Global Electronic Sports (eSports) Market 2019 | Industry Size, Growth Opportunities, Competitive Analysis and Forecast to 2024

Report Description

Comprehensive enlightenment in the Global Electronic Sports (eSports) Market, addressing growing demand, production volume, sales revenue, and growth prospects.

The Global Electronic Sports (eSports) Market research report of Services and Software industry offers an in-depth evaluation of each crucial aspect of the worldwide Electronic Sports (eSports) industry that relates to market size, share, revenue, demand, sales volume, and development in the market. The report analyzes the Electronic Sports (eSports) market over the values, historical pricing structure, and volume trends that make it easy to predict growth momentum and precisely estimate forthcoming opportunities in the Electronic Sports (eSports) industry.

The report also evaluates driving forces of Electronic Sports (eSports) market and changing dynamics which have been considered as growth-boosting factor. Also, the Electronic Sports (eSports) study sheds light on limitations and restraints that could probably become obstruction while the Electronic Sports (eSports) industry is proceeding to achieve substantial revenue. The report also aids readers to gain in-depth knowledge of a Electronic Sports (eSports) market environment that comprises terms such as entry barriers, and trading policies as well as regulatory, political, financial and social concerns that may also hamper Electronic Sports (eSports) market growth momentum.

Global Electronic Sports (eSports) market overview in brief:

The Electronic Sports (eSports) market has been reporting substantial growth rates with considerable CAGR for the last couple of decades. According to the report, the Electronic Sports (eSports) market is expected to grow more vigorously during the forecast period and it can also influence the global economic structure with a higher revenue share. The Electronic Sports (eSports) market also holds the potential to impact its peers and parent Electronic Sports (eSports) market as the growth rate of the market is being accelerated by increasing product demand, growing disposable incomes, innovative products, raw material affluence, and changing consumption technologies.

Leading segments of the global Electronic Sports (eSports) market with reliable forecasts:

Later the Electronic Sports (eSports) report studies decisive segments of the market, including applications, Electronic Sports (eSports) types, technologies, end-users, and regions. It explains the importance and performance of each Electronic Sports (eSports) segment considering demand, revenue share, growth prospects and sales volume. Also, the analysis helps the clients accurately determine the Electronic Sports (eSports) market size to be targeted and forecast evaluation guide them in selecting remunerative segments that will drive Electronic Sports (eSports) business growth in the near future.

The Leading Players involved in global Electronic Sports (eSports) market are:

ModernTimesGroup(Sweden), ActivisionBlizzard(US), FACEIT(UK), TotalEntertainmentNetwork(US), Gfinity(UK), TurnerBroadcastingSystem(US), CJCorporation(SouthKorea), ValveCorporation(US), Tencent(China), ElectronicArts(EA)(US), Hi-RezStudios(US), KaBuM(Canada), WargamingPublic(Cyprus), RovioEntertainment(Finland), GungHoOnlineEntertainment(Japan), Alisports(China)

Based on type, the Electronic Sports (eSports) market is categorized into:

Media Rights (Subscription & Online Advertisement), Tickets and Merchandise, Sponsorship & Direct Advertisement, Publisher Fees, Others

According to applications, Electronic Sports (eSports) market splits into

Online, Offline

Global Electronic Sports (eSports) Market Regional Analysis:

The companies in the world that deals with Electronic Sports (eSports) mainly concentrate following regions.

RegionsSub Regions
North AmericaUSA, Canada and Mexico etc.
Asia-PacificChina, Japan, Korea, India, and Southeast Asia
The Middle East and AfricaSaudi Arabia, the UAE, Egypt, Turkey, Nigeria, and South Africa
EuropeGermany, France, the UK, Russia, and Italy
South AmericaBrazil, Argentina, Columbia, etc.
The Detailed competitive scenario of the global Electronic Sports (eSports) market:

The report highlights objectives, missions, core business values, and niche markets of leading participants operating in the worldwide Electronic Sports (eSports) industry. It also facilitates clients with the acumen to gain competitive advantages in the Electronic Sports (eSports) market and the strengths and weaknesses of their strong opponents. The Electronic Sports (eSports) report underscores their strategic moves, including brand developments, promotional activities, and product launches, as well as ventures, acquisitions, amalgamations, and Electronic Sports (eSports) mergers as efforts to dilate their serving area and deliver better fit products to their customer base.

In the Electronic Sports (eSports) report, participants’ financial assessments are also included which consists of an evaluation of gross margin, sales volume, cash flow, revenue outcomes, capital investment, and Electronic Sports (eSports) growth rate which will allow clients to gain intact comprehension of participants’ financial strengths and position in the global Electronic Sports (eSports) market. Their production capacity, plant locations, manufacturing processes, production volume, product specifications, raw material sourcing, distribution networks, and global Electronic Sports (eSports) presence are also analyzed in the report.

Worldwide Electronic Sports (eSports) market report coverage:

The report covers extensive analysis of the Electronic Sports (eSports) market scope, potential, structure, financial impacts and fluctuations. Extensive evaluation of Electronic Sports (eSports) market overview, establishment, history, as well as influential factors such as restraints, Electronic Sports (eSports) driving factors, limitations, and dynamics that can pose considerable impacts on Electronic Sports (eSports) market development rate. The report also enfolds the precise evaluation of Electronic Sports (eSports) market size, share, revenue, growth rate, and product & sales volume.

According to the statistics, the Electronic Sports (eSports) market is likely to report considerable revenue coupled with substantial growth during the forecast period as growing demand, increasing disposable incomes, raw material affluence, changing consumption tendencies, Electronic Sports (eSports) market trends, and stable market structure are fueling the growth of the global Electronic Sports (eSports) industry. The industry holds the potential to radically influence its peers and parent Electronic Sports (eSports) markets alongside the international financial system.

Why buy Electronic Sports (eSports) market report?

* Get a detailed picture of the Electronic Sports (eSports) market;
* Pinpoint Electronic Sports (eSports) growth sectors and identify factors driving change;
* Understand the Electronic Sports (eSports) competitive environment, the market’s major players and leading brands;
* Use five-year forecasts to assess how the Electronic Sports (eSports) market is predicted to develop.

Moreover, the report organizes to provide essential information on current and future Electronic Sports (eSports) market movements, organizational needs and Electronic Sports (eSports) industrial innovations. Additionally, the complete Electronic Sports (eSports) report helps the new aspirants to inspect the forthcoming opportunities in the Electronic Sports (eSports) industry. Investors will get a clear idea of the dominant Electronic Sports (eSports) players and their future forecasts.

Furthermore, Electronic Sports (eSports) readers will get a clear perspective on the most affecting driving and restraining forces in the Electronic Sports (eSports) market and its impact on the global market. The report predicts the future outlook for Electronic Sports (eSports) market that will help the readers in making appropriate decisions on which Electronic Sports (eSports) market segments to focus in the upcoming years accordingly.

In a word, the Electronic Sports (eSports) report offers a whole consequential study of the parent Electronic Sports (eSports) market, key tactics followed by leading Electronic Sports (eSports) industry Players and upcoming segments. Likewise, the former and current Electronic Sports (eSports) industry forecast analysis in terms of volume and value along with research conclusions is a decisive part of Electronic Sports (eSports) study. So that Electronic Sports (eSports) report helps the new aspirants to inspect the forthcoming opportunities in the Electronic Sports (eSports) market.

Table of Content


Table of Contents

1 Electronic Sports (eSports) Market Overview
1.1 Product Overview and Scope of Electronic Sports (eSports)
1.2 Classification of Electronic Sports (eSports) by Types
1.2.1 Electronic Sports (eSports) Revenue Comparison by Types (2019-2024)
1.2.2 Electronic Sports (eSports) Revenue Market Share by Types in 2018
1.2.3 Media Rights (Subscription & Online Advertisement)
1.2.4 Tickets and Merchandise
1.2.5 Sponsorship & Direct Advertisement
1.2.6 Publisher Fees
1.2.7 Others
1.3 Electronic Sports (eSports) Market by Application
1.3.1 Electronic Sports (eSports) Market Size and Market Share Comparison by Applications (2014-2024)
1.3.2 Online
1.3.3 Offline
1.4 Electronic Sports (eSports) Market by Regions
1.4.1 Electronic Sports (eSports) Market Size (Million USD) Comparison by Regions (2014-2024)
1.4.1 North America (USA, Canada and Mexico) Electronic Sports (eSports) Status and Prospect (2014-2024)
1.4.2 Europe (Germany, France, UK, Russia and Italy) Electronic Sports (eSports) Status and Prospect (2014-2024)
1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia) Electronic Sports (eSports) Status and Prospect (2014-2024)
1.4.4 South America (Brazil, Argentina, Colombia) Electronic Sports (eSports) Status and Prospect (2014-2024)
1.4.5 Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa) Electronic Sports (eSports) Status and Prospect (2014-2024)
1.5 Market Size of Electronic Sports (eSports) (2014-2024)
2 Manufacturers Profiles
2.1 Modern Times Group (Sweden)
2.1.1 Business Overview
2.1.2 Electronic Sports (eSports) Type and Applications
2.1.2.1 Product A
2.1.2.2 Product B
2.1.3 Modern Times Group (Sweden) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2018)
2.2 Activision Blizzard (US)
2.2.1 Business Overview
2.2.2 Electronic Sports (eSports) Type and Applications
2.2.2.1 Product A
2.2.2.2 Product B
2.2.3 Activision Blizzard (US) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2018)
2.3 FACEIT (UK)
2.3.1 Business Overview
2.3.2 Electronic Sports (eSports) Type and Applications
2.3.2.1 Product A
2.3.2.2 Product B
2.3.3 FACEIT (UK) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2018)
2.4 Total Entertainment Network (US)
2.4.1 Business Overview
2.4.2 Electronic Sports (eSports) Type and Applications
2.4.2.1 Product A
2.4.2.2 Product B
2.4.3 Total Entertainment Network (US) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2018)
2.5 Gfinity (UK)
2.5.1 Business Overview
2.5.2 Electronic Sports (eSports) Type and Applications
2.5.2.1 Product A
2.5.2.2 Product B
2.5.3 Gfinity (UK) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2018)
2.6 Turner Broadcasting System (US)
2.6.1 Business Overview
2.6.2 Electronic Sports (eSports) Type and Applications
2.6.2.1 Product A
2.6.2.2 Product B
2.6.3 Turner Broadcasting System (US) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2018)
2.7 CJ Corporation (South Korea)
2.7.1 Business Overview
2.7.2 Electronic Sports (eSports) Type and Applications
2.7.2.1 Product A
2.7.2.2 Product B
2.7.3 CJ Corporation (South Korea) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2018)
2.8 Valve Corporation (US)
2.8.1 Business Overview
2.8.2 Electronic Sports (eSports) Type and Applications
2.8.2.1 Product A
2.8.2.2 Product B
2.8.3 Valve Corporation (US) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2018)
2.9 Tencent (China)
2.9.1 Business Overview
2.9.2 Electronic Sports (eSports) Type and Applications
2.9.2.1 Product A
2.9.2.2 Product B
2.9.3 Tencent (China) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2018)
2.10 Electronic Arts (EA) (US)
2.10.1 Business Overview
2.10.2 Electronic Sports (eSports) Type and Applications
2.10.2.1 Product A
2.10.2.2 Product B
2.10.3 Electronic Arts (EA) (US) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2018)
2.11 Hi-Rez Studios (US)
2.11.1 Business Overview
2.11.2 Electronic Sports (eSports) Type and Applications
2.11.2.1 Product A
2.11.2.2 Product B
2.11.3 Hi-Rez Studios (US) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2018)
2.12 KaBuM (Canada)
2.12.1 Business Overview
2.12.2 Electronic Sports (eSports) Type and Applications
2.12.2.1 Product A
2.12.2.2 Product B
2.12.3 KaBuM (Canada) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2018)
2.13 Wargaming Public (Cyprus)
2.13.1 Business Overview
2.13.2 Electronic Sports (eSports) Type and Applications
2.13.2.1 Product A
2.13.2.2 Product B
2.13.3 Wargaming Public (Cyprus) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2018)
2.14 Rovio Entertainment (Finland)
2.14.1 Business Overview
2.14.2 Electronic Sports (eSports) Type and Applications
2.14.2.1 Product A
2.14.2.2 Product B
2.14.3 Rovio Entertainment (Finland) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2018)
2.15 GungHo Online Entertainment (Japan)
2.15.1 Business Overview
2.15.2 Electronic Sports (eSports) Type and Applications
2.15.2.1 Product A
2.15.2.2 Product B
2.15.3 GungHo Online Entertainment (Japan) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2018)
2.16 Alisports (China)
2.16.1 Business Overview
2.16.2 Electronic Sports (eSports) Type and Applications
2.16.2.1 Product A
2.16.2.2 Product B
2.16.3 Alisports (China) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2017-2018)
3 Electronic Sports (eSports) Market Competition, by Players
3.1 Electronic Sports (eSports) Revenue and Share by Players (2014-2019)
3.2 Market Concentration Rate
3.2.1 Top 5 Electronic Sports (eSports) Players Market Share
3.2.2 Top 10 Electronic Sports (eSports) Players Market Share
3.3 Market Competition Trend
4 Electronic Sports (eSports) Market Size by Regions
4.1 Electronic Sports (eSports) Revenue and Market Share by Regions
4.2 North America Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
4.3 Europe Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
4.4 Asia-Pacific Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
4.5 South America Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
4.6 Middle East and Africa Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
5 North America Electronic Sports (eSports) Revenue by Countries
5.1 North America Electronic Sports (eSports) Revenue by Countries (2014-2019)
5.2 USA Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
5.3 Canada Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
5.4 Mexico Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
6 Europe Electronic Sports (eSports) Revenue by Countries
6.1 Europe Electronic Sports (eSports) Revenue by Countries (2014-2019)
6.2 Germany Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
6.3 UK Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
6.4 France Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
6.5 Russia Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
6.6 Italy Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
7 Asia-Pacific Electronic Sports (eSports) Revenue by Countries
7.1 Asia-Pacific Electronic Sports (eSports) Revenue by Countries (2014-2019)
7.2 China Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
7.3 Japan Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
7.4 Korea Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
7.5 India Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
7.6 Southeast Asia Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
8 South America Electronic Sports (eSports) Revenue by Countries
8.1 South America Electronic Sports (eSports) Revenue by Countries (2014-2019)
8.2 Brazil Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
8.3 Argentina Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
8.4 Colombia Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
9 Middle East and Africa Revenue Electronic Sports (eSports) by Countries
9.1 Middle East and Africa Electronic Sports (eSports) Revenue by Countries (2014-2019)
9.2 Saudi Arabia Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
9.3 UAE Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
9.4 Egypt Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
9.5 Nigeria Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
9.6 South Africa Electronic Sports (eSports) Revenue and Growth Rate (2014-2019)
10 Electronic Sports (eSports) Market Segment by Type
10.1 Electronic Sports (eSports) Revenue and Market Share by Type (2014-2019)
10.2 Electronic Sports (eSports) Market Forecast by Type (2019-2024)
10.3 Media Rights (Subscription & Online Advertisement) Revenue Growth Rate (2014-2024)
10.4 Tickets and Merchandise Revenue Growth Rate (2014-2024)
10.5 Sponsorship & Direct Advertisement Revenue Growth Rate (2014-2024)
10.6 Publisher Fees Revenue Growth Rate (2014-2024)
10.7 Others Revenue Growth Rate (2014-2024)
11 Electronic Sports (eSports) Market Segment by Application
11.1 Electronic Sports (eSports) Revenue Market Share by Application (2014-2019)
11.2 Electronic Sports (eSports) Market Forecast by Application (2019-2024)
11.3 Online Revenue Growth (2014-2019)
11.4 Offline Revenue Growth (2014-2019)
12 Electronic Sports (eSports) Market Size Forecast (2019-2024)
12.1 Electronic Sports (eSports) Market Size Forecast (2019-2024)
12.2 Electronic Sports (eSports) Market Forecast by Regions (2019-2024)
12.3 North America Electronic Sports (eSports) Revenue Market Forecast (2019-2024)
12.4 Europe Electronic Sports (eSports) Revenue Market Forecast (2019-2024)
12.5 Asia-Pacific Electronic Sports (eSports) Revenue Market Forecast (2019-2024)
12.6 South America Electronic Sports (eSports) Revenue Market Forecast (2019-2024)
12.7 Middle East and Africa Electronic Sports (eSports) Revenue Market Forecast (2019-2024)
13 Research Findings and Conclusion
14 Appendix
14.1 Methodology
14.2 Data Source

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