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Global E-Sports Market Size, Status and Forecast 2020-2026
Published Date: July 2020
|
Report Code: QYRE-Auto-17H3082
Home | Category |Games |Computer & Video Games |Strategy Games
Global E Sports Market Size Status and Forecast 2020 2026

Global E-Sports Market Size, Status and Forecast 2020-2026

Code: QYRE-Auto-17H3082
Report
July 2020
99 Pages
QYResearch
Region: Global, North America, India, Europe, Southeast Asia, Central & South America,
Description
Table of Content
Tables & Figures

eSports Market Statistics 2026

The global eSports market size is projected to reach USD 1860.2 Million by 2026, from USD 691.6 Million in 2019, at a CAGR of 15.1% during the forecast period 2021-2026.
 
The report offers a comprehensive analysis and accurate statistics on revenue by the player for the period 2016-2021. It also offers detailed analysis supported by reliable statistics on price and revenue (global level) by players for the period 2016-2021.
 
eSports Market Size & Share, Trends, Growth, Industry Worth, Forecast 2026
 
In recent years, esports has exploded into the mainstream, moving from a niche to a central form of entertainment across the globe, and ticket sales are shifting from the arena to the internet. While esports may have once stood for a subset of sporting culture, it has become a complete industry in its own right with the current developments.
 
The MOBA segment dominated the e-sports market and is expected to continue its dominance over the next four years.
 
The availability of different elements of MOBA games such as collecting items, acquiring goods, levelling up, and fighting accompanied by computer-generated units drives the segment’s growth in this global market.
 
Based on the region, the APAC is expected to hold the largest esports market share during the forecast period. 

The rising penetration of mobile gaming and internet use in the area has intensified the growth of esports. In 2003, China declared esports to be an official sport, and after 13 years, it was declared a national industry providing sports operators and professionals’ jobs in the country. South Korea is also a renowned country for sports space, offering facilities to gamers, including their gaming houses, coaches, and analysts.

North America is also expected to hold a significant esports market share during the forecast period. 

With the North America League of Legends Championship Series (NA LCS) and the Overwatch League, investment and development are expected to continue during the forecast period. Esports is a multi-million dollar industry in the U.S. involving game creators, teams, leagues, TV networks, and streaming services.

E-Sports market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global E-Sports market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2015-2026.

Scope of the Report:

Report Metric

Details

Report Name

esports market

The market size in 2020

USD 691.6 Million

The revenue forecast in 2026

USD 1860.2 Million

Growth Rate

CAGR of 15.1% from 2020 to 2026

Base year considered

2019

Forecast period

2020-2026

Forecast units

Value (USD)

Segments covered

Type, End-User, Offerings, and Region

Report coverage

Revenue & volume forecast, company share, competitive landscape, growth factors, and trends

Geographic regions covered

North America, Europe, Asia Pacific, Latin America, Middle East & Africa

 

Key Major Vendors

  • Activision Blizzard
  • Epic Games
  • Nintendo
  • Riot Games
  • Valve Corporation
  • Wargaming.Net
  • EA Sports
  • Hi-Rez Studios
  • Microsoft Studios

eSports Market Segments

eSports Market Segment by Type

  • Multiplayer Online Battle Arena (MOBA)
  • First-Person Shooter (FPS)
  • Real-Time Strategy (RTS)
  • Other

eSports Market Segment by Application

  • Professional
  • Amateur

eSports Market Segment by Regions

  • North America
  • Europe
  • China
  • Japan
  • Southeast Asia
  • India
  • Central & South America
TABLE OF CONTENT
 
1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered: Ranking by E-Sports Revenue
1.4 Market by Type
1.4.1 Global E-Sports Market Size Growth Rate by Type: 2020 VS 2026
1.4.2 Multiplayer Online Battle Arena (MOBA)
1.4.3 First-Person Shooter (FPS)
1.4.4 Real-Time Strategy (RTS)
1.4.5 Other
1.5 Market by Application
1.5.1 Global E-Sports Market Share by Application: 2020 VS 2026
1.5.2 Professional
1.5.3 Amateur
1.6 Study Objectives
1.7 Years Considered
2 Global Growth Trends
2.1 Global E-Sports Market Perspective (2015-2026)
2.2 Global E-Sports Growth Trends by Regions
2.2.1 E-Sports Market Size by Regions: 2015 VS 2020 VS 2026
2.2.2 E-Sports Historic Market Share by Regions (2015-2020)
2.2.3 E-Sports Forecasted Market Size by Regions (2021-2026)
2.3 Industry Trends and Growth Strategy
2.3.1 Market Top Trends
2.3.2 Market Drivers
2.3.3 Market Challenges
2.3.4 Porter’s Five Forces Analysis
2.3.5 E-Sports Market Growth Strategy
2.3.6 Primary Interviews with Key E-Sports Players (Opinion Leaders)
3 Competition Landscape by Key Players
3.1 Global Top E-Sports Players by Market Size
3.1.1 Global Top E-Sports Players by Revenue (2015-2020)
3.1.2 Global E-Sports Revenue Market Share by Players (2015-2020)
3.1.3 Global E-Sports Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
3.2 Global E-Sports Market Concentration Ratio
3.2.1 Global E-Sports Market Concentration Ratio (CR5 and HHI)
3.2.2 Global Top 10 and Top 5 Companies by E-Sports Revenue in 2019
3.3 E-Sports Key Players Head office and Area Served
3.4 Key Players E-Sports Product Solution and Service
3.5 Date of Enter into E-Sports Market
3.6 Mergers & Acquisitions, Expansion Plans
4 Market Size by Type (2015-2026)
4.1 Global E-Sports Historic Market Size by Type (2015-2020)
4.2 Global E-Sports Forecasted Market Size by Type (2021-2026)
5 Market Size by Application (2015-2026)
5.1 Global E-Sports Market Size by Application (2015-2020)
5.2 Global E-Sports Forecasted Market Size by Application (2021-2026)
6 North America
6.1 North America E-Sports Market Size (2015-2020)
6.2 E-Sports Key Players in North America (2019-2020)
6.3 North America E-Sports Market Size by Type (2015-2020)
6.4 North America E-Sports Market Size by Application (2015-2020)
7 Europe
7.1 Europe E-Sports Market Size (2015-2020)
7.2 E-Sports Key Players in Europe (2019-2020)
7.3 Europe E-Sports Market Size by Type (2015-2020)
7.4 Europe E-Sports Market Size by Application (2015-2020)
8 China
8.1 China E-Sports Market Size (2015-2020)
8.2 E-Sports Key Players in China (2019-2020)
8.3 China E-Sports Market Size by Type (2015-2020)
8.4 China E-Sports Market Size by Application (2015-2020)
9 Japan
9.1 Japan E-Sports Market Size (2015-2020)
9.2 E-Sports Key Players in Japan (2019-2020)
9.3 Japan E-Sports Market Size by Type (2015-2020)
9.4 Japan E-Sports Market Size by Application (2015-2020)
10 Southeast Asia
10.1 Southeast Asia E-Sports Market Size (2015-2020)
10.2 E-Sports Key Players in Southeast Asia (2019-2020)
10.3 Southeast Asia E-Sports Market Size by Type (2015-2020)
10.4 Southeast Asia E-Sports Market Size by Application (2015-2020)
11 India
11.1 India E-Sports Market Size (2015-2020)
11.2 E-Sports Key Players in India (2019-2020)
11.3 India E-Sports Market Size by Type (2015-2020)
11.4 India E-Sports Market Size by Application (2015-2020)
12 Central & South America
12.1 Central & South America E-Sports Market Size (2015-2020)
12.2 E-Sports Key Players in Central & South America (2019-2020)
12.3 Central & South America E-Sports Market Size by Type (2015-2020)
12.4 Central & South America E-Sports Market Size by Application (2015-2020)
13 Key Players Profiles
13.1 Activision Blizzard
13.1.1 Activision Blizzard Company Details
13.1.2 Activision Blizzard Business Overview
13.1.3 Activision Blizzard E-Sports Introduction
13.1.4 Activision Blizzard Revenue in E-Sports Business (2015-2020))
13.1.5 Activision Blizzard Recent Development
13.2 Epic Games
13.2.1 Epic Games Company Details
13.2.2 Epic Games Business Overview
13.2.3 Epic Games E-Sports Introduction
13.2.4 Epic Games Revenue in E-Sports Business (2015-2020)
13.2.5 Epic Games Recent Development
13.3 Nintendo
13.3.1 Nintendo Company Details
13.3.2 Nintendo Business Overview
13.3.3 Nintendo E-Sports Introduction
13.3.4 Nintendo Revenue in E-Sports Business (2015-2020)
13.3.5 Nintendo Recent Development
13.4 Riot Games
13.4.1 Riot Games Company Details
13.4.2 Riot Games Business Overview
13.4.3 Riot Games E-Sports Introduction
13.4.4 Riot Games Revenue in E-Sports Business (2015-2020)
13.4.5 Riot Games Recent Development
13.5 Valve Corporation
13.5.1 Valve Corporation Company Details
13.5.2 Valve Corporation Business Overview
13.5.3 Valve Corporation E-Sports Introduction
13.5.4 Valve Corporation Revenue in E-Sports Business (2015-2020)
13.5.5 Valve Corporation Recent Development
13.6 Wargaming.Net
13.6.1 Wargaming.Net Company Details
13.6.2 Wargaming.Net Business Overview
13.6.3 Wargaming.Net E-Sports Introduction
13.6.4 Wargaming.Net Revenue in E-Sports Business (2015-2020)
13.6.5 Wargaming.Net Recent Development
13.7 EA Sports
13.7.1 EA Sports Company Details
13.7.2 EA Sports Business Overview
13.7.3 EA Sports E-Sports Introduction
13.7.4 EA Sports Revenue in E-Sports Business (2015-2020)
13.7.5 EA Sports Recent Development
13.8 Hi-Rez Studios
13.8.1 Hi-Rez Studios Company Details
13.8.2 Hi-Rez Studios Business Overview
13.8.3 Hi-Rez Studios E-Sports Introduction
13.8.4 Hi-Rez Studios Revenue in E-Sports Business (2015-2020)
13.8.5 Hi-Rez Studios Recent Development
13.9 Microsoft Studios
13.9.1 Microsoft Studios Company Details
13.9.2 Microsoft Studios Business Overview
13.9.3 Microsoft Studios E-Sports Introduction
13.9.4 Microsoft Studios Revenue in E-Sports Business (2015-2020)
13.9.5 Microsoft Studios Recent Development
14 Analyst's Viewpoints/Conclusions
15 Appendix
15.1 Research Methodology
15.1.1 Methodology/Research Approach
15.1.2 Data Source
15.2 Disclaimer
15.3 Author Details
List of Tables
 
    Table 1. E-Sports Key Market Segments
    Table 2. Key Players Covered: Ranking by E-Sports Revenue
    Table 3. Ranking of Global Top E-Sports Manufacturers by Revenue (US$ Million) in 2019
    Table 4. Global E-Sports Market Size Growth Rate by Type (US$ Million): 2020 VS 2026
    Table 5. Key Players of Multiplayer Online Battle Arena (MOBA)
    Table 6. Key Players of First-Person Shooter (FPS)
    Table 7. Key Players of Real-Time Strategy (RTS)
    Table 8. Key Players of Other
    Table 9. Global E-Sports Market Size Growth by Application (US$ Million): 2020 VS 2026
    Table 10. Global E-Sports Market Size by Regions (US$ Million): 2020 VS 2026
    Table 11. Global E-Sports Market Size by Regions (2015-2020) (US$ Million)
    Table 12. Global E-Sports Market Share by Regions (2015-2020)
    Table 13. Global E-Sports Forecasted Market Size by Regions (2021-2026) (US$ Million)
    Table 14. Global E-Sports Market Share by Regions (2021-2026)
    Table 15. Market Top Trends
    Table 16. Key Drivers: Impact Analysis
    Table 17. Key Challenges
    Table 18. E-Sports Market Growth Strategy
    Table 19. Main Points Interviewed from Key E-Sports Players
    Table 20. Global E-Sports Revenue by Players (2015-2020) (Million US$)
    Table 21. Global E-Sports Market Share by Players (2015-2020)
    Table 22. Global Top E-Sports Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in E-Sports as of 2019)
    Table 23. Global E-Sports by Players Market Concentration Ratio (CR5 and HHI)
    Table 24. Key Players Headquarters and Area Served
    Table 25. Key Players E-Sports Product Solution and Service
    Table 26. Date of Enter into E-Sports Market
    Table 27. Mergers & Acquisitions, Expansion Plans
    Table 28. Global E-Sports Market Size by Type (2015-2020) (Million US$)
    Table 29. Global E-Sports Market Size Share by Type (2015-2020)
    Table 30. Global E-Sports Revenue Market Share by Type (2021-2026)
    Table 31. Global E-Sports Market Size Share by Application (2015-2020)
    Table 32. Global E-Sports Market Size by Application (2015-2020) (Million US$)
    Table 33. Global E-Sports Market Size Share by Application (2021-2026)
    Table 34. North America Key Players E-Sports Revenue (2019-2020) (Million US$)
    Table 35. North America Key Players E-Sports Market Share (2019-2020)
    Table 36. North America E-Sports Market Size by Type (2015-2020) (Million US$)
    Table 37. North America E-Sports Market Share by Type (2015-2020)
    Table 38. North America E-Sports Market Size by Application (2015-2020) (Million US$)
    Table 39. North America E-Sports Market Share by Application (2015-2020)
    Table 40. Europe Key Players E-Sports Revenue (2019-2020) (Million US$)
    Table 41. Europe Key Players E-Sports Market Share (2019-2020)
    Table 42. Europe E-Sports Market Size by Type (2015-2020) (Million US$)
    Table 43. Europe E-Sports Market Share by Type (2015-2020)
    Table 44. Europe E-Sports Market Size by Application (2015-2020) (Million US$)
    Table 45. Europe E-Sports Market Share by Application (2015-2020)
    Table 46. China Key Players E-Sports Revenue (2019-2020) (Million US$)
    Table 47. China Key Players E-Sports Market Share (2019-2020)
    Table 48. China E-Sports Market Size by Type (2015-2020) (Million US$)
    Table 49. China E-Sports Market Share by Type (2015-2020)
    Table 50. China E-Sports Market Size by Application (2015-2020) (Million US$)
    Table 51. China E-Sports Market Share by Application (2015-2020)
    Table 52. Japan Key Players E-Sports Revenue (2019-2020) (Million US$)
    Table 53. Japan Key Players E-Sports Market Share (2019-2020)
    Table 54. Japan E-Sports Market Size by Type (2015-2020) (Million US$)
    Table 55. Japan E-Sports Market Share by Type (2015-2020)
    Table 56. Japan E-Sports Market Size by Application (2015-2020) (Million US$)
    Table 57. Japan E-Sports Market Share by Application (2015-2020)
    Table 58. Southeast Asia Key Players E-Sports Revenue (2019-2020) (Million US$)
    Table 59. Southeast Asia Key Players E-Sports Market Share (2019-2020)
    Table 60. Southeast Asia E-Sports Market Size by Type (2015-2020) (Million US$)
    Table 61. Southeast Asia E-Sports Market Share by Type (2015-2020)
    Table 62. Southeast Asia E-Sports Market Size by Application (2015-2020) (Million US$)
    Table 63. Southeast Asia E-Sports Market Share by Application (2015-2020)
    Table 64. India Key Players E-Sports Revenue (2019-2020) (Million US$)
    Table 65. India Key Players E-Sports Market Share (2019-2020)
    Table 66. India E-Sports Market Size by Type (2015-2020) (Million US$)
    Table 67. India E-Sports Market Share by Type (2015-2020)
    Table 68. India E-Sports Market Size by Application (2015-2020) (Million US$)
    Table 69. India E-Sports Market Share by Application (2015-2020)
    Table 70. Central & South America Key Players E-Sports Revenue (2019-2020) (Million US$)
    Table 71. Central & South America Key Players E-Sports Market Share (2019-2020)
    Table 72. Central & South America E-Sports Market Size by Type (2015-2020) (Million US$)
    Table 73. Central & South America E-Sports Market Share by Type (2015-2020)
    Table 74. Central & South America E-Sports Market Size by Application (2015-2020) (Million US$)
    Table 75. Central & South America E-Sports Market Share by Application (2015-2020)
    Table 76. Activision Blizzard Company Details
    Table 77. Activision Blizzard Business Overview
    Table 78. Activision Blizzard Product
    Table 79. Activision Blizzard Revenue in E-Sports Business (2015-2020) (Million US$)
    Table 80. Activision Blizzard Recent Development
    Table 81. Epic Games Company Details
    Table 82. Epic Games Business Overview
    Table 83. Epic Games Product
    Table 84. Epic Games Revenue in E-Sports Business (2015-2020) (Million US$)
    Table 85. Epic Games Recent Development
    Table 86. Nintendo Company Details
    Table 87. Nintendo Business Overview
    Table 88. Nintendo Product
    Table 89. Nintendo Revenue in E-Sports Business (2015-2020) (Million US$)
    Table 90. Nintendo Recent Development
    Table 91. Riot Games Company Details
    Table 92. Riot Games Business Overview
    Table 93. Riot Games Product
    Table 94. Riot Games Revenue in E-Sports Business (2015-2020) (Million US$)
    Table 95. Riot Games Recent Development
    Table 96. Valve Corporation Company Details
    Table 97. Valve Corporation Business Overview
    Table 98. Valve Corporation Product
    Table 99. Valve Corporation Revenue in E-Sports Business (2015-2020) (Million US$)
    Table 100. Valve Corporation Recent Development
    Table 101. Wargaming.Net Company Details
    Table 102. Wargaming.Net Business Overview
    Table 103. Wargaming.Net Product
    Table 104. Wargaming.Net Revenue in E-Sports Business (2015-2020) (Million US$)
    Table 105. Wargaming.Net Recent Development
    Table 106. EA Sports Company Details
    Table 107. EA Sports Business Overview
    Table 108. EA Sports Product
    Table 109. EA Sports Revenue in E-Sports Business (2015-2020) (Million US$)
    Table 110. EA Sports Recent Development
    Table 111. Hi-Rez Studios Business Overview
    Table 112. Hi-Rez Studios Product
    Table 113. Hi-Rez Studios Company Details
    Table 114. Hi-Rez Studios Revenue in E-Sports Business (2015-2020) (Million US$)
    Table 115. Hi-Rez Studios Recent Development
    Table 116. Microsoft Studios Company Details
    Table 117. Microsoft Studios Business Overview
    Table 118. Microsoft Studios Product
    Table 119. Microsoft Studios Revenue in E-Sports Business (2015-2020) (Million US$)
    Table 120. Microsoft Studios Recent Development
    Table 121. Research Programs/Design for This Report
    Table 122. Key Data Information from Secondary Sources
    Table 123. Key Data Information from Primary Sources
List of Figures
    Figure 1. Global E-Sports Market Share by Type: 2020 VS 2026
    Figure 2. Multiplayer Online Battle Arena (MOBA) Features
    Figure 3. First-Person Shooter (FPS) Features
    Figure 4. Real-Time Strategy (RTS) Features
    Figure 5. Other Features
    Figure 6. Global E-Sports Market Share by Application: 2020 VS 2026
    Figure 7. Professional Case Studies
    Figure 8. Amateur Case Studies
    Figure 9. E-Sports Report Years Considered
    Figure 10. Global E-Sports Market Size YoY Growth 2015-2026 (US$ Million)
    Figure 11. Global E-Sports Market Share by Regions: 2020 VS 2026
    Figure 12. Global E-Sports Market Share by Regions (2021-2026)
    Figure 13. Porter's Five Forces Analysis
    Figure 14. Global E-Sports Market Share by Players in 2019
    Figure 15. Global Top E-Sports Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in E-Sports as of 2019
    Figure 16. The Top 10 and 5 Players Market Share by E-Sports Revenue in 2019
    Figure 17. North America E-Sports Market Size YoY Growth (2015-2020) (Million US$)
    Figure 18. Europe E-Sports Market Size YoY Growth (2015-2020) (Million US$)
    Figure 19. China E-Sports Market Size YoY Growth (2015-2020) (Million US$)
    Figure 20. Japan E-Sports Market Size YoY Growth (2015-2020) (Million US$)
    Figure 21. Southeast Asia E-Sports Market Size YoY Growth (2015-2020) (Million US$)
    Figure 22. India E-Sports Market Size YoY Growth (2015-2020) (Million US$)
    Figure 23. Central & South America E-Sports Market Size YoY Growth (2015-2020) (Million US$)
    Figure 24. Bottom-up and Top-down Approaches for This Report
    Figure 25. Data Triangulation
    Figure 26. Key Executives Interviewed

eSports Market Statistics 2026

The global eSports market size is projected to reach USD 1860.2 Million by 2026, from USD 691.6 Million in 2019, at a CAGR of 15.1% during the forecast period 2021-2026.
 
The report offers a comprehensive analysis and accurate statistics on revenue by the player for the period 2016-2021. It also offers detailed analysis supported by reliable statistics on price and revenue (global level) by players for the period 2016-2021.
 
eSports Market Size & Share, Trends, Growth, Industry Worth, Forecast 2026
 
In recent years, esports has exploded into the mainstream, moving from a niche to a central form of entertainment across the globe, and ticket sales are shifting from the arena to the internet. While esports may have once stood for a subset of sporting culture, it has become a complete industry in its own right with the current developments.
 
The MOBA segment dominated the e-sports market and is expected to continue its dominance over the next four years.
 
The availability of different elements of MOBA games such as collecting items, acquiring goods, levelling up, and fighting accompanied by computer-generated units drives the segment’s growth in this global market.
 
Based on the region, the APAC is expected to hold the largest esports market share during the forecast period. 

The rising penetration of mobile gaming and internet use in the area has intensified the growth of esports. In 2003, China declared esports to be an official sport, and after 13 years, it was declared a national industry providing sports operators and professionals’ jobs in the country. South Korea is also a renowned country for sports space, offering facilities to gamers, including their gaming houses, coaches, and analysts.

North America is also expected to hold a significant esports market share during the forecast period. 

With the North America League of Legends Championship Series (NA LCS) and the Overwatch League, investment and development are expected to continue during the forecast period. Esports is a multi-million dollar industry in the U.S. involving game creators, teams, leagues, TV networks, and streaming services.

E-Sports market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global E-Sports market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2015-2026.

Scope of the Report:

Report Metric

Details

Report Name

esports market

The market size in 2020

USD 691.6 Million

The revenue forecast in 2026

USD 1860.2 Million

Growth Rate

CAGR of 15.1% from 2020 to 2026

Base year considered

2019

Forecast period

2020-2026

Forecast units

Value (USD)

Segments covered

Type, End-User, Offerings, and Region

Report coverage

Revenue & volume forecast, company share, competitive landscape, growth factors, and trends

Geographic regions covered

North America, Europe, Asia Pacific, Latin America, Middle East & Africa

 

Key Major Vendors

  • Activision Blizzard
  • Epic Games
  • Nintendo
  • Riot Games
  • Valve Corporation
  • Wargaming.Net
  • EA Sports
  • Hi-Rez Studios
  • Microsoft Studios

eSports Market Segments

eSports Market Segment by Type

  • Multiplayer Online Battle Arena (MOBA)
  • First-Person Shooter (FPS)
  • Real-Time Strategy (RTS)
  • Other

eSports Market Segment by Application

  • Professional
  • Amateur

eSports Market Segment by Regions

  • North America
  • Europe
  • China
  • Japan
  • Southeast Asia
  • India
  • Central & South America
Read More
TABLE OF CONTENT
 
1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered: Ranking by E-Sports Revenue
1.4 Market by Type
1.4.1 Global E-Sports Market Size Growth Rate by Type: 2020 VS 2026
1.4.2 Multiplayer Online Battle Arena (MOBA)
1.4.3 First-Person Shooter (FPS)
1.4.4 Real-Time Strategy (RTS)
1.4.5 Other
1.5 Market by Application
1.5.1 Global E-Sports Market Share by Application: 2020 VS 2026
1.5.2 Professional
1.5.3 Amateur
1.6 Study Objectives
1.7 Years Considered
2 Global Growth Trends
2.1 Global E-Sports Market Perspective (2015-2026)
2.2 Global E-Sports Growth Trends by Regions
2.2.1 E-Sports Market Size by Regions: 2015 VS 2020 VS 2026
2.2.2 E-Sports Historic Market Share by Regions (2015-2020)
2.2.3 E-Sports Forecasted Market Size by Regions (2021-2026)
2.3 Industry Trends and Growth Strategy
2.3.1 Market Top Trends
2.3.2 Market Drivers
2.3.3 Market Challenges
2.3.4 Porter’s Five Forces Analysis
2.3.5 E-Sports Market Growth Strategy
2.3.6 Primary Interviews with Key E-Sports Players (Opinion Leaders)
3 Competition Landscape by Key Players
3.1 Global Top E-Sports Players by Market Size
3.1.1 Global Top E-Sports Players by Revenue (2015-2020)
3.1.2 Global E-Sports Revenue Market Share by Players (2015-2020)
3.1.3 Global E-Sports Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
3.2 Global E-Sports Market Concentration Ratio
3.2.1 Global E-Sports Market Concentration Ratio (CR5 and HHI)
3.2.2 Global Top 10 and Top 5 Companies by E-Sports Revenue in 2019
3.3 E-Sports Key Players Head office and Area Served
3.4 Key Players E-Sports Product Solution and Service
3.5 Date of Enter into E-Sports Market
3.6 Mergers & Acquisitions, Expansion Plans
4 Market Size by Type (2015-2026)
4.1 Global E-Sports Historic Market Size by Type (2015-2020)
4.2 Global E-Sports Forecasted Market Size by Type (2021-2026)
5 Market Size by Application (2015-2026)
5.1 Global E-Sports Market Size by Application (2015-2020)
5.2 Global E-Sports Forecasted Market Size by Application (2021-2026)
6 North America
6.1 North America E-Sports Market Size (2015-2020)
6.2 E-Sports Key Players in North America (2019-2020)
6.3 North America E-Sports Market Size by Type (2015-2020)
6.4 North America E-Sports Market Size by Application (2015-2020)
7 Europe
7.1 Europe E-Sports Market Size (2015-2020)
7.2 E-Sports Key Players in Europe (2019-2020)
7.3 Europe E-Sports Market Size by Type (2015-2020)
7.4 Europe E-Sports Market Size by Application (2015-2020)
8 China
8.1 China E-Sports Market Size (2015-2020)
8.2 E-Sports Key Players in China (2019-2020)
8.3 China E-Sports Market Size by Type (2015-2020)
8.4 China E-Sports Market Size by Application (2015-2020)
9 Japan
9.1 Japan E-Sports Market Size (2015-2020)
9.2 E-Sports Key Players in Japan (2019-2020)
9.3 Japan E-Sports Market Size by Type (2015-2020)
9.4 Japan E-Sports Market Size by Application (2015-2020)
10 Southeast Asia
10.1 Southeast Asia E-Sports Market Size (2015-2020)
10.2 E-Sports Key Players in Southeast Asia (2019-2020)
10.3 Southeast Asia E-Sports Market Size by Type (2015-2020)
10.4 Southeast Asia E-Sports Market Size by Application (2015-2020)
11 India
11.1 India E-Sports Market Size (2015-2020)
11.2 E-Sports Key Players in India (2019-2020)
11.3 India E-Sports Market Size by Type (2015-2020)
11.4 India E-Sports Market Size by Application (2015-2020)
12 Central & South America
12.1 Central & South America E-Sports Market Size (2015-2020)
12.2 E-Sports Key Players in Central & South America (2019-2020)
12.3 Central & South America E-Sports Market Size by Type (2015-2020)
12.4 Central & South America E-Sports Market Size by Application (2015-2020)
13 Key Players Profiles
13.1 Activision Blizzard
13.1.1 Activision Blizzard Company Details
13.1.2 Activision Blizzard Business Overview
13.1.3 Activision Blizzard E-Sports Introduction
13.1.4 Activision Blizzard Revenue in E-Sports Business (2015-2020))
13.1.5 Activision Blizzard Recent Development
13.2 Epic Games
13.2.1 Epic Games Company Details
13.2.2 Epic Games Business Overview
13.2.3 Epic Games E-Sports Introduction
13.2.4 Epic Games Revenue in E-Sports Business (2015-2020)
13.2.5 Epic Games Recent Development
13.3 Nintendo
13.3.1 Nintendo Company Details
13.3.2 Nintendo Business Overview
13.3.3 Nintendo E-Sports Introduction
13.3.4 Nintendo Revenue in E-Sports Business (2015-2020)
13.3.5 Nintendo Recent Development
13.4 Riot Games
13.4.1 Riot Games Company Details
13.4.2 Riot Games Business Overview
13.4.3 Riot Games E-Sports Introduction
13.4.4 Riot Games Revenue in E-Sports Business (2015-2020)
13.4.5 Riot Games Recent Development
13.5 Valve Corporation
13.5.1 Valve Corporation Company Details
13.5.2 Valve Corporation Business Overview
13.5.3 Valve Corporation E-Sports Introduction
13.5.4 Valve Corporation Revenue in E-Sports Business (2015-2020)
13.5.5 Valve Corporation Recent Development
13.6 Wargaming.Net
13.6.1 Wargaming.Net Company Details
13.6.2 Wargaming.Net Business Overview
13.6.3 Wargaming.Net E-Sports Introduction
13.6.4 Wargaming.Net Revenue in E-Sports Business (2015-2020)
13.6.5 Wargaming.Net Recent Development
13.7 EA Sports
13.7.1 EA Sports Company Details
13.7.2 EA Sports Business Overview
13.7.3 EA Sports E-Sports Introduction
13.7.4 EA Sports Revenue in E-Sports Business (2015-2020)
13.7.5 EA Sports Recent Development
13.8 Hi-Rez Studios
13.8.1 Hi-Rez Studios Company Details
13.8.2 Hi-Rez Studios Business Overview
13.8.3 Hi-Rez Studios E-Sports Introduction
13.8.4 Hi-Rez Studios Revenue in E-Sports Business (2015-2020)
13.8.5 Hi-Rez Studios Recent Development
13.9 Microsoft Studios
13.9.1 Microsoft Studios Company Details
13.9.2 Microsoft Studios Business Overview
13.9.3 Microsoft Studios E-Sports Introduction
13.9.4 Microsoft Studios Revenue in E-Sports Business (2015-2020)
13.9.5 Microsoft Studios Recent Development
14 Analyst's Viewpoints/Conclusions
15 Appendix
15.1 Research Methodology
15.1.1 Methodology/Research Approach
15.1.2 Data Source
15.2 Disclaimer
15.3 Author Details
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List of Tables
 
    Table 1. E-Sports Key Market Segments
    Table 2. Key Players Covered: Ranking by E-Sports Revenue
    Table 3. Ranking of Global Top E-Sports Manufacturers by Revenue (US$ Million) in 2019
    Table 4. Global E-Sports Market Size Growth Rate by Type (US$ Million): 2020 VS 2026
    Table 5. Key Players of Multiplayer Online Battle Arena (MOBA)
    Table 6. Key Players of First-Person Shooter (FPS)
    Table 7. Key Players of Real-Time Strategy (RTS)
    Table 8. Key Players of Other
    Table 9. Global E-Sports Market Size Growth by Application (US$ Million): 2020 VS 2026
    Table 10. Global E-Sports Market Size by Regions (US$ Million): 2020 VS 2026
    Table 11. Global E-Sports Market Size by Regions (2015-2020) (US$ Million)
    Table 12. Global E-Sports Market Share by Regions (2015-2020)
    Table 13. Global E-Sports Forecasted Market Size by Regions (2021-2026) (US$ Million)
    Table 14. Global E-Sports Market Share by Regions (2021-2026)
    Table 15. Market Top Trends
    Table 16. Key Drivers: Impact Analysis
    Table 17. Key Challenges
    Table 18. E-Sports Market Growth Strategy
    Table 19. Main Points Interviewed from Key E-Sports Players
    Table 20. Global E-Sports Revenue by Players (2015-2020) (Million US$)
    Table 21. Global E-Sports Market Share by Players (2015-2020)
    Table 22. Global Top E-Sports Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in E-Sports as of 2019)
    Table 23. Global E-Sports by Players Market Concentration Ratio (CR5 and HHI)
    Table 24. Key Players Headquarters and Area Served
    Table 25. Key Players E-Sports Product Solution and Service
    Table 26. Date of Enter into E-Sports Market
    Table 27. Mergers & Acquisitions, Expansion Plans
    Table 28. Global E-Sports Market Size by Type (2015-2020) (Million US$)
    Table 29. Global E-Sports Market Size Share by Type (2015-2020)
    Table 30. Global E-Sports Revenue Market Share by Type (2021-2026)
    Table 31. Global E-Sports Market Size Share by Application (2015-2020)
    Table 32. Global E-Sports Market Size by Application (2015-2020) (Million US$)
    Table 33. Global E-Sports Market Size Share by Application (2021-2026)
    Table 34. North America Key Players E-Sports Revenue (2019-2020) (Million US$)
    Table 35. North America Key Players E-Sports Market Share (2019-2020)
    Table 36. North America E-Sports Market Size by Type (2015-2020) (Million US$)
    Table 37. North America E-Sports Market Share by Type (2015-2020)
    Table 38. North America E-Sports Market Size by Application (2015-2020) (Million US$)
    Table 39. North America E-Sports Market Share by Application (2015-2020)
    Table 40. Europe Key Players E-Sports Revenue (2019-2020) (Million US$)
    Table 41. Europe Key Players E-Sports Market Share (2019-2020)
    Table 42. Europe E-Sports Market Size by Type (2015-2020) (Million US$)
    Table 43. Europe E-Sports Market Share by Type (2015-2020)
    Table 44. Europe E-Sports Market Size by Application (2015-2020) (Million US$)
    Table 45. Europe E-Sports Market Share by Application (2015-2020)
    Table 46. China Key Players E-Sports Revenue (2019-2020) (Million US$)
    Table 47. China Key Players E-Sports Market Share (2019-2020)
    Table 48. China E-Sports Market Size by Type (2015-2020) (Million US$)
    Table 49. China E-Sports Market Share by Type (2015-2020)
    Table 50. China E-Sports Market Size by Application (2015-2020) (Million US$)
    Table 51. China E-Sports Market Share by Application (2015-2020)
    Table 52. Japan Key Players E-Sports Revenue (2019-2020) (Million US$)
    Table 53. Japan Key Players E-Sports Market Share (2019-2020)
    Table 54. Japan E-Sports Market Size by Type (2015-2020) (Million US$)
    Table 55. Japan E-Sports Market Share by Type (2015-2020)
    Table 56. Japan E-Sports Market Size by Application (2015-2020) (Million US$)
    Table 57. Japan E-Sports Market Share by Application (2015-2020)
    Table 58. Southeast Asia Key Players E-Sports Revenue (2019-2020) (Million US$)
    Table 59. Southeast Asia Key Players E-Sports Market Share (2019-2020)
    Table 60. Southeast Asia E-Sports Market Size by Type (2015-2020) (Million US$)
    Table 61. Southeast Asia E-Sports Market Share by Type (2015-2020)
    Table 62. Southeast Asia E-Sports Market Size by Application (2015-2020) (Million US$)
    Table 63. Southeast Asia E-Sports Market Share by Application (2015-2020)
    Table 64. India Key Players E-Sports Revenue (2019-2020) (Million US$)
    Table 65. India Key Players E-Sports Market Share (2019-2020)
    Table 66. India E-Sports Market Size by Type (2015-2020) (Million US$)
    Table 67. India E-Sports Market Share by Type (2015-2020)
    Table 68. India E-Sports Market Size by Application (2015-2020) (Million US$)
    Table 69. India E-Sports Market Share by Application (2015-2020)
    Table 70. Central & South America Key Players E-Sports Revenue (2019-2020) (Million US$)
    Table 71. Central & South America Key Players E-Sports Market Share (2019-2020)
    Table 72. Central & South America E-Sports Market Size by Type (2015-2020) (Million US$)
    Table 73. Central & South America E-Sports Market Share by Type (2015-2020)
    Table 74. Central & South America E-Sports Market Size by Application (2015-2020) (Million US$)
    Table 75. Central & South America E-Sports Market Share by Application (2015-2020)
    Table 76. Activision Blizzard Company Details
    Table 77. Activision Blizzard Business Overview
    Table 78. Activision Blizzard Product
    Table 79. Activision Blizzard Revenue in E-Sports Business (2015-2020) (Million US$)
    Table 80. Activision Blizzard Recent Development
    Table 81. Epic Games Company Details
    Table 82. Epic Games Business Overview
    Table 83. Epic Games Product
    Table 84. Epic Games Revenue in E-Sports Business (2015-2020) (Million US$)
    Table 85. Epic Games Recent Development
    Table 86. Nintendo Company Details
    Table 87. Nintendo Business Overview
    Table 88. Nintendo Product
    Table 89. Nintendo Revenue in E-Sports Business (2015-2020) (Million US$)
    Table 90. Nintendo Recent Development
    Table 91. Riot Games Company Details
    Table 92. Riot Games Business Overview
    Table 93. Riot Games Product
    Table 94. Riot Games Revenue in E-Sports Business (2015-2020) (Million US$)
    Table 95. Riot Games Recent Development
    Table 96. Valve Corporation Company Details
    Table 97. Valve Corporation Business Overview
    Table 98. Valve Corporation Product
    Table 99. Valve Corporation Revenue in E-Sports Business (2015-2020) (Million US$)
    Table 100. Valve Corporation Recent Development
    Table 101. Wargaming.Net Company Details
    Table 102. Wargaming.Net Business Overview
    Table 103. Wargaming.Net Product
    Table 104. Wargaming.Net Revenue in E-Sports Business (2015-2020) (Million US$)
    Table 105. Wargaming.Net Recent Development
    Table 106. EA Sports Company Details
    Table 107. EA Sports Business Overview
    Table 108. EA Sports Product
    Table 109. EA Sports Revenue in E-Sports Business (2015-2020) (Million US$)
    Table 110. EA Sports Recent Development
    Table 111. Hi-Rez Studios Business Overview
    Table 112. Hi-Rez Studios Product
    Table 113. Hi-Rez Studios Company Details
    Table 114. Hi-Rez Studios Revenue in E-Sports Business (2015-2020) (Million US$)
    Table 115. Hi-Rez Studios Recent Development
    Table 116. Microsoft Studios Company Details
    Table 117. Microsoft Studios Business Overview
    Table 118. Microsoft Studios Product
    Table 119. Microsoft Studios Revenue in E-Sports Business (2015-2020) (Million US$)
    Table 120. Microsoft Studios Recent Development
    Table 121. Research Programs/Design for This Report
    Table 122. Key Data Information from Secondary Sources
    Table 123. Key Data Information from Primary Sources
List of Figures
    Figure 1. Global E-Sports Market Share by Type: 2020 VS 2026
    Figure 2. Multiplayer Online Battle Arena (MOBA) Features
    Figure 3. First-Person Shooter (FPS) Features
    Figure 4. Real-Time Strategy (RTS) Features
    Figure 5. Other Features
    Figure 6. Global E-Sports Market Share by Application: 2020 VS 2026
    Figure 7. Professional Case Studies
    Figure 8. Amateur Case Studies
    Figure 9. E-Sports Report Years Considered
    Figure 10. Global E-Sports Market Size YoY Growth 2015-2026 (US$ Million)
    Figure 11. Global E-Sports Market Share by Regions: 2020 VS 2026
    Figure 12. Global E-Sports Market Share by Regions (2021-2026)
    Figure 13. Porter's Five Forces Analysis
    Figure 14. Global E-Sports Market Share by Players in 2019
    Figure 15. Global Top E-Sports Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in E-Sports as of 2019
    Figure 16. The Top 10 and 5 Players Market Share by E-Sports Revenue in 2019
    Figure 17. North America E-Sports Market Size YoY Growth (2015-2020) (Million US$)
    Figure 18. Europe E-Sports Market Size YoY Growth (2015-2020) (Million US$)
    Figure 19. China E-Sports Market Size YoY Growth (2015-2020) (Million US$)
    Figure 20. Japan E-Sports Market Size YoY Growth (2015-2020) (Million US$)
    Figure 21. Southeast Asia E-Sports Market Size YoY Growth (2015-2020) (Million US$)
    Figure 22. India E-Sports Market Size YoY Growth (2015-2020) (Million US$)
    Figure 23. Central & South America E-Sports Market Size YoY Growth (2015-2020) (Million US$)
    Figure 24. Bottom-up and Top-down Approaches for This Report
    Figure 25. Data Triangulation
    Figure 26. Key Executives Interviewed
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