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The business intelligence report on Esports market’ offers a detailed comprehension of the industry’s growth trajectory over 2021-2027. It underlines critical aspects like of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, sales analysis, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.
The research literature highlights the major driving forces, restraints, and opportunities together with other qualitative and quantitative data to impart a deep understanding of the industry’s behavior. Besides, it entails in-depth segmental data with respect to type, end-use, and geography to unveil the key growth avenues for the future. Lastly, the study depicts an intricate analysis of the prominent players based on the product portfolio, distribution channel, financials, and strategies to help stakeholders making the right decisions.
Some of the companies that are profiled in this report are:
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Market Data Breakdown and Growth Pattern by Type
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Market Data Breakdown and Growth Pattern by End-Use Industry / Applications
Esports Market research report delivers a close watch on leading competitors with strategic analysis, micro and macro market trend and scenarios, pricing analysis, and a holistic overview of the market situations in the forecast period. It is a professional and detailed report focusing on primary and secondary drivers, market share, leading segments, and geographical analysis. Further, key players, major collaborations, mergers & acquisitions along with trending innovation and business policies are reviewed in the report.
Key Benefits for Industry Participants & Stakeholders:
• Industry drivers, restraints, and opportunities covered in the study
• Neutral perspective on the market performance
• Recent industry trends and developments
• Competitive landscape & strategies of key players
• Potential & niche segments and regions exhibiting promising growth covered
• Historical, current, and projected market size, in terms of value
• In-depth analysis of the Esports Market
We have studied the Esports Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2027.
How you may use our products:
• Correctly Positioning New Products
• Market Entry Strategies
• Business Expansion Strategies
• Consumer Insights
• Understanding Competition Scenario
• Product & Brand Management
• Channel & Customer Management
• Identifying Appropriate Advertising Appeals
Table of Content
1 Esports 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 Esports 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 Esports Market Forces
3.1 Global Esports 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 Esports Market - By Geography
4.1 Global Esports Market Value and Market Share by Regions
4.1.1 Global Esports Value ($) by Region (2015-2020)
4.1.2 Global Esports Value Market Share by Regions (2015-2020)
4.2 Global Esports Market Production and Market Share by Major Countries
4.2.1 Global Esports Production by Major Countries (2015-2020)
4.2.2 Global Esports Production Market Share by Major Countries (2015-2020)
4.3 Global Esports Market Consumption and Market Share by Regions
4.3.1 Global Esports Consumption by Regions (2015-2020)
4.3.2 Global Esports Consumption Market Share by Regions (2015-2020)
5 Esports Market - By Trade Statistics
5.1 Global Esports Export and Import
5.2 United States Esports Export and Import (2015-2020)
5.3 Europe Esports Export and Import (2015-2020)
5.4 China Esports Export and Import (2015-2020)
5.5 Japan Esports Export and Import (2015-2020)
5.6 India Esports Export and Import (2015-2020)
5.7
6 Esports Market - By Type
6.1 Global Esports Production and Market Share by Types (2015-2020)
6.1.1 Global Esports Production by Types (2015-2020)
6.1.2 Global Esports Production Market Share by Types (2015-2020)
6.2 Global Esports Value and Market Share by Types (2015-2020)
6.2.1 Global Esports Value by Types (2015-2020)
6.2.2 Global Esports Value Market Share by Types (2015-2020)
6.3 Global Esports Production, Price and Growth Rate of MOBA (2015-2020)
6.4 Global Esports Production, Price and Growth Rate of FPS (2015-2020)
6.5 Global Esports Production, Price and Growth Rate of RTS (2015-2020)
6.6 Global Esports Production, Price and Growth Rate of Others (2015-2020)
7 Esports Market - By Application
7.1 Global Esports Consumption and Market Share by Applications (2015-2020)
7.1.1 Global Esports Consumption by Applications (2015-2020)
7.1.2 Global Esports Consumption Market Share by Applications (2015-2020)
7.2 Global Esports Consumption and Growth Rate of Media Rights (2015-2020)
7.3 Global Esports Consumption and Growth Rate of Tickets and Merchandise (2015-2020)
7.4 Global Esports Consumption and Growth Rate of Sponsorships and Direct Advertisements (2015-2020)
7.5 Global Esports Consumption and Growth Rate of Publisher Fees (2015-2020)
8 North America Esports Market
8.1 North America Esports Market Size
8.2 United States Esports Market Size
8.3 Canada Esports Market Size
8.4 Mexico Esports Market Size
8.5 The Influence of COVID-19 on North America Market
9 Europe Esports Market Analysis
9.1 Europe Esports Market Size
9.2 Germany Esports Market Size
9.3 United Kingdom Esports Market Size
9.4 France Esports Market Size
9.5 Italy Esports Market Size
9.6 Spain Esports Market Size
9.7 The Influence of COVID-19 on Europe Market
10 Asia-Pacific Esports Market Analysis
10.1 Asia-Pacific Esports Market Size
10.2 China Esports Market Size
10.3 Japan Esports Market Size
10.4 South Korea Esports Market Size
10.5 Southeast Asia Esports Market Size
10.6 India Esports Market Size
10.7 The Influence of COVID-19 on Asia Pacific Market
11 Middle East and Africa Esports Market Analysis
11.1 Middle East and Africa Esports Market Size
11.2 Saudi Arabia Esports Market Size
11.3 UAE Esports Market Size
11.4 South Africa Esports Market Size
11.5 The Influence of COVID-19 on Middle East and Africa Market
12 South America Esports Market Analysis
12.1 South America Esports Market Size
12.2 Brazil Esports Market Size
12.3 The Influence of COVID-19 on South America Market
13 Company Profiles
13.1 Gfinity Plc
13.1.1 Gfinity Plc Basic Information
13.1.2 Gfinity Plc Product Profiles, Application and Specification
13.1.3 Gfinity Plc Esports Market Performance (2015-2020)
13.2 Electronic Arts Inc.
13.2.1 Electronic Arts Inc. Basic Information
13.2.2 Electronic Arts Inc. Product Profiles, Application and Specification
13.2.3 Electronic Arts Inc. Esports Market Performance (2015-2020)
13.3 Nintendo Co. Ltd.
13.3.1 Nintendo Co. Ltd. Basic Information
13.3.2 Nintendo Co. Ltd. Product Profiles, Application and Specification
13.3.3 Nintendo Co. Ltd. Esports Market Performance (2015-2020)
13.4 Epic Games Inc.
13.4.1 Epic Games Inc. Basic Information
13.4.2 Epic Games Inc. Product Profiles, Application and Specification
13.4.3 Epic Games Inc. Esports Market Performance (2015-2020)
13.5 Intergalactic Gaming Ltd.
13.5.1 Intergalactic Gaming Ltd. Basic Information
13.5.2 Intergalactic Gaming Ltd. Product Profiles, Application and Specification
13.5.3 Intergalactic Gaming Ltd. Esports Market Performance (2015-2020)
13.6 Valve Corp.
13.6.1 Valve Corp. Basic Information
13.6.2 Valve Corp. Product Profiles, Application and Specification
13.6.3 Valve Corp. Esports Market Performance (2015-2020)
13.7 Tencent Holdings Ltd.
13.7.1 Tencent Holdings Ltd. Basic Information
13.7.2 Tencent Holdings Ltd. Product Profiles, Application and Specification
13.7.3 Tencent Holdings Ltd. Esports Market Performance (2015-2020)
13.8 Activision Blizzard Inc.
13.8.1 Activision Blizzard Inc. Basic Information
13.8.2 Activision Blizzard Inc. Product Profiles, Application and Specification
13.8.3 Activision Blizzard Inc. Esports Market Performance (2015-2020)
13.9 Modern Times Group MTG AB
13.9.1 Modern Times Group MTG AB Basic Information
13.9.2 Modern Times Group MTG AB Product Profiles, Application and Specification
13.9.3 Modern Times Group MTG AB Esports Market Performance (2015-2020)
13.10 Take-Two Interactive Software Inc.
13.10.1 Take-Two Interactive Software Inc. Basic Information
13.10.2 Take-Two Interactive Software Inc. Product Profiles, Application and Specification
13.10.3 Take-Two Interactive Software Inc. Esports Market Performance (2015-2020)
14 Market Forecast - By Regions
14.1 North America Esports Market Forecast (2020-2025)
14.2 Europe Esports Market Forecast (2020-2025)
14.3 Asia-Pacific Esports Market Forecast (2020-2025)
14.4 Middle East and Africa Esports Market Forecast (2020-2025)
14.5 South America Esports Market Forecast (2020-2025)
15 Market Forecast - By Type and Applications
15.1 Global Esports Market Forecast by Types (2020-2025)
15.1.1 Global Esports Market Forecast Production and Market Share by Types (2020-2025)
15.1.2 Global Esports Market Forecast Value and Market Share by Types (2020-2025)
15.2 Global Esports Market Forecast by Applications (2020-2025)
List of Tables and Figures
Figure Esports Picture
Table Esports Key Market Segments
Figure Study and Forecasting Years
Figure Global Esports 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 Esports Value ($) and Growth Rate (2015-2020)
Table Global Esports Value ($) by Countries (2015-2020)
Table Global Esports Value Market Share by Regions (2015-2020)
Figure Global Esports Value Market Share by Regions in 2019
Figure Global Esports Production and Growth Rate (2015-2020)
Table Global Esports Production by Major Countries (2015-2020)
Table Global Esports Production Market Share by Major Countries (2015-2020)
Figure Global Esports Production Market Share by Regions in 2019
Figure Global Esports Consumption and Growth Rate (2015-2020)
Table Global Esports Consumption by Regions (2015-2020)
Table Global Esports Consumption Market Share by Regions (2015-2020)
Figure Global Esports Consumption Market Share by Regions in 2019
Table Global Esports Export Top 3 Country 2019
Table Global Esports Import Top 3 Country 2019
Table United States Esports Export and Import (2015-2020)
Table Europe Esports Export and Import (2015-2020)
Table China Esports Export and Import (2015-2020)
Table Japan Esports Export and Import (2015-2020)
Table India Esports Export and Import (2015-2020)
Table Global Esports Production by Types (2015-2020)
Table Global Esports Production Market Share by Types (2015-2020)
Figure Global Esports Production Share by Type (2015-2020)
Table Global Esports Value by Types (2015-2020)
Table Global Esports Value Market Share by Types (2015-2020)
Figure Global Esports 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 Esports Consumption by Applications (2015-2020)
Table Global Esports Consumption Market Share by Applications (2015-2020)
Figure Global Esports Consumption Share by Application (2015-2020)
Figure Global Media Rights Consumption and Growth Rate (2015-2020)
Figure Global Tickets and Merchandise Consumption and Growth Rate (2015-2020)
Figure Global Sponsorships and Direct Advertisements Consumption and Growth Rate (2015-2020)
Figure Global Publisher Fees Consumption and Growth Rate (2015-2020)
Figure North America Esports Market Consumption and Growth Rate (2015-2020)
Table North America Esports Consumption by Countries (2015-2020)
Table North America Esports Consumption Market Share by Countries (2015-2020)
Figure North America Esports Consumption Market Share by Countries (2015-2020)
Figure United States Esports Market Consumption and Growth Rate (2015-2020)
Figure Canada Esports Market Consumption and Growth Rate (2015-2020)
Figure Mexico Esports Market Consumption and Growth Rate (2015-2020)
Figure North America COVID-19 Status
Figure Europe Esports Market Consumption and Growth Rate (2015-2020)
Table Europe Esports Consumption by Countries (2015-2020)
Table Europe Esports Consumption Market Share by Countries (2015-2020)
Figure Europe Esports Consumption Market Share by Countries (2015-2020)
Figure Germany Esports Market Consumption and Growth Rate (2015-2020)
Figure United Kingdom Esports Market Consumption and Growth Rate (2015-2020)
Figure France Esports Market Consumption and Growth Rate (2015-2020)
Figure Italy Esports Market Consumption and Growth Rate (2015-2020)
Figure Spain Esports Market Consumption and Growth Rate (2015-2020)
Figure Europe COVID-19 Status
Figure Asia-Pacific Esports Market Consumption and Growth Rate (2015-2020)
Table Asia-Pacific Esports Consumption by Countries (2015-2020)
Table Asia-Pacific Esports Consumption Market Share by Countries (2015-2020)
Figure Asia-Pacific Esports Consumption Market Share by Countries (2015-2020)
Figure China Esports Market Consumption and Growth Rate (2015-2020)
Figure Japan Esports Market Consumption and Growth Rate (2015-2020)
Figure South Korea Esports Market Consumption and Growth Rate (2015-2020)
Figure Southeast Asia Esports Market Consumption and Growth Rate (2015-2020)
Figure India Esports Market Consumption and Growth Rate (2015-2020)
Figure Asia Pacific COVID-19 Status
Figure Middle East and Africa Esports Market Consumption and Growth Rate (2015-2020)
Table Middle East and Africa Esports Consumption by Countries (2015-2020)
Table Middle East and Africa Esports Consumption Market Share by Countries (2015-2020)
Figure Middle East and Africa Esports Consumption Market Share by Countries (2015-2020)
Figure Saudi Arabia Esports Market Consumption and Growth Rate (2015-2020)
Figure UAE Esports Market Consumption and Growth Rate (2015-2020)
Figure South Africa Esports Market Consumption and Growth Rate (2015-2020)
Figure South America Esports Market Consumption and Growth Rate (2015-2020)
Table South America Esports Consumption by Countries (2015-2020)
Table South America Esports Consumption Market Share by Countries (2015-2020)
Figure South America Esports Consumption Market Share by Countries (2015-2020)
Figure Brazil Esports Market Consumption and Growth Rate (2015-2020)
Table Gfinity Plc Company Profile
Table Gfinity Plc Production, Value, Price, Gross Margin 2015-2020
Figure Gfinity Plc Production and Growth Rate
Figure Gfinity Plc Value ($) Market Share 2015-2020
Table Electronic Arts Inc. Company Profile
Table Electronic Arts Inc. Production, Value, Price, Gross Margin 2015-2020
Figure Electronic Arts Inc. Production and Growth Rate
Figure Electronic Arts Inc. Value ($) Market Share 2015-2020
Table Nintendo Co. Ltd. Company Profile
Table Nintendo Co. Ltd. Production, Value, Price, Gross Margin 2015-2020
Figure Nintendo Co. Ltd. Production and Growth Rate
Figure Nintendo Co. Ltd. Value ($) Market Share 2015-2020
Table Epic Games Inc. Company Profile
Table Epic Games Inc. Production, Value, Price, Gross Margin 2015-2020
Figure Epic Games Inc. Production and Growth Rate
Figure Epic Games Inc. Value ($) Market Share 2015-2020
Table Intergalactic Gaming Ltd. Company Profile
Table Intergalactic Gaming Ltd. Production, Value, Price, Gross Margin 2015-2020
Figure Intergalactic Gaming Ltd. Production and Growth Rate
Figure Intergalactic Gaming Ltd. Value ($) Market Share 2015-2020
Table Valve Corp. Company Profile
Table Valve Corp. Production, Value, Price, Gross Margin 2015-2020
Figure Valve Corp. Production and Growth Rate
Figure Valve Corp. Value ($) Market Share 2015-2020
Table Tencent Holdings Ltd. Company Profile
Table Tencent Holdings Ltd. Production, Value, Price, Gross Margin 2015-2020
Figure Tencent Holdings Ltd. Production and Growth Rate
Figure Tencent Holdings Ltd. Value ($) Market Share 2015-2020
Table Activision Blizzard Inc. Company Profile
Table Activision Blizzard Inc. Production, Value, Price, Gross Margin 2015-2020
Figure Activision Blizzard Inc. Production and Growth Rate
Figure Activision Blizzard Inc. Value ($) Market Share 2015-2020
Table Modern Times Group MTG AB Company Profile
Table Modern Times Group MTG AB Production, Value, Price, Gross Margin 2015-2020
Figure Modern Times Group MTG AB Production and Growth Rate
Figure Modern Times Group MTG AB Value ($) Market Share 2015-2020
Table Take-Two Interactive Software Inc. Company Profile
Table Take-Two Interactive Software Inc. Production, Value, Price, Gross Margin 2015-2020
Figure Take-Two Interactive Software Inc. Production and Growth Rate
Figure Take-Two Interactive Software Inc. Value ($) Market Share 2015-2020
Figure North America Market Consumption and Growth Rate Forecast (2020-2025)
Figure Europe Market Consumption and Growth Rate Forecast (2020-2025)
Figure Asia-Pacific Market Consumption and Growth Rate Forecast (2020-2025)
Figure Middle East and Africa Market Consumption and Growth Rate Forecast (2020-2025)
Figure South America Market Consumption and Growth Rate Forecast (2020-2025)
Table Global Esports Market Forecast Production by Types (2020-2025)
Table Global Esports Market Forecast Production Share by Types (2020-2025)
Table Global Esports Market Forecast Value ($) by Types (2020-2025)
Table Global Esports Market Forecast Value Share by Types (2020-2025)
Table Global Esports Market Forecast Consumption by Applications (2020-2025)
Table Global Esports 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 |
Market Segments(by Application, by Type) |
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Total Market |
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