Global Esport Market 2020 by Company, Regions, Type and Application, Forecast to 2025

  • ID:PD033041
  • January 2020
  • GIR (Global Info Research)
                          

The Global Esport Market Report is equipped with market data from 2015 to 2025. The report gives a market overview covering key drivers and risks factors. The report is bifurcated by top global manufactures mentioning sales, revenue and prices as applicable. It also evaluates the competitive scenario of the leading players. The report expands to cover regional market data along with type and application. The report forecasts sales and revenue from 2020 to 2025. The detailed sales channel is also covered in the study.

The global Esport market size is expected to gain market growth in the forecast period of 2020 to 2025, with a CAGR of xx% in the forecast period of 2020 to 2025 and will expected to reach USD xx million by 2025, from USD xx million in 2019.

The Esport market report provides a detailed analysis 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.

Market segmentation
Esport market is split by Type and by Application. For the period 2015-2025, the growth among segments provide accurate calculations and forecasts for sales by Type and by Application in terms of volume and value. This analysis can help you expand your business by targeting qualified niche markets.

By Type, Esport market has been segmented into:

  •     Real-time strategy (RTS)
  •     First-person shooter (FPS)
  •     Multiplayer online battle arena (MOBA)
  •     Others

By Application, Esport has been segmented into:
  •     Mobilehone & Tablet
  •     PC
  •     Video Game
  •     Other

Regions and Countries Level Analysis
Regional analysis is another highly comprehensive part of the research and analysis study of the global Esport market presented in the report. This section sheds light on the sales growth of different regional and country-level Esport markets. For the historical and forecast period 2015 to 2025, it provides detailed and accurate country-wise volume analysis and region-wise market size analysis of the global Esport market.

The report offers in-depth assessment of the growth and other aspects of the Esport market in important countries (regions), including:
  •     North America (United States, Canada and Mexico)
  •     Europe (Germany, France, UK, Russia and Italy)
  •     Asia-Pacific (China, Japan, Korea, India, Southeast Asia and Australia)
  •     South America (Brazil, Argentina, Colombia)
  •     Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

Competitive Landscape and Esport Market Share Analysis
Esport competitive landscape provides details by vendors, including company overview, company total revenue (financials), market potential, global presence, Esport sales and revenue generated, market share, price, production sites and facilities, SWOT analysis, product launch. For the period 2015-2020, this study provides the Esport sales, revenue and market share for each player covered in this report.

The major players covered in Esport are:
  • Modern Times Group
  • Faceit
  • CJ Corporation
  • Activision Blizzard
  • Turner Broadcasting System
  • Valve Corporation
  • Hi Rez Studios
  • Nintendo
  • Electronic Arts
  • Gfinity
  • Alisports
  • Kabum
  • Gungho Online Entertainment
  • Wargaming Public
  • Rovio Entertainment

Table of Contents

1 Esport Market Overview
    1.1 Product Overview and Scope of Esport
    1.2 Classification of Esport by Type
        1.2.1 Global Esport Revenue by Type: 2015 VS 2019 VS 2025
        1.2.2 Global Esport Revenue Market Share by Type in 2019
        1.2.3 Real-time strategy (RTS)
        1.2.4 First-person shooter (FPS)
        1.2.5 Multiplayer online battle arena (MOBA)
        1.2.6 Others
    1.3 Global Esport Market by Application
        1.3.1 Overview: Global Esport Revenue by Application: 2015 VS 2019 VS 2025
        1.3.2 Mobilehone & Tablet
        1.3.3 PC
        1.3.4 Video Game
        1.3.5 Other
    1.4 Global Esport Market by Regions
        1.4.1 Global Esport Market Size by Regions: 2015 VS 2019 VS 2025
        1.4.2 Global Market Size of Esport (2015-2025)
        1.4.3 North America (USA, Canada and Mexico) Esport Status and Prospect (2015-2025)
        1.4.4 Europe (Germany, France, UK, Russia and Italy) Esport Status and Prospect (2015-2025)
        1.4.5 Asia-Pacific (China, Japan, Korea, India and Southeast Asia) Esport Status and Prospect (2015-2025)
        1.4.6 South America (Brazil, Argentina, Colombia) Esport Status and Prospect (2015-2025)
        1.4.7 Middle East & Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa) Esport Status and Prospect (2015-2025)
2 Company Profiles
    2.1 Modern Times Group
        2.1.1 Modern Times Group Details
        2.1.2 Modern Times Group Major Business and Total Revenue (Financial Highlights) Analysis
        2.1.3 Modern Times Group SWOT Analysis
        2.1.4 Modern Times Group Product and Services
        2.1.5 Modern Times Group Esport Revenue, Gross Margin and Market Share (2018-2019)
    2.2 Faceit
        2.2.1 Faceit Details
        2.2.2 Faceit Major Business and Total Revenue (Financial Highlights) Analysis
        2.2.3 Faceit SWOT Analysis
        2.2.4 Faceit Product and Services
        2.2.5 Faceit Esport Revenue, Gross Margin and Market Share (2018-2019)
    2.3 CJ Corporation
        2.3.1 CJ Corporation Details
        2.3.2 CJ Corporation Major Business and Total Revenue (Financial Highlights) Analysis
        2.3.3 CJ Corporation SWOT Analysis
        2.3.4 CJ Corporation Product and Services
        2.3.5 CJ Corporation Esport Revenue, Gross Margin and Market Share (2018-2019)
    2.4 Activision Blizzard
        2.4.1 Activision Blizzard Details
        2.4.2 Activision Blizzard Major Business and Total Revenue (Financial Highlights) Analysis
        2.4.3 Activision Blizzard SWOT Analysis
        2.4.4 Activision Blizzard Product and Services
        2.4.5 Activision Blizzard Esport Revenue, Gross Margin and Market Share (2018-2019)
    2.5 Turner Broadcasting System
        2.5.1 Turner Broadcasting System Details
        2.5.2 Turner Broadcasting System Major Business and Total Revenue (Financial Highlights) Analysis
        2.5.3 Turner Broadcasting System SWOT Analysis
        2.5.4 Turner Broadcasting System Product and Services
        2.5.5 Turner Broadcasting System Esport Revenue, Gross Margin and Market Share (2018-2019)
    2.6 Valve Corporation
        2.6.1 Valve Corporation Details
        2.6.2 Valve Corporation Major Business and Total Revenue (Financial Highlights) Analysis
        2.6.3 Valve Corporation SWOT Analysis
        2.6.4 Valve Corporation Product and Services
        2.6.5 Valve Corporation Esport Revenue, Gross Margin and Market Share (2018-2019)
    2.7 Hi Rez Studios
        2.7.1 Hi Rez Studios Details
        2.7.2 Hi Rez Studios Major Business and Total Revenue (Financial Highlights) Analysis
        2.7.3 Hi Rez Studios SWOT Analysis
        2.7.4 Hi Rez Studios Product and Services
        2.7.5 Hi Rez Studios Esport Revenue, Gross Margin and Market Share (2018-2019)
    2.8 Nintendo
        2.8.1 Nintendo Details
        2.8.2 Nintendo Major Business and Total Revenue (Financial Highlights) Analysis
        2.8.3 Nintendo SWOT Analysis
        2.8.4 Nintendo Product and Services
        2.8.5 Nintendo Esport Revenue, Gross Margin and Market Share (2018-2019)
    2.9 Electronic Arts
        2.9.1 Electronic Arts Details
        2.9.2 Electronic Arts Major Business and Total Revenue (Financial Highlights) Analysis
        2.9.3 Electronic Arts SWOT Analysis
        2.9.4 Electronic Arts Product and Services
        2.9.5 Electronic Arts Esport Revenue, Gross Margin and Market Share (2018-2019)
    2.10 Gfinity
        2.10.1 Gfinity Details
        2.10.2 Gfinity Major Business and Total Revenue (Financial Highlights) Analysis
        2.10.3 Gfinity SWOT Analysis
        2.10.4 Gfinity Product and Services
        2.10.5 Gfinity Esport Revenue, Gross Margin and Market Share (2018-2019)
    2.11 Alisports
        2.11.1 Alisports Details
        2.11.2 Alisports Major Business and Total Revenue (Financial Highlights) Analysis
        2.11.3 Alisports SWOT Analysis
        2.11.4 Alisports Product and Services
        2.11.5 Alisports Esport Revenue, Gross Margin and Market Share (2018-2019)
    2.12 Kabum
        2.12.1 Kabum Details
        2.12.2 Kabum Major Business and Total Revenue (Financial Highlights) Analysis
        2.12.3 Kabum SWOT Analysis
        2.12.4 Kabum Product and Services
        2.12.5 Kabum Esport Revenue, Gross Margin and Market Share (2018-2019)
    2.13 Gungho Online Entertainment
        2.13.1 Gungho Online Entertainment Details
        2.13.2 Gungho Online Entertainment Major Business and Total Revenue (Financial Highlights) Analysis
        2.13.3 Gungho Online Entertainment SWOT Analysis
        2.13.4 Gungho Online Entertainment Product and Services
        2.13.5 Gungho Online Entertainment Esport Revenue, Gross Margin and Market Share (2018-2019)
    2.14 Wargaming Public
        2.14.1 Wargaming Public Details
        2.14.2 Wargaming Public Major Business and Total Revenue (Financial Highlights) Analysis
        2.14.3 Wargaming Public SWOT Analysis
        2.14.4 Wargaming Public Product and Services
        2.14.5 Wargaming Public Esport Revenue, Gross Margin and Market Share (2018-2019)
    2.15 Rovio Entertainment
        2.15.1 Rovio Entertainment Details
        2.15.2 Rovio Entertainment Major Business and Total Revenue (Financial Highlights) Analysis
        2.15.3 Rovio Entertainment SWOT Analysis
        2.15.4 Rovio Entertainment Product and Services
        2.15.5 Rovio Entertainment Esport Revenue, Gross Margin and Market Share (2018-2019)
3 Market Competition, by Players
    3.1 Global Esport Revenue and Share by Players (2015-2020)
    3.2 Market Concentration Rate
        3.2.1 Top 5 Esport Players Market Share
        3.2.2 Top 10 Esport Players Market Share
    3.3 Market Competition Trend
4 Market Size by Regions
    4.1 Global Esport Revenue and Market Share by Regions
    4.2 North America Esport Revenue and Growth Rate (2015-2020)
    4.3 Europe Esport Revenue and Growth Rate (2015-2020)
    4.4 Asia-Pacific Esport Revenue and Growth Rate (2015-2020)
    4.5 South America Esport Revenue and Growth Rate (2015-2020)
    4.6 Middle East & Africa Esport Revenue and Growth Rate (2015-2020)
5 North America Esport Revenue by Countries
    5.1 North America Esport Revenue by Countries (2015-2020)
    5.2 USA Esport Revenue and Growth Rate (2015-2020)
    5.3 Canada Esport Revenue and Growth Rate (2015-2020)
    5.4 Mexico Esport Revenue and Growth Rate (2015-2020)
6 Europe Esport Revenue by Countries
    6.1 Europe Esport Revenue by Countries (2015-2020)
    6.2 Germany Esport Revenue and Growth Rate (2015-2020)
    6.3 UK Esport Revenue and Growth Rate (2015-2020)
    6.4 France Esport Revenue and Growth Rate (2015-2020)
    6.5 Russia Esport Revenue and Growth Rate (2015-2020)
    6.6 Italy Esport Revenue and Growth Rate (2015-2020)
7 Asia-Pacific Esport Revenue by Countries
    7.1 Asia-Pacific Esport Revenue by Countries (2015-2020)
    7.2 China Esport Revenue and Growth Rate (2015-2020)
    7.3 Japan Esport Revenue and Growth Rate (2015-2020)
    7.4 Korea Esport Revenue and Growth Rate (2015-2020)
    7.5 India Esport Revenue and Growth Rate (2015-2020)
    7.6 Southeast Asia Esport Revenue and Growth Rate (2015-2020)
8 South America Esport Revenue by Countries
    8.1 South America Esport Revenue by Countries (2015-2020)
    8.2 Brazil Esport Revenue and Growth Rate (2015-2020)
    8.3 Argentina Esport Revenue and Growth Rate (2015-2020)
9 Middle East & Africa Revenue Esport by Countries
    9.1 Middle East & Africa Esport Revenue by Countries (2015-2020)
    9.2 Saudi Arabia Esport Revenue and Growth Rate (2015-2020)
    9.3 UAE Esport Revenue and Growth Rate (2015-2020)
    9.4 Egypt Esport Revenue and Growth Rate (2015-2020)
    9.5 South Africa Esport Revenue and Growth Rate (2015-2020)
10 Market Size Segment by Type
    10.1 Global Esport Revenue and Market Share by Type (2015-2020)
    10.2 Global Esport Market Forecast by Type (2019-2024)
    10.3 Real-time strategy (RTS) Revenue Growth Rate (2015-2025)
    10.4 First-person shooter (FPS) Revenue Growth Rate (2015-2025)
    10.5 Multiplayer online battle arena (MOBA) Revenue Growth Rate (2015-2025)
    10.6 Others Revenue Growth Rate (2015-2025)
11 Global Esport Market Segment by Application
    11.1 Global Esport Revenue Market Share by Application (2015-2020)
    11.2 Esport Market Forecast by Application (2019-2024)
    11.3 Mobilehone & Tablet Revenue Growth (2015-2020)
    11.4 PC Revenue Growth (2015-2020)
    11.5 Video Game Revenue Growth (2015-2020)
    11.6 Other Revenue Growth (2015-2020)
12 Global Esport Market Size Forecast (2021-2025)
    12.1 Global Esport Market Size Forecast (2021-2025)
    12.2 Global Esport Market Forecast by Regions (2021-2025)
    12.3 North America Esport Revenue Market Forecast (2021-2025)
    12.4 Europe Esport Revenue Market Forecast (2021-2025)
    12.5 Asia-Pacific Esport Revenue Market Forecast (2021-2025)
    12.6 South America Esport Revenue Market Forecast (2021-2025)
    12.7 Middle East & Africa Esport Revenue Market Forecast (2021-2025)
13 Research Findings and Conclusion
14 Appendix
    14.1 Methodology
    14.2 Data Source
    14.3 Disclaimer
    14.4 About US

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