size (US$ Million) in Mexico, Breakdown by Type (2015-2020)
Table 122. Esports (egames) Market Size (US$ Million) in Mexico, Breakdown by Type (2021-2026)
Table 123. Esports (egames) Market Size (US$ Million) in Mexico, Breakdown by Application (2015-2020)
Table 124. Esports (egames) Market Size (US$ Million) in Mexico, Breakdown by Application (2021-2026)
Table 125. Esports (egames) Market Size (US$ Million) in Brazil, Breakdown by Type (2015-2020)
Table 126. Esports (egames) Market Size (US$ Million) in Brazil, Breakdown by Type (2021-2026)
Table 127. Esports (egames) Market Size (US$ Million) in Brazil, Breakdown by Application (2015-2020)
Table 128. Esports (egames) Market Size (US$ Million) in Brazil, Breakdown by Application (2021-2026)
Table 129. Esports (egames) Market Size (US$ Million) in Argentina, Breakdown by Type (2015-2020)
Table 130. Esports (egames) Market Size (US$ Million) in Argentina, Breakdown by Type (2021-2026)
Table 131. Esports (egames) Market Size (US$ Million) in Argentina, Breakdown by Application (2015-2020)
Table 132. Esports (egames) Market Size (US$ Million) in Argentina, Breakdown by Application (2021-2026)
Table 133. Key Players Esports (egames) Revenue in Middle East & Africa (2019-2020) (US$ Million)
Table 134. Key Players Esports (egames) Market Share in Middle East & Africa (2019-2020)
Table 135. Middle East & Africa Esports (egames) Market Size by Countries (2015-2020) (US$ Million)
Table 136. Middle East & Africa Esports (egames) Market Size Share by Countries (2015-2020)
Table 137. Middle East & Africa Esports (egames) Market Size by Countries (2021-2026) (US$ Million)
Table 138. Middle East & Africa Esports (egames) Market Size Share by Countries (2021-2026)
Table 139. Esports (egames) Market Size (US$ Million) in Turkey, Breakdown by Type (2015-2020)
Table 140. Esports (egames) Market Size (US$ Million) in Turkey, Breakdown by Type (2021-2026)
Table 141. Esports (egames) Market Size (US$ Million) in Turkey, Breakdown by Application (2015-2020)
Table 142. Esports (egames) Market Size (US$ Million) in Turkey, Breakdown by Application (2021-2026)
Table 143. Esports (egames) Market Size (US$ Million) in Saudi Arabia, Breakdown by Type (2015-2020)
Table 144. Esports (egames) Market Size (US$ Million) in Saudi Arabia, Breakdown by Type (2021-2026)
Table 145. Esports (egames) Market Size (US$ Million) in Saudi Arabia, Breakdown by Application (2015-2020)
Table 146. Esports (egames) Market Size (US$ Million) in Saudi Arabia, Breakdown by Application (2021-2026)
Table 147. Esports (egames) Market Size (US$ Million) in U.A.E, Breakdown by Type (2015-2020)
Table 148. Esports (egames) Market Size (US$ Million) in U.A.E, Breakdown by Type (2021-2026)
Table 149. Esports (egames) Market Size (US$ Million) in U.A.E, Breakdown by Application (2015-2020)
Table 150. Esports (egames) Market Size (US$ Million) in U.A.E, Breakdown by Application (2021-2026)
Table 151. Modern Times Group (Sweden) Company Details
Table 152. Modern Times Group (Sweden) Business Overview
Table 153. Modern Times Group (Sweden) Revenue in Esports (egames) Business (2015-2020) (US$ Million)
Table 154. Modern Times Group (Sweden) Product
Table 155. Modern Times Group (Sweden) Recent Development
Table 156. Activision Blizzard Company Details
Table 157. Activision Blizzard Business Overview
Table 158. Activision Blizzard Revenue in Esports (egames) Business (2015-2020) (US$ Million)
Table 159. Activision Blizzard Product
Table 160. Activision Blizzard Recent Development
Table 161. FACEIT Company Details
Table 162. FACEIT Business Overview
Table 163. FACEIT Revenue in Esports (egames) Business (2015-2020) (US$ Million)
Table 164. FACEIT Product
Table 165. FACEIT Recent Development
Table 166. Total Entertainment Network (US) Company Details
Table 167. Total Entertainment Network (US) Business Overview
Table 168. Total Entertainment Network (US) Revenue in Esports (egames) Business (2015-2020) (US$ Million)
Table 169. Total Entertainment Network (US) Product
Table 170. Total Entertainment Network (US) Recent Development
Table 171. Gfinity Company Details
Table 172. Gfinity Business Overview
Table 173. Gfinity Revenue in Esports (egames) Business (2015-2020) (US$ Million)
Table 174. Gfinity Product
Table 175. Gfinity Recent Development
Table 176. Turner Broadcasting System (US) Company Details
Table 177. Turner Broadcasting System (US) Business Overview
Table 178. Turner Broadcasting System (US) Revenue in Esports (egames) Business (2015-2020) (US$ Million)
Table 179. Turner Broadcasting System (US) Product
Table 180. Turner Broadcasting System (US) Recent Development
Table 181. CJ Corporation Company Details
Table 182. CJ Corporation Business Overview
Table 183. CJ Corporation Revenue in Esports (egames) Business (2015-2020) (US$ Million)
Table 184. CJ Corporation Product
Table 185. CJ Corporation Recent Development
Table 186. Valve Corporation Company Details
Table 187. Valve Corporation Business Overview
Table 188. Valve Corporation Revenue in Esports (egames) Business (2015-2020) (US$ Million)
Table 189. Valve Corporation Product
Table 190. Valve Corporation Recent Development
Table 191. Tencent Company Details
Table 192. Tencent Business Overview
Table 193. Tencent Revenue in Esports (egames) Business (2015-2020) (US$ Million)
Table 194. Tencent Product
Table 195. Tencent Recent Development
Table 196. Electronic Arts Company Details
Table 197. Electronic Arts Business Overview
Table 198. Electronic Arts Revenue in Esports (egames) Business (2015-2020) (US$ Million)
Table 199. Electronic Arts Product
Table 200. Electronic Arts Recent D
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