The Electronic Sports (eSports) market is expected to grow from USD X.X million in 2021 to USD X.X million by 2027, at a CAGR of X.X% during the forecast period. The global Electronic Sports (eSports) market report is a comprehensive research that focuses on the overall consumption structure, development trends, sales models and sales of top countries in the global Electronic Sports (eSports) market. The report focuses on well-known providers in the global Electronic Sports (eSports) industry, market segments, competition, and the macro environment.
Under COVID-19 Outbreak, how the Electronic Sports (eSports) Industry will develop is also analyzed in detail in Chapter 1.7 of the report.
In Chapter 2.4, we analyzed industry trends in the context of COVID-19.
In Chapter 3.5, we analyzed the impact of COVID-19 on the product industry chain based on the upstream and downstream markets.
In Chapters 6 to 10 of the report, we analyze the impact of COVID-19 on various regions and major countries.
In chapter 13.5, the impact of COVID-19 on the future development of the industry is pointed out.
A holistic study of the market is made by considering a variety of factors, from demographics conditions and business cycles in a particular country to market-specific microeconomic impacts. The study found the shift in market paradigms in terms of regional competitive advantage and the competitive landscape of major players.
Key players in the global Electronic Sports (eSports) market covered in Chapter 4:
CJ Corporation
Valve Corporation
Turner Broadcasting System
Rovio Entertainment
Alisports
Gfinity
FACEIT
Total Entertainment Network
KaBuM
Hi-Rez Studios
Electronic Arts (EA)
Wargaming Public
Activision Blizzard
Modern Times Group
Tencent
GungHo Online Entertainment
In Chapter 11 and 13.3, on the basis of types, the Electronic Sports (eSports) market from 2016 to 2027 is primarily split into:
Media Rights (Subscription & Online Advertisement)
Tickets and Merchandise
Sponsorship & Direct Advertisement
Publisher Fees
Others
In Chapter 12 and 13.4, on the basis of applications, the Electronic Sports (eSports) market from 2016 to 2027 covers:
Online
Offline
Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historic and forecast (2016-2027) of the following regions are covered in Chapter 5, 6, 7, 8, 9, 10, 13:
North America (Covered in Chapter 6 and 13)
United States
Canada
Mexico
Europe (Covered in Chapter 7 and 13)
Germany
UK
France
Italy
Spain
Russia
Others
Asia-Pacific (Covered in Chapter 8 and 13)
China
Japan
South Korea
Australia
India
Southeast Asia
Others
Middle East and Africa (Covered in Chapter 9 and 13)
Saudi Arabia
UAE
Egypt
Nigeria
South Africa
Others
South America (Covered in Chapter 10 and 13)
Brazil
Argentina
Columbia
Chile
Others
Years considered for this report:
Historical Years: 2016-2020
Base Year: 2020
Estimated Year: 2021
Forecast Period: 2021-2027
Table of Content
1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Regulatory Scenario by Region/Country
1.4 Market Investment Scenario Strategic
1.5 Market Analysis by Type
1.5.1 Global Electronic Sports (eSports) Market Share by Type (2021-2027)
1.5.2 Media Rights (Subscription & Online Advertisement)
1.5.3 Tickets and Merchandise
1.5.4 Sponsorship & Direct Advertisement
1.5.5 Publisher Fees
1.5.6 Others
1.6 Market by Application
1.6.1 Global Electronic Sports (eSports) Market Share by Application (2021-2027)
1.6.2 Online
1.6.3 Offline
1.7 Electronic Sports (eSports) Industry Development Trends under COVID-19 Outbreak
1.7.1 Global COVID-19 Status Overview
1.7.2 Influence of COVID-19 Outbreak on Electronic Sports (eSports) Industry Development
2. Global Market Growth Trends
2.1 Industry Trends
2.1.1 SWOT Analysis
2.1.2 Porter’s Five Forces Analysis
2.2 Potential Market and Growth Potential Analysis
2.3 Industry News and Policies by Regions
2.3.1 Industry News
2.3.2 Industry Policies
2.4 Industry Trends Under COVID-19
3 Value Chain of Electronic Sports (eSports) Market
3.1 Value Chain Status
3.2 Electronic Sports (eSports) Manufacturing Cost Structure Analysis
3.2.1 Production Process Analysis
3.2.2 Manufacturing Cost Structure of Electronic Sports (eSports)
3.2.3 Labor Cost of Electronic Sports (eSports)
3.2.3.1 Labor Cost of Electronic Sports (eSports) Under COVID-19
3.3 Sales and Marketing Model Analysis
3.4 Downstream Major Customer Analysis (by Region)
3.5 Value Chain Status Under COVID-19
4 Players Profiles
4.1 CJ Corporation
4.1.1 CJ Corporation Basic Information
4.1.2 Electronic Sports (eSports) Product Profiles, Application and Specification
4.1.3 CJ Corporation Electronic Sports (eSports) Market Performance (2016-2021)
4.1.4 CJ Corporation Business Overview
4.2 Valve Corporation
4.2.1 Valve Corporation Basic Information
4.2.2 Electronic Sports (eSports) Product Profiles, Application and Specification
4.2.3 Valve Corporation Electronic Sports (eSports) Market Performance (2016-2021)
4.2.4 Valve Corporation Business Overview
4.3 Turner Broadcasting System
4.3.1 Turner Broadcasting System Basic Information
4.3.2 Electronic Sports (eSports) Product Profiles, Application and Specification
4.3.3 Turner Broadcasting System Electronic Sports (eSports) Market Performance (2016-2021)
4.3.4 Turner Broadcasting System Business Overview
4.4 Rovio Entertainment
4.4.1 Rovio Entertainment Basic Information
4.4.2 Electronic Sports (eSports) Product Profiles, Application and Specification
4.4.3 Rovio Entertainment Electronic Sports (eSports) Market Performance (2016-2021)
4.4.4 Rovio Entertainment Business Overview
4.5 Alisports
4.5.1 Alisports Basic Information
4.5.2 Electronic Sports (eSports) Product Profiles, Application and Specification
4.5.3 Alisports Electronic Sports (eSports) Market Performance (2016-2021)
4.5.4 Alisports Business Overview
4.6 Gfinity
4.6.1 Gfinity Basic Information
4.6.2 Electronic Sports (eSports) Product Profiles, Application and Specification
4.6.3 Gfinity Electronic Sports (eSports) Market Performance (2016-2021)
4.6.4 Gfinity Business Overview
4.7 FACEIT
4.7.1 FACEIT Basic Information
4.7.2 Electronic Sports (eSports) Product Profiles, Application and Specification
4.7.3 FACEIT Electronic Sports (eSports) Market Performance (2016-2021)
4.7.4 FACEIT Business Overview
4.8 Total Entertainment Network
4.8.1 Total Entertainment Network Basic Information
4.8.2 Electronic Sports (eSports) Product Profiles, Application and Specification
4.8.3 Total Entertainment Network Electronic Sports (eSports) Market Performance (2016-2021)
4.8.4 Total Entertainment Network Business Overview
4.9 KaBuM
4.9.1 KaBuM Basic Information
4.9.2 Electronic Sports (eSports) Product Profiles, Application and Specification
4.9.3 KaBuM Electronic Sports (eSports) Market Performance (2016-2021)
4.9.4 KaBuM Business Overview
4.10 Hi-Rez Studios
4.10.1 Hi-Rez Studios Basic Information
4.10.2 Electronic Sports (eSports) Product Profiles, Application and Specification
4.10.3 Hi-Rez Studios Electronic Sports (eSports) Market Performance (2016-2021)
4.10.4 Hi-Rez Studios Business Overview
4.11 Electronic Arts (EA)
4.11.1 Electronic Arts (EA) Basic Information
4.11.2 Electronic Sports (eSports) Product Profiles, Application and Specification
4.11.3 Electronic Arts (EA) Electronic Sports (eSports) Market Performance (2016-2021)
4.11.4 Electronic Arts (EA) Business Overview
4.12 Wargaming Public
4.12.1 Wargaming Public Basic Information
4.12.2 Electronic Sports (eSports) Product Profiles, Application and Specification
4.12.3 Wargaming Public Electronic Sports (eSports) Market Performance (2016-2021)
4.12.4 Wargaming Public Business Overview
4.13 Activision Blizzard
4.13.1 Activision Blizzard Basic Information
4.13.2 Electronic Sports (eSports) Product Profiles, Application and Specification
4.13.3 Activision Blizzard Electronic Sports (eSports) Market Performance (2016-2021)
4.13.4 Activision Blizzard Business Overview
4.14 Modern Times Group
4.14.1 Modern Times Group Basic Information
4.14.2 Electronic Sports (eSports) Product Profiles, Application and Specification
4.14.3 Modern Times Group Electronic Sports (eSports) Market Performance (2016-2021)
4.14.4 Modern Times Group Business Overview
4.15 Tencent
4.15.1 Tencent Basic Information
4.15.2 Electronic Sports (eSports) Product Profiles, Application and Specification
4.15.3 Tencent Electronic Sports (eSports) Market Performance (2016-2021)
4.15.4 Tencent Business Overview
4.16 GungHo Online Entertainment
4.16.1 GungHo Online Entertainment Basic Information
4.16.2 Electronic Sports (eSports) Product Profiles, Application and Specification
4.16.3 GungHo Online Entertainment Electronic Sports (eSports) Market Performance (2016-2021)
4.16.4 GungHo Online Entertainment Business Overview
5 Global Electronic Sports (eSports) Market Analysis by Regions
5.1 Global Electronic Sports (eSports) Sales, Revenue and Market Share by Regions
5.1.1 Global Electronic Sports (eSports) Sales by Regions (2016-2021)
5.1.2 Global Electronic Sports (eSports) Revenue by Regions (2016-2021)
5.2 North America Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
5.3 Europe Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
5.4 Asia-Pacific Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
5.5 Middle East and Africa Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
5.6 South America Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
6 North America Electronic Sports (eSports) Market Analysis by Countries
6.1 North America Electronic Sports (eSports) Sales, Revenue and Market Share by Countries
6.1.1 North America Electronic Sports (eSports) Sales by Countries (2016-2021)
6.1.2 North America Electronic Sports (eSports) Revenue by Countries (2016-2021)
6.1.3 North America Electronic Sports (eSports) Market Under COVID-19
6.2 United States Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
6.2.1 United States Electronic Sports (eSports) Market Under COVID-19
6.3 Canada Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
6.4 Mexico Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
7 Europe Electronic Sports (eSports) Market Analysis by Countries
7.1 Europe Electronic Sports (eSports) Sales, Revenue and Market Share by Countries
7.1.1 Europe Electronic Sports (eSports) Sales by Countries (2016-2021)
7.1.2 Europe Electronic Sports (eSports) Revenue by Countries (2016-2021)
7.1.3 Europe Electronic Sports (eSports) Market Under COVID-19
7.2 Germany Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
7.2.1 Germany Electronic Sports (eSports) Market Under COVID-19
7.3 UK Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
7.3.1 UK Electronic Sports (eSports) Market Under COVID-19
7.4 France Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
7.4.1 France Electronic Sports (eSports) Market Under COVID-19
7.5 Italy Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
7.5.1 Italy Electronic Sports (eSports) Market Under COVID-19
7.6 Spain Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
7.6.1 Spain Electronic Sports (eSports) Market Under COVID-19
7.7 Russia Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
7.7.1 Russia Electronic Sports (eSports) Market Under COVID-19
8 Asia-Pacific Electronic Sports (eSports) Market Analysis by Countries
8.1 Asia-Pacific Electronic Sports (eSports) Sales, Revenue and Market Share by Countries
8.1.1 Asia-Pacific Electronic Sports (eSports) Sales by Countries (2016-2021)
8.1.2 Asia-Pacific Electronic Sports (eSports) Revenue by Countries (2016-2021)
8.1.3 Asia-Pacific Electronic Sports (eSports) Market Under COVID-19
8.2 China Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
8.2.1 China Electronic Sports (eSports) Market Under COVID-19
8.3 Japan Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
8.3.1 Japan Electronic Sports (eSports) Market Under COVID-19
8.4 South Korea Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
8.4.1 South Korea Electronic Sports (eSports) Market Under COVID-19
8.5 Australia Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
8.6 India Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
8.6.1 India Electronic Sports (eSports) Market Under COVID-19
8.7 Southeast Asia Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
8.7.1 Southeast Asia Electronic Sports (eSports) Market Under COVID-19
9 Middle East and Africa Electronic Sports (eSports) Market Analysis by Countries
9.1 Middle East and Africa Electronic Sports (eSports) Sales, Revenue and Market Share by Countries
9.1.1 Middle East and Africa Electronic Sports (eSports) Sales by Countries (2016-2021)
9.1.2 Middle East and Africa Electronic Sports (eSports) Revenue by Countries (2016-2021)
9.1.3 Middle East and Africa Electronic Sports (eSports) Market Under COVID-19
9.2 Saudi Arabia Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
9.3 UAE Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
9.4 Egypt Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
9.5 Nigeria Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
9.6 South Africa Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
10 South America Electronic Sports (eSports) Market Analysis by Countries
10.1 South America Electronic Sports (eSports) Sales, Revenue and Market Share by Countries
10.1.1 South America Electronic Sports (eSports) Sales by Countries (2016-2021)
10.1.2 South America Electronic Sports (eSports) Revenue by Countries (2016-2021)
10.1.3 South America Electronic Sports (eSports) Market Under COVID-19
10.2 Brazil Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
10.2.1 Brazil Electronic Sports (eSports) Market Under COVID-19
10.3 Argentina Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
10.4 Columbia Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
10.5 Chile Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
11 Global Electronic Sports (eSports) Market Segment by Types
11.1 Global Electronic Sports (eSports) Sales, Revenue and Market Share by Types (2016-2021)
11.1.1 Global Electronic Sports (eSports) Sales and Market Share by Types (2016-2021)
11.1.2 Global Electronic Sports (eSports) Revenue and Market Share by Types (2016-2021)
11.2 Media Rights (Subscription & Online Advertisement) Sales and Price (2016-2021)
11.3 Tickets and Merchandise Sales and Price (2016-2021)
11.4 Sponsorship & Direct Advertisement Sales and Price (2016-2021)
11.5 Publisher Fees Sales and Price (2016-2021)
11.6 Others Sales and Price (2016-2021)
12 Global Electronic Sports (eSports) Market Segment by Applications
12.1 Global Electronic Sports (eSports) Sales, Revenue and Market Share by Applications (2016-2021)
12.1.1 Global Electronic Sports (eSports) Sales and Market Share by Applications (2016-2021)
12.1.2 Global Electronic Sports (eSports) Revenue and Market Share by Applications (2016-2021)
12.2 Online Sales, Revenue and Growth Rate (2016-2021)
12.3 Offline Sales, Revenue and Growth Rate (2016-2021)
13 Electronic Sports (eSports) Market Forecast by Regions (2021-2027)
13.1 Global Electronic Sports (eSports) Sales, Revenue and Growth Rate (2021-2027)
13.2 Electronic Sports (eSports) Market Forecast by Regions (2021-2027)
13.2.1 North America Electronic Sports (eSports) Market Forecast (2021-2027)
13.2.2 Europe Electronic Sports (eSports) Market Forecast (2021-2027)
13.2.3 Asia-Pacific Electronic Sports (eSports) Market Forecast (2021-2027)
13.2.4 Middle East and Africa Electronic Sports (eSports) Market Forecast (2021-2027)
13.2.5 South America Electronic Sports (eSports) Market Forecast (2021-2027)
13.3 Electronic Sports (eSports) Market Forecast by Types (2021-2027)
13.4 Electronic Sports (eSports) Market Forecast by Applications (2021-2027)
13.5 Electronic Sports (eSports) Market Forecast Under COVID-19
14 Appendix
14.1 Methodology
14.2 Research Data Source
List of Tables and Figures
Table Global Electronic Sports (eSports) Market Size Growth Rate by Type (2021-2027)
Figure Global Electronic Sports (eSports) Market Share by Type in 2020 & 2026
Figure Media Rights (Subscription & Online Advertisement) Features
Figure Tickets and Merchandise Features
Figure Sponsorship & Direct Advertisement Features
Figure Publisher Fees Features
Figure Others Features
Table Global Electronic Sports (eSports) Market Size Growth by Application (2021-2027)
Figure Global Electronic Sports (eSports) Market Share by Application in 2020 & 2026
Figure Online Description
Figure Offline Description
Figure Global COVID-19 Status Overview
Table Influence of COVID-19 Outbreak on Electronic Sports (eSports) Industry Development
Table SWOT Analysis
Figure Porter's Five Forces Analysis
Figure Global Electronic Sports (eSports) Market Size and Growth Rate 2016-2027
Table Industry News
Table Industry Policies
Figure Value Chain Status of Electronic Sports (eSports)
Figure Production Process of Electronic Sports (eSports)
Figure Manufacturing Cost Structure of Electronic Sports (eSports)
Figure Major Company Analysis (by Business Distribution Base, by Product Type)
Table Downstream Major Customer Analysis (by Region)
Table CJ Corporation Profile
Table CJ Corporation Production, Value, Price, Gross Margin 2016-2021
Table Valve Corporation Profile
Table Valve Corporation Production, Value, Price, Gross Margin 2016-2021
Table Turner Broadcasting System Profile
Table Turner Broadcasting System Production, Value, Price, Gross Margin 2016-2021
Table Rovio Entertainment Profile
Table Rovio Entertainment Production, Value, Price, Gross Margin 2016-2021
Table Alisports Profile
Table Alisports Production, Value, Price, Gross Margin 2016-2021
Table Gfinity Profile
Table Gfinity Production, Value, Price, Gross Margin 2016-2021
Table FACEIT Profile
Table FACEIT Production, Value, Price, Gross Margin 2016-2021
Table Total Entertainment Network Profile
Table Total Entertainment Network Production, Value, Price, Gross Margin 2016-2021
Table KaBuM Profile
Table KaBuM Production, Value, Price, Gross Margin 2016-2021
Table Hi-Rez Studios Profile
Table Hi-Rez Studios Production, Value, Price, Gross Margin 2016-2021
Table Electronic Arts (EA) Profile
Table Electronic Arts (EA) Production, Value, Price, Gross Margin 2016-2021
Table Wargaming Public Profile
Table Wargaming Public Production, Value, Price, Gross Margin 2016-2021
Table Activision Blizzard Profile
Table Activision Blizzard Production, Value, Price, Gross Margin 2016-2021
Table Modern Times Group Profile
Table Modern Times Group Production, Value, Price, Gross Margin 2016-2021
Table Tencent Profile
Table Tencent Production, Value, Price, Gross Margin 2016-2021
Table GungHo Online Entertainment Profile
Table GungHo Online Entertainment Production, Value, Price, Gross Margin 2016-2021
Figure Global Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
Figure Global Electronic Sports (eSports) Revenue ($) and Growth (2016-2021)
Table Global Electronic Sports (eSports) Sales by Regions (2016-2021)
Table Global Electronic Sports (eSports) Sales Market Share by Regions (2016-2021)
Table Global Electronic Sports (eSports) Revenue ($) by Regions (2016-2021)
Table Global Electronic Sports (eSports) Revenue Market Share by Regions (2016-2021)
Table Global Electronic Sports (eSports) Revenue Market Share by Regions in 2016
Table Global Electronic Sports (eSports) Revenue Market Share by Regions in 2020
Figure North America Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
Figure Europe Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
Figure Asia-Pacific Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
Figure Middle East and Africa Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
Figure South America Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
Figure North America Electronic Sports (eSports) Revenue ($) and Growth (2016-2021)
Table North America Electronic Sports (eSports) Sales by Countries (2016-2021)
Table North America Electronic Sports (eSports) Sales Market Share by Countries (2016-2021)
Figure North America Electronic Sports (eSports) Sales Market Share by Countries in 2016
Figure United States Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
Figure Canada Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
Figure Mexico Electronic Sports (eSports) Sales and Growth (2016-2021)
Figure Europe Electronic Sports (eSports) Revenue ($) Growth (2016-2021)
Table Europe Electronic Sports (eSports) Sales by Countries (2016-2021)
Table Europe Electronic Sports (eSports) Sales Market Share by Countries (2016-2021)
Figure Germany Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
Figure UK Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
Figure France Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
Figure Italy Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
Figure Spain Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
Figure Russia Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
Figure Asia-Pacific Electronic Sports (eSports) Revenue ($) and Growth (2016-2021)
Table Asia-Pacific Electronic Sports (eSports) Sales by Countries (2016-2021)
Table Asia-Pacific Electronic Sports (eSports) Sales Market Share by Countries (2016-2021)
Figure China Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
Figure Japan Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
Figure South Korea Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
Figure Australia Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
Figure India Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
Figure Southeast Asia Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
Figure Middle East and Africa Electronic Sports (eSports) Revenue ($) and Growth (2016-2021)
Table Middle East and Africa Electronic Sports (eSports) Sales by Countries (2016-2021)
Table Middle East and Africa Electronic Sports (eSports) Sales Market Share by Countries (2016-2021)
Figure Saudi Arabia Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
Figure UAE Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
Figure Egypt Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
Figure Nigeria Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
Figure South Africa Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
Figure South America Electronic Sports (eSports) Revenue ($) and Growth (2016-2021)
Figure Brazil Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
Figure Argentina Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
Figure Columbia Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
Figure Chile Electronic Sports (eSports) Sales and Growth Rate (2016-2021)
Table Global Electronic Sports (eSports) Sales by Types (2016-2021)
Table Global Electronic Sports (eSports) Revenue ($) by Types (2016-2021)
Figure Global Media Rights (Subscription & Online Advertisement) Sales and Growth Rate (2016-2021)
Figure Global Media Rights (Subscription & Online Advertisement) Price (2016-2021)
Figure Global Tickets and Merchandise Sales and Growth Rate (2016-2021)
Figure Global Tickets and Merchandise Price (2016-2021)
Figure Global Sponsorship & Direct Advertisement Sales and Growth Rate (2016-2021)
Figure Global Sponsorship & Direct Advertisement Price (2016-2021)
Figure Global Publisher Fees Sales and Growth Rate (2016-2021)
Figure Global Publisher Fees Price (2016-2021)
Figure Global Others Sales and Growth Rate (2016-2021)
Figure Global Others Price (2016-2021)
Table Global Electronic Sports (eSports) Sales by Applications (2016-2021)
Table Global Electronic Sports (eSports) Sales Share by Applications (2016-2021)
Figure Global Online Sales and Growth Rate (2016-2021)
Figure Global Online Revenue and Growth Rate (2016-2021)
Figure Global Offline Sales and Growth Rate (2016-2021)
Figure Global Offline Revenue and Growth Rate (2016-2021)
Figure Global Electronic Sports (eSports) Sales and Growth Rate (2021-2027)
Figure Global Electronic Sports (eSports) Revenue ($) and Growth Rate (2021-2027)
Table Global Electronic Sports (eSports) Sales Forecast by Regions (2021-2027)
Table Global Electronic Sports (eSports) Revenue Forecast by Regions (2021-2027)
Figure North America Electronic Sports (eSports) Sales Forecast (2021-2027)
Figure North America Electronic Sports (eSports) Revenue Forecast (2021-2027)
Figure Europe Electronic Sports (eSports) Sales Forecast (2021-2027)
Figure Europe Electronic Sports (eSports) Revenue Forecast (2021-2027)
Figure Asia-Pacific Electronic Sports (eSports) Sales Forecast (2021-2027)
Figure Asia-Pacific Electronic Sports (eSports) Revenue Forecast (2021-2027)
Figure Middle East and Africa Electronic Sports (eSports) Sales Forecast (2021-2027)
Figure Middle East and Africa Electronic Sports (eSports) Revenue Forecast (2021-2027)
Figure South America Electronic Sports (eSports) Sales Forecast (2021-2027)
Figure South America Electronic Sports (eSports) Revenue Forecast (2021-2027)
Table Global Electronic Sports (eSports) Sales Forecast by Types (2021-2027)
Table Global Electronic Sports (eSports) Sales Market Share Forecast by Types (2021-2027)
Table Global Electronic Sports (eSports) Revenue Market Share Forecast by Types (2021-2027)
Table Global Electronic Sports (eSports) Sales Market Share Forecast by Applications (2021-2027)
Table Global Electronic Sports (eSports) Revenue Forecast by Applications (2021-2027)
Table Global Electronic Sports (eSports) Revenue Market Share Forecast by Applications (2021-2027)
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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Market Position of Top Company |
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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 |
Market Segments(by Application, by Type) |
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Total Market |
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