In terms of market side, this report researches the Esports revenue, growth rate, market share by manufacturers, by type, by application and by region (region level and country level), from 2018 to 2023, and forecast to 2029.
The global Esports market size in 2022 is 1790.0 million US dollars, and it is expected to be XX million US dollars by 2029, with a compound annual growth rate of 16.50% expected in 2023-2029.
MARKET COMPETITIVE LANDSCAPE:
The main players in the Esports market include Activision Publishing, Inc, Electronic Arts Inc., Gameloft SE, Nintendo of America Inc., and Skillz Inc.. The share of the top 3 players in the Esports market is XX%.
REGION SHARE:
The report covers the market size information of North America, Europe, Asia Pacific, Latin America, Middle East and Africa, and North America accounted for XX%, Europe accounted for XX% of Esports market, and Asia Pacific accounted for XX%.
SEGMENT OVERVIEW:
The report segments the market by Type and Application. Sponsorship accounted for XX% of Esports market in 2022. Advertising share of XX%.
Real-Time Strategy Games accounted for XX% of the Esports market in 2022. First-Person Shooter Games accounts for XX%.
Report Includes:
This report presents an overview of global market for Esports. Analyses of the global market trends, with historic market revenue data for 2018 - 2022, estimates for 2023, and projections of CAGR through 2029.
This report researches the key players of Esports, also provides the consumption of main regions and countries. Highlights of the upcoming market potential for Esports, and key regions/countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.
This report focuses on the Esports market share and industry ranking of main players, data from 2018 to 2023. Identification of the major stakeholders in the global Esports market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.
This report analyzes the segments data by Type and by Application, from 2018 to 2029. Evaluation and forecast the market size for Esports sales, projected growth trends, technology, application and end-user industry.
Consumer needs and trends have always been important drivers of the consumer goods industry. Today's consumers pay more attention to product quality, health, environmental protection and other aspects. For example, plant-based products, gluten-free foods, organic cosmetics, etc. are receiving more and more attention. In addition, with the popularization of 5G technology, products such as smart home and smart wearables will also have broader market prospects.
Some notable trends:
E-commerce Expansion: The growth of online shopping continues to reshape the consumer goods industry. More consumers are embracing the convenience and accessibility of e-commerce platforms, leading to a surge in online sales. Companies are investing heavily in their online presence, optimizing websites for mobile devices, and enhancing the overall customer experience through personalized recommendations and fast delivery options.
Direct-to-Consumer (D2C) Brands: D2C brands have gained significant traction in recent years. These companies bypass traditional retail channels and sell directly to consumers through their websites or specialized online platforms. D2C brands often focus on niche markets, offering unique and innovative products, and leveraging social media marketing to build strong customer relationships.
Rise of Subscription Services: Subscription-based models are on the rise, particularly in industries like beauty, fashion, and food. These services provide consumers with a regular supply of products delivered to their doorstep, offering convenience and the element of surprise. Companies are leveraging subscriptions to build customer loyalty, gather data, and create recurring revenue streams.
Key Regions Covered in This Report Are
North America
United States
Canada
China
Asia Pacific (Excluding China)
Japan
Korea
Southeast Asia
India
Australia
EMEA
Europe
Germany
France
UK
Italy
Russia
Nordic
Middle East
Africa
Latin America
Brazil
Argentina
Mexico
Some of the major players operating in the global market include:
Activision Publishing, Inc
Electronic Arts Inc.
Gameloft SE
Nintendo of America Inc.
Skillz Inc.
Motorsport Games Inc.
Segment by Type
Sponsorship
Advertising
Merchandise and Tickets
Game Publisher Fees
Media Rights
Others
Segment by Application
Real-Time Strategy Games
First-Person Shooter Games
Fighting Games
Multiplayer Online Battle Arena Games
Others
Table of Content
1 Esports Market Introduction and Overview
1.1 Esports Definition
1.2 Research Purposes
1.3 Currency Rate
1.4 Report Timeline
1.5 Economic Analysis of Global Regions
1.6 Inflation Analysis
1.7 The Impact of the Russian-Ukrainian War on the Market
2 Market Competition by Manufacturers
2.1 Global Esports Sales and Market Share by Manufacturer
2.2 Global Esports Revenue and Market Share by Manufacturer
2.3 Global Esports Average Price by Manufacturers
2.4 Manufacturers Esports Production Sites, Area Served, Product Types
2.5 Esports Market Competitive Situation and Trends
2.5.1 Esports Market Concentration Rate
2.5.2 Global Top 5 and Top 10 Players Market Share by Revenue in 2023
2.5.3 Mergers & Acquisitions, Expansion
3 Global Esports Historical Market Analysis by Type
3.1 Market Size Analysis by Types
3.1.4 Global Esports Market Share by Type 2018 VS 2022
3.2 Global Esports Revenue and Market Share by Type
3.3 Global Esports Sales and Market Share by Type
4 Global Esports Historical and Forecast Market Analysis by Application
4.1 Market Size Analysis by Application
4.1.4 Global Esports Market Share by Application 2018 VS 2022
4.2 Global Esports Revenue Market Share by Application (2018-2023)
4.3 Global Esports Sales Market Share by Application (2018-2023)
5 Global Market Growth Trends Analysis
5.1 Global Esports Market Size (2018-2023)
5.2 Esports Growth Trends Analysis by Regions
5.2.1 Esports Market Size by Regions: 2018 VS 2023 VS 2029
5.2.2 Esports Historic Revenue Market Size by Regions (2018-2023)
5.2.3 Esports Historic Sales Market Size by Regions (2018-2023)
5.3 North America
5.3.1 North America Esports Revenue by Countries (2018-2023)
5.3.2 North America Esports Sales by Countries (2018-2023)
5.3.3 North America SWOT Analysis
5.3.4 United States
5.3.5 Canada
5.4 China
5.4.1 China SWOT Analysis
5.5 Asia Pacific (Excluding China)
5.5.1 Asia Pacific Esports Revenue by Countries (2018-2023)
5.5.2 Asia Pacific Esports Sales by Countries (2018-2023)
5.5.3 Asia Pacific SWOT Analysis
5.5.4 Japan
5.5.5 Korea
5.5.6 Southeast Asia
5.5.7 India
5.5.8 Australia
5.6 EMEA
5.6.1 EMEA Esports Revenue by Countries (2018-2023)
5.6.2 EMEA Esports Sales by Countries (2018-2023)
5.6.3 EMEA SWOT Analysis
5.6.4 Europe
5.6.5 Middle East
5.6.6 Africa
5.7 Latin America
5.7.1 Latin America Esports Revenue by Countries (2018-2023)
5.7.2 Latin America Esports Sales by Countries (2018-2023)
5.7.3 Latin America SWOT Analysis
5.7.4 Brazil
5.7.5 Argentina
5.7.6 Mexico
6 Players Profiles
6.1 Activision Publishing, Inc
6.1.1 Activision Publishing, Inc Company Profile
6.1.2 Esports Product Overview
6.1.3 Activision Publishing, Inc Esports Market Performance (2018-2023)
6.1.4 Activision Publishing, Inc Business Overview
6.1.5 SWOT Analysis
6.2 Electronic Arts Inc.
6.2.1 Electronic Arts Inc. Company Profile
6.2.2 Esports Product Overview
6.2.3 Electronic Arts Inc. Esports Market Performance (2018-2023)
6.2.4 Electronic Arts Inc. Business Overview
6.2.5 SWOT Analysis
6.3 Gameloft SE
6.3.1 Gameloft SE Company Profile
6.3.2 Esports Product Overview
6.3.3 Gameloft SE Esports Market Performance (2018-2023)
6.3.4 Gameloft SE Business Overview
6.3.5 SWOT Analysis
6.4 Nintendo of America Inc.
6.4.1 Nintendo of America Inc. Company Profile
6.4.2 Esports Product Overview
6.4.3 Nintendo of America Inc. Esports Market Performance (2018-2023)
6.4.4 Nintendo of America Inc. Business Overview
6.4.5 SWOT Analysis
6.5 Skillz Inc.
6.5.1 Skillz Inc. Company Profile
6.5.2 Esports Product Overview
6.5.3 Skillz Inc. Esports Market Performance (2018-2023)
6.5.4 Skillz Inc. Business Overview
6.5.5 SWOT Analysis
6.6 Motorsport Games Inc.
6.6.1 Motorsport Games Inc. Company Profile
6.6.2 Esports Product Overview
6.6.3 Motorsport Games Inc. Esports Market Performance (2018-2023)
6.6.4 Motorsport Games Inc. Business Overview
6.6.5 SWOT Analysis
7 Esports Manufacturing Cost Analysis
7.1 Esports Key Raw Materials Analysis
7.1.1 Key Raw Materials
7.1.2 Price Trend of Key Raw Materials
7.1.3 Key Suppliers of Raw Materials
7.2 Proportion of Manufacturing Cost Structure
7.3 Manufacturing Process Analysis of Esports
7.4 Esports Industrial Chain Analysis
8 Market Channel, Distributors, Traders and Dealers
8.1 Market Channel Status
8.1.1 Direct Marketing
8.1.2 Indirect Marketing
8.2 Esports Typical Distributors
8.3 Esports Typical Customers
9 Esports Industry Dynamic Analysis
9.1 Esports Market Trends Analysis
9.2 Esports Market Drivers Analysis
9.3 Esports Market Challenges Analysis
9.4 Esports Market Restraints Analysis
10 Global Esports Forecast Market Analysis by Type & Application
10.1 Global Esports Revenue Market Forecast by Type (2023-2029)
10.2 Global Esports Sales Market Forecast by Type (2023-2029)
10.3 Esports Revenue Market Forecast by Application (2023-2029)
10.4 Esports Sales Market Forecast by Application (2023-2029)
11 Global Esports Forecast Market Analysis by Region
11.1 Esports Revenue Market Forecast by Region (2023-2029)
11.2 Esports Sales Market Forecast by Region (2023-2029)
11.3 North America Esports Forecast Market Analysis
11.4 EMEA Esports Forecast Market Analysis
11.5 China Esports Forecast Market Analysis
11.6 Asia-Pacific Esports Forecast Market Analysis
11.7 Latin America Esports Forecast Market Analysis
12 Research Findings and Conclusion
List of Tables and Figures
Figure Esports Picture
Table Product Definition of Esports
Table Economic Analysis of Global Regions
Table Inflation Analysis
Table The Impact of the Russian-Ukrainian War on the Market
Table Global Esports Sales by Manufacturer (2018-2023)
Table Global Esports Sales Market Share by Manufacturer (2018-2023)
Figure Global Esports Sales Market Share by Manufacturer in 2023
Table Global Esports Revenue ($) by Manufacturer (2018-2023)
Table Global Esports Revenue Market Share by Manufacturer (2018-2023)
Figure Global Esports Revenue Market Share by Manufacturer in 2023
Table Global Esports Price by Manufacturer (2018-2023)
Table Manufacturers Esports Production Sites, Area Served, Product Types
Table Esports Market Concentration Rate
Figure Global Top 5 and Top 10 Players Market Share by Revenue in 2023
Table Mergers & Acquisitions, Expansion Plans
Table Global Esports Market Size by Type (2023 VS 2029)
Figure Global Esports Market Share by Type 2018 VS 2022
Table Global Esports Revenue and Market Size by Type (2018-2023)
Table Global Esports Revenue and Market Share by Type (2018-2023)
Table Global Esports Sales and Market Size by Type (2018-2023)
Table Global Esports Sales and Market Share by Type (2018-2023)
Table Global Esports Market Size by Application (2023 VS 2029)
Figure Global Esports Market Share by Application 2018 VS 2022
Table Global Esports Revenue Market Size by Application (2018-2023)
Table Global Esports Revenue Market Share by Application (2018-2023)
Table Global Esports Sales Market Size by Application (2018-2023)
Table Global Esports Sales Market Share by Application (2018-2023)
Figure Global Esports Revenue Market Size (2018-2023)
Figure Global Esports Sales Market Size (2018-2023)
Table Esports Market Size by Regions: 2018 VS 2023 VS 2029
Table Esports Historic Revenue Market Size by Regions (2018-2023)
Table Esports Historic Revenue Market Share by Regions (2018-2023)
Table Esports Historic Sales Market Size by Regions (2018-2023)
Table Esports Historic Sales Market Share by Regions (2018-2023)
Figure North America Esports Revenue and Growth (2018-2023)
Figure North America Esports Sales and Growth (2018-2023)
Table North America Esports Revenue by Countries (2018-2023)
Table North America Esports Revenue Market Share by Countries (2018-2023)
Table North America Esports Sales by Countries (2018-2023)
Table North America Esports Sales Market Share by Countries (2018-2023)
Table North America SWOT Analysis
Figure United States Esports Revenue and Growth (2018-2023)
Figure United States Esports Sales and Growth (2018-2023)
Figure Canada Esports Revenue and Growth (2018-2023)
Figure Canada Esports Sales and Growth (2018-2023)
Table China SWOT Analysis
Figure China Esports Revenue and Growth (2018-2023)
Figure China Esports Sales and Growth (2018-2023)
Figure Asia Pacific Esports Revenue and Growth (2018-2023)
Figure Asia Pacific Esports Sales and Growth (2018-2023)
Table Asia-Pacific Esports Revenue by Countries (2018-2023)
Table Asia-Pacific Esports Revenue Market Share by Countries (2018-2023)
Table Asia-Pacific Esports Sales by Countries (2018-2023)
Table Asia-Pacific Esports Revenue Market Share by Countries (2018-2023)
Table Asia Pacific SWOT Analysis
Figure Japan Esports Revenue and Growth (2018-2023)
Figure Japan Esports Sales and Growth (2018-2023)
Figure Korea Esports Revenue and Growth (2018-2023)
Figure Korea Esports Sales and Growth (2018-2023)
Figure Southeast Asia Esports Revenue and Growth (2018-2023)
Figure Southeast Asia Esports Sales and Growth (2018-2023)
Figure India Esports Revenue and Growth (2018-2023)
Figure India Esports Sales and Growth (2018-2023)
Figure Australia Esports Revenue and Growth (2018-2023)
Figure Australia Esports Sales and Growth (2018-2023)
Figure EMEA Esports Revenue and Growth (2018-2023)
Figure EMEA Esports Sales and Growth (2018-2023)
Table EMEA Esports Revenue by Countries (2018-2023)
Table EMEA Esports Revenue Market Share by Countries (2018-2023)
Table EMEA Esports Sales by Countries (2018-2023)
Table EMEA Esports Sales Market Share by Countries (2018-2023)
Table EMEA SWOT Analysis
Figure Europe Esports Revenue and Growth (2018-2023)
Figure Europe Esports Sales and Growth (2018-2023)
Figure Germany Esports Revenue and Growth (2018-2029)
Figure Germany Esports Sales and Growth (2018-2029)
Figure France Esports Revenue and Growth (2018-2029)
Figure France Esports Sales and Growth (2018-2029)
Figure UK Esports Revenue and Growth (2018-2029)
Figure UK Esports Sales and Growth (2018-2029)
Figure Italy Esports Revenue and Growth (2018-2029)
Figure Italy Esports Sales and Growth (2018-2029)
Figure Russia Esports Revenue and Growth (2018-2029)
Figure Russia Esports Sales and Growth (2018-2029)
Figure Nordic Esports Revenue and Growth (2018-2029)
Figure Nordic Esports Sales and Growth (2018-2029)
Figure Middle East Esports Revenue and Growth (2018-2023)
Figure Middle East Esports Sales and Growth (2018-2023)
Figure Africa Esports Revenue and Growth (2018-2023)
Figure Africa Esports Sales and Growth (2018-2023)
Figure Latin America Esports Revenue and Growth (2018-2023)
Figure Latin America Esports Sales and Growth (2018-2023)
Table Latin America Esports Revenue by Countries (2018-2023)
Table Latin America Esports Revenue Market Share by Countries (2018-2023)
Table Latin America Esports Sales by Countries (2018-2023)
Table Latin America Esports Sales Market Share by Countries (2018-2023)
Table Latin America SWOT Analysis
Figure Brazil Esports Revenue and Growth (2018-2023)
Figure Brazil Esports Sales and Growth (2018-2023)
Figure Argentina Esports Revenue and Growth (2018-2023)
Figure Argentina Esports Sales and Growth (2018-2023)
Figure Mexico Esports Revenue and Growth (2018-2023)
Figure Mexico Esports Sales and Growth (2018-2023)
Table Activision Publishing, Inc Profile
Table Product Overview
Table Activision Publishing, Inc Esports Sales, Price, Sales, Price, Revenue, Gross and Gross Margin (2018-2023)
Figure Activision Publishing, Inc Sales and Growth Rate
Figure Activision Publishing, Inc Revenue Market Share 2017-2022
Table Business Overview
Table SWOT Analysis
Table Electronic Arts Inc. Profile
Table Product Overview
Table Electronic Arts Inc. Esports Sales, Price, Sales, Price, Revenue, Gross and Gross Margin (2018-2023)
Figure Electronic Arts Inc. Sales and Growth Rate
Figure Electronic Arts Inc. Revenue Market Share 2017-2022
Table Business Overview
Table SWOT Analysis
Table Gameloft SE Profile
Table Product Overview
Table Gameloft SE Esports Sales, Price, Sales, Price, Revenue, Gross and Gross Margin (2018-2023)
Figure Gameloft SE Sales and Growth Rate
Figure Gameloft SE Revenue Market Share 2017-2022
Table Business Overview
Table SWOT Analysis
Table Nintendo of America Inc. Profile
Table Product Overview
Table Nintendo of America Inc. Esports Sales, Price, Sales, Price, Revenue, Gross and Gross Margin (2018-2023)
Figure Nintendo of America Inc. Sales and Growth Rate
Figure Nintendo of America Inc. Revenue Market Share 2017-2022
Table Business Overview
Table SWOT Analysis
Table Skillz Inc. Profile
Table Product Overview
Table Skillz Inc. Esports Sales, Price, Sales, Price, Revenue, Gross and Gross Margin (2018-2023)
Figure Skillz Inc. Sales and Growth Rate
Figure Skillz Inc. Revenue Market Share 2017-2022
Table Business Overview
Table SWOT Analysis
Table Motorsport Games Inc. Profile
Table Product Overview
Table Motorsport Games Inc. Esports Sales, Price, Sales, Price, Revenue, Gross and Gross Margin (2018-2023)
Figure Motorsport Games Inc. Sales and Growth Rate
Figure Motorsport Games Inc. Revenue Market Share 2017-2022
Table Business Overview
Table SWOT Analysis
Figure Price Trend of Key Raw Materials
Table Key Suppliers of Raw Materials
Figure Proportion of Manufacturing Cost Structure
Figure Manufacturing Process Analysis of Esports
Figure Esports Industrial Chain Analysis
Table Distributors of Esports with Contact Information
Table Major Customers of Esports with Contact Information
Table Market Trends Analysis
Table Market Drivers Analysis
Table Market Challenges Analysis
Table Market Restraints Analysis
Table Global Esports Revenue Market Size Forecast by Type (2023-2029)
Table Global Esports Revenue Market Share Forecast by Type (2023-2029)
Table Global Esports Sales Market Size Forecast by Type (2023-2029)
Table Global Esports Sales Market Share Forecast by Type (2023-2029)
Table Global Esports Revenue Market Size by Application (2023-2029)
Table Global Esports Revenue Market Share by Application (2023-2029)
Table Global Esports Sales Market Size by Application (2023-2029)
Table Global Esports Sales Market Share by Application (2023-2029)
Table Global Esports Revenue Market Size by Region (2023-2029)
Table Global Esports Revenue Market Share by Region (2023-2029)
Table Global Esports Sales Market Size by Region (2023-2029)
Table Global Esports Sales Market Share by Region (2023-2029)
Figure North America Esports Forecast Revenue and Growth 2023-2029
Figure North America Esports Forecast Sales and Growth 2023-2029
Figure EMEA Esports Forecast Revenue and Growth 2023-2029
Figure EMEA Esports Forecast Sales and Growth 2023-2029
Figure China Esports Forecast Revenue and Growth 2023-2029
Figure China Esports Forecast Sales and Growth 2023-2029
Figure Asia-Pacific Esports Forecast Revenue and Growth 2023-2029
Figure Asia-Pacific Esports Forecast Sales and Growth 2023-2029
Figure Latin America Esports Forecast Revenue and Growth 2023-2029
Figure Latin America Esports Forecast Sales and Growth 2023-2029
Methodology/Research Approach
This research study involved the extensive usage of both primary and secondary data sources. The research process involved the study of various factors affecting the industry, including the government policy, market environment, competitive landscape, historical data, present trends in the market, technological innovation, upcoming technologies and the technical progress in related industry, and market risks, opportunities, market barriers and challenges. The following illustrative figure shows the market research methodology applied in this report.Research Programs/Design
Historical Data (2015-2019) |
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Market Size Estimation
Top-down and bottom-up approaches are used to validate the global Voluntary Carbon Offset market size market and estimate the market size for Company, regions segments, product segments and Application (end users).
The market estimations in this report are based on the marketed sale price of Voluntary Carbon Offset (excluding any discounts provided by the player, distributor, wholesaler or traders). The percentage splits, market share, and breakdowns of the product segments are derived on the basis of weights assigned to each of the segments on the basis of their utilization rate and average sale price. The regional splits of the overall Voluntary Carbon Offset market and its sub-segments are based on the percentage adoption or utilization of the given product in the respective region or country.
Major Company in the market is identified through secondary research and their market revenues determined through primary and secondary research. Secondary research included the research of the annual and financial reports of the top Company; whereas, primary research included extensive interviews of key opinion leaders and industry experts such as experienced front-line staff, directors, CEOs and marketing executives. The percentage splits, market share, Growth Rate and breakdowns of the product markets are determined through using secondary sources and verified through the primary sources.
All possible factors that influence the markets included in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data. The market size for top-level markets and sub-segments is normalized, and the effect of inflation, economic downturns, and regulatory & policy changes or other factors are not accounted for in the market forecast. This data is combined and added with detailed inputs and analysis from Market Intellix and presented in this report
The following figure shows an illustrative representation of the overall market size estimation process used for this study.
Market Breakdown and Data Triangulation
After complete market engineering with calculations for market statistics; market size estimations; market forecasting; market breakdown; and data triangulation, extensive primary research was conducted to gather information and verify and validate the critical numbers arrived at. In the complete market engineering process, both top-down and bottom-up approaches were extensively used, along with several data triangulation methods, to perform market estimation and market forecasting for the overall market segments and sub-segments listed in this report. Extensive qualitative and further quantitative analysis is also done from all the numbers arrived at in the complete market engineering process to list key information throughout the report.
Data Source
Secondary Sources
Secondary sources include such as press releases, annual reports, non-profit organizations, industry associations, governmental agencies and customs data, etc. This research study involves the usage of widespread secondary sources, directories, databases such as Bloomberg Business, Wind Info, Hoovers, Factiva (Dow Jones & Company), and TRADING ECONOMICS, and News Network, statista, Federal Reserve Economic Data, annual reports, BIS Statistics, ICIS; company house documents; CAS(American Chemical Society); investor presentations; and SEC filings of companies. Secondary research was used to identify and collect information useful for the extensive, technical, market-oriented, and Hospitals study of the Voluntary Carbon Offset market. It was also used to obtain important information about the top companies, market classification and segmentation according to industry trends to the bottom-most level, and key developments related to market and technology perspectives.
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Primary Sources
In the primary research process, various sources from both the supply and demand sides were interviewed to obtain qualitative and quantitative information for this report. The primary sources from the supply side include product Company (and their competitors), opinion leaders, industry experts, research institutions, distributors, dealer and traders, as well as the raw materials suppliers and producers, etc.
The primary sources from the demand side include industry experts such as business leaders, marketing and sales directors, technology and innovation directors, supply chain executive, end use (product buyers), and related key executives from various key companies and organizations operating in the global market.
Primary research was conducted to identify segmentation Type, product price range, product Application, key Company, raw materials supply and the downstream demand, industry status and outlook, and key market dynamics such as risks, influence factors, opportunities, market barriers, industry trends, and key player strategies.
Key Executives Interviewed
Key Data Information from Primary Sources
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