This report elaborates the market size, market characteristics, and market growth of the E-Sports industry, and breaks down according to the type, application, and consumption area of E-Sports. The report also conducted a PESTEL analysis of the industry to study the main influencing factors and entry barriers of the industry.
In Chapter 3.4 of the report, the impact of the COVID-19 outbreak on the industry was fully assessed. Fully risk assessment and industry recommendations were made for E-Sports in a special period. This chapter also compares the markets of Pre COVID-19 and Post COVID-19.
In addition, chapters 8-12 consider the impact of COVID-19 on the regional economy.
Key players in the global E-Sports market covered in Chapter 13:
Nintendo
Wargaming.net
Riot Games
Activision Blizzard
Hi-Rez Studios
Microsoft Studios
EA Sports
Epic Games
Valve Corporation
In Chapter 6, on the basis of types, the E-Sports market from 2015 to 2025 is primarily split into:
MOBA
FPS
RTS
Others
In Chapter 7, on the basis of applications, the E-Sports market from 2015 to 2025 covers:
Professional
Amateur
Geographically, the detailed analysis of production, trade of the following countries is covered in Chapter 4.2, 5:
United States
Europe
China
Japan
India
Geographically, the detailed analysis of consumption, revenue, market share and growth rate of the following regions are covered in Chapter 8, 9, 10, 11, 12:
North America (Covered in Chapter 8)
United States
Canada
Mexico
Europe (Covered in Chapter 9)
Germany
UK
France
Italy
Spain
Others
Asia-Pacific (Covered in Chapter 10)
China
Japan
India
South Korea
Southeast Asia
Others
Middle East and Africa (Covered in Chapter 11)
Saudi Arabia
UAE
South Africa
Others
South America (Covered in Chapter 12)
Brazil
Others
Years considered for this report:
Historical Years: 2015-2019
Base Year: 2019
Estimated Year: 2020
Forecast Period: 2020-2025
Table of Content
1 E-Sports Market - Research Scope
1.1 Study Goals
1.2 Market Definition and Scope
1.3 Key Market Segments
1.4 Study and Forecasting Years
2 E-Sports Market - Research Methodology
2.1 Methodology
2.2 Research Data Source
2.2.1 Secondary Data
2.2.2 Primary Data
2.2.3 Market Size Estimation
2.2.4 Legal Disclaimer
3 E-Sports Market Forces
3.1 Global E-Sports Market Size
3.2 Top Impacting Factors (PESTEL Analysis)
3.2.1 Political Factors
3.2.2 Economic Factors
3.2.3 Social Factors
3.2.4 Technological Factors
3.2.5 Environmental Factors
3.2.6 Legal Factors
3.3 Industry Trend Analysis
3.4 Industry Trends Under COVID-19
3.4.1 Risk Assessment on COVID-19
3.4.2 Assessment of the Overall Impact of COVID-19 on the Industry
3.4.3 Pre COVID-19 and Post COVID-19 Market Scenario
3.5 Industry Risk Assessment
4 E-Sports Market - By Geography
4.1 Global E-Sports Market Value and Market Share by Regions
4.1.1 Global E-Sports Value ($) by Region (2015-2020)
4.1.2 Global E-Sports Value Market Share by Regions (2015-2020)
4.2 Global E-Sports Market Production and Market Share by Major Countries
4.2.1 Global E-Sports Production by Major Countries (2015-2020)
4.2.2 Global E-Sports Production Market Share by Major Countries (2015-2020)
4.3 Global E-Sports Market Consumption and Market Share by Regions
4.3.1 Global E-Sports Consumption by Regions (2015-2020)
4.3.2 Global E-Sports Consumption Market Share by Regions (2015-2020)
5 E-Sports Market - By Trade Statistics
5.1 Global E-Sports Export and Import
5.2 United States E-Sports Export and Import (2015-2020)
5.3 Europe E-Sports Export and Import (2015-2020)
5.4 China E-Sports Export and Import (2015-2020)
5.5 Japan E-Sports Export and Import (2015-2020)
5.6 India E-Sports Export and Import (2015-2020)
5.7
6 E-Sports Market - By Type
6.1 Global E-Sports Production and Market Share by Types (2015-2020)
6.1.1 Global E-Sports Production by Types (2015-2020)
6.1.2 Global E-Sports Production Market Share by Types (2015-2020)
6.2 Global E-Sports Value and Market Share by Types (2015-2020)
6.2.1 Global E-Sports Value by Types (2015-2020)
6.2.2 Global E-Sports Value Market Share by Types (2015-2020)
6.3 Global E-Sports Production, Price and Growth Rate of MOBA (2015-2020)
6.4 Global E-Sports Production, Price and Growth Rate of FPS (2015-2020)
6.5 Global E-Sports Production, Price and Growth Rate of RTS (2015-2020)
6.6 Global E-Sports Production, Price and Growth Rate of Others (2015-2020)
7 E-Sports Market - By Application
7.1 Global E-Sports Consumption and Market Share by Applications (2015-2020)
7.1.1 Global E-Sports Consumption by Applications (2015-2020)
7.1.2 Global E-Sports Consumption Market Share by Applications (2015-2020)
7.2 Global E-Sports Consumption and Growth Rate of Professional (2015-2020)
7.3 Global E-Sports Consumption and Growth Rate of Amateur (2015-2020)
8 North America E-Sports Market
8.1 North America E-Sports Market Size
8.2 United States E-Sports Market Size
8.3 Canada E-Sports Market Size
8.4 Mexico E-Sports Market Size
8.5 The Influence of COVID-19 on North America Market
9 Europe E-Sports Market Analysis
9.1 Europe E-Sports Market Size
9.2 Germany E-Sports Market Size
9.3 United Kingdom E-Sports Market Size
9.4 France E-Sports Market Size
9.5 Italy E-Sports Market Size
9.6 Spain E-Sports Market Size
9.7 The Influence of COVID-19 on Europe Market
10 Asia-Pacific E-Sports Market Analysis
10.1 Asia-Pacific E-Sports Market Size
10.2 China E-Sports Market Size
10.3 Japan E-Sports Market Size
10.4 South Korea E-Sports Market Size
10.5 Southeast Asia E-Sports Market Size
10.6 India E-Sports Market Size
10.7 The Influence of COVID-19 on Asia Pacific Market
11 Middle East and Africa E-Sports Market Analysis
11.1 Middle East and Africa E-Sports Market Size
11.2 Saudi Arabia E-Sports Market Size
11.3 UAE E-Sports Market Size
11.4 South Africa E-Sports Market Size
11.5 The Influence of COVID-19 on Middle East and Africa Market
12 South America E-Sports Market Analysis
12.1 South America E-Sports Market Size
12.2 Brazil E-Sports Market Size
12.3 The Influence of COVID-19 on South America Market
13 Company Profiles
13.1 Nintendo
13.1.1 Nintendo Basic Information
13.1.2 Nintendo Product Profiles, Application and Specification
13.1.3 Nintendo E-Sports Market Performance (2015-2020)
13.2 Wargaming.net
13.2.1 Wargaming.net Basic Information
13.2.2 Wargaming.net Product Profiles, Application and Specification
13.2.3 Wargaming.net E-Sports Market Performance (2015-2020)
13.3 Riot Games
13.3.1 Riot Games Basic Information
13.3.2 Riot Games Product Profiles, Application and Specification
13.3.3 Riot Games E-Sports Market Performance (2015-2020)
13.4 Activision Blizzard
13.4.1 Activision Blizzard Basic Information
13.4.2 Activision Blizzard Product Profiles, Application and Specification
13.4.3 Activision Blizzard E-Sports Market Performance (2015-2020)
13.5 Hi-Rez Studios
13.5.1 Hi-Rez Studios Basic Information
13.5.2 Hi-Rez Studios Product Profiles, Application and Specification
13.5.3 Hi-Rez Studios E-Sports Market Performance (2015-2020)
13.6 Microsoft Studios
13.6.1 Microsoft Studios Basic Information
13.6.2 Microsoft Studios Product Profiles, Application and Specification
13.6.3 Microsoft Studios E-Sports Market Performance (2015-2020)
13.7 EA Sports
13.7.1 EA Sports Basic Information
13.7.2 EA Sports Product Profiles, Application and Specification
13.7.3 EA Sports E-Sports Market Performance (2015-2020)
13.8 Epic Games
13.8.1 Epic Games Basic Information
13.8.2 Epic Games Product Profiles, Application and Specification
13.8.3 Epic Games E-Sports Market Performance (2015-2020)
13.9 Valve Corporation
13.9.1 Valve Corporation Basic Information
13.9.2 Valve Corporation Product Profiles, Application and Specification
13.9.3 Valve Corporation E-Sports Market Performance (2015-2020)
14 Market Forecast - By Regions
14.1 North America E-Sports Market Forecast (2020-2025)
14.2 Europe E-Sports Market Forecast (2020-2025)
14.3 Asia-Pacific E-Sports Market Forecast (2020-2025)
14.4 Middle East and Africa E-Sports Market Forecast (2020-2025)
14.5 South America E-Sports Market Forecast (2020-2025)
15 Market Forecast - By Type and Applications
15.1 Global E-Sports Market Forecast by Types (2020-2025)
15.1.1 Global E-Sports Market Forecast Production and Market Share by Types (2020-2025)
15.1.2 Global E-Sports Market Forecast Value and Market Share by Types (2020-2025)
15.2 Global E-Sports Market Forecast by Applications (2020-2025)
List of Tables and Figures
Figure E-Sports Picture
Table E-Sports Key Market Segments
Figure Study and Forecasting Years
Figure Global E-Sports Market Size and Growth Rate 2015-2025
Figure Industry PESTEL Analysis
Figure Global COVID-19 Status
Figure Market Size Forecast Comparison of Pre COVID-19 and Post COVID-19
Figure Global E-Sports Value ($) and Growth Rate (2015-2020)
Table Global E-Sports Value ($) by Countries (2015-2020)
Table Global E-Sports Value Market Share by Regions (2015-2020)
Figure Global E-Sports Value Market Share by Regions in 2019
Figure Global E-Sports Production and Growth Rate (2015-2020)
Table Global E-Sports Production by Major Countries (2015-2020)
Table Global E-Sports Production Market Share by Major Countries (2015-2020)
Figure Global E-Sports Production Market Share by Regions in 2019
Figure Global E-Sports Consumption and Growth Rate (2015-2020)
Table Global E-Sports Consumption by Regions (2015-2020)
Table Global E-Sports Consumption Market Share by Regions (2015-2020)
Figure Global E-Sports Consumption Market Share by Regions in 2019
Table Global E-Sports Export Top 3 Country 2019
Table Global E-Sports Import Top 3 Country 2019
Table United States E-Sports Export and Import (2015-2020)
Table Europe E-Sports Export and Import (2015-2020)
Table China E-Sports Export and Import (2015-2020)
Table Japan E-Sports Export and Import (2015-2020)
Table India E-Sports Export and Import (2015-2020)
Table Global E-Sports Production by Types (2015-2020)
Table Global E-Sports Production Market Share by Types (2015-2020)
Figure Global E-Sports Production Share by Type (2015-2020)
Table Global E-Sports Value by Types (2015-2020)
Table Global E-Sports Value Market Share by Types (2015-2020)
Figure Global E-Sports Value Share by Type (2015-2020)
Figure Global MOBA Production and Growth Rate (2015-2020)
Figure Global MOBA Price (2015-2020)
Figure Global FPS Production and Growth Rate (2015-2020)
Figure Global FPS Price (2015-2020)
Figure Global RTS Production and Growth Rate (2015-2020)
Figure Global RTS Price (2015-2020)
Figure Global Others Production and Growth Rate (2015-2020)
Figure Global Others Price (2015-2020)
Table Global E-Sports Consumption by Applications (2015-2020)
Table Global E-Sports Consumption Market Share by Applications (2015-2020)
Figure Global E-Sports Consumption Share by Application (2015-2020)
Figure Global Professional Consumption and Growth Rate (2015-2020)
Figure Global Amateur Consumption and Growth Rate (2015-2020)
Figure North America E-Sports Market Consumption and Growth Rate (2015-2020)
Table North America E-Sports Consumption by Countries (2015-2020)
Table North America E-Sports Consumption Market Share by Countries (2015-2020)
Figure North America E-Sports Consumption Market Share by Countries (2015-2020)
Figure United States E-Sports Market Consumption and Growth Rate (2015-2020)
Figure Canada E-Sports Market Consumption and Growth Rate (2015-2020)
Figure Mexico E-Sports Market Consumption and Growth Rate (2015-2020)
Figure North America COVID-19 Status
Figure Europe E-Sports Market Consumption and Growth Rate (2015-2020)
Table Europe E-Sports Consumption by Countries (2015-2020)
Table Europe E-Sports Consumption Market Share by Countries (2015-2020)
Figure Europe E-Sports Consumption Market Share by Countries (2015-2020)
Figure Germany E-Sports Market Consumption and Growth Rate (2015-2020)
Figure United Kingdom E-Sports Market Consumption and Growth Rate (2015-2020)
Figure France E-Sports Market Consumption and Growth Rate (2015-2020)
Figure Italy E-Sports Market Consumption and Growth Rate (2015-2020)
Figure Spain E-Sports Market Consumption and Growth Rate (2015-2020)
Figure Europe COVID-19 Status
Figure Asia-Pacific E-Sports Market Consumption and Growth Rate (2015-2020)
Table Asia-Pacific E-Sports Consumption by Countries (2015-2020)
Table Asia-Pacific E-Sports Consumption Market Share by Countries (2015-2020)
Figure Asia-Pacific E-Sports Consumption Market Share by Countries (2015-2020)
Figure China E-Sports Market Consumption and Growth Rate (2015-2020)
Figure Japan E-Sports Market Consumption and Growth Rate (2015-2020)
Figure South Korea E-Sports Market Consumption and Growth Rate (2015-2020)
Figure Southeast Asia E-Sports Market Consumption and Growth Rate (2015-2020)
Figure India E-Sports Market Consumption and Growth Rate (2015-2020)
Figure Asia Pacific COVID-19 Status
Figure Middle East and Africa E-Sports Market Consumption and Growth Rate (2015-2020)
Table Middle East and Africa E-Sports Consumption by Countries (2015-2020)
Table Middle East and Africa E-Sports Consumption Market Share by Countries (2015-2020)
Figure Middle East and Africa E-Sports Consumption Market Share by Countries (2015-2020)
Figure Saudi Arabia E-Sports Market Consumption and Growth Rate (2015-2020)
Figure UAE E-Sports Market Consumption and Growth Rate (2015-2020)
Figure South Africa E-Sports Market Consumption and Growth Rate (2015-2020)
Figure South America E-Sports Market Consumption and Growth Rate (2015-2020)
Table South America E-Sports Consumption by Countries (2015-2020)
Table South America E-Sports Consumption Market Share by Countries (2015-2020)
Figure South America E-Sports Consumption Market Share by Countries (2015-2020)
Figure Brazil E-Sports Market Consumption and Growth Rate (2015-2020)
Table Nintendo Company Profile
Table Nintendo Production, Value, Price, Gross Margin 2015-2020
Figure Nintendo Production and Growth Rate
Figure Nintendo Value ($) Market Share 2015-2020
Table Wargaming.net Company Profile
Table Wargaming.net Production, Value, Price, Gross Margin 2015-2020
Figure Wargaming.net Production and Growth Rate
Figure Wargaming.net Value ($) Market Share 2015-2020
Table Riot Games Company Profile
Table Riot Games Production, Value, Price, Gross Margin 2015-2020
Figure Riot Games Production and Growth Rate
Figure Riot Games Value ($) Market Share 2015-2020
Table Activision Blizzard Company Profile
Table Activision Blizzard Production, Value, Price, Gross Margin 2015-2020
Figure Activision Blizzard Production and Growth Rate
Figure Activision Blizzard Value ($) Market Share 2015-2020
Table Hi-Rez Studios Company Profile
Table Hi-Rez Studios Production, Value, Price, Gross Margin 2015-2020
Figure Hi-Rez Studios Production and Growth Rate
Figure Hi-Rez Studios Value ($) Market Share 2015-2020
Table Microsoft Studios Company Profile
Table Microsoft Studios Production, Value, Price, Gross Margin 2015-2020
Figure Microsoft Studios Production and Growth Rate
Figure Microsoft Studios Value ($) Market Share 2015-2020
Table EA Sports Company Profile
Table EA Sports Production, Value, Price, Gross Margin 2015-2020
Figure EA Sports Production and Growth Rate
Figure EA Sports Value ($) Market Share 2015-2020
Table Epic Games Company Profile
Table Epic Games Production, Value, Price, Gross Margin 2015-2020
Figure Epic Games Production and Growth Rate
Figure Epic Games Value ($) Market Share 2015-2020
Table Valve Corporation Company Profile
Table Valve Corporation Production, Value, Price, Gross Margin 2015-2020
Figure Valve Corporation Production and Growth Rate
Figure Valve Corporation Value ($) Market Share 2015-2020
Figure North America Market Consumption and Growth Rate Forecast (2020-2025)
Figure Europe Market Consumption and Growth Rate Forecast (2020-2025)
Figure Asia-Pacific Market Consumption and Growth Rate Forecast (2020-2025)
Figure Middle East and Africa Market Consumption and Growth Rate Forecast (2020-2025)
Figure South America Market Consumption and Growth Rate Forecast (2020-2025)
Table Global E-Sports Market Forecast Production by Types (2020-2025)
Table Global E-Sports Market Forecast Production Share by Types (2020-2025)
Table Global E-Sports Market Forecast Value ($) by Types (2020-2025)
Table Global E-Sports Market Forecast Value Share by Types (2020-2025)
Table Global E-Sports Market Forecast Consumption by Applications (2020-2025)
Table Global E-Sports Market Forecast Consumption Share by Applications (2020-2025)
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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Influencing Factors |
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Market Forecast (2021-2026) |
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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.
Market Size |
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Qualitative Analysis |
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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
Primary Sources | Parameters | Key Data |
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