Global E-Sports Market Research Report 2022 - Market Size, Current Insights and Development Trends

Publisher Name :
Date: 29-Nov-2022
No. of pages: 127

Electronic Sports is a sports event in which the video game competition reaches the "athletic" level. E-sports is an intellectual confrontation exercise between people using electronic devices as exercise equipment. Through exercise, you can exercise and improve the team's thinking ability, reaction ability, heart and limb coordination and willpower, and cultivate team spirit.

The report focuses on the E-Sports market size, segment size (mainly covering product type, application, and geography), competitor landscape, recent status, and development trends. Furthermore, the report provides strategies for companies to overcome threats posed by COVID-19.

Technological innovation and advancement will further optimize the performance of the product, enabling it to acquire a wider range of applications in the downstream market. Moreover, customer preference analysis, market dynamics (drivers, restraints, opportunities), new product release, impact of COVID-19, regional conflicts and carbon neutrality provide crucial information for us to take a deep dive into the E-Sports market.

Major Players in the E-Sports market are:

Epic Games

Wargaming.Net

Microsoft Studios

EA Sports

Valve Corporation

Riot Games

Hi-Rez Studios

Esports Players League (ESPL)

Activision Blizzard

Nintendo

On the basis of types, the E-Sports market is primarily split into:

MOBA

FPS

RTS

Others

On the basis of applications, the market covers:

Professional

Amateur

Major Regions or countries covered in this report:

United States

Europe

China

Japan

India

Southeast Asia

Latin America

Middle East and Africa

Others

Years considered for this report:

Historical Years: 2017-2021

Base Year: 2021

Estimated Year: 2022

Forecast Period: 2022-2029

Global E-Sports Market Research Report 2022 - Market Size, Current Insights and Development Trends

Table of Content

1 E-Sports Market Overview
1.1 Product Overview and Scope of E-Sports Market
1.2 E-Sports Market Segment by Type
1.2.1 Global E-Sports Market Sales and CAGR (%) Comparison by Type (2017-2029)
1.3 Global E-Sports Market Segment by Application
1.3.1 E-Sports Market Consumption (Sales) Comparison by Application (2017-2029)
1.4 Global E-Sports Market, Region Wise (2017-2029)
1.5 Global Market Size (Revenue) of E-Sports (2017-2029)
1.5.1 Global E-Sports Market Revenue Status and Outlook (2017-2029)
1.5.2 Global E-Sports Market Sales Status and Outlook (2017-2029)
1.6 Influence of Regional Conflicts on the E-Sports Industry
1.7 Impact of Carbon Neutrality on the E-Sports Industry

2 E-Sports Market Upstream and Downstream Analysis
2.1 E-Sports Industrial Chain Analysis
2.2 Key Raw Materials Suppliers and Price Analysis
2.3 Key Raw Materials Supply and Demand Analysis
2.4 Market Concentration Rate of Raw Materials
2.5 Manufacturing Process Analysis
2.6 Manufacturing Cost Structure Analysis
2.6.1 Labor Cost Analysis
2.6.2 Energy Costs Analysis
2.6.3 R&D Costs Analysis
2.7 Major Downstream Buyers of E-Sports Analysis
2.8 Impact of COVID-19 on the Industry Upstream and Downstream

3 Players Profiles
3.1 Epic Games
3.1.1 Epic Games Basic Information, Manufacturing Base, Sales Area and Competitors
3.1.2 Product Profiles, Application and Specification
3.1.3 E-Sports Market Performance (2017-2022)
3.1.4 Business Overview
3.2 Wargaming.Net
3.2.1 Wargaming.Net Basic Information, Manufacturing Base, Sales Area and Competitors
3.2.2 Product Profiles, Application and Specification
3.2.3 E-Sports Market Performance (2017-2022)
3.2.4 Business Overview
3.3 Microsoft Studios
3.3.1 Microsoft Studios Basic Information, Manufacturing Base, Sales Area and Competitors
3.3.2 Product Profiles, Application and Specification
3.3.3 E-Sports Market Performance (2017-2022)
3.3.4 Business Overview
3.4 EA Sports
3.4.1 EA Sports Basic Information, Manufacturing Base, Sales Area and Competitors
3.4.2 Product Profiles, Application and Specification
3.4.3 E-Sports Market Performance (2017-2022)
3.4.4 Business Overview
3.5 Valve Corporation
3.5.1 Valve Corporation Basic Information, Manufacturing Base, Sales Area and Competitors
3.5.2 Product Profiles, Application and Specification
3.5.3 E-Sports Market Performance (2017-2022)
3.5.4 Business Overview
3.6 Riot Games
3.6.1 Riot Games Basic Information, Manufacturing Base, Sales Area and Competitors
3.6.2 Product Profiles, Application and Specification
3.6.3 E-Sports Market Performance (2017-2022)
3.6.4 Business Overview
3.7 Hi-Rez Studios
3.7.1 Hi-Rez Studios Basic Information, Manufacturing Base, Sales Area and Competitors
3.7.2 Product Profiles, Application and Specification
3.7.3 E-Sports Market Performance (2017-2022)
3.7.4 Business Overview
3.8 Esports Players League (ESPL)
3.8.1 Esports Players League (ESPL) Basic Information, Manufacturing Base, Sales Area and Competitors
3.8.2 Product Profiles, Application and Specification
3.8.3 E-Sports Market Performance (2017-2022)
3.8.4 Business Overview
3.9 Activision Blizzard
3.9.1 Activision Blizzard Basic Information, Manufacturing Base, Sales Area and Competitors
3.9.2 Product Profiles, Application and Specification
3.9.3 E-Sports Market Performance (2017-2022)
3.9.4 Business Overview
3.10 Nintendo
3.10.1 Nintendo Basic Information, Manufacturing Base, Sales Area and Competitors
3.10.2 Product Profiles, Application and Specification
3.10.3 E-Sports Market Performance (2017-2022)
3.10.4 Business Overview

4 Global E-Sports Market Landscape by Player
4.1 Global E-Sports Sales and Share by Player (2017-2022)
4.2 Global E-Sports Revenue and Market Share by Player (2017-2022)
4.3 Global E-Sports Average Price by Player (2017-2022)
4.4 Global E-Sports Gross Margin by Player (2017-2022)
4.5 E-Sports Market Competitive Situation and Trends
4.5.1 E-Sports Market Concentration Rate
4.5.2 E-Sports Market Share of Top 3 and Top 6 Players
4.5.3 Mergers & Acquisitions, Expansion

5 Global E-Sports Sales, Revenue, Price Trend by Type
5.1 Global E-Sports Sales and Market Share by Type (2017-2022)
5.2 Global E-Sports Revenue and Market Share by Type (2017-2022)
5.3 Global E-Sports Price by Type (2017-2022)
5.4 Global E-Sports Sales, Revenue and Growth Rate by Type (2017-2022)
5.4.1 Global E-Sports Sales, Revenue and Growth Rate of MOBA (2017-2022)
5.4.2 Global E-Sports Sales, Revenue and Growth Rate of FPS (2017-2022)
5.4.3 Global E-Sports Sales, Revenue and Growth Rate of RTS (2017-2022)
5.4.4 Global E-Sports Sales, Revenue and Growth Rate of Others (2017-2022)

6 Global E-Sports Market Analysis by Application
6.1 Global E-Sports Consumption and Market Share by Application (2017-2022)
6.2 Global E-Sports Consumption Revenue and Market Share by Application (2017-2022)
6.3 Global E-Sports Consumption and Growth Rate by Application (2017-2022)
6.3.1 Global E-Sports Consumption and Growth Rate of Professional (2017-2022)
6.3.2 Global E-Sports Consumption and Growth Rate of Amateur (2017-2022)

7 Global E-Sports Sales and Revenue Region Wise (2017-2022)
7.1 Global E-Sports Sales and Market Share, Region Wise (2017-2022)
7.2 Global E-Sports Revenue and Market Share, Region Wise (2017-2022)
7.3 Global E-Sports Sales, Revenue, Price and Gross Margin (2017-2022)
7.4 United States E-Sports Sales, Revenue, Price and Gross Margin (2017-2022)
7.5 Europe E-Sports Sales, Revenue, Price and Gross Margin (2017-2022)
7.6 China E-Sports Sales, Revenue, Price and Gross Margin (2017-2022)
7.7 Japan E-Sports Sales, Revenue, Price and Gross Margin (2017-2022)
7.8 India E-Sports Sales, Revenue, Price and Gross Margin (2017-2022)
7.9 Southeast Asia E-Sports Sales, Revenue, Price and Gross Margin (2017-2022)
7.10 Latin America E-Sports Sales, Revenue, Price and Gross Margin (2017-2022)
7.11 Middle East and Africa E-Sports Sales, Revenue, Price and Gross Margin (2017-2022)

8 Global E-Sports Market Forecast (2022-2029)
8.1 Global E-Sports Sales, Revenue Forecast (2022-2029)
8.1.1 Global E-Sports Sales and Growth Rate Forecast (2022-2029)
8.1.2 Global E-Sports Revenue and Growth Rate Forecast (2022-2029)
8.1.3 Global E-Sports Price and Trend Forecast (2022-2029)
8.2 Global E-Sports Sales and Revenue Forecast, Region Wise (2022-2029)
8.2.1 United States E-Sports Sales and Revenue Forecast (2022-2029)
8.2.2 Europe E-Sports Sales and Revenue Forecast (2022-2029)
8.2.3 China E-Sports Sales and Revenue Forecast (2022-2029)
8.2.4 Japan E-Sports Sales and Revenue Forecast (2022-2029)
8.2.5 India E-Sports Sales and Revenue Forecast (2022-2029)
8.2.6 Southeast Asia E-Sports Sales and Revenue Forecast (2022-2029)
8.2.7 Latin America E-Sports Sales and Revenue Forecast (2022-2029)
8.2.8 Middle East and Africa E-Sports Sales and Revenue Forecast (2022-2029)
8.3 Global E-Sports Sales, Revenue and Price Forecast by Type (2022-2029)
8.3.1 Global E-Sports Revenue and Growth Rate of MOBA (2022-2029)
8.3.2 Global E-Sports Revenue and Growth Rate of FPS (2022-2029)
8.3.3 Global E-Sports Revenue and Growth Rate of RTS (2022-2029)
8.3.4 Global E-Sports Revenue and Growth Rate of Others (2022-2029)
8.4 Global E-Sports Consumption Forecast by Application (2022-2029)
8.4.1 Global E-Sports Consumption Value and Growth Rate of Professional (2022-2029)
8.4.2 Global E-Sports Consumption Value and Growth Rate of Amateur (2022-2029)
8.5 E-Sports Market Forecast Under COVID-19

9 Industry Outlook
9.1 E-Sports Market Drivers Analysis
9.2 E-Sports Market Restraints and Challenges
9.3 E-Sports Market Opportunities Analysis
9.4 Emerging Market Trends
9.5 E-Sports Industry Technology Status and Trends
9.6 News of Product Release
9.7 Consumer Preference Analysis
9.8 E-Sports Industry Development Trends under COVID-19 Outbreak
9.8.1 Global COVID-19 Status Overview
9.8.2 Influence of COVID-19 Outbreak on E-Sports Industry Development

10 Research Findings and Conclusion

11 Appendix
11.1 Methodology
11.2 Research Data Source
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