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Esports Market by Application, Streaming Type, Device Type, Revenue Stream: Global Opportunity Analysis and Industry Forecast, 2020-2030

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    Report

  • 265 Pages
  • October 2021
  • Region: Global
  • Allied Market Research
  • ID: 5521490
E-sport is an online video game which is slightly different than the traditional video gaming in which the E-sports is competitive in nature that is in E-sport actual human-vs-human game is played virtually and usually has an active audience involved into it for cheering players. E-sport tournaments usually consist of skilled or professional gamers competing against one another for a cash prize. E-sports is competitive video gaming where skill and professionalism of players is one of the most important factors. The pro gamers which played at this level know the games inside out, much like a professional footballer or athlete would in their respective fields. E-sports players can either play one-on-one or against one another or in teams.

Factors such as major shift toward video games and increase in popularity of e-sports event drives the growth of the E-sports market. However, lack of standardization in online gaming event and online threats such as gambling may restrict the market growth. Furthermore, increase in number of tournament & event with huge prize for winners and runner-up team along with long term investment opportunity in the e-sport event will create lucrative opportunity in the market during the forecast period.

The E-sports market is segmented on the basis of application, streaming type, device type, revenue stream, and region. By application, it is bifurcated into platform and service. By streaming type, it is divided into live and on demand. By device type, it is categorized into smart phone, smart TV, desktop-laptop-tablets, gaming console. By revenue stream, it is classified into media rights, game publisher fee, sponsorship, digital advertisement, tickets, and merchandise. By region, the market is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

This report gives an in-depth profile of some key players in the E-sports market are Activision Blizzard, Inc., CJ Corporation, Electronic Arts, FACEIT, Gameloft SE, Gfinity, Kabam, Modern Times Group, Nintendo, NVIDIA Corporation.

KEY BENEFITS FOR STAKEHOLDERS

  • The study provides an in-depth analysis of the E-sports market along with the current trends and future estimations to elucidate the imminent investment pockets.
  • Information about key drivers, restraints, and opportunities and their impact analysis on the E-sports market size is provided.
  • Porter’s five forces analysis illustrates the potency of buyers and suppliers operating in the E-sports market.
  • The quantitative analysis from 2020 to 2030 is provided to determine the E-sports market potential.

KEY MARKET SEGMENTS


By Application

  • Platform
  • Service

By Streaming Type

  • On demand
  • Live

By Device Type

  • Smart phone
  • Smart TV
  • Desktop -laptop-tablets
  • Gaming console

By Revenue Stream

  • Media rights
  • Game publisher fee
  • Sponsorship
  • Digital advertisement
  • Tickets and merchandise

By Region

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Spain
  • Italy
  • Rest of Europe
  • Asia-Pacific
  • China
  • India
  • Japan
  • South Korea
  • Australia
  • Rest of Asia-Pacific
  • LAMEA
  • Latin America
  • Middle East
  • Africa

KEY MARKET PLAYERS PROFILED IN THE E-SPORTS MARKET

  • Activision Blizzard, Inc.
  • CJ Corporation
  • Electronic Arts
  • FACEIT
  • Gameloft SE
  • Gfinity
  • Kabam
  • Modern Times Group
  • Nintendo
  • NVIDIA Corporation

Table of Contents

CHAPTER 1: INTRODUCTION
1.1. REPORT DESCRIPTION
1.2. KEY BENEFITS FOR STAKEHOLDERS
1.3. KEY MARKET SEGMENTS
1.4. RESEARCH METHODOLOGY
1.4.1. Secondary research
1.4.2. Primary research
1.4.3. Analyst tools & models
CHAPTER 2: EXECUTIVE SUMMARY
2.1. KEY FINDINGS
2.1.1. Top impacting factors
2.1.2. Top investment pockets
2.2. CXO PERSPECTIVE
CHAPTER 3: MARKET OVERVIEW
3.1. MARKET DEFINITION AND SCOPE
3.2. PORTER’S FIVE FORCES ANALYSIS
3.3. CASE STUDIES
3.3.1. Case study 02
3.4. MARKET DYNAMICS
3.4.1. Drivers
3.4.1.1. Increasing popularity of video games
3.4.1.2. Growing awareness about E-sports
3.4.2. Restraints
3.4.2.1. Threat from E-sport gambling/ betting
3.4.2.2. Lack of standardization
3.4.3. Opportunities
3.4.3.1. Increasing number of events with large prize pools
3.4.3.2. Long- term investment opportunity
3.5. MARKET EVOLUTION/INDUSTRY ROADMAP
3.6. IMPACT OF GOVERNMENT REGULATIONS ON THE GLOBAL E-SPORTS MARKET
3.7. COVID-19 IMPACT ANALYSIS ON THE GLOBAL E-SPORTS MARKET
3.7.1. Impact on market size
3.7.2. Consumer trends, preferences, and budget impact
3.7.3. Economic impact
3.7.4. Strategies to tackle negative impact
3.7.5. Opportunity window
CHAPTER 4: GLOBAL E-SPORTS MARKET, BY APPLICATION
4.1. OVERVIEW
4.2. PLATFORM
4.2.1. Key market trends, growth factors, and opportunities
4.2.2. Market size and forecast, by region
4.2.3. Market analysis, by country
4.3. SERVICE
4.3.1. Key market trends, growth factors, and opportunities
4.3.2. Market size and forecast, by region
4.3.3. Market analysis, by country
CHAPTER 5: E-SPORT MARKET, BY STREAMING TYPE
5.1. OVERVIEW
5.2. LIVE STREAMING
5.2.1. Key market trends, growth factors, and opportunities
5.2.2. Market size and forecast, by region
5.2.3. Market analysis, by country
5.2.4. Market analysis, by Country
5.3. ON DEMAND STREAMING
5.3.1. Key market trends, growth factors, and opportunities
5.3.2. Market size and forecast, by region
5.3.3. Market analysis, by country
5.3.4. Market analysis, by country
CHAPTER 6: E-SPORT MARKET, BY DEVICE TYPE
6.1. OVERVIEW
6.2. SMARTPHONES
6.2.1. Key market trends, growth factors, and opportunities
6.2.2. Market size and forecast, by region
6.2.3. Market size and forecast, by country
6.2.4. Market analysis, by Country
6.3. SMART TVS
6.3.1. Key market trends, growth factors, and opportunities
6.3.2. Market size and forecast, by region
6.3.3.. Market size and forecast, by country
6.3.4. Market analysis, by Country
6.4. LAPTOPS, DESKTOPS, AND TABLETS
6.4.1. Key market trends, growth factors, and opportunities
6.4.2. Market size and forecast, by region
6.4.3. Market size and forecast, by country
6.4.4. Market analysis, by country
6.5. GAMING CONSOLES
6.5.1. Key market trends, growth factors, and opportunities
6.5.2. Market size and forecast, by region
6.5.3. Market size and forecast, by country
6.5.4. Market analysis, by region
CHAPTER 7: E-SPORT MARKET, BY REVENUE STREAM
7.1. OVERVIEW
7.2. MEDIA RIGHTS
7.2.1. Key market trends, growth factors, and opportunities
7.2.2. Market size and forecast, by region
7.2.3. Market size and forecast, by country
7.2.4. Market analysis, by Country
7.3. GAME PUBLISHER FEES
7.3.1. Key market trends, growth factors, and opportunities
7.3.2. Market size and forecast, by region
7.3.3.. Market size and forecast, by country
7.3.4. Market analysis, by Country
7.4. SPONSORSHIPS
7.4.1. Key market trends, growth factors, and opportunities
7.4.2. Market size and forecast, by region
7.4.3. Market size and forecast, by country
7.4.4. Market analysis, by country
7.5. DIGITAL ADVERTISEMENTS
7.5.1. Key market trends, growth factors, and opportunities
7.5.2. Market size and forecast, by region
7.5.3. Market size and forecast, by country
7.5.4. Market analysis, by region
7.6. TICKETS AND MERCHANDISE
7.6.1. Key market trends, growth factors, and opportunities
7.6.2. Market size and forecast, by region
7.6.3. Market size and forecast, by country
7.6.4. Market analysis, by Country
CHAPTER 8: E-SPORT MARKET, BY REGION
8.1. OVERVIEW
8.2. NORTH AMERICA
8.2.1. Key market trends, growth factors and opportunities
8.2.2. Market size and forecast, by Application
8.2.3. Market size and forecast, by type
8.2.4. Market size and forecast, by application
8.2.5. Market analysis, by country
8.2.5.1. U.S.
8.2.5.1.1. Market size and forecast, by Application
8.2.5.1.2. Market size and forecast, by type
8.2.5.1.3. Market size and forecast, by application
8.2.5.2. Canada
8.2.5.2.1. Market size and forecast, by Application
8.2.5.2.2. Market size and forecast, by type
8.2.5.2.3. Market size and forecast, by application
8.3. EUROPE
8.3.1. Key market trends, growth factors and opportunities
8.3.2. Market size and forecast, by Application
8.3.3. Market size and forecast, by type
8.3.4. Market size and forecast, by application
8.3.5. Market analysis, by country
8.3.5.1. UK
8.3.5.1.1.. Market size and forecast, by Application
8.3.5.1.2. Market size and forecast, by type
8.3.5.1.3. Market size and forecast, by application
8.3.5.2. Germany
8.3.5.2.1. Market size and forecast, by Application
8.3.5.2.2. Market size and forecast, by type
8.3.5.2.3. Market size and forecast, by application
8.3.5.3. France
8.3.5.3.1.. Market size and forecast, by Application
8.3.5.3.2. Market size and forecast, by type
8.3.5.3.3. Market size and forecast, by application
8.3.5.4. Italy
8.3.5.4.1. Market size and forecast, by Application
8.3.5.4.2. Market size and forecast, by type
8.3.5.4.3. Market size and forecast, by application
8.3.5.5. Spain
8.3.5.5.1. Market size and forecast, by Application
8.3.5.5.2. Market size and forecast, by type
8.3.5.5.3. Market size and forecast, by application
8.3.5.6. Rest of Europe
8.3.5.6.1. Market size and forecast, by Application
8.3.5.6.2. Market size and forecast, by type
8.3.5.6.3. Market size and forecast, by application
8.4. ASIA-PACIFIC
8.4.1. Key market trends, growth factors and opportunities
8.4.2. Market size and forecast, by Application
8.4.3. Market size and forecast, by type
8.4.4. Market size and forecast, by application
8.4.5. Market analysis, by country
8.4.5.2. China
8.4.5.2.1. Market size and forecast, by Application
8.4.5.2.2. Market size and forecast, by type
8.4.5.2.3. Market size and forecast, by application
8.4.5.3. India
8.4.5.3.1. Market size and forecast, by Application
8.4.5.3.2. Market size and forecast, by type
8.4.5.3.3. Market size and forecast, by application
8.4.5.4. Japan
8.4.5.4.1. Market size and forecast, by Application
8.4.5.4.2. Market size and forecast, by type
8.4.5.4.3. Market size and forecast, by application
8.4.5.5. Australia
8.4.5.5.1.. Market size and forecast, by Application
8.4.5.5.2. Market size and forecast, by type
8.4.5.5.3. Market size and forecast, by application
8.4.5.6. Rest of Asia-Pacific
8.4.5.6.1.. Market size and forecast, by Application
8.4.5.6.2. Market size and forecast, by type
8.4.5.6.3. Market size and forecast, by application
8.5. LAMEA
8.5.1. Key market trends, growth factors and opportunities
8.5.2.. Market size and forecast, by Application
8.5.3. Market size and forecast, by type
8.5.4. Market size and forecast, by application
8.5.5. Market analysis, by country
8.5.5.1. Latin America
8.5.5.1.1. Market size and forecast, by Application
8.5.5.1.2. Market size and forecast, by type
8.5.5.1.3. Market size and forecast, by application
8.5.5.2. Middle East
8.5.5.2.1. Market size and forecast, by Application
8.5.5.2.2. Market size and forecast, by type
8.5.5.2.3. Market size and forecast, by application
8.5.5.3. Africa
8.5.5.3.1. Market size and forecast, by Application
8.5.5.3.2. Market size and forecast, by type
8.5.5.3.3. Market size and forecast, by application
CHAPTER 9: COMPETITIVE LANDSCAPE
9.1. KEY PLAYER POSITIONING ANALYSIS, 2020
9.2. TOP WINNING STRATEGIES
9.3. COMPETITIVE DASHBOARD
9.4. KEY DEVELOPMENTS
9.4.1. Collaboration
9.4.2. Product launch
9.4.3. Acquisition
CHAPTER 10: COMPANY PROFILE
10.1. ACTIVISION BLIZZARD, INC.
10.1.1. Company overview
10.1.2. Key executives
10.1.3. Company snapshot
10.1.4. Product portfolio
10.1.5. R&D expenditure
10.1.6. Business performance
10.1.7. Key strategic moves and developments
10.2. CJ CORPORATION
10.2.1. Company overview
10.2.2. Key executives
10.2.3. Company snapshot
10.2.4. Product portfolio
10.2.5. R&D expenditure
10.2.6. Business performance
10.2.7. Key strategic moves and developments
10.3. ELECTRONIC ARTS
10.3.1. Company overview
10.3.2. Key executive
10.3.3. Company snapshot
10.3.4. Product portfolio
10.3.5. R&D expenditure
10.3.6. Business performance
10.3.7. Key strategic moves and developments
10.4. FACEIT
10.4.1. Company overview
10.4.2. Key executive
10.4.3. Company snapshot
10.4.4. Product portfolio
10.4.5. Key strategic moves and developments
10.5. GAMELOFT SE
10.5.1. Company overview
10.5.2. Key executive
10.5.3. Company snapshot
10.5.4. Product portfolio
10.5.5. Business performance
10.5.6. Key strategic moves and developments
10.6. GFINITY
10.6.1. Company overview
10.6.2. Key executive
10.6.3. Company snapshot
10.6.4. Product portfolio
10.6.5. Business performance
10.6.6. Key strategic moves and developments
10.7. KABAM
10.7.1. Company overview
10.7.2. Key executives
10.7.3. Company snapshot
10.7.4. Product portfolio
10.7.5. Key strategic moves and developments
10.8. MODERN TIMES GROUP
10.8.1. Company overview
10.8.2. Key executives
10.8.3. Company snapshot
10.8.4. Product portfolio
10.8.5. Business performance
10.8.6. Key strategic moves and developments
10.9. NINTENDO
10.9.1. Company overview
10.9.2. Key executives
10.9.3. Company snapshot
10.9.4. Product portfolio
10.9.5. R&D expenditure
10.9.6. Business performance
10.9.7. Key strategic moves and developments
10.10. NVIDIA CORPORATION
10.10.1. Company overview
10.10.2. Key executives
10.10.3. Company snapshot
10.10.4. Product portfolio
10.10.5. R&D expenditure
10.10.6. Business performance
10.10.7. Key strategic moves and developments
List of Tables
TABLE 01. GLOBAL E-SPORTS MARKET, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 02. GLOBAL E-SPORT MARKET FOR PLATFORM , BY REGION, 2020-2030 ($MILLION)
TABLE 03. GLOBAL E-SPORTS MARKET FOR CLOUD , BY REGION, 2020-2030 ($MILLION)
TABLE 04. E-SPORT MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 05. E-SPORT MARKET REVENUE FOR INVASIVE BRAIN COMPUTER INTERFACE, BY REGION, 2020-2030 ($MILLION)
TABLE 06. E-SPORT MARKET REVENUE FOR NON-INVASIVE BRAIN COMPUTER INTERFACE, BY REGION, 2020-2030 ($MILLION)
TABLE 07. E-SPORT MARKET REVENUE, BY INDUSTRY VERTICAL, 2020-2030 ($MILLION)
TABLE 08. E-SPORT MARKET REVENUE FOR HEALTHCARE, BY REGION, 2020-2030 ($MILLION)
TABLE 09. E-SPORT MARKET REVENUE FOR COMMUNICATION & CONTROL, BY REGION, 2020-2030 ($MILLION)
TABLE 10. E-SPORT MARKET REVENUE FOR GAMING & ENTERTAINMENT, BY REGION, 2020-2030 ($MILLION)
TABLE 11. E-SPORT MARKET REVENUE FOR SMART HOME CONTROL, BY REGION, 2020-2030 ($MILLION)
TABLE 12. E-SPORT MARKET REVENUE, BY INDUSTRY VERTICAL, 2020-2030 ($MILLION)
TABLE 13. E-SPORT MARKET REVENUE FOR HEALTHCARE, BY REGION, 2020-2030 ($MILLION)
TABLE 14. E-SPORT MARKET REVENUE FOR COMMUNICATION & CONTROL, BY REGION, 2020-2030 ($MILLION)
TABLE 15. E-SPORT MARKET REVENUE FOR GAMING & ENTERTAINMENT, BY REGION, 2020-2030 ($MILLION)
TABLE 16. E-SPORT MARKET REVENUE FOR SMART HOME CONTROL, BY REGION, 2020-2030 ($MILLION)
TABLE 17. E-SPORT MARKET REVENUE FOR OTHERS, BY REGION, 2020-2030 ($MILLION)
TABLE 18. E-SPORT MARKET REVENUE, BY REGION, 2020-2030 ($MILLION)
TABLE 19. NORTH AMERICA E-SPORT MARKET REVENUE, BY COMPOMENT, 2020-2030 ($MILLION)
TABLE 20. NORTH AMERICA E-SPORT MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 21. NORTH AMERICA E-SPORT MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 22. NORTH AMERICA E-SPORT MARKET REVENUE, BY COUNTRY, 2020-2030 ($MILLION)
TABLE 23. U.S. E-SPORT , BY APPLICATION , 2020-2030 ($MILLION)
TABLE 24. U.S. E-SPORT MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 25. U.S. E-SPORT MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 26. CANADA E-SPORT MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 27. CANADA E-SPORT MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 28. CANADA E-SPORT MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 29. EUROPE E-SPORT MARKET REVENUE, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 30. EUROPE E-SPORT MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 31. EUROPE E-SPORT MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 32. EUROPE E-SPORT MARKET REVENUE, BY COUNTRY, 2020-2030 ($MILLION)
TABLE 33. UK E-SPORT MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 34. UK E-SPORT MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 35. UK E-SPORT MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 36. GERMANY E-SPORT MARKET REVENUE, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 37. GERMANY E-SPORT MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 38. GERMANY E-SPORT MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 39. FRANCE E-SPORT MARKET REVENUE, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 40. FRANCE E-SPORT MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 41. FRANCE E-SPORT MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 42. ITALY E-SPORT MARKET REVENUE, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 43. ITALY E-SPORT MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 44. ITALY E-SPORT MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 45. SPAIN E-SPORT MARKET REVENUE, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 46. SPAIN E-SPORT MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 47. ITALY E-SPORT MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 48. REST OF EUROPE E-SPORT MARKET REVENUE, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 49. REST OF EUROPE E-SPORT MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 50. REST OF EUROPE E-SPORT MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 51. ASIA-PACIFIC E-SPORT MARKET REVENUE, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 52. ASIA-PACIFIC E-SPORT MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 53. ASIA-PACIFIC E-SPORT MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 54. ASIA-PACIFIC E-SPORT MARKET REVENUE, BY COUNTRY, 2020-2030 ($MILLION)
TABLE 55. CHINA E-SPORT MARKET REVENUE, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 56. CHINA E-SPORT MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 57. CHINA E-SPORT MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 58. INDIA E-SPORT MARKET REVENUE, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 59. INDIA E-SPORT MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 60. INDIA E-SPORT MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 61. JAPAN E-SPORT MARKET REVENUE, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 62. JAPAN E-SPORT MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 63. JAPAN E-SPORT MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 64. AUSTRALIA E-SPORT MARKET REVENUE, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 65. AUSTRALIA E-SPORT MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 66. AUSTRALIA E-SPORT MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 67. REST OF ASIA-PACIFIC E-SPORT MARKET REVENUE, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 68. REST OF ASIA-PACIFIC E-SPORT MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 69. REST OF ASIA-PACIFIC E-SPORT MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 70. LAMEA E-SPORT MARKET REVENUE, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 71. LAMEA E-SPORT MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 72. LAMEA E-SPORT MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 73. LAMEA E-SPORT MARKET REVENUE, BY COUNTRY, 2017-2025 ($MILLION)
TABLE 74. LATIN AMERICA E-SPORT MARKET REVENUE, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 75. LATIN AMERICA E-SPORT MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 76. LATIN AMERICA E-SPORT MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 77. MIDDLE EAST E-SPORT MARKET REVENUE, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 78. MIDDLE EAST E-SPORT MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 79. MIDDLE EAST E-SPORT MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 80. AFRICA E-SPORT MARKET REVENUE, BY APPLICATION , 2020-2030 ($MILLION)
TABLE 81. AFRICA E-SPORT MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
TABLE 82. AFRICA E-SPORT MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
TABLE 86. ACTIVISION BLIZZARD, INC.: KEY EXECUTIVES
TABLE 87. ACTIVISION BLIZZARD, INC.: COMPANY SNAPSHOT
TABLE 88. ACTIVISION BLIZZARD, INC.: PRODUCT PORTFOLIO
TABLE 89. CJ CORPORATION: KEY EXECUTIVES
TABLE 90. CJ CORPORATION: COMPANY SNAPSHOT
TABLE 91. CISCO SYSTEMS, INC.: PRODUCT PORTFOLIO
TABLE 92. ELECTRONIC ARTS INC.: KEY EXECUTIVE
TABLE 93. ELECTRONIC ARTS INC.: COMPANY SNAPSHOT
TABLE 94. ELECTRONIC ARTS INC.: PRODUCT PORTFOLIO
TABLE 95. FACEIT: KEY EXECUTIVE
TABLE 96. FACEIT.: COMPANY SNAPSHOT
TABLE 97. FACEIT: PRODUCT PORTFOLIO
TABLE 98. VIVENDI: KEY EXECUTIVE
TABLE 99. VIVENDI: COMPANY SNAPSHOT
TABLE 100. VIVENDI: PRODUCT PORTFOLIO
TABLE 101. GFINITY: KEY EXECUTIVE
TABLE 102. GFINITY: COMPANY SNAPSHOT
TABLE 103. GFINITY.: PRODUCT PORTFOLIO
TABLE 104. KABAM: KEY EXECUTIVES
TABLE 105. KABAM: COMPANY SNAPSHOT
TABLE 106. KABAM.: PRODUCT PORTFOLIO
TABLE 107. INTERNATIONAL BUSINESS MACHINES CORPORATION: KEY EXECUTIVES
TABLE 108. MODERN TIMES GROUP: COMPANY SNAPSHOT
TABLE 109. MODERN TIMES GROUP: PRODUCT PORTFOLIO
TABLE 110. NINTENDO: KEY EXECUTIVES
TABLE 111. NINTENDO: COMPANY SNAPSHOT
TABLE 112. NINTENDO.: PRODUCT PORTFOLIO
TABLE 113. NVIDIA CORPORATION: KEY EXECUTIVES
TABLE 114. NVIDIA CORPORATION: COMPANY SNAPSHOT
TABLE 115. NVIDIA CORPORATION: PRODUCT PORTFOLIO
List of Figures
FIGURE 01. KEY MARKET SEGMENTS
FIGURE 02. E-SPORT MARKET, 2020-2030
FIGURE 03. E-SPORT MARKET, BY REGION, 2020-2030
FIGURE 04. TOP IMPACTING FACTORS
FIGURE 05. TOP INVESTMENT POCKETS
FIGURE 06. MODERATE BARGAINING POWER OF SUPPLIERS
FIGURE 07. LOW-TO-MODERATE BARGAINING POWER OF BUYERS
FIGURE 08. LOW-TO-MODERATE THREAT OF SUBSTITUTES
FIGURE 09. MODERATE THREAT OF NEW ENTRANTS
FIGURE 10. MODERATE-TO-HIGH COMPETITIVE RIVALRY
FIGURE 11. MARKET EVOLUTION/INDUSTRY ROADMAP
FIGURE 12. GLOBAL E-SPORTS MARKET, BY APPLICATION , 2020-2030 ($MILLION)
FIGURE 13. COMPARATIVE SHARE ANALYSIS OF GLOBAL E-SPORTS MARKET FOR PLATFORM, BY COUNTRY, 2020 & 2030 (%)
FIGURE 14. COMPARATIVE SHARE ANALYSIS OF GLOBAL E-SPORTS MARKET FOR SOFTWARE, BY COUNTRY, 2020 & 2030 (%)
FIGURE 15. E-SPORT MARKET REVENUE, BY TYPE, 2020-2030 ($MILLION)
FIGURE 16. COMPARATIVE SHARE ANALYSIS OF E-SPORT MARKET FOR INVASIVE BRAIN COMPUTER INTERFACE, BY COUNTRY, 2020 & 2030 (%)
FIGURE 17. COMPARATIVE SHARE ANALYSIS OF E-SPORT MARKET FOR NON-INVASIVE BRAIN COMPUTER INTERFACE, BY COUNTRY, 2020 & 2030 (%)
FIGURE 18. E-SPORT MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
FIGURE 19. COMPARATIVE SHARE ANALYSIS OF E-SPORT MARKET FOR HEALTHCARE, BY COUNTRY, 2020 & 2030 (%)
FIGURE 20. COMPARATIVE SHARE ANALYSIS OF E-SPORT MARKET FOR COMMUNICATION & CONTROL, BY COUNTRY, 2020 & 2030 (%)
FIGURE 21. COMPARATIVE SHARE ANALYSIS OF E-SPORT MARKET FOR GAMING & ENTERTAINMENT, BY REGION, 2020 & 2030 (%)
FIGURE 22. COMPARATIVE SHARE ANALYSIS OF E-SPORT MARKET FOR SMART HOME CONTROL, BY COUNTRY, 2020 & 2030 (%)
FIGURE 23. E-SPORT MARKET REVENUE, BY APPLICATION, 2020-2030 ($MILLION)
FIGURE 24. COMPARATIVE SHARE ANALYSIS OF E-SPORT MARKET FOR HEALTHCARE, BY COUNTRY, 2020 & 2030 (%)
FIGURE 25. COMPARATIVE SHARE ANALYSIS OF E-SPORT MARKET FOR COMMUNICATION & CONTROL, BY COUNTRY, 2020 & 2030 (%)
FIGURE 26. COMPARATIVE SHARE ANALYSIS OF E-SPORT MARKET FOR GAMING & ENTERTAINMENT, BY REGION, 2020 & 2030 (%)
FIGURE 27. COMPARATIVE SHARE ANALYSIS OF E-SPORT MARKET FOR SMART HOME CONTROL, BY COUNTRY, 2020 & 2030 (%)
FIGURE 28. COMPARATIVE SHARE ANALYSIS OF E-SPORT MARKET FOR OTHERS, BY COUNTRY, 2020 & 2030 (%)
FIGURE 29. U.S. E-SPORT MARKET REVENUE, 2020-2030 ($MILLION)
FIGURE 30. CANADA E-SPORT MARKET REVENUE, 2020-2030 ($MILLION)
FIGURE 31. UK E-SPORT MARKET REVENUE, 2020-2030 ($MILLION)
FIGURE 32. GERMANY E-SPORT MARKET REVENUE, 2020-2030 ($MILLION)
FIGURE 33. FRANCE E-SPORT MARKET REVENUE, 2020-2030 ($MILLION)
FIGURE 34. ITALY E-SPORT MARKET REVENUE, 2020-2030 ($MILLION)
FIGURE 35. SPAIN E-SPORT MARKET REVENUE, 2020-2030 ($MILLION)
FIGURE 36. REST OF EUROPE E-SPORT MARKET REVENUE, 2020-2030 ($MILLION)
FIGURE 37. CHINA E-SPORT MARKET REVENUE, 2020-2030 ($MILLION)
FIGURE 38. INDIA E-SPORT MARKET REVENUE, 2020-2030 ($MILLION)
FIGURE 39. JAPAN E-SPORT MARKET REVENUE, 2020-2030 ($MILLION)
FIGURE 40. AUSTRALIA E-SPORT MARKET REVENUE, 2020-2030 ($MILLION)
FIGURE 41. REST OF ASIA-PACIFIC E-SPORT MARKET REVENUE, 2020-2030 ($MILLION)
FIGURE 42. LATIN AMERICA E-SPORT MARKET REVENUE, 2020-2030 ($MILLION)
FIGURE 43. MIDDLE EAST E-SPORT MARKET REVENUE, 2020-2030 ($MILLION)
FIGURE 44. AFRICA E-SPORT MARKET REVENUE, 2020-2030 ($MILLION)
FIGURE 45. KEY PLAYER POSITIONING ANALYSIS: GLOBAL E-SPORTS MARKET
FIGURE 46. TOP WINNING STRATEGIES, BY YEAR, 2017-2021
FIGURE 47. TOP WINNING STRATEGIES, BY DEVELOPMENT, 2017-2021
FIGURE 48. TOP WINNING STRATEGIES, BY COMPANY, 2017-2021
FIGURE 49. COMPETITIVE DASHBOARD
FIGURE 50. COMPETITIVE DASHBOARD
FIGURE 51. COMPETITIVE HEATMAP OF KEY PLAYERS
FIGURE 52. R&D EXPENDITURE, 2018-2020 ($MILLION)
FIGURE 53. ACTIVISION BLIZZARD, INC.: REVENUE, 2018-2020 ($MILLION)
FIGURE 54. ACTIVISION BLIZZARD, INC.: REVENUE SHARE BY REGION, 2020 (%)
FIGURE 55. R&D EXPENDITURE, 2016-2018 ($MILLION)
FIGURE 56. CJ CORPORATION: REVENUE, 2016-2018 ($MILLION)
FIGURE 57. CJ CORPORATION: REVENUE SHARE BY REGION, 2018 (%)
FIGURE 58. R&D EXPENDITURE, 2018-2020 ($MILLION)
FIGURE 59. ELECTRONIC ARTS INC.: REVENUE, 2018-2020 ($MILLION)
FIGURE 60. ELECTRONIC ARTS INC.: REVENUE SHARE BY REGION, 2020 (%)
FIGURE 61. VIVENDI: REVENUE, 2018-2020 ($MILLION)
FIGURE 62. VIVENDI: REVENUE SHARE, BY REGION, 2020 (%)
FIGURE 63. GFINITY: REVENUE, 2018-2020 ($MILLION)
FIGURE 64. GFINITY: REVENUE SHARE, BY REGION, 2020 (%)
FIGURE 65. MODERN TIMES GROUP: REVENUE, 2018-2020 ($MILLION)
FIGURE 66. MODERN TIMES GROUP: REVENUE SHARE BY REGION, 2020 (%)
FIGURE 67. R&D EXPENDITURE, 2018-2020 ($MILLION)
FIGURE 68. NINTENDO: REVENUE, 2018-2020 ($MILLION)
FIGURE 69. NINTENDO: REVENUE SHARE, BY REGION, 2020 (%)
FIGURE 70. R&D EXPENDITURE, 2018-2020 ($MILLION)
FIGURE 71. NVIDIA CORPORATION: REVENUE, 2018-2020 ($MILLION)
FIGURE 72. NVIDIA CORPORATION: REVENUE SHARE BY REGION, 2020 (%)

Companies Mentioned

  • Activision Blizzard Inc.
  • CJ Corporation
  • Electronic Arts
  • FACEIT
  • Gameloft SE
  • Gfinity
  • Kabam
  • Modern Times Group
  • Nintendo
  • NVIDIA Corporation

Methodology

The analyst offers exhaustive research and analysis based on a wide variety of factual inputs, which largely include interviews with industry participants, reliable statistics, and regional intelligence. The in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. The primary research efforts include reaching out participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions.

They are also in professional corporate relations with various companies that allow them greater flexibility for reaching out to industry participants and commentators for interviews and discussions.

They also refer to a broad array of industry sources for their secondary research, which typically include; however, not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic news articles and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecast

Furthermore, the accuracy of the data will be analyzed and validated by conducting additional primaries with various industry experts and KOLs. They also provide robust post-sales support to clients.

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