Global Esports and Gaming Market Research Report 2021 - Impact of COVID-19 on the Market

Publisher Name :
Date: 24-Feb-2022
No. of pages: 104

The Esports and Gaming market revenue was xx Million USD in 2016, grew to xx Million USD in 2021, and will reach xx Million USD in 2026, with a CAGR of xx during 2021-2026.

Considering the influence of COVID-19 on the global Esports and Gaming market, this report analyzed the impact from both global and regional perspectives. From production end to consumption end in regions such as North America, Europe, China, and Japan, the report put emphasis on analysis of market under COVID-19 and corresponding response policy in different regions.

This report also analyzes the strategies for different companies to deal with the impact of COVID-19 in detail to seek a path to recovery.

Under COVID-19 Outbreak, how the Esports and Gaming Industry will develop is also analyzed in detail in Chapter 1.8 of this report.

Major Players in Esports and Gaming market are:

King Digital Entertainment PLC

Wargaming Public

Rovio Entertainment

Tencent

Immortals

Cloud9

Total Entertainment Network

Hi-Rez Studios

Fnatic

Riot Games Inc.

Team Liquid

Nintendo

Epic Games

Electronic Arts, Inc.

Modern Times Group MTG AB

GungHo Online Entertainment

Activision Blizzard Inc.

Turner Broadcasting System

Alisports

Gen.G Esports

FACEIT

Team SoloMid

Gfinity, PLC

100 Thieves

G2 Esports

Gamevil Inc.

Kabam

CJ Corporation

Echo Fox

Zynga Inc.

Valve Corporation

Most important types of Esports and Gaming products covered in this report are:

Multiplayer Online Battle Arena (MOBA)

Player vs. Player (PvP)

First Person Shooters (FPS)

Real Time Strategy (RTS)

Salons & Spas

Most widely used downstream fields of Esports and Gaming market covered in this report are:

PC-based Esports

Consoles-based Esports

Mobile & Tablets

Major Regions or countries covered in this report:

North America

Europe

China

Japan

Middle East and Africa

South America

India

South Korea

Southeast Asia

Others

In Chapter 3.4, the report provides analysis of the reasons behind price fluctuations.

In chapters 5, 6, and 7, the impact of COVID-19 on the different regions in both production and consumption end and SWOT analysis are pointed out.

In Chapters 8, the report presents company's recent development and strategies to deal with the impact of COVID-19.

Years considered for this report:

Historical Years: 2016-2020

Base Year: 2020

Estimated Year: 2021

Forecast Period: 2021-2026

Global Esports and Gaming Market Research Report 2021 - Impact of COVID-19 on the Market

Table of Content

1 Esports and Gaming Introduction and Market Overview
1.1 Objectives of the Study
1.2 Overview of Esports and Gaming
1.3 Esports and Gaming Market Scope and Market Size Estimation
1.3.1 Market Concentration Ratio and Market Maturity Analysis
1.3.2 Global Esports and Gaming Revenue and Growth Rate from 2016-2026
1.4 Market Segmentation
1.4.1 Types of Esports and Gaming
1.4.2 Applications of Esports and Gaming
1.4.3 Research Regions
1.5 Market Dynamics
1.5.1 Esports and Gaming Industry Trends
1.5.2 Esports and Gaming Drivers
1.5.3 Esports and Gaming Market Challenges
1.5.4 Esports and Gaming Market Restraints
1.6 Industry News and Policies by Regions
1.6.1 Industry News
1.6.2 Industry Policies
1.7 Mergers & Acquisitions, Expansion Plans
1.8 Esports and Gaming Industry Development Trends under COVID-19 Outbreak
1.8.1 Global COVID-19 Status Overview
1.8.2 Influence of COVID-19 Outbreak on Esports and Gaming Industry Development

2 Industry Chain Analysis
2.1 Upstream Raw Material Supply and Demand Analysis
2.1.1 Global Esports and Gaming Major Upstream Raw Material and Suppliers
2.1.2 Raw Material Source Analysis
2.2 Major Players of Esports and Gaming
2.2.1 Major Players Manufacturing Base of Esports and Gaming in 2020
2.2.2 Major Players Market Distribution in 2020
2.3 Esports and Gaming Manufacturing Cost Structure Analysis
2.3.1 Production Process Analysis
2.3.2 Manufacturing Cost Structure of Esports and Gaming
2.3.3 Labor Cost of Esports and Gaming
2.4 Market Channel Analysis of Esports and Gaming
2.5 Major Down Stream Customers by Application

3 Global Esports and Gaming Market, by Type
3.1 Global Esports and Gaming Revenue and Market Share by Type (2016-2021)
3.2 Global Esports and Gaming Production and Market Share by Type (2016-2021)
3.3 Global Esports and Gaming Revenue and Growth Rate by Type (2016-2021)
3.3.1 Global Esports and Gaming Revenue and Growth Rate of Multiplayer Online Battle Arena (MOBA)
3.3.2 Global Esports and Gaming Revenue and Growth Rate of Player vs. Player (PvP)
3.3.3 Global Esports and Gaming Revenue and Growth Rate of First Person Shooters (FPS)
3.3.4 Global Esports and Gaming Revenue and Growth Rate of Real Time Strategy (RTS)
3.3.5 Global Esports and Gaming Revenue and Growth Rate of Salons & Spas
3.4 Global Esports and Gaming Price Analysis by Type (2016-2021)
3.4.1 Explanation of Different Type Product Price Trends

4 Esports and Gaming Market, by Application
4.1 Downstream Market Overview
4.2 Global Esports and Gaming Consumption and Market Share by Application (2016-2021)
4.3 Global Esports and Gaming Consumption and Growth Rate by Application (2016-2021)
4.3.1 Global Esports and Gaming Consumption and Growth Rate of PC-based Esports (2016-2021)
4.3.2 Global Esports and Gaming Consumption and Growth Rate of Consoles-based Esports (2016-2021)
4.3.3 Global Esports and Gaming Consumption and Growth Rate of Mobile & Tablets (2016-2021)

5 Global Esports and Gaming Consumption, Revenue ($) by Region (2016-2021)
5.1 Global Esports and Gaming Revenue and Market Share by Region (2016-2021)
5.2 Global Esports and Gaming Consumption and Market Share by Region (2016-2021)
5.3 Global Esports and Gaming Consumption, Revenue, Price and Gross Margin (2016-2021)
5.4 North America Esports and Gaming Consumption, Revenue, Price and Gross Margin (2016-2021)
5.4.1 North America Esports and Gaming Market Under COVID-19
5.4.2 North America Esports and Gaming SWOT Analysis
5.5 Europe Esports and Gaming Consumption, Revenue, Price and Gross Margin (2016-2021)
5.5.1 Europe Esports and Gaming Market Under COVID-19
5.5.2 Europe Esports and Gaming SWOT Analysis
5.6 China Esports and Gaming Consumption, Revenue, Price and Gross Margin (2016-2021)
5.6.1 China Esports and Gaming Market Under COVID-19
5.6.2 China Esports and Gaming SWOT Analysis
5.7 Japan Esports and Gaming Consumption, Revenue, Price and Gross Margin (2016-2021)
5.7.1 Japan Esports and Gaming Market Under COVID-19
5.7.2 Japan Esports and Gaming SWOT Analysis
5.8 Middle East and Africa Esports and Gaming Consumption, Revenue, Price and Gross Margin (2016-2021)
5.8.1 Middle East and Africa Esports and Gaming Market Under COVID-19
5.8.2 Middle East and Africa Esports and Gaming SWOT Analysis
5.9 India Esports and Gaming Consumption, Revenue, Price and Gross Margin (2016-2021)
5.9.1 India Esports and Gaming Market Under COVID-19
5.9.2 India Esports and Gaming SWOT Analysis
5.10 South America Esports and Gaming Consumption, Revenue, Price and Gross Margin (2016-2021)
5.10.1 South America Esports and Gaming Market Under COVID-19
5.10.2 South America Esports and Gaming SWOT Analysis
5.11 South Korea Esports and Gaming Consumption, Revenue, Price and Gross Margin (2016-2021)
5.11.1 South Korea Esports and Gaming Market Under COVID-19
5.11.2 South Korea Esports and Gaming SWOT Analysis
5.12 Southeast Asia Esports and Gaming Consumption, Revenue, Price and Gross Margin (2016-2021)
5.12.1 Southeast Asia Esports and Gaming Market Under COVID-19
5.12.2 Southeast Asia Esports and Gaming SWOT Analysis

6 Global Esports and Gaming Production by Top Regions (2016-2021)
6.1 Global Esports and Gaming Production by Top Regions (2016-2021)
6.2 North America Esports and Gaming Production and Growth Rate
6.3 Europe Esports and Gaming Production and Growth Rate
6.4 China Esports and Gaming Production and Growth Rate
6.5 Japan Esports and Gaming Production and Growth Rate
6.6 India Esports and Gaming Production and Growth Rate

7 Global Esports and Gaming Consumption by Regions (2016-2021)
7.1 Global Esports and Gaming Consumption by Regions (2016-2021)
7.2 North America Esports and Gaming Consumption and Growth Rate
7.3 Europe Esports and Gaming Consumption and Growth Rate
7.4 China Esports and Gaming Consumption and Growth Rate
7.5 Japan Esports and Gaming Consumption and Growth Rate
7.6 Middle East & Africa Esports and Gaming Consumption and Growth Rate
7.7 India Esports and Gaming Consumption and Growth Rate
7.8 South America Esports and Gaming Consumption and Growth Rate
7.9 South Korea Esports and Gaming Consumption and Growth Rate
7.10 Southeast Asia Esports and Gaming Consumption and Growth Rate

8 Competitive Landscape
8.1 Competitive Profile
8.2 King Digital Entertainment PLC Market Performance Analysis
8.2.1 Company Profiles
8.2.2 Esports and Gaming Product Profiles, Application and Specification
8.2.3 King Digital Entertainment PLC Sales, Revenue, Price, Gross Margin 2016-2021
8.2.4 Company Recent Development
8.2.5 Strategies for Company to Deal with the Impact of COVID-19
8.3 Wargaming Public Market Performance Analysis
8.3.1 Company Profiles
8.3.2 Esports and Gaming Product Profiles, Application and Specification
8.3.3 Wargaming Public Sales, Revenue, Price, Gross Margin 2016-2021
8.3.4 Company Recent Development
8.3.5 Strategies for Company to Deal with the Impact of COVID-19
8.4 Rovio Entertainment Market Performance Analysis
8.4.1 Company Profiles
8.4.2 Esports and Gaming Product Profiles, Application and Specification
8.4.3 Rovio Entertainment Sales, Revenue, Price, Gross Margin 2016-2021
8.4.4 Company Recent Development
8.4.5 Strategies for Company to Deal with the Impact of COVID-19
8.5 Tencent Market Performance Analysis
8.5.1 Company Profiles
8.5.2 Esports and Gaming Product Profiles, Application and Specification
8.5.3 Tencent Sales, Revenue, Price, Gross Margin 2016-2021
8.5.4 Company Recent Development
8.5.5 Strategies for Company to Deal with the Impact of COVID-19
8.6 Immortals Market Performance Analysis
8.6.1 Company Profiles
8.6.2 Esports and Gaming Product Profiles, Application and Specification
8.6.3 Immortals Sales, Revenue, Price, Gross Margin 2016-2021
8.6.4 Company Recent Development
8.6.5 Strategies for Company to Deal with the Impact of COVID-19
8.7 Cloud9 Market Performance Analysis
8.7.1 Company Profiles
8.7.2 Esports and Gaming Product Profiles, Application and Specification
8.7.3 Cloud9 Sales, Revenue, Price, Gross Margin 2016-2021
8.7.4 Company Recent Development
8.7.5 Strategies for Company to Deal with the Impact of COVID-19
8.8 Total Entertainment Network Market Performance Analysis
8.8.1 Company Profiles
8.8.2 Esports and Gaming Product Profiles, Application and Specification
8.8.3 Total Entertainment Network Sales, Revenue, Price, Gross Margin 2016-2021
8.8.4 Company Recent Development
8.8.5 Strategies for Company to Deal with the Impact of COVID-19
8.9 Hi-Rez Studios Market Performance Analysis
8.9.1 Company Profiles
8.9.2 Esports and Gaming Product Profiles, Application and Specification
8.9.3 Hi-Rez Studios Sales, Revenue, Price, Gross Margin 2016-2021
8.9.4 Company Recent Development
8.9.5 Strategies for Company to Deal with the Impact of COVID-19
8.10 Fnatic Market Performance Analysis
8.10.1 Company Profiles
8.10.2 Esports and Gaming Product Profiles, Application and Specification
8.10.3 Fnatic Sales, Revenue, Price, Gross Margin 2016-2021
8.10.4 Company Recent Development
8.10.5 Strategies for Company to Deal with the Impact of COVID-19
8.11 Riot Games Inc. Market Performance Analysis
8.11.1 Company Profiles
8.11.2 Esports and Gaming Product Profiles, Application and Specification
8.11.3 Riot Games Inc. Sales, Revenue, Price, Gross Margin 2016-2021
8.11.4 Company Recent Development
8.11.5 Strategies for Company to Deal with the Impact of COVID-19
8.12 Team Liquid Market Performance Analysis
8.12.1 Company Profiles
8.12.2 Esports and Gaming Product Profiles, Application and Specification
8.12.3 Team Liquid Sales, Revenue, Price, Gross Margin 2016-2021
8.12.4 Company Recent Development
8.12.5 Strategies for Company to Deal with the Impact of COVID-19
8.13 Nintendo Market Performance Analysis
8.13.1 Company Profiles
8.13.2 Esports and Gaming Product Profiles, Application and Specification
8.13.3 Nintendo Sales, Revenue, Price, Gross Margin 2016-2021
8.13.4 Company Recent Development
8.13.5 Strategies for Company to Deal with the Impact of COVID-19
8.14 Epic Games Market Performance Analysis
8.14.1 Company Profiles
8.14.2 Esports and Gaming Product Profiles, Application and Specification
8.14.3 Epic Games Sales, Revenue, Price, Gross Margin 2016-2021
8.14.4 Company Recent Development
8.14.5 Strategies for Company to Deal with the Impact of COVID-19
8.15 Electronic Arts, Inc. Market Performance Analysis
8.15.1 Company Profiles
8.15.2 Esports and Gaming Product Profiles, Application and Specification
8.15.3 Electronic Arts, Inc. Sales, Revenue, Price, Gross Margin 2016-2021
8.15.4 Company Recent Development
8.15.5 Strategies for Company to Deal with the Impact of COVID-19
8.16 Modern Times Group MTG AB Market Performance Analysis
8.16.1 Company Profiles
8.16.2 Esports and Gaming Product Profiles, Application and Specification
8.16.3 Modern Times Group MTG AB Sales, Revenue, Price, Gross Margin 2016-2021
8.16.4 Company Recent Development
8.16.5 Strategies for Company to Deal with the Impact of COVID-19
8.17 GungHo Online Entertainment Market Performance Analysis
8.17.1 Company Profiles
8.17.2 Esports and Gaming Product Profiles, Application and Specification
8.17.3 GungHo Online Entertainment Sales, Revenue, Price, Gross Margin 2016-2021
8.17.4 Company Recent Development
8.17.5 Strategies for Company to Deal with the Impact of COVID-19
8.18 Activision Blizzard Inc. Market Performance Analysis
8.18.1 Company Profiles
8.18.2 Esports and Gaming Product Profiles, Application and Specification
8.18.3 Activision Blizzard Inc. Sales, Revenue, Price, Gross Margin 2016-2021
8.18.4 Company Recent Development
8.18.5 Strategies for Company to Deal with the Impact of COVID-19
8.19 Turner Broadcasting System Market Performance Analysis
8.19.1 Company Profiles
8.19.2 Esports and Gaming Product Profiles, Application and Specification
8.19.3 Turner Broadcasting System Sales, Revenue, Price, Gross Margin 2016-2021
8.19.4 Company Recent Development
8.19.5 Strategies for Company to Deal with the Impact of COVID-19
8.20 Alisports Market Performance Analysis
8.20.1 Company Profiles
8.20.2 Esports and Gaming Product Profiles, Application and Specification
8.20.3 Alisports Sales, Revenue, Price, Gross Margin 2016-2021
8.20.4 Company Recent Development
8.20.5 Strategies for Company to Deal with the Impact of COVID-19
8.21 Gen.G Esports Market Performance Analysis
8.21.1 Company Profiles
8.21.2 Esports and Gaming Product Profiles, Application and Specification
8.21.3 Gen.G Esports Sales, Revenue, Price, Gross Margin 2016-2021
8.21.4 Company Recent Development
8.21.5 Strategies for Company to Deal with the Impact of COVID-19
8.22 FACEIT Market Performance Analysis
8.22.1 Company Profiles
8.22.2 Esports and Gaming Product Profiles, Application and Specification
8.22.3 FACEIT Sales, Revenue, Price, Gross Margin 2016-2021
8.22.4 Company Recent Development
8.22.5 Strategies for Company to Deal with the Impact of COVID-19
8.23 Team SoloMid Market Performance Analysis
8.23.1 Company Profiles
8.23.2 Esports and Gaming Product Profiles, Application and Specification
8.23.3 Team SoloMid Sales, Revenue, Price, Gross Margin 2016-2021
8.23.4 Company Recent Development
8.23.5 Strategies for Company to Deal with the Impact of COVID-19
8.24 Gfinity, PLC Market Performance Analysis
8.24.1 Company Profiles
8.24.2 Esports and Gaming Product Profiles, Application and Specification
8.24.3 Gfinity, PLC Sales, Revenue, Price, Gross Margin 2016-2021
8.24.4 Company Recent Development
8.24.5 Strategies for Company to Deal with the Impact of COVID-19
8.25 100 Thieves Market Performance Analysis
8.25.1 Company Profiles
8.25.2 Esports and Gaming Product Profiles, Application and Specification
8.25.3 100 Thieves Sales, Revenue, Price, Gross Margin 2016-2021
8.25.4 Company Recent Development
8.25.5 Strategies for Company to Deal with the Impact of COVID-19
8.26 G2 Esports Market Performance Analysis
8.26.1 Company Profiles
8.26.2 Esports and Gaming Product Profiles, Application and Specification
8.26.3 G2 Esports Sales, Revenue, Price, Gross Margin 2016-2021
8.26.4 Company Recent Development
8.26.5 Strategies for Company to Deal with the Impact of COVID-19
8.27 Gamevil Inc. Market Performance Analysis
8.27.1 Company Profiles
8.27.2 Esports and Gaming Product Profiles, Application and Specification
8.27.3 Gamevil Inc. Sales, Revenue, Price, Gross Margin 2016-2021
8.27.4 Company Recent Development
8.27.5 Strategies for Company to Deal with the Impact of COVID-19
8.28 Kabam Market Performance Analysis
8.28.1 Company Profiles
8.28.2 Esports and Gaming Product Profiles, Application and Specification
8.28.3 Kabam Sales, Revenue, Price, Gross Margin 2016-2021
8.28.4 Company Recent Development
8.28.5 Strategies for Company to Deal with the Impact of COVID-19
8.29 CJ Corporation Market Performance Analysis
8.29.1 Company Profiles
8.29.2 Esports and Gaming Product Profiles, Application and Specification
8.29.3 CJ Corporation Sales, Revenue, Price, Gross Margin 2016-2021
8.29.4 Company Recent Development
8.29.5 Strategies for Company to Deal with the Impact of COVID-19
8.30 Echo Fox Market Performance Analysis
8.30.1 Company Profiles
8.30.2 Esports and Gaming Product Profiles, Application and Specification
8.30.3 Echo Fox Sales, Revenue, Price, Gross Margin 2016-2021
8.30.4 Company Recent Development
8.30.5 Strategies for Company to Deal with the Impact of COVID-19
8.31 Zynga Inc. Market Performance Analysis
8.31.1 Company Profiles
8.31.2 Esports and Gaming Product Profiles, Application and Specification
8.31.3 Zynga Inc. Sales, Revenue, Price, Gross Margin 2016-2021
8.31.4 Company Recent Development
8.31.5 Strategies for Company to Deal with the Impact of COVID-19
8.32 Valve Corporation Market Performance Analysis
8.32.1 Company Profiles
8.32.2 Esports and Gaming Product Profiles, Application and Specification
8.32.3 Valve Corporation Sales, Revenue, Price, Gross Margin 2016-2021
8.32.4 Company Recent Development
8.32.5 Strategies for Company to Deal with the Impact of COVID-19

9 Global Esports and Gaming Market Analysis and Forecast by Type and Application
9.1 Global Esports and Gaming Market Revenue & Volume Forecast, by Type (2021-2026)
9.1.1 Multiplayer Online Battle Arena (MOBA) Market Revenue and Volume Forecast (2021-2026)
9.1.2 Player vs. Player (PvP) Market Revenue and Volume Forecast (2021-2026)
9.1.3 First Person Shooters (FPS) Market Revenue and Volume Forecast (2021-2026)
9.1.4 Real Time Strategy (RTS) Market Revenue and Volume Forecast (2021-2026)
9.1.5 Salons & Spas Market Revenue and Volume Forecast (2021-2026)
9.2 Global Esports and Gaming Market Revenue & Volume Forecast, by Application (2021-2026)
9.2.1 PC-based Esports Market Revenue and Volume Forecast (2021-2026)
9.2.2 Consoles-based Esports Market Revenue and Volume Forecast (2021-2026)
9.2.3 Mobile & Tablets Market Revenue and Volume Forecast (2021-2026)

10 Esports and Gaming Market Supply and Demand Forecast by Region
10.1 North America Market Supply and Demand Forecast (2021-2026)
10.2 Europe Market Supply and Demand Forecast (2021-2026)
10.3 China Market Supply and Demand Forecast (2021-2026)
10.4 Japan Market Supply and Demand Forecast (2021-2026)
10.5 Middle East and Africa Market Supply and Demand Forecast (2021-2026)
10.6 India Market Supply and Demand Forecast (2021-2026)
10.7 South America Market Supply and Demand Forecast (2021-2026)
10.8 South Korea Market Supply and Demand Forecast (2021-2026)
10.9 Southeast Asia Market Supply and Demand Forecast (2021-2026)
10.10 Explanation of Market Size Trends by Region
10.11 Esports and Gaming Market Trends Analysis

11 New Project Feasibility Analysis
11.1 Industry Barriers and New Entrants SWOT Analysis
11.2 Analysis and Suggestions on New Project Investment

12 Expert Interview Record
13 Research Finding and Conclusion
14 Appendix
14.1 Methodology
14.2 Research Data Source
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List of Tables and Figures
Figure Product Picture of Esports and Gaming
Table Product Specification of Esports and Gaming
Figure Market Concentration Ratio and Market Maturity Analysis of Esports and Gaming
Figure Global Esports and Gaming Revenue ($) and Growth Rate from 2016-2026
Table Different Types of Esports and Gaming
Table Global Esports and Gaming Market Size Growth Rate by Type (2020-2026)
Figure Global Esports and Gaming Revenue ($) Segment by Type from 2016-2021
Figure Global Esports and Gaming Market Share by Types in 2020
Figure Esports and Gaming Multiplayer Online Battle Arena (MOBA) Picture
Figure Esports and Gaming Player vs. Player (PvP) Picture
Figure Esports and Gaming First Person Shooters (FPS) Picture
Figure Esports and Gaming Real Time Strategy (RTS) Picture
Figure Esports and Gaming Salons & Spas Picture
Table Different Applications of Esports and Gaming
Table Global Esports and Gaming Market Size Growth Rate by Applications (2020-2026)
Figure Global Esports and Gaming Revenue ($) Segment by Applications from 2016-2021
Figure Global Esports and Gaming Market Share by Applications in 2020
Figure PC-based Esports Picture
Figure Consoles-based Esports Picture
Figure Mobile & Tablets Picture
Table Research Regions of Esports and Gaming
Table Global Esports and Gaming Market Size Growth Rate by Region (2020-2026)
Figure Global Esports and Gaming Market Share by Regions in 2020
Figure North America Esports and Gaming Revenue ($) and Growth Rate (2016-2021)
Figure Europe Esports and Gaming Revenue ($) and Growth Rate (2016-2021)
Figure China Esports and Gaming Revenue ($) and Growth Rate (2016-2021)
Figure Japan Esports and Gaming Revenue ($) and Growth Rate (2016-2021)
Figure Middle East and Africa Esports and Gaming Revenue ($) and Growth Rate (2016-2021)
Figure India Esports and Gaming Revenue ($) and Growth Rate (2016-2021)
Figure South America Esports and Gaming Revenue ($) and Growth Rate (2016-2021)
Figure South Korea Esports and Gaming Revenue ($) and Growth Rate (2016-2021)
Figure Southeast Asia Esports and Gaming Revenue ($) and Growth Rate (2016-2021)
Table SWOT Analysis
Table Market Challenges
Table Market Restraints
Table Industry News
Table Industry Policies
Table Mergers & Acquisitions, Expansion Plans
Table Influence of COVID-19 Outbreak on Esports and Gaming Industry Development
Figure Industry Chain Analysis of Esports and Gaming
Table Major Players Manufacturing Base of Esports and Gaming in 2020
Table Major Players Market Distribution in 2020
Figure Production Process of Esports and Gaming
Figure Manufacturing Cost Structure of Esports and Gaming
Figure Channel Status of Esports and Gaming
Table Major Distributors of Esports and Gaming with Contact Information
Table Global Esports and Gaming Revenue ($) by Type (2016-2021)
Table Global Esports and Gaming Revenue Share by Type (2016-2021)
Figure Global Esports and Gaming Revenue Share by Type (2016-2021)
Table Global Esports and Gaming Production by Type (2016-2021)
Table Global Esports and Gaming Production Share by Type (2016-2021)
Figure Global Esports and Gaming Production Share by Type (2016-2021)
Figure Global Esports and Gaming Revenue ($) and Growth Rate of Multiplayer Online Battle Arena (MOBA)
Figure Global Esports and Gaming Revenue ($) and Growth Rate of Player vs. Player (PvP)
Figure Global Esports and Gaming Revenue ($) and Growth Rate of First Person Shooters (FPS)
Figure Global Esports and Gaming Revenue ($) and Growth Rate of Real Time Strategy (RTS)
Figure Global Esports and Gaming Revenue ($) and Growth Rate of Salons & Spas
Figure Global Esports and Gaming Price by Type (2016-2021)
Figure Downstream Market Overview
Table Global Esports and Gaming Consumption by Application (2016-2021)
Table Global Esports and Gaming Consumption Market Share by Application (2016-2021)
Figure Global Esports and Gaming Consumption Market Share by Application (2016-2021)
Figure Global Esports and Gaming Consumption and Growth Rate of PC-based Esports (2016-2021)
Figure Global Esports and Gaming Consumption and Growth Rate of Consoles-based Esports (2016-2021)
Figure Global Esports and Gaming Consumption and Growth Rate of Mobile & Tablets (2016-2021)
Table Global Esports and Gaming Revenue ($) by Region (2016-2021)
Table Global Esports and Gaming Revenue Market Share by Region (2016-2021)
Figure Global Esports and Gaming Revenue Market Share by Region (2016-2021)
Table Global Esports and Gaming Consumption by Region (2016-2021)
Table Global Esports and Gaming Consumption Market Share by Region (2016-2021)
Figure Global Esports and Gaming Consumption Market Share by Region (2016-2021)
Table Global Esports and Gaming Consumption, Revenue, Price and Gross Margin (2016-2021)
Table North America Esports and Gaming Consumption, Revenue, Price and Gross Margin (2016-2021)
Table North America Esports and Gaming SWOT Analysis
Table Europe Esports and Gaming Consumption, Revenue, Price and Gross Margin (2016-2021)
Table Europe Esports and Gaming SWOT Analysis
Table China Esports and Gaming Consumption, Revenue, Price and Gross Margin (2016-2021)
Table China Esports and Gaming SWOT Analysis
Table Japan Esports and Gaming Consumption, Revenue, Price and Gross Margin (2016-2021)
Table Japan Esports and Gaming SWOT Analysis
Table Middle East and Africa Esports and Gaming Consumption, Revenue, Price and Gross Margin (2016-2021)
Table Middle East and Africa Esports and Gaming SWOT Analysis
Table India Esports and Gaming Consumption, Revenue, Price and Gross Margin (2016-2021)
Table India Esports and Gaming SWOT Analysis
Table South America Esports and Gaming Consumption, Revenue, Price and Gross Margin (2016-2021)
Table South America Esports and Gaming SWOT Analysis
Table South Korea Esports and Gaming Consumption, Revenue, Price and Gross Margin (2016-2021)
Table South Korea Esports and Gaming SWOT Analysis
Table Southeast Asia Esports and Gaming Consumption, Revenue, Price and Gross Margin (2016-2021)
Table Southeast Asia Esports and Gaming SWOT Analysis
Table Global Esports and Gaming Production by Top Regions (2016-2021)
Figure Global Esports and Gaming Production Share by Top Regions (2016-2021)
Figure North America Esports and Gaming Production and Growth Rate Analysis (2016-2021)
Figure Europe Esports and Gaming Production and Growth Rate Analysis (2016-2021)
Figure China Esports and Gaming Production and Growth Rate Analysis (2016-2021)
Figure Japan Esports and Gaming Production and Growth Rate Analysis (2016-2021)
Figure India Esports and Gaming Production and Growth Rate Analysis (2016-2021)
Table Global Esports and Gaming Consumption by Regions (2016-2021)
Figure Global Esports and Gaming Consumption Share by Regions (2016-2021)
Figure North America Esports and Gaming Consumption and Growth Rate Analysis (2016-2021)
Figure Europe Esports and Gaming Consumption and Growth Rate Analysis (2016-2021)
Figure China Esports and Gaming Consumption and Growth Rate Analysis (2016-2021)
Figure Japan Esports and Gaming Consumption and Growth Rate Analysis (2016-2021)
Figure Middle East & Africa Esports and Gaming Consumption and Growth Rate Analysis (2016-2021)
Figure India Esports and Gaming Consumption and Growth Rate Analysis (2016-2021)
Figure South America Esports and Gaming Consumption and Growth Rate Analysis (2016-2021)
Figure South Korea Esports and Gaming Consumption and Growth Rate Analysis (2016-2021)
Figure Southeast Asia Esports and Gaming Consumption and Growth Rate Analysis (2016-2021)
Figure Top 3 Market Share of Esports and Gaming Companies in 2020
Figure Top 6 Market Share of Esports and Gaming Companies in 2020
Table Major Players Revenue ($) Share (2016-2021)
Table Company Profiles
Table Product Profiles, Application and Specification
Table King Digital Entertainment PLC Company Profiles
Table King Digital Entertainment PLC Sales, Revenue, Price, Gross Margin 2016-2021
Figure King Digital Entertainment PLC Sales and Growth Rate
Figure King Digital Entertainment PLC Revenue ($) Market Share 2016-2021
Table Wargaming Public Company Profiles
Table Wargaming Public Sales, Revenue, Price, Gross Margin 2016-2021
Figure Wargaming Public Sales and Growth Rate
Figure Wargaming Public Revenue ($) Market Share 2016-2021
Table Rovio Entertainment Company Profiles
Table Rovio Entertainment Sales, Revenue, Price, Gross Margin 2016-2021
Figure Rovio Entertainment Sales and Growth Rate
Figure Rovio Entertainment Revenue ($) Market Share 2016-2021
Table Tencent Company Profiles
Table Tencent Sales, Revenue, Price, Gross Margin 2016-2021
Figure Tencent Sales and Growth Rate
Figure Tencent Revenue ($) Market Share 2016-2021
Table Immortals Company Profiles
Table Immortals Sales, Revenue, Price, Gross Margin 2016-2021
Figure Immortals Sales and Growth Rate
Figure Immortals Revenue ($) Market Share 2016-2021
Table Cloud9 Company Profiles
Table Cloud9 Sales, Revenue, Price, Gross Margin 2016-2021
Figure Cloud9 Sales and Growth Rate
Figure Cloud9 Revenue ($) Market Share 2016-2021
Table Total Entertainment Network Company Profiles
Table Total Entertainment Network Sales, Revenue, Price, Gross Margin 2016-2021
Figure Total Entertainment Network Sales and Growth Rate
Figure Total Entertainment Network Revenue ($) Market Share 2016-2021
Table Hi-Rez Studios Company Profiles
Table Hi-Rez Studios Sales, Revenue, Price, Gross Margin 2016-2021
Figure Hi-Rez Studios Sales and Growth Rate
Figure Hi-Rez Studios Revenue ($) Market Share 2016-2021
Table Fnatic Company Profiles
Table Fnatic Sales, Revenue, Price, Gross Margin 2016-2021
Figure Fnatic Sales and Growth Rate
Figure Fnatic Revenue ($) Market Share 2016-2021
Table Riot Games Inc. Company Profiles
Table Riot Games Inc. Sales, Revenue, Price, Gross Margin 2016-2021
Figure Riot Games Inc. Sales and Growth Rate
Figure Riot Games Inc. Revenue ($) Market Share 2016-2021
Table Team Liquid Company Profiles
Table Team Liquid Sales, Revenue, Price, Gross Margin 2016-2021
Figure Team Liquid Sales and Growth Rate
Figure Team Liquid Revenue ($) Market Share 2016-2021
Table Nintendo Company Profiles
Table Nintendo Sales, Revenue, Price, Gross Margin 2016-2021
Figure Nintendo Sales and Growth Rate
Figure Nintendo Revenue ($) Market Share 2016-2021
Table Epic Games Company Profiles
Table Epic Games Sales, Revenue, Price, Gross Margin 2016-2021
Figure Epic Games Sales and Growth Rate
Figure Epic Games Revenue ($) Market Share 2016-2021
Table Electronic Arts, Inc. Company Profiles
Table Electronic Arts, Inc. Sales, Revenue, Price, Gross Margin 2016-2021
Figure Electronic Arts, Inc. Sales and Growth Rate
Figure Electronic Arts, Inc. Revenue ($) Market Share 2016-2021
Table Modern Times Group MTG AB Company Profiles
Table Modern Times Group MTG AB Sales, Revenue, Price, Gross Margin 2016-2021
Figure Modern Times Group MTG AB Sales and Growth Rate
Figure Modern Times Group MTG AB Revenue ($) Market Share 2016-2021
Table GungHo Online Entertainment Company Profiles
Table GungHo Online Entertainment Sales, Revenue, Price, Gross Margin 2016-2021
Figure GungHo Online Entertainment Sales and Growth Rate
Figure GungHo Online Entertainment Revenue ($) Market Share 2016-2021
Table Activision Blizzard Inc. Company Profiles
Table Activision Blizzard Inc. Sales, Revenue, Price, Gross Margin 2016-2021
Figure Activision Blizzard Inc. Sales and Growth Rate
Figure Activision Blizzard Inc. Revenue ($) Market Share 2016-2021
Table Turner Broadcasting System Company Profiles
Table Turner Broadcasting System Sales, Revenue, Price, Gross Margin 2016-2021
Figure Turner Broadcasting System Sales and Growth Rate
Figure Turner Broadcasting System Revenue ($) Market Share 2016-2021
Table Alisports Company Profiles
Table Alisports Sales, Revenue, Price, Gross Margin 2016-2021
Figure Alisports Sales and Growth Rate
Figure Alisports Revenue ($) Market Share 2016-2021
Table Gen.G Esports Company Profiles
Table Gen.G Esports Sales, Revenue, Price, Gross Margin 2016-2021
Figure Gen.G Esports Sales and Growth Rate
Figure Gen.G Esports Revenue ($) Market Share 2016-2021
Table FACEIT Company Profiles
Table FACEIT Sales, Revenue, Price, Gross Margin 2016-2021
Figure FACEIT Sales and Growth Rate
Figure FACEIT Revenue ($) Market Share 2016-2021
Table Team SoloMid Company Profiles
Table Team SoloMid Sales, Revenue, Price, Gross Margin 2016-2021
Figure Team SoloMid Sales and Growth Rate
Figure Team SoloMid Revenue ($) Market Share 2016-2021
Table Gfinity, PLC Company Profiles
Table Gfinity, PLC Sales, Revenue, Price, Gross Margin 2016-2021
Figure Gfinity, PLC Sales and Growth Rate
Figure Gfinity, PLC Revenue ($) Market Share 2016-2021
Table 100 Thieves Company Profiles
Table 100 Thieves Sales, Revenue, Price, Gross Margin 2016-2021
Figure 100 Thieves Sales and Growth Rate
Figure 100 Thieves Revenue ($) Market Share 2016-2021
Table G2 Esports Company Profiles
Table G2 Esports Sales, Revenue, Price, Gross Margin 2016-2021
Figure G2 Esports Sales and Growth Rate
Figure G2 Esports Revenue ($) Market Share 2016-2021
Table Gamevil Inc. Company Profiles
Table Gamevil Inc. Sales, Revenue, Price, Gross Margin 2016-2021
Figure Gamevil Inc. Sales and Growth Rate
Figure Gamevil Inc. Revenue ($) Market Share 2016-2021
Table Kabam Company Profiles
Table Kabam Sales, Revenue, Price, Gross Margin 2016-2021
Figure Kabam Sales and Growth Rate
Figure Kabam Revenue ($) Market Share 2016-2021
Table CJ Corporation Company Profiles
Table CJ Corporation Sales, Revenue, Price, Gross Margin 2016-2021
Figure CJ Corporation Sales and Growth Rate
Figure CJ Corporation Revenue ($) Market Share 2016-2021
Table Echo Fox Company Profiles
Table Echo Fox Sales, Revenue, Price, Gross Margin 2016-2021
Figure Echo Fox Sales and Growth Rate
Figure Echo Fox Revenue ($) Market Share 2016-2021
Table Zynga Inc. Company Profiles
Table Zynga Inc. Sales, Revenue, Price, Gross Margin 2016-2021
Figure Zynga Inc. Sales and Growth Rate
Figure Zynga Inc. Revenue ($) Market Share 2016-2021
Table Valve Corporation Company Profiles
Table Valve Corporation Sales, Revenue, Price, Gross Margin 2016-2021
Figure Valve Corporation Sales and Growth Rate
Figure Valve Corporation Revenue ($) Market Share 2016-2021
Table Global Esports and Gaming Market Revenue ($) Forecast, by Type
Table Global Esports and Gaming Market Volume Forecast, by Type
Figure Global Esports and Gaming Market Revenue ($) and Growth Rate Forecast of Multiplayer Online Battle Arena (MOBA) (2021-2026)
Figure Global Esports and Gaming Market Volume and Growth Rate Forecast of Multiplayer Online Battle Arena (MOBA) (2021-2026)
Figure Global Esports and Gaming Market Revenue ($) and Growth Rate Forecast of Player vs. Player (PvP) (2021-2026)
Figure Global Esports and Gaming Market Volume and
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