Global E-sports Market Size, Status and Forecast 2020-2026

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Date: 10-Jul-2020
No. of pages: 99
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E-Sports market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global E-Sports market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2015-2026.

The key players covered in this study

- Activision Blizzard

- Epic Games

- Nintendo

- Riot Games

- Valve Corporation

- Wargaming.Net

- EA Sports

- Hi-Rez Studios

- Microsoft Studios

Market segment by Type, the product can be split into

- Multiplayer Online Battle Arena (MOBA)

- First-Person Shooter (FPS)

- Real-Time Strategy (RTS)

- Other

Market segment by Application, split into

- Professional

- Amateur

Market segment by Regions/Countries, this report covers

- North America

- Europe

- China

- Japan

- Southeast Asia

- India

- Central & South America

Global E-sports Market Size, Status and Forecast 2020-2026

Table of Contents
1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered: Ranking by E-Sports Revenue
1.4 Market by Type
1.4.1 Global E-Sports 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 E-Sports Market Share by Application: 2020 VS 2026
1.5.2 Professional
1.5.3 Amateur
1.6 Study Objectives
1.7 Years Considered
2 Global Growth Trends
2.1 Global E-Sports Market Perspective (2015-2026)
2.2 Global E-Sports Growth Trends by Regions
2.2.1 E-Sports Market Size by Regions: 2015 VS 2020 VS 2026
2.2.2 E-Sports Historic Market Share by Regions (2015-2020)
2.2.3 E-Sports 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 E-Sports Market Growth Strategy
2.3.6 Primary Interviews with Key E-Sports Players (Opinion Leaders)
3 Competition Landscape by Key Players
3.1 Global Top E-Sports Players by Market Size
3.1.1 Global Top E-Sports Players by Revenue (2015-2020)
3.1.2 Global E-Sports Revenue Market Share by Players (2015-2020)
3.1.3 Global E-Sports Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
3.2 Global E-Sports Market Concentration Ratio
3.2.1 Global E-Sports Market Concentration Ratio (CR5 and HHI)
3.2.2 Global Top 10 and Top 5 Companies by E-Sports Revenue in 2019
3.3 E-Sports Key Players Head office and Area Served
3.4 Key Players E-Sports Product Solution and Service
3.5 Date of Enter into E-Sports Market
3.6 Mergers & Acquisitions, Expansion Plans
4 Market Size by Type (2015-2026)
4.1 Global E-Sports Historic Market Size by Type (2015-2020)
4.2 Global E-Sports Forecasted Market Size by Type (2021-2026)
5 Market Size by Application (2015-2026)
5.1 Global E-Sports Market Size by Application (2015-2020)
5.2 Global E-Sports Forecasted Market Size by Application (2021-2026)
6 North America
6.1 North America E-Sports Market Size (2015-2020)
6.2 E-Sports Key Players in North America (2019-2020)
6.3 North America E-Sports Market Size by Type (2015-2020)
6.4 North America E-Sports Market Size by Application (2015-2020)
7 Europe
7.1 Europe E-Sports Market Size (2015-2020)
7.2 E-Sports Key Players in Europe (2019-2020)
7.3 Europe E-Sports Market Size by Type (2015-2020)
7.4 Europe E-Sports Market Size by Application (2015-2020)
8 China
8.1 China E-Sports Market Size (2015-2020)
8.2 E-Sports Key Players in China (2019-2020)
8.3 China E-Sports Market Size by Type (2015-2020)
8.4 China E-Sports Market Size by Application (2015-2020)
9 Japan
9.1 Japan E-Sports Market Size (2015-2020)
9.2 E-Sports Key Players in Japan (2019-2020)
9.3 Japan E-Sports Market Size by Type (2015-2020)
9.4 Japan E-Sports Market Size by Application (2015-2020)
10 Southeast Asia
10.1 Southeast Asia E-Sports Market Size (2015-2020)
10.2 E-Sports Key Players in Southeast Asia (2019-2020)
10.3 Southeast Asia E-Sports Market Size by Type (2015-2020)
10.4 Southeast Asia E-Sports Market Size by Application (2015-2020)
11 India
11.1 India E-Sports Market Size (2015-2020)
11.2 E-Sports Key Players in India (2019-2020)
11.3 India E-Sports Market Size by Type (2015-2020)
11.4 India E-Sports Market Size by Application (2015-2020)
12 Central & South America
12.1 Central & South America E-Sports Market Size (2015-2020)
12.2 E-Sports Key Players in Central & South America (2019-2020)
12.3 Central & South America E-Sports Market Size by Type (2015-2020)
12.4 Central & South America E-Sports Market Size by Application (2015-2020)
13 Key Players Profiles
13.1 Activision Blizzard
13.1.1 Activision Blizzard Company Details
13.1.2 Activision Blizzard Business Overview
13.1.3 Activision Blizzard E-Sports Introduction
13.1.4 Activision Blizzard Revenue in E-Sports Business (2015-2020))
13.1.5 Activision Blizzard Recent Development
13.2 Epic Games
13.2.1 Epic Games Company Details
13.2.2 Epic Games Business Overview
13.2.3 Epic Games E-Sports Introduction
13.2.4 Epic Games Revenue in E-Sports Business (2015-2020)
13.2.5 Epic Games Recent Development
13.3 Nintendo
13.3.1 Nintendo Company Details
13.3.2 Nintendo Business Overview
13.3.3 Nintendo E-Sports Introduction
13.3.4 Nintendo Revenue in E-Sports Business (2015-2020)
13.3.5 Nintendo Recent Development
13.4 Riot Games
13.4.1 Riot Games Company Details
13.4.2 Riot Games Business Overview
13.4.3 Riot Games E-Sports Introduction
13.4.4 Riot Games Revenue in E-Sports Business (2015-2020)
13.4.5 Riot Games Recent Development
13.5 Valve Corporation
13.5.1 Valve Corporation Company Details
13.5.2 Valve Corporation Business Overview
13.5.3 Valve Corporation E-Sports Introduction
13.5.4 Valve Corporation Revenue in E-Sports Business (2015-2020)
13.5.5 Valve Corporation Recent Development
13.6 Wargaming.Net
13.6.1 Wargaming.Net Company Details
13.6.2 Wargaming.Net Business Overview
13.6.3 Wargaming.Net E-Sports Introduction
13.6.4 Wargaming.Net Revenue in E-Sports Business (2015-2020)
13.6.5 Wargaming.Net Recent Development
13.7 EA Sports
13.7.1 EA Sports Company Details
13.7.2 EA Sports Business Overview
13.7.3 EA Sports E-Sports Introduction
13.7.4 EA Sports Revenue in E-Sports Business (2015-2020)
13.7.5 EA Sports Recent Development
13.8 Hi-Rez Studios
13.8.1 Hi-Rez Studios Company Details
13.8.2 Hi-Rez Studios Business Overview
13.8.3 Hi-Rez Studios E-Sports Introduction
13.8.4 Hi-Rez Studios Revenue in E-Sports Business (2015-2020)
13.8.5 Hi-Rez Studios Recent Development
13.9 Microsoft Studios
13.9.1 Microsoft Studios Company Details
13.9.2 Microsoft Studios Business Overview
13.9.3 Microsoft Studios E-Sports Introduction
13.9.4 Microsoft Studios Revenue in E-Sports Business (2015-2020)
13.9.5 Microsoft Studios 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 Tables
Table 1. E-Sports Key Market Segments
Table 2. Key Players Covered: Ranking by E-Sports Revenue
Table 3. Ranking of Global Top E-Sports Manufacturers by Revenue (US$ Million) in 2019
Table 4. Global E-Sports 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. Global E-Sports Market Size Growth by Application (US$ Million): 2020 VS 2026
Table 10. Global E-Sports Market Size by Regions (US$ Million): 2020 VS 2026
Table 11. Global E-Sports Market Size by Regions (2015-2020) (US$ Million)
Table 12. Global E-Sports Market Share by Regions (2015-2020)
Table 13. Global E-Sports Forecasted Market Size by Regions (2021-2026) (US$ Million)
Table 14. Global E-Sports Market Share by Regions (2021-2026)
Table 15. Market Top Trends
Table 16. Key Drivers: Impact Analysis
Table 17. Key Challenges
Table 18. E-Sports Market Growth Strategy
Table 19. Main Points Interviewed from Key E-Sports Players
Table 20. Global E-Sports Revenue by Players (2015-2020) (Million US$)
Table 21. Global E-Sports Market Share by Players (2015-2020)
Table 22. Global Top E-Sports Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in E-Sports as of 2019)
Table 23. Global E-Sports by Players Market Concentration Ratio (CR5 and HHI)
Table 24. Key Players Headquarters and Area Served
Table 25. Key Players E-Sports Product Solution and Service
Table 26. Date of Enter into E-Sports Market
Table 27. Mergers & Acquisitions, Expansion Plans
Table 28. Global E-Sports Market Size by Type (2015-2020) (Million US$)
Table 29. Global E-Sports Market Size Share by Type (2015-2020)
Table 30. Global E-Sports Revenue Market Share by Type (2021-2026)
Table 31. Global E-Sports Market Size Share by Application (2015-2020)
Table 32. Global E-Sports Market Size by Application (2015-2020) (Million US$)
Table 33. Global E-Sports Market Size Share by Application (2021-2026)
Table 34. North America Key Players E-Sports Revenue (2019-2020) (Million US$)
Table 35. North America Key Players E-Sports Market Share (2019-2020)
Table 36. North America E-Sports Market Size by Type (2015-2020) (Million US$)
Table 37. North America E-Sports Market Share by Type (2015-2020)
Table 38. North America E-Sports Market Size by Application (2015-2020) (Million US$)
Table 39. North America E-Sports Market Share by Application (2015-2020)
Table 40. Europe Key Players E-Sports Revenue (2019-2020) (Million US$)
Table 41. Europe Key Players E-Sports Market Share (2019-2020)
Table 42. Europe E-Sports Market Size by Type (2015-2020) (Million US$)
Table 43. Europe E-Sports Market Share by Type (2015-2020)
Table 44. Europe E-Sports Market Size by Application (2015-2020) (Million US$)
Table 45. Europe E-Sports Market Share by Application (2015-2020)
Table 46. China Key Players E-Sports Revenue (2019-2020) (Million US$)
Table 47. China Key Players E-Sports Market Share (2019-2020)
Table 48. China E-Sports Market Size by Type (2015-2020) (Million US$)
Table 49. China E-Sports Market Share by Type (2015-2020)
Table 50. China E-Sports Market Size by Application (2015-2020) (Million US$)
Table 51. China E-Sports Market Share by Application (2015-2020)
Table 52. Japan Key Players E-Sports Revenue (2019-2020) (Million US$)
Table 53. Japan Key Players E-Sports Market Share (2019-2020)
Table 54. Japan E-Sports Market Size by Type (2015-2020) (Million US$)
Table 55. Japan E-Sports Market Share by Type (2015-2020)
Table 56. Japan E-Sports Market Size by Application (2015-2020) (Million US$)
Table 57. Japan E-Sports Market Share by Application (2015-2020)
Table 58. Southeast Asia Key Players E-Sports Revenue (2019-2020) (Million US$)
Table 59. Southeast Asia Key Players E-Sports Market Share (2019-2020)
Table 60. Southeast Asia E-Sports Market Size by Type (2015-2020) (Million US$)
Table 61. Southeast Asia E-Sports Market Share by Type (2015-2020)
Table 62. Southeast Asia E-Sports Market Size by Application (2015-2020) (Million US$)
Table 63. Southeast Asia E-Sports Market Share by Application (2015-2020)
Table 64. India Key Players E-Sports Revenue (2019-2020) (Million US$)
Table 65. India Key Players E-Sports Market Share (2019-2020)
Table 66. India E-Sports Market Size by Type (2015-2020) (Million US$)
Table 67. India E-Sports Market Share by Type (2015-2020)
Table 68. India E-Sports Market Size by Application (2015-2020) (Million US$)
Table 69. India E-Sports Market Share by Application (2015-2020)
Table 70. Central & South America Key Players E-Sports Revenue (2019-2020) (Million US$)
Table 71. Central & South America Key Players E-Sports Market Share (2019-2020)
Table 72. Central & South America E-Sports Market Size by Type (2015-2020) (Million US$)
Table 73. Central & South America E-Sports Market Share by Type (2015-2020)
Table 74. Central & South America E-Sports Market Size by Application (2015-2020) (Million US$)
Table 75. Central & South America E-Sports Market Share by Application (2015-2020)
Table 76. Activision Blizzard Company Details
Table 77. Activision Blizzard Business Overview
Table 78. Activision Blizzard Product
Table 79. Activision Blizzard Revenue in E-Sports Business (2015-2020) (Million US$)
Table 80. Activision Blizzard Recent Development
Table 81. Epic Games Company Details
Table 82. Epic Games Business Overview
Table 83. Epic Games Product
Table 84. Epic Games Revenue in E-Sports Business (2015-2020) (Million US$)
Table 85. Epic Games Recent Development
Table 86. Nintendo Company Details
Table 87. Nintendo Business Overview
Table 88. Nintendo Product
Table 89. Nintendo Revenue in E-Sports Business (2015-2020) (Million US$)
Table 90. Nintendo Recent Development
Table 91. Riot Games Company Details
Table 92. Riot Games Business Overview
Table 93. Riot Games Product
Table 94. Riot Games Revenue in E-Sports Business (2015-2020) (Million US$)
Table 95. Riot Games Recent Development
Table 96. Valve Corporation Company Details
Table 97. Valve Corporation Business Overview
Table 98. Valve Corporation Product
Table 99. Valve Corporation Revenue in E-Sports Business (2015-2020) (Million US$)
Table 100. Valve Corporation Recent Development
Table 101. Wargaming.Net Company Details
Table 102. Wargaming.Net Business Overview
Table 103. Wargaming.Net Product
Table 104. Wargaming.Net Revenue in E-Sports Business (2015-2020) (Million US$)
Table 105. Wargaming.Net Recent Development
Table 106. EA Sports Company Details
Table 107. EA Sports Business Overview
Table 108. EA Sports Product
Table 109. EA Sports Revenue in E-Sports Business (2015-2020) (Million US$)
Table 110. EA Sports Recent Development
Table 111. Hi-Rez Studios Business Overview
Table 112. Hi-Rez Studios Product
Table 113. Hi-Rez Studios Company Details
Table 114. Hi-Rez Studios Revenue in E-Sports Business (2015-2020) (Million US$)
Table 115. Hi-Rez Studios Recent Development
Table 116. Microsoft Studios Company Details
Table 117. Microsoft Studios Business Overview
Table 118. Microsoft Studios Product
Table 119. Microsoft Studios Revenue in E-Sports Business (2015-2020) (Million US$)
Table 120. Microsoft Studios Recent Development
Table 121. Research Programs/Design for This Report
Table 122. Key Data Information from Secondary Sources
Table 123. Key Data Information from Primary Sources
List of Figures
Figure 1. Global E-Sports Market Share by Type: 2020 VS 2026
Figure 2. Multiplayer Online Battle Arena (MOBA) Features
Figure 3. First-Person Shooter (FPS) Features
Figure 4. Real-Time Strategy (RTS) Features
Figure 5. Other Features
Figure 6. Global E-Sports Market Share by Application: 2020 VS 2026
Figure 7. Professional Case Studies
Figure 8. Amateur Case Studies
Figure 9. E-Sports Report Years Considered
Figure 10. Global E-Sports Market Size YoY Growth 2015-2026 (US$ Million)
Figure 11. Global E-Sports Market Share by Regions: 2020 VS 2026
Figure 12. Global E-Sports Market Share by Regions (2021-2026)
Figure 13. Porter's Five Forces Analysis
Figure 14. Global E-Sports Market Share by Players in 2019
Figure 15. Global Top E-Sports Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in E-Sports as of 2019
Figure 16. The Top 10 and 5 Players Market Share by E-Sports Revenue in 2019
Figure 17. North America E-Sports Market Size YoY Growth (2015-2020) (Million US$)
Figure 18. Europe E-Sports Market Size YoY Growth (2015-2020) (Million US$)
Figure 19. China E-Sports Market Size YoY Growth (2015-2020) (Million US$)
Figure 20. Japan E-Sports Market Size YoY Growth (2015-2020) (Million US$)
Figure 21. Southeast Asia E-Sports Market Size YoY Growth (2015-2020) (Million US$)
Figure 22. India E-Sports Market Size YoY Growth (2015-2020) (Million US$)
Figure 23. Central & South America E-Sports Market Size YoY Growth (2015-2020) (Million US$)
Figure 24. Bottom-up and Top-down Approaches for This Report
Figure 25. Data Triangulation
Figure 26. Key Executives Interviewed
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