Based on the Esports and Gaming market development status, competitive landscape and development model in different regions of the world, this report is dedicated to providing niche markets, potential risks and comprehensive competitive strategy analysis in different fields. From the competitive advantages of different types of products and services, the development opportunities and consumption characteristics and structure analysis of the downstream application fields are all analyzed in detail. To Boost Growth during the epidemic era, this report analyzes in detail for the potential risks and opportunities which can be focused on.
In Chapter 2.4 of the report, we share our perspectives for the impact of COVID-19 from the long and short term.
In chapter 3.4, we provide the influence of the crisis on the industry chain, especially for marketing channels.
In chapters 8-13, we update the timely industry economic revitalization plan of the country-wise government.
Key players in the global Esports and Gaming market covered in Chapter 5:
100 Thieves
Immortals
Rovio Entertainment
Team Liquid
Gen.G Esports
Nintendo
Tencent
Modern Times Group MTG AB
Kabam
Turner Broadcasting System
Echo Fox
Epic Games
Electronic Arts, Inc.
G2 Esports
Team SoloMid
Riot Games Inc.
Cloud9
FACEIT
Hi-Rez Studios
CJ Corporation
Gfinity, PLC
Activision Blizzard Inc.
King Digital Entertainment PLC
Alisports
Gamevil Inc.
Wargaming Public
Fnatic
GungHo Online Entertainment
Zynga Inc.
Valve Corporation
Total Entertainment Network
In Chapter 6, on the basis of types, the Esports and Gaming market from 2015 to 2025 is primarily split into:
Multiplayer Online Battle Arena (MOBA)
Player vs. Player (PvP)
First Person Shooters (FPS)
Real Time Strategy (RTS)
Salons & Spas
In Chapter 7, on the basis of applications, the Esports and Gaming market from 2015 to 2025 covers:
PC-based Esports
Consoles-based Esports
Mobile & Tablets
Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historic and forecast (2015-2025) of the following regions are covered in Chapter 8-13:
North America (Covered in Chapter 9)
United States
Canada
Mexico
Europe (Covered in Chapter 10)
Germany
UK
France
Italy
Spain
Russia
Others
Asia-Pacific (Covered in Chapter 11)
China
Japan
South Korea
Australia
India
South America (Covered in Chapter 12)
Brazil
Argentina
Columbia
Middle East and Africa (Covered in Chapter 13)
UAE
Egypt
South Africa
Years considered for this report:
Historical Years: 2015-2019
Base Year: 2019
Estimated Year: 2020
Forecast Period: 2020-2025
Table of Content
1 Market Overview
1.1 Product Definition and Market Characteristics
1.2 Global Esports and Gaming Market Size
1.3 Market Segmentation
1.4 Global Macroeconomic Analysis
1.5 SWOT Analysis
2. Market Dynamics
2.1 Market Drivers
2.2 Market Constraints and Challenges
2.3 Emerging Market Trends
2.4 Impact of COVID-19
2.4.1 Short-term Impact
2.4.2 Long-term Impact
3 Associated Industry Assessment
3.1 Supply Chain Analysis
3.2 Industry Active Participants
3.2.1 Suppliers of Raw Materials
3.2.2 Key Distributors/Retailers
3.3 Alternative Analysis
3.4 The Impact of Covid-19 From the Perspective of Industry Chain
4 Market Competitive Landscape
4.1 Industry Leading Players
4.2 Industry News
4.2.1 Key Product Launch News
4.2.2 M&A and Expansion Plans
5 Analysis of Leading Companies
5.1 100 Thieves
5.1.1 100 Thieves Company Profile
5.1.2 100 Thieves Business Overview
5.1.3 100 Thieves Esports and Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.1.4 100 Thieves Esports and Gaming Products Introduction
5.2 Immortals
5.2.1 Immortals Company Profile
5.2.2 Immortals Business Overview
5.2.3 Immortals Esports and Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.2.4 Immortals Esports and Gaming Products Introduction
5.3 Rovio Entertainment
5.3.1 Rovio Entertainment Company Profile
5.3.2 Rovio Entertainment Business Overview
5.3.3 Rovio Entertainment Esports and Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.3.4 Rovio Entertainment Esports and Gaming Products Introduction
5.4 Team Liquid
5.4.1 Team Liquid Company Profile
5.4.2 Team Liquid Business Overview
5.4.3 Team Liquid Esports and Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.4.4 Team Liquid Esports and Gaming Products Introduction
5.5 Gen.G Esports
5.5.1 Gen.G Esports Company Profile
5.5.2 Gen.G Esports Business Overview
5.5.3 Gen.G Esports Esports and Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.5.4 Gen.G Esports Esports and Gaming Products Introduction
5.6 Nintendo
5.6.1 Nintendo Company Profile
5.6.2 Nintendo Business Overview
5.6.3 Nintendo Esports and Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.6.4 Nintendo Esports and Gaming Products Introduction
5.7 Tencent
5.7.1 Tencent Company Profile
5.7.2 Tencent Business Overview
5.7.3 Tencent Esports and Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.7.4 Tencent Esports and Gaming Products Introduction
5.8 Modern Times Group MTG AB
5.8.1 Modern Times Group MTG AB Company Profile
5.8.2 Modern Times Group MTG AB Business Overview
5.8.3 Modern Times Group MTG AB Esports and Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.8.4 Modern Times Group MTG AB Esports and Gaming Products Introduction
5.9 Kabam
5.9.1 Kabam Company Profile
5.9.2 Kabam Business Overview
5.9.3 Kabam Esports and Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.9.4 Kabam Esports and Gaming Products Introduction
5.10 Turner Broadcasting System
5.10.1 Turner Broadcasting System Company Profile
5.10.2 Turner Broadcasting System Business Overview
5.10.3 Turner Broadcasting System Esports and Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.10.4 Turner Broadcasting System Esports and Gaming Products Introduction
5.11 Echo Fox
5.11.1 Echo Fox Company Profile
5.11.2 Echo Fox Business Overview
5.11.3 Echo Fox Esports and Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.11.4 Echo Fox Esports and Gaming Products Introduction
5.12 Epic Games
5.12.1 Epic Games Company Profile
5.12.2 Epic Games Business Overview
5.12.3 Epic Games Esports and Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.12.4 Epic Games Esports and Gaming Products Introduction
5.13 Electronic Arts, Inc.
5.13.1 Electronic Arts, Inc. Company Profile
5.13.2 Electronic Arts, Inc. Business Overview
5.13.3 Electronic Arts, Inc. Esports and Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.13.4 Electronic Arts, Inc. Esports and Gaming Products Introduction
5.14 G2 Esports
5.14.1 G2 Esports Company Profile
5.14.2 G2 Esports Business Overview
5.14.3 G2 Esports Esports and Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.14.4 G2 Esports Esports and Gaming Products Introduction
5.15 Team SoloMid
5.15.1 Team SoloMid Company Profile
5.15.2 Team SoloMid Business Overview
5.15.3 Team SoloMid Esports and Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.15.4 Team SoloMid Esports and Gaming Products Introduction
5.16 Riot Games Inc.
5.16.1 Riot Games Inc. Company Profile
5.16.2 Riot Games Inc. Business Overview
5.16.3 Riot Games Inc. Esports and Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.16.4 Riot Games Inc. Esports and Gaming Products Introduction
5.17 Cloud9
5.17.1 Cloud9 Company Profile
5.17.2 Cloud9 Business Overview
5.17.3 Cloud9 Esports and Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.17.4 Cloud9 Esports and Gaming Products Introduction
5.18 FACEIT
5.18.1 FACEIT Company Profile
5.18.2 FACEIT Business Overview
5.18.3 FACEIT Esports and Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.18.4 FACEIT Esports and Gaming Products Introduction
5.19 Hi-Rez Studios
5.19.1 Hi-Rez Studios Company Profile
5.19.2 Hi-Rez Studios Business Overview
5.19.3 Hi-Rez Studios Esports and Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.19.4 Hi-Rez Studios Esports and Gaming Products Introduction
5.20 CJ Corporation
5.20.1 CJ Corporation Company Profile
5.20.2 CJ Corporation Business Overview
5.20.3 CJ Corporation Esports and Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.20.4 CJ Corporation Esports and Gaming Products Introduction
5.21 Gfinity, PLC
5.21.1 Gfinity, PLC Company Profile
5.21.2 Gfinity, PLC Business Overview
5.21.3 Gfinity, PLC Esports and Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.21.4 Gfinity, PLC Esports and Gaming Products Introduction
5.22 Activision Blizzard Inc.
5.22.1 Activision Blizzard Inc. Company Profile
5.22.2 Activision Blizzard Inc. Business Overview
5.22.3 Activision Blizzard Inc. Esports and Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.22.4 Activision Blizzard Inc. Esports and Gaming Products Introduction
5.23 King Digital Entertainment PLC
5.23.1 King Digital Entertainment PLC Company Profile
5.23.2 King Digital Entertainment PLC Business Overview
5.23.3 King Digital Entertainment PLC Esports and Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.23.4 King Digital Entertainment PLC Esports and Gaming Products Introduction
5.24 Alisports
5.24.1 Alisports Company Profile
5.24.2 Alisports Business Overview
5.24.3 Alisports Esports and Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.24.4 Alisports Esports and Gaming Products Introduction
5.25 Gamevil Inc.
5.25.1 Gamevil Inc. Company Profile
5.25.2 Gamevil Inc. Business Overview
5.25.3 Gamevil Inc. Esports and Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.25.4 Gamevil Inc. Esports and Gaming Products Introduction
5.26 Wargaming Public
5.26.1 Wargaming Public Company Profile
5.26.2 Wargaming Public Business Overview
5.26.3 Wargaming Public Esports and Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.26.4 Wargaming Public Esports and Gaming Products Introduction
5.27 Fnatic
5.27.1 Fnatic Company Profile
5.27.2 Fnatic Business Overview
5.27.3 Fnatic Esports and Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.27.4 Fnatic Esports and Gaming Products Introduction
5.28 GungHo Online Entertainment
5.28.1 GungHo Online Entertainment Company Profile
5.28.2 GungHo Online Entertainment Business Overview
5.28.3 GungHo Online Entertainment Esports and Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.28.4 GungHo Online Entertainment Esports and Gaming Products Introduction
5.29 Zynga Inc.
5.29.1 Zynga Inc. Company Profile
5.29.2 Zynga Inc. Business Overview
5.29.3 Zynga Inc. Esports and Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.29.4 Zynga Inc. Esports and Gaming Products Introduction
5.30 Valve Corporation
5.30.1 Valve Corporation Company Profile
5.30.2 Valve Corporation Business Overview
5.30.3 Valve Corporation Esports and Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.30.4 Valve Corporation Esports and Gaming Products Introduction
5.31 Total Entertainment Network
5.31.1 Total Entertainment Network Company Profile
5.31.2 Total Entertainment Network Business Overview
5.31.3 Total Entertainment Network Esports and Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.31.4 Total Entertainment Network Esports and Gaming Products Introduction
6 Market Analysis and Forecast, By Product Types
6.1 Global Esports and Gaming Sales, Revenue and Market Share by Types (2015-2020)
6.1.1 Global Esports and Gaming Sales and Market Share by Types (2015-2020)
6.1.2 Global Esports and Gaming Revenue and Market Share by Types (2015-2020)
6.1.3 Global Esports and Gaming Price by Types (2015-2020)
6.2 Global Esports and Gaming Market Forecast by Types (2020-2025)
6.2.1 Global Esports and Gaming Market Forecast Sales and Market Share by Types (2020-2025)
6.2.2 Global Esports and Gaming Market Forecast Revenue and Market Share by Types (2020-2025)
6.3 Global Esports and Gaming Sales, Price and Growth Rate by Types (2015-2020)
6.3.1 Global Esports and Gaming Sales, Price and Growth Rate of Multiplayer Online Battle Arena (MOBA)
6.3.2 Global Esports and Gaming Sales, Price and Growth Rate of Player vs. Player (PvP)
6.3.3 Global Esports and Gaming Sales, Price and Growth Rate of First Person Shooters (FPS)
6.3.4 Global Esports and Gaming Sales, Price and Growth Rate of Real Time Strategy (RTS)
6.3.5 Global Esports and Gaming Sales, Price and Growth Rate of Salons & Spas
6.4 Global Esports and Gaming Market Revenue and Sales Forecast, by Types (2020-2025)
6.4.1 Multiplayer Online Battle Arena (MOBA) Market Revenue and Sales Forecast (2020-2025)
6.4.2 Player vs. Player (PvP) Market Revenue and Sales Forecast (2020-2025)
6.4.3 First Person Shooters (FPS) Market Revenue and Sales Forecast (2020-2025)
6.4.4 Real Time Strategy (RTS) Market Revenue and Sales Forecast (2020-2025)
6.4.5 Salons & Spas Market Revenue and Sales Forecast (2020-2025)
7 Market Analysis and Forecast, By Applications
7.1 Global Esports and Gaming Sales, Revenue and Market Share by Applications (2015-2020)
7.1.1 Global Esports and Gaming Sales and Market Share by Applications (2015-2020)
7.1.2 Global Esports and Gaming Revenue and Market Share by Applications (2015-2020)
7.2 Global Esports and Gaming Market Forecast by Applications (2020-2025)
7.2.1 Global Esports and Gaming Market Forecast Sales and Market Share by Applications (2020-2025)
7.2.2 Global Esports and Gaming Market Forecast Revenue and Market Share by Applications (2020-2025)
7.3 Global Revenue, Sales and Growth Rate by Applications (2015-2020)
7.3.1 Global Esports and Gaming Revenue, Sales and Growth Rate of PC-based Esports (2015-2020)
7.3.2 Global Esports and Gaming Revenue, Sales and Growth Rate of Consoles-based Esports (2015-2020)
7.3.3 Global Esports and Gaming Revenue, Sales and Growth Rate of Mobile & Tablets (2015-2020)
7.4 Global Esports and Gaming Market Revenue and Sales Forecast, by Applications (2020-2025)
7.4.1 PC-based Esports Market Revenue and Sales Forecast (2020-2025)
7.4.2 Consoles-based Esports Market Revenue and Sales Forecast (2020-2025)
7.4.3 Mobile & Tablets Market Revenue and Sales Forecast (2020-2025)
8 Market Analysis and Forecast, By Regions
8.1 Global Esports and Gaming Sales by Regions (2015-2020)
8.2 Global Esports and Gaming Market Revenue by Regions (2015-2020)
8.3 Global Esports and Gaming Market Forecast by Regions (2020-2025)
9 North America Esports and Gaming Market Analysis
9.1 Market Overview and Prospect Analysis
9.2 North America Esports and Gaming Market Sales and Growth Rate (2015-2020)
9.3 North America Esports and Gaming Market Revenue and Growth Rate (2015-2020)
9.4 North America Esports and Gaming Market Forecast
9.5 The Influence of COVID-19 on North America Market
9.6 North America Esports and Gaming Market Analysis by Country
9.6.1 U.S. Esports and Gaming Sales and Growth Rate
9.6.2 Canada Esports and Gaming Sales and Growth Rate
9.6.3 Mexico Esports and Gaming Sales and Growth Rate
10 Europe Esports and Gaming Market Analysis
10.1 Market Overview and Prospect Analysis
10.2 Europe Esports and Gaming Market Sales and Growth Rate (2015-2020)
10.3 Europe Esports and Gaming Market Revenue and Growth Rate (2015-2020)
10.4 Europe Esports and Gaming Market Forecast
10.5 The Influence of COVID-19 on Europe Market
10.6 Europe Esports and Gaming Market Analysis by Country
10.6.1 Germany Esports and Gaming Sales and Growth Rate
10.6.2 United Kingdom Esports and Gaming Sales and Growth Rate
10.6.3 France Esports and Gaming Sales and Growth Rate
10.6.4 Italy Esports and Gaming Sales and Growth Rate
10.6.5 Spain Esports and Gaming Sales and Growth Rate
10.6.6 Russia Esports and Gaming Sales and Growth Rate
11 Asia-Pacific Esports and Gaming Market Analysis
11.1 Market Overview and Prospect Analysis
11.2 Asia-Pacific Esports and Gaming Market Sales and Growth Rate (2015-2020)
11.3 Asia-Pacific Esports and Gaming Market Revenue and Growth Rate (2015-2020)
11.4 Asia-Pacific Esports and Gaming Market Forecast
11.5 The Influence of COVID-19 on Asia Pacific Market
11.6 Asia-Pacific Esports and Gaming Market Analysis by Country
11.6.1 China Esports and Gaming Sales and Growth Rate
11.6.2 Japan Esports and Gaming Sales and Growth Rate
11.6.3 South Korea Esports and Gaming Sales and Growth Rate
11.6.4 Australia Esports and Gaming Sales and Growth Rate
11.6.5 India Esports and Gaming Sales and Growth Rate
12 South America Esports and Gaming Market Analysis
12.1 Market Overview and Prospect Analysis
12.2 South America Esports and Gaming Market Sales and Growth Rate (2015-2020)
12.3 South America Esports and Gaming Market Revenue and Growth Rate (2015-2020)
12.4 South America Esports and Gaming Market Forecast
12.5 The Influence of COVID-19 on South America Market
12.6 South America Esports and Gaming Market Analysis by Country
12.6.1 Brazil Esports and Gaming Sales and Growth Rate
12.6.2 Argentina Esports and Gaming Sales and Growth Rate
12.6.3 Columbia Esports and Gaming Sales and Growth Rate
13 Middle East and Africa Esports and Gaming Market Analysis
13.1 Market Overview and Prospect Analysis
13.2 Middle East and Africa Esports and Gaming Market Sales and Growth Rate (2015-2020)
13.3 Middle East and Africa Esports and Gaming Market Revenue and Growth Rate (2015-2020)
13.4 Middle East and Africa Esports and Gaming Market Forecast
13.5 The Influence of COVID-19 on Middle East and Africa Market
13.6 Middle East and Africa Esports and Gaming Market Analysis by Country
13.6.1 UAE Esports and Gaming Sales and Growth Rate
13.6.2 Egypt Esports and Gaming Sales and Growth Rate
13.6.3 South Africa Esports and Gaming Sales and Growth Rate
14 Conclusions and Recommendations
14.1 Key Market Findings and Prospects
14.2 Advice for Investors
15 Appendix
15.1 Methodology
15.2 Research Data Source
List of Tables and Figures
Figure Product Picture
Figure Global Esports and Gaming Market Size and Growth Rate 2015-2025
Table Esports and Gaming Key Market Segments
Figure Global Esports and Gaming Market Revenue ($) Segment by Type from 2015-2020
Figure Global Esports and Gaming Market Revenue ($) Segment by Applications from 2015-2020
Table SWOT Analysis
Figure Global COVID-19 Status
Figure Supply Chain
Table Major Players Headquarters, and Service Area of Esports and Gaming
Table Major Players Revenue in 2019
Figure Major Players Revenue Share in 2019
Table 100 Thieves Company Profile
Table 100 Thieves Sales, Revenue (US$ Million), Average Selling Price and Gross Margin (2015-2020)
Figure 100 Thieves Production and Growth Rate
Figure 100 Thieves Market Revenue ($) Market Share 2015-2020
Table Immortals Company Profile
Table Immortals Sales, Revenue (US$ Million), Average Selling Price and Gross Margin (2015-2020)
Figure Immortals Production and Growth Rate
Figure Immortals Market Revenue ($) Market Share 2015-2020
Table Rovio Entertainment Company Profile
Table Rovio Entertainment Sales, Revenue (US$ Million), Average Selling Price and Gross Margin (2015-2020)
Figure Rovio Entertainment Production and Growth Rate
Figure Rovio Entertainment Market Revenue ($) Market Share 2015-2020
Table Team Liquid Company Profile
Table Team Liquid Sales, Revenue (US$ Million), Average Selling Price and Gross Margin (2015-2020)
Figure Team Liquid Production and Growth Rate
Figure Team Liquid Market Revenue ($) Market Share 2015-2020
Table Gen.G Esports Company Profile
Table Gen.G Esports Sales, Revenue (US$ Million), Average Selling Price and Gross Margin (2015-2020)
Figure Gen.G Esports Production and Growth Rate
Figure Gen.G Esports Market Revenue ($) Market Share 2015-2020
Table Nintendo Company Profile
Table Nintendo Sales, Revenue (US$ Million), Average Selling Price and Gross Margin (2015-2020)
Figure Nintendo Production and Growth Rate
Figure Nintendo Market Revenue ($) Market Share 2015-2020
Table Tencent Company Profile
Table Tencent Sales, Revenue (US$ Million), Average Selling Price and Gross Margin (2015-2020)
Figure Tencent Production and Growth Rate
Figure Tencent Market Revenue ($) Market Share 2015-2020
Table Modern Times Group MTG AB Company Profile
Table Modern Times Group MTG AB Sales, Revenue (US$ Million), Average Selling Price and Gross Margin (2015-2020)
Figure Modern Times Group MTG AB Production and Growth Rate
Figure Modern Times Group MTG AB Market Revenue ($) Market Share 2015-2020
Table Kabam Company Profile
Table Kabam Sales, Revenue (US$ Million), Average Selling Price and Gross Margin (2015-2020)
Figure Kabam Production and Growth Rate
Figure Kabam Market Revenue ($) Market Share 2015-2020
Table Turner Broadcasting System Company Profile
Table Turner Broadcasting System Sales, Revenue (US$ Million), Average Selling Price and Gross Margin (2015-2020)
Figure Turner Broadcasting System Production and Growth Rate
Figure Turner Broadcasting System Market Revenue ($) Market Share 2015-2020
Table Echo Fox Company Profile
Table Echo Fox Sales, Revenue (US$ Million), Average Selling Price and Gross Margin (2015-2020)
Figure Echo Fox Production and Growth Rate
Figure Echo Fox Market Revenue ($) Market Share 2015-2020
Table Epic Games Company Profile
Table Epic Games Sales, Revenue (US$ Million), Average Selling Price and Gross Margin (2015-2020)
Figure Epic Games Production and Growth Rate
Figure Epic Games Market Revenue ($) Market Share 2015-2020
Table Electronic Arts, Inc. Company Profile
Table Electronic Arts, Inc. Sales, Revenue (US$ Million), Average Selling Price and Gross Margin (2015-2020)
Figure Electronic Arts, Inc. Production and Growth Rate
Figure Electronic Arts, Inc. Market Revenue ($) Market Share 2015-2020
Table G2 Esports Company Profile
Table G2 Esports Sales, Revenue (US$ Million), Average Selling Price and Gross Margin (2015-2020)
Figure G2 Esports Production and Growth Rate
Figure G2 Esports Market Revenue ($) Market Share 2015-2020
Table Team SoloMid Company Profile
Table Team SoloMid Sales, Revenue (US$ Million), Average Selling Price and Gross Margin (2015-2020)
Figure Team SoloMid Production and Growth Rate
Figure Team SoloMid Market Revenue ($) Market Share 2015-2020
Table Riot Games Inc. Company Profile
Table Riot Games Inc. Sales, Revenue (US$ Million), Average Selling Price and Gross Margin (2015-2020)
Figure Riot Games Inc. Production and Growth Rate
Figure Riot Games Inc. Market Revenue ($) Market Share 2015-2020
Table Cloud9 Company Profile
Table Cloud9 Sales, Revenue (US$ Million), Average Selling Price and Gross Margin (2015-2020)
Figure Cloud9 Production and Growth Rate
Figure Cloud9 Market Revenue ($) Market Share 2015-2020
Table FACEIT Company Profile
Table FACEIT Sales, Revenue (US$ Million), Average Selling Price and Gross Margin (2015-2020)
Figure FACEIT Production and Growth Rate
Figure FACEIT Market Revenue ($) Market Share 2015-2020
Table Hi-Rez Studios Company Profile
Table Hi-Rez Studios Sales, Revenue (US$ Million), Average Selling Price and Gross Margin (2015-2020)
Figure Hi-Rez Studios Production and Growth Rate
Figure Hi-Rez Studios Market Revenue ($) Market Share 2015-2020
Table CJ Corporation Company Profile
Table CJ Corporation Sales, Revenue (US$ Million), Average Selling Price and Gross Margin (2015-2020)
Figure CJ Corporation Production and Growth Rate
Figure CJ Corporation Market Revenue ($) Market Share 2015-2020
Table Gfinity, PLC Company Profile
Table Gfinity, PLC Sales, Revenue (US$ Million), Average Selling Price and Gross Margin (2015-2020)
Figure Gfinity, PLC Production and Growth Rate
Figure Gfinity, PLC Market Revenue ($) Market Share 2015-2020
Table Activision Blizzard Inc. Company Profile
Table Activision Blizzard Inc. Sales, Revenue (US$ Million), Average Selling Price and Gross Margin (2015-2020)
Figure Activision Blizzard Inc. Production and Growth Rate
Figure Activision Blizzard Inc. Market Revenue ($) Market Share 2015-2020
Table King Digital Entertainment PLC Company Profile
Table King Digital Entertainment PLC Sales, Revenue (US$ Million), Average Selling Price and Gross Margin (2015-2020)
Figure King Digital Entertainment PLC Production and Growth Rate
Figure King Digital Entertainment PLC Market Revenue ($) Market Share 2015-2020
Table Alisports Company Profile
Table Alisports Sales, Revenue (US$ Million), Average Selling Price and Gross Margin (2015-2020)
Figure Alisports Production and Growth Rate
Figure Alisports Market Revenue ($) Market Share 2015-2020
Table Gamevil Inc. Company Profile
Table Gamevil Inc. Sales, Revenue (US$ Million), Average Selling Price and Gross Margin (2015-2020)
Figure Gamevil Inc. Production and Growth Rate
Figure Gamevil Inc. Market Revenue ($) Market Share 2015-2020
Table Wargaming Public Company Profile
Table Wargaming Public Sales, Revenue (US$ Million), Average Selling Price and Gross Margin (2015-2020)
Figure Wargaming Public Production and Growth Rate
Figure Wargaming Public Market Revenue ($) Market Share 2015-2020
Table Fnatic Company Profile
Table Fnatic Sales, Revenue (US$ Million), Average Selling Price and Gross Margin (2015-2020)
Figure Fnatic Production and Growth Rate
Figure Fnatic Market Revenue ($) Market Share 2015-2020
Table GungHo Online Entertainment Company Profile
Table GungHo Online Entertainment Sales, Revenue (US$ Million), Average Selling Price and Gross Margin (2015-2020)
Figure GungHo Online Entertainment Production and Growth Rate
Figure GungHo Online Entertainment Market Revenue ($) Market Share 2015-2020
Table Zynga Inc. Company Profile
Table Zynga Inc. Sales, Revenue (US$ Million), Average Selling Price and Gross Margin (2015-2020)
Figure Zynga Inc. Production and Growth Rate
Figure Zynga Inc. Market Revenue ($) Market Share 2015-2020
Table Valve Corporation Company Profile
Table Valve Corporation Sales, Revenue (US$ Million), Average Selling Price and Gross Margin (2015-2020)
Figure Valve Corporation Production and Growth Rate
Figure Valve Corporation Market Revenue ($) Market Share 2015-2020
Table Total Entertainment Network Company Profile
Table Total Entertainment Network Sales, Revenue (US$ Million), Average Selling Price and Gross Margin (2015-2020)
Figure Total Entertainment Network Production and Growth Rate
Figure Total Entertainment Network Market Revenue ($) Market Share 2015-2020
Table Global Esports and Gaming Sales by Types (2015-2020)
Table Global Esports and Gaming Sales Share by Types (2015-2020)
Table Global Esports and Gaming Revenue ($) by Types (2015-2020)
Table Global Esports and Gaming Revenue Share by Types (2015-2020)
Table Global Esports and Gaming Price ($) by Types (2015-2020)
Table Global Esports and Gaming Market Forecast Sales by Types (2020-2025)
Table Global Esports and Gaming Market Forecast Sales Share by Types (2020-2025)
Table Global Esports and Gaming Market Forecast Revenue ($) by Types (2020-2025)
Table Global Esports and Gaming Market Forecast Revenue Share by Types (2020-2025)
Figure Global Multiplayer Online Battle Arena (MOBA) Sales and Growth Rate (2015-2020)
Figure Global Multiplayer Online Battle Arena (MOBA) Price (2015-2020)
Figure Global Player vs. Player (PvP) Sales and Growth Rate (2015-2020)
Figure Global Player vs. Player (PvP) Price (2015-2020)
Figure Global First Person Shooters (FPS) Sales and Growth Rate (2015-2020)
Figure Global First Person Shooters (FPS) Price (2015-2020)
Figure Global Real Time Strategy (RTS) Sales and Growth Rate (2015-2020)
Figure Global Real Time Strategy (RTS) Price (2015-2020)
Figure Global Salons & Spas Sales and Growth Rate (2015-2020)
Figure Global Salons & Spas Price (2015-2020)
Figure Global Esports and Gaming Market Revenue ($) and Growth Rate Forecast of Multiplayer Online Battle Arena (MOBA) (2020-2025)
Figure Global Esports and Gaming Sales and Growth Rate Forecast of Multiplayer Online Battle Arena (MOBA) (2020-2025)
Figure Global Esports and Gaming Market Revenue ($) and Growth Rate Forecast of Player vs. Player (PvP) (2020-2025)
Figure Global Esports and Gaming Sales and Growth Rate Forecast of Player vs. Player (PvP) (2020-2025)
Figure Global Esports and Gaming Market Revenue ($) and Growth Rate Forecast of First Person Shooters (FPS) (2020-2025)
Figure Global Esports and Gaming Sales and Growth Rate Forecast of First Person Shooters (FPS) (2020-2025)
Figure Global Esports and Gaming Market Revenue ($) and Growth Rate Forecast of Real Time Strategy (RTS) (2020-2025)
Figure Global Esports and Gaming Sales and Growth Rate Forecast of Real Time Strategy (RTS) (2020-2025)
Figure Global Esports and Gaming Market Revenue ($) and Growth Rate Forecast of Salons & Spas (2020-2025)
Figure Global Esports and Gaming Sales and Growth Rate Forecast of Salons & Spas (2020-2025)
Table Global Esports and Gaming Sales by Applications (2015-2020)
Table Global Esports and Gaming Sales Share by Applications (2015-2020)
Table Global Esports and Gaming Revenue ($) by Applications (2015-2020)
Table Global Esports and Gaming Revenue Share by Applications (2015-2020)
Table Global Esports and Gaming Market Forecast Sales by Applications (2020-2025)
Table Global Esports and Gaming Market Forecast Sales Share by Applications (2020-2025)
Table Global Esports and Gaming Market Forecast Revenue ($) by Applications (2020-2025)
Table Global Esports and Gaming Market Forecast Revenue Share by Applications (2020-2025)
Figure Global PC-based Esports Sales and Growth Rate (2015-2020)
Figure Global PC-based Esports Price (2015-2020)
Figure Global Consoles-based Esports Sales and Growth Rate (2015-2020)
Figure Global Consoles-based Esports Price (2015-2020)
Figure Global Mobile & Tablets Sales and Growth Rate (2015-2020)
Figure Global Mobile & Tablets Price (2015-2020)
Figure Global Esports and Gaming Market Revenue ($) and Growth Rate Forecast of PC-based Esports (2020-2025)
Figure Global Esports and Gaming Sales and Growth Rate Forecast of PC-based Esports (2020-2025)
Figure Global Esports and Gaming Market Revenue ($) and Growth Rate Forecast of Consoles-based Esports (2020-2025)
Figure Global Esports and Gaming Sales and Growth Rate Forecast of Consoles-based Esports (2020-2025)
Figure Global Esports and Gaming Market Revenue ($) and Growth Rate Forecast of Mobile & Tablets (2020-2025)
Figure Global Esports and Gaming Sales and Growth Rate Forecast of Mobile & Tablets (2020-2025)
Figure Global Esports and Gaming Sales and Growth Rate (2015-2020)
Table Global Esports and Gaming Sales by Regions (2015-2020)
Table Global Esports and Gaming Sales Market Share by Regions (2015-2020)
Figure Global Esports and Gaming Sales Market Share by Regions in 2019
Figure Global Esports and Gaming Revenue and Growth Rate (2015-2020)
Table Global Esports and Gaming Revenue by Regions (2015-2020)
Table Global Esports and Gaming Revenue Market Share by Regions (2015-2020)
Figure Global Esports and Gaming Revenue Market Share by Regions in 2019
Table Global Esports and Gaming Market Forecast Sales by Regions (2020-2025)
Table Global Esports and Gaming Market Forecast Sales Share by Regions (2020-2025)
Table Global Esports and Gaming Market Forecast Revenue ($) by Regions (2020-2025)
Table Global Esports and Gaming Market Forecast Revenue Share by Regions (2020-2025)
Figure North America Esports and Gaming Market Sales and Growth Rate (2015-2020)
Figure North America Esports and Gaming Market Revenue and Growth Rate (2015-2020)
Figure North America Esports and Gaming Market Forecast Sales (2020-2025)
Figure North America Esports and Gaming Market Forecast Revenue ($) (2020-2025)
Figure North America COVID-19 Status
Figure U.S. Esports and Gaming Market Sales and Growth Rate (2015-2020)
Figure Canada Esports and Gaming Market Sales and Growth Rate (2015-2020)
Figure Mexico Esports and Gaming Market Sales and Growth Rate (2015-2020)
Figure Europe Esports and Gaming Market Sales and Growth Rate (2015-2020)
Figure Europe Esports and Gaming Market Revenue and Growth Rate (2015-2020)
Figure Europe Esports and Gaming Market Forecast Sales (2020-2025)
Figure Europe Esports and Gaming Market Forecast Revenue ($) (2020-2025)
Figure Europe COVID-19 Status
Figure Germany Esports and Gaming Market Sales and Growth Rate (2015-2020)
Figure United Kingdom Esports and Gaming Market Sales and Growth Rate (2015-2020)
Figure France Esports and Gaming Market Sales and Growth Rate (2015-2020)
Figure Italy Esports and Gaming Market Sales and Growth Rate (2015-2020)
Figure Spain Esports and Gaming Market Sales and Growth Rate (2015-2020)
Figure Russia Esports and Gaming Market Sales and Growth Rate (2015-2020)
Figure Asia-Pacific Esports and Gaming Market Sales and Growth Rate (2015-2020)
Figure Asia-Pacific Esports and Gaming Market Revenue and Growth Rate (2015-2020)
Figure Asia-Pacific Esports and Gaming Market Forecast Sales (2020-2025)
Figure Asia-Pacific Esports and Gaming Market Forecast Revenue ($) (2020-2025)
Figure Asia Pacific COVID-19 Status
Figure China Esports and Gaming Market Sales and Growth Rate (2015-2020)
Figure Japan Esports and Gaming Market Sales and Growth Rate (2015-2020)
Figure South Korea Esports and Gaming Market Sales and Growth Rate (2015-2020)
Figure Australia Esports and Gaming Market Sales and Growth Rate (2015-2020)
Figure India Esports and Gaming Market Sales and Growth Rate (2015-2020)
Figure South America Esports and Gaming Market Sales and Growth Rate (2015-2020)
Figure South America Esports and Gaming Market Revenue and Growth Rate (2015-2020)
Figure South America Esports and Gaming Market Forecast Sales (2020-2025)
Figure South America Esports and Gaming Market Forecast Revenue ($) (2020-2025)
Figure Brazil Esports and Gaming Market Sales and Growth Rate (2015-2020)
Figure Argentina Esports and Gaming Market Sales and Growth Rate (2015-2020)
Figure Columbia Esports and Gaming Market Sales and Growth Rate (2015-2020)
Figure Middle East and Africa Esports and Gaming Market Sales and Growth Rate (2015-2020)
Figure Middle East and Africa Esports and Gaming Market Revenue and Growth Rate (2015-2020)
Figure Middle East and Africa Esports and Gaming Market Forecast Sales (2020-2025)
Figure Middle East and Africa Esports and Gaming Market Forecast Revenue ($) (2020-2025)
Figure UAE Esports and Gaming Market Sales and Growth Rate (2015-2020)
Figure Egypt Esports and Gaming Market Sales and Growth Rate (2015-2020)
Figure South Africa Esports and Gaming Market Sales and Growth Rate (2015-2020)
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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