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2020-2025 Global Electronic Sports (eSports) Market Report - Production and Consumption Professional Analysis (Impact of COVID-19)

July 2021 | 117 pages | ID: 21764F8B5630EN
Maia Research

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This report elaborates the market size, market characteristics, and market growth of the Electronic Sports (eSports) industry, and breaks down according to the type, application, and consumption area of Electronic Sports (eSports). The report also conducted a PESTEL analysis of the industry to study the main influencing factors and entry barriers of the industry.

In Chapter 3.4 of the report, the impact of the COVID-19 outbreak on the industry was fully assessed. Fully risk assessment and industry recommendations were made for Electronic Sports (eSports) in a special period. This chapter also compares the markets of Pre COVID-19 and Post COVID-19.
In addition, chapters 8-12 consider the impact of COVID-19 on the regional economy.

Key players in the global Electronic Sports (eSports) market covered in Chapter 13:
Tencent
GungHo Online Entertainment
Rovio Entertainment
KaBuM
Turner Broadcasting System
FACEIT
Alisports
Valve Corporation
Activision Blizzard
CJ Corporation
Gfinity
Electronic Arts (EA)
Hi-Rez Studios
Wargaming Public
Modern Times Group
Total Entertainment Network

In Chapter 6, on the basis of types, the Electronic Sports (eSports) market from 2015 to 2025 is primarily split into:
Media Rights (Subscription & Online Advertisement)
Tickets and Merchandise
Sponsorship & Direct Advertisement
Publisher Fees
Others

In Chapter 7, on the basis of applications, the Electronic Sports (eSports) market from 2015 to 2025 covers:
Online
Offline

Geographically, the detailed analysis of production, trade of the following countries is covered in Chapter 4.2, 5:
United States
Europe
China
Japan
India

Geographically, the detailed analysis of consumption, revenue, market share and growth rate of the following regions are covered in Chapter 8, 9, 10, 11, 12:
North America (Covered in Chapter 8)
United States
Canada
Mexico
Europe (Covered in Chapter 9)
Germany
UK
France
Italy
Spain
Others
Asia-Pacific (Covered in Chapter 10)
China
Japan
India
South Korea
Southeast Asia
Others
Middle East and Africa (Covered in Chapter 11)
Saudi Arabia
UAE
South Africa
Others
South America (Covered in Chapter 12)
Brazil
Others

Years considered for this report:
Historical Years: 2015-2019
Base Year: 2019
Estimated Year: 2020
Forecast Period: 2020-2025
1 ELECTRONIC SPORTS (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 ELECTRONIC SPORTS (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 ELECTRONIC SPORTS (ESPORTS) MARKET FORCES

3.1 Global Electronic Sports (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 ELECTRONIC SPORTS (ESPORTS) MARKET - BY GEOGRAPHY

4.1 Global Electronic Sports (eSports) Market Value and Market Share by Regions
  4.1.1 Global Electronic Sports (eSports) Value ($) by Region (2015-2020)
  4.1.2 Global Electronic Sports (eSports) Value Market Share by Regions (2015-2020)
4.2 Global Electronic Sports (eSports) Market Production and Market Share by Major Countries
  4.2.1 Global Electronic Sports (eSports) Production by Major Countries (2015-2020)
  4.2.2 Global Electronic Sports (eSports) Production Market Share by Major Countries (2015-2020)
4.3 Global Electronic Sports (eSports) Market Consumption and Market Share by Regions
  4.3.1 Global Electronic Sports (eSports) Consumption by Regions (2015-2020)
  4.3.2 Global Electronic Sports (eSports) Consumption Market Share by Regions (2015-2020)

5 ELECTRONIC SPORTS (ESPORTS) MARKET - BY TRADE STATISTICS

5.1 Global Electronic Sports (eSports) Export and Import
5.2 United States Electronic Sports (eSports) Export and Import (2015-2020)
5.3 Europe Electronic Sports (eSports) Export and Import (2015-2020)
5.4 China Electronic Sports (eSports) Export and Import (2015-2020)
5.5 Japan Electronic Sports (eSports) Export and Import (2015-2020)
5.6 India Electronic Sports (eSports) Export and Import (2015-2020)
5.7 ...

6 ELECTRONIC SPORTS (ESPORTS) MARKET - BY TYPE

6.1 Global Electronic Sports (eSports) Production and Market Share by Types (2015-2020)
  6.1.1 Global Electronic Sports (eSports) Production by Types (2015-2020)
  6.1.2 Global Electronic Sports (eSports) Production Market Share by Types (2015-2020)
6.2 Global Electronic Sports (eSports) Value and Market Share by Types (2015-2020)
  6.2.1 Global Electronic Sports (eSports) Value by Types (2015-2020)
  6.2.2 Global Electronic Sports (eSports) Value Market Share by Types (2015-2020)
6.3 Global Electronic Sports (eSports) Production, Price and Growth Rate of Media Rights (Subscription & Online Advertisement) (2015-2020)
6.4 Global Electronic Sports (eSports) Production, Price and Growth Rate of Tickets and Merchandise (2015-2020)
6.5 Global Electronic Sports (eSports) Production, Price and Growth Rate of Sponsorship & Direct Advertisement (2015-2020)
6.6 Global Electronic Sports (eSports) Production, Price and Growth Rate of Publisher Fees (2015-2020)
6.7 Global Electronic Sports (eSports) Production, Price and Growth Rate of Others (2015-2020)

7 ELECTRONIC SPORTS (ESPORTS) MARKET - BY APPLICATION

7.1 Global Electronic Sports (eSports) Consumption and Market Share by Applications (2015-2020)
  7.1.1 Global Electronic Sports (eSports) Consumption by Applications (2015-2020)
  7.1.2 Global Electronic Sports (eSports) Consumption Market Share by Applications (2015-2020)
7.2 Global Electronic Sports (eSports) Consumption and Growth Rate of Online (2015-2020)
7.3 Global Electronic Sports (eSports) Consumption and Growth Rate of Offline (2015-2020)

8 NORTH AMERICA ELECTRONIC SPORTS (ESPORTS) MARKET

8.1 North America Electronic Sports (eSports) Market Size
8.2 United States Electronic Sports (eSports) Market Size
8.3 Canada Electronic Sports (eSports) Market Size
8.4 Mexico Electronic Sports (eSports) Market Size
8.5 The Influence of COVID-19 on North America Market

9 EUROPE ELECTRONIC SPORTS (ESPORTS) MARKET ANALYSIS

9.1 Europe Electronic Sports (eSports) Market Size
9.2 Germany Electronic Sports (eSports) Market Size
9.3 United Kingdom Electronic Sports (eSports) Market Size
9.4 France Electronic Sports (eSports) Market Size
9.5 Italy Electronic Sports (eSports) Market Size
9.6 Spain Electronic Sports (eSports) Market Size
9.7 The Influence of COVID-19 on Europe Market

10 ASIA-PACIFIC ELECTRONIC SPORTS (ESPORTS) MARKET ANALYSIS

10.1 Asia-Pacific Electronic Sports (eSports) Market Size
10.2 China Electronic Sports (eSports) Market Size
10.3 Japan Electronic Sports (eSports) Market Size
10.4 South Korea Electronic Sports (eSports) Market Size
10.5 Southeast Asia Electronic Sports (eSports) Market Size
10.6 India Electronic Sports (eSports) Market Size
10.7 The Influence of COVID-19 on Asia Pacific Market

11 MIDDLE EAST AND AFRICA ELECTRONIC SPORTS (ESPORTS) MARKET ANALYSIS

11.1 Middle East and Africa Electronic Sports (eSports) Market Size
11.2 Saudi Arabia Electronic Sports (eSports) Market Size
11.3 UAE Electronic Sports (eSports) Market Size
11.4 South Africa Electronic Sports (eSports) Market Size
11.5 The Influence of COVID-19 on Middle East and Africa Market

12 SOUTH AMERICA ELECTRONIC SPORTS (ESPORTS) MARKET ANALYSIS

12.1 South America Electronic Sports (eSports) Market Size
12.2 Brazil Electronic Sports (eSports) Market Size
12.3 The Influence of COVID-19 on South America Market

13 COMPANY PROFILES

13.1 Tencent
  13.1.1 Tencent Basic Information
  13.1.2 Tencent Product Profiles, Application and Specification
  13.1.3 Tencent Electronic Sports (eSports) Market Performance (2015-2020)
13.2 GungHo Online Entertainment
  13.2.1 GungHo Online Entertainment Basic Information
  13.2.2 GungHo Online Entertainment Product Profiles, Application and Specification
  13.2.3 GungHo Online Entertainment Electronic Sports (eSports) Market Performance (2015-2020)
13.3 Rovio Entertainment
  13.3.1 Rovio Entertainment Basic Information
  13.3.2 Rovio Entertainment Product Profiles, Application and Specification
  13.3.3 Rovio Entertainment Electronic Sports (eSports) Market Performance (2015-2020)
13.4 KaBuM
  13.4.1 KaBuM Basic Information
  13.4.2 KaBuM Product Profiles, Application and Specification
  13.4.3 KaBuM Electronic Sports (eSports) Market Performance (2015-2020)
13.5 Turner Broadcasting System
  13.5.1 Turner Broadcasting System Basic Information
  13.5.2 Turner Broadcasting System Product Profiles, Application and Specification
  13.5.3 Turner Broadcasting System Electronic Sports (eSports) Market Performance (2015-2020)
13.6 FACEIT
  13.6.1 FACEIT Basic Information
  13.6.2 FACEIT Product Profiles, Application and Specification
  13.6.3 FACEIT Electronic Sports (eSports) Market Performance (2015-2020)
13.7 Alisports
  13.7.1 Alisports Basic Information
  13.7.2 Alisports Product Profiles, Application and Specification
  13.7.3 Alisports Electronic Sports (eSports) Market Performance (2015-2020)
13.8 Valve Corporation
  13.8.1 Valve Corporation Basic Information
  13.8.2 Valve Corporation Product Profiles, Application and Specification
  13.8.3 Valve Corporation Electronic Sports (eSports) Market Performance (2015-2020)
13.9 Activision Blizzard
  13.9.1 Activision Blizzard Basic Information
  13.9.2 Activision Blizzard Product Profiles, Application and Specification
  13.9.3 Activision Blizzard Electronic Sports (eSports) Market Performance (2015-2020)
13.10 CJ Corporation
  13.10.1 CJ Corporation Basic Information
  13.10.2 CJ Corporation Product Profiles, Application and Specification
  13.10.3 CJ Corporation Electronic Sports (eSports) Market Performance (2015-2020)
13.11 Gfinity
  13.11.1 Gfinity Basic Information
  13.11.2 Gfinity Product Profiles, Application and Specification
  13.11.3 Gfinity Electronic Sports (eSports) Market Performance (2015-2020)
13.12 Electronic Arts (EA)
  13.12.1 Electronic Arts (EA) Basic Information
  13.12.2 Electronic Arts (EA) Product Profiles, Application and Specification
  13.12.3 Electronic Arts (EA) Electronic Sports (eSports) Market Performance (2015-2020)
13.13 Hi-Rez Studios
  13.13.1 Hi-Rez Studios Basic Information
  13.13.2 Hi-Rez Studios Product Profiles, Application and Specification
  13.13.3 Hi-Rez Studios Electronic Sports (eSports) Market Performance (2015-2020)
13.14 Wargaming Public
  13.14.1 Wargaming Public Basic Information
  13.14.2 Wargaming Public Product Profiles, Application and Specification
  13.14.3 Wargaming Public Electronic Sports (eSports) Market Performance (2015-2020)
13.15 Modern Times Group
  13.15.1 Modern Times Group Basic Information
  13.15.2 Modern Times Group Product Profiles, Application and Specification
  13.15.3 Modern Times Group Electronic Sports (eSports) Market Performance (2015-2020)
13.16 Total Entertainment Network
  13.16.1 Total Entertainment Network Basic Information
  13.16.2 Total Entertainment Network Product Profiles, Application and Specification
  13.16.3 Total Entertainment Network Electronic Sports (eSports) Market Performance (2015-2020)

14 MARKET FORECAST - BY REGIONS

14.1 North America Electronic Sports (eSports) Market Forecast (2020-2025)
14.2 Europe Electronic Sports (eSports) Market Forecast (2020-2025)
14.3 Asia-Pacific Electronic Sports (eSports) Market Forecast (2020-2025)
14.4 Middle East and Africa Electronic Sports (eSports) Market Forecast (2020-2025)
14.5 South America Electronic Sports (eSports) Market Forecast (2020-2025)

15 MARKET FORECAST - BY TYPE AND APPLICATIONS

15.1 Global Electronic Sports (eSports) Market Forecast by Types (2020-2025)
  15.1.1 Global Electronic Sports (eSports) Market Forecast Production and Market Share by Types (2020-2025)
  15.1.2 Global Electronic Sports (eSports) Market Forecast Value and Market Share by Types (2020-2025)
15.2 Global Electronic Sports (eSports) Market Forecast by Applications (2020-2025)
LIST OF TABLES AND FIGURES

Figure Electronic Sports (eSports) Picture
Table Electronic Sports (eSports) Key Market Segments
Figure Study and Forecasting Years
Figure Global Electronic Sports (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 Electronic Sports (eSports) Value ($) and Growth Rate (2015-2020)
Table Global Electronic Sports (eSports) Value ($) by Countries (2015-2020)
Table Global Electronic Sports (eSports) Value Market Share by Regions (2015-2020)
Figure Global Electronic Sports (eSports) Value Market Share by Regions in 2019
Figure Global Electronic Sports (eSports) Production and Growth Rate (2015-2020)
Table Global Electronic Sports (eSports) Production by Major Countries (2015-2020)
Table Global Electronic Sports (eSports) Production Market Share by Major Countries (2015-2020)
Figure Global Electronic Sports (eSports) Production Market Share by Regions in 2019
Figure Global Electronic Sports (eSports) Consumption and Growth Rate (2015-2020)
Table Global Electronic Sports (eSports) Consumption by Regions (2015-2020)
Table Global Electronic Sports (eSports) Consumption Market Share by Regions (2015-2020)
Figure Global Electronic Sports (eSports) Consumption Market Share by Regions in 2019
Table Global Electronic Sports (eSports) Export Top 3 Country 2019
Table Global Electronic Sports (eSports) Import Top 3 Country 2019
Table United States Electronic Sports (eSports) Export and Import (2015-2020)
Table Europe Electronic Sports (eSports) Export and Import (2015-2020)
Table China Electronic Sports (eSports) Export and Import (2015-2020)
Table Japan Electronic Sports (eSports) Export and Import (2015-2020)
Table India Electronic Sports (eSports) Export and Import (2015-2020)
Table Global Electronic Sports (eSports) Production by Types (2015-2020)
Table Global Electronic Sports (eSports) Production Market Share by Types (2015-2020)
Figure Global Electronic Sports (eSports) Production Share by Type (2015-2020)
Table Global Electronic Sports (eSports) Value by Types (2015-2020)
Table Global Electronic Sports (eSports) Value Market Share by Types (2015-2020)
Figure Global Electronic Sports (eSports) Value Share by Type (2015-2020)
Figure Global Media Rights (Subscription & Online Advertisement) Production and Growth Rate (2015-2020)
Figure Global Media Rights (Subscription & Online Advertisement) Price (2015-2020)
Figure Global Tickets and Merchandise Production and Growth Rate (2015-2020)
Figure Global Tickets and Merchandise Price (2015-2020)
Figure Global Sponsorship & Direct Advertisement Production and Growth Rate (2015-2020)
Figure Global Sponsorship & Direct Advertisement Price (2015-2020)
Figure Global Publisher Fees Production and Growth Rate (2015-2020)
Figure Global Publisher Fees Price (2015-2020)
Figure Global Others Production and Growth Rate (2015-2020)
Figure Global Others Price (2015-2020)
Table Global Electronic Sports (eSports) Consumption by Applications (2015-2020)
Table Global Electronic Sports (eSports) Consumption Market Share by Applications (2015-2020)
Figure Global Electronic Sports (eSports) Consumption Share by Application (2015-2020)
Figure Global Online Consumption and Growth Rate (2015-2020)
Figure Global Offline Consumption and Growth Rate (2015-2020)
Figure North America Electronic Sports (eSports) Market Consumption and Growth Rate (2015-2020)
Table North America Electronic Sports (eSports) Consumption by Countries (2015-2020)
Table North America Electronic Sports (eSports) Consumption Market Share by Countries (2015-2020)
Figure North America Electronic Sports (eSports) Consumption Market Share by Countries (2015-2020)
Figure United States Electronic Sports (eSports) Market Consumption and Growth Rate (2015-2020)
Figure Canada Electronic Sports (eSports) Market Consumption and Growth Rate (2015-2020)
Figure Mexico Electronic Sports (eSports) Market Consumption and Growth Rate (2015-2020)
Figure North America COVID-19 Status
Figure Europe Electronic Sports (eSports) Market Consumption and Growth Rate (2015-2020)
Table Europe Electronic Sports (eSports) Consumption by Countries (2015-2020)
Table Europe Electronic Sports (eSports) Consumption Market Share by Countries (2015-2020)
Figure Europe Electronic Sports (eSports) Consumption Market Share by Countries (2015-2020)
Figure Germany Electronic Sports (eSports) Market Consumption and Growth Rate (2015-2020)
Figure United Kingdom Electronic Sports (eSports) Market Consumption and Growth Rate (2015-2020)
Figure France Electronic Sports (eSports) Market Consumption and Growth Rate (2015-2020)
Figure Italy Electronic Sports (eSports) Market Consumption and Growth Rate (2015-2020)
Figure Spain Electronic Sports (eSports) Market Consumption and Growth Rate (2015-2020)
Figure Europe COVID-19 Status
Figure Asia-Pacific Electronic Sports (eSports) Market Consumption and Growth Rate (2015-2020)
Table Asia-Pacific Electronic Sports (eSports) Consumption by Countries (2015-2020)
Table Asia-Pacific Electronic Sports (eSports) Consumption Market Share by Countries (2015-2020)
Figure Asia-Pacific Electronic Sports (eSports) Consumption Market Share by Countries (2015-2020)
Figure China Electronic Sports (eSports) Market Consumption and Growth Rate (2015-2020)
Figure Japan Electronic Sports (eSports) Market Consumption and Growth Rate (2015-2020)
Figure South Korea Electronic Sports (eSports) Market Consumption and Growth Rate (2015-2020)
Figure Southeast Asia Electronic Sports (eSports) Market Consumption and Growth Rate (2015-2020)
Figure India Electronic Sports (eSports) Market Consumption and Growth Rate (2015-2020)
Figure Asia Pacific COVID-19 Status
Figure Middle East and Africa Electronic Sports (eSports) Market Consumption and Growth Rate (2015-2020)
Table Middle East and Africa Electronic Sports (eSports) Consumption by Countries (2015-2020)
Table Middle East and Africa Electronic Sports (eSports) Consumption Market Share by Countries (2015-2020)
Figure Middle East and Africa Electronic Sports (eSports) Consumption Market Share by Countries (2015-2020)
Figure Saudi Arabia Electronic Sports (eSports) Market Consumption and Growth Rate (2015-2020)
Figure UAE Electronic Sports (eSports) Market Consumption and Growth Rate (2015-2020)
Figure South Africa Electronic Sports (eSports) Market Consumption and Growth Rate (2015-2020)
Figure South America Electronic Sports (eSports) Market Consumption and Growth Rate (2015-2020)
Table South America Electronic Sports (eSports) Consumption by Countries (2015-2020)
Table South America Electronic Sports (eSports) Consumption Market Share by Countries (2015-2020)
Figure South America Electronic Sports (eSports) Consumption Market Share by Countries (2015-2020)
Figure Brazil Electronic Sports (eSports) Market Consumption and Growth Rate (2015-2020)
Table Tencent Company Profile
Table Tencent Production, Value, Price, Gross Margin 2015-2020
Figure Tencent Production and Growth Rate
Figure Tencent Value ($) Market Share 2015-2020
Table GungHo Online Entertainment Company Profile
Table GungHo Online Entertainment Production, Value, Price, Gross Margin 2015-2020
Figure GungHo Online Entertainment Production and Growth Rate
Figure GungHo Online Entertainment Value ($) Market Share 2015-2020
Table Rovio Entertainment Company Profile
Table Rovio Entertainment Production, Value, Price, Gross Margin 2015-2020
Figure Rovio Entertainment Production and Growth Rate
Figure Rovio Entertainment Value ($) Market Share 2015-2020
Table KaBuM Company Profile
Table KaBuM Production, Value, Price, Gross Margin 2015-2020
Figure KaBuM Production and Growth Rate
Figure KaBuM Value ($) Market Share 2015-2020
Table Turner Broadcasting System Company Profile
Table Turner Broadcasting System Production, Value, Price, Gross Margin 2015-2020
Figure Turner Broadcasting System Production and Growth Rate
Figure Turner Broadcasting System Value ($) Market Share 2015-2020
Table FACEIT Company Profile
Table FACEIT Production, Value, Price, Gross Margin 2015-2020
Figure FACEIT Production and Growth Rate
Figure FACEIT Value ($) Market Share 2015-2020
Table Alisports Company Profile
Table Alisports Production, Value, Price, Gross Margin 2015-2020
Figure Alisports Production and Growth Rate
Figure Alisports Value ($) Market Share 2015-2020
Table Valve Corporation Company Profile
Table Valve Corporation Production, Value, Price, Gross Margin 2015-2020
Figure Valve Corporation Production and Growth Rate
Figure Valve Corporation Value ($) Market Share 2015-2020
Table Activision Blizzard Company Profile
Table Activision Blizzard Production, Value, Price, Gross Margin 2015-2020
Figure Activision Blizzard Production and Growth Rate
Figure Activision Blizzard Value ($) Market Share 2015-2020
Table CJ Corporation Company Profile
Table CJ Corporation Production, Value, Price, Gross Margin 2015-2020
Figure CJ Corporation Production and Growth Rate
Figure CJ Corporation Value ($) Market Share 2015-2020
Table Gfinity Company Profile
Table Gfinity Production, Value, Price, Gross Margin 2015-2020
Figure Gfinity Production and Growth Rate
Figure Gfinity Value ($) Market Share 2015-2020
Table Electronic Arts (EA) Company Profile
Table Electronic Arts (EA) Production, Value, Price, Gross Margin 2015-2020
Figure Electronic Arts (EA) Production and Growth Rate
Figure Electronic Arts (EA) Value ($) Market Share 2015-2020
Table Hi-Rez Studios Company Profile
Table Hi-Rez Studios Production, Value, Price, Gross Margin 2015-2020
Figure Hi-Rez Studios Production and Growth Rate
Figure Hi-Rez Studios Value ($) Market Share 2015-2020
Table Wargaming Public Company Profile
Table Wargaming Public Production, Value, Price, Gross Margin 2015-2020
Figure Wargaming Public Production and Growth Rate
Figure Wargaming Public Value ($) Market Share 2015-2020
Table Modern Times Group Company Profile
Table Modern Times Group Production, Value, Price, Gross Margin 2015-2020
Figure Modern Times Group Production and Growth Rate
Figure Modern Times Group Value ($) Market Share 2015-2020
Table Total Entertainment Network Company Profile
Table Total Entertainment Network Production, Value, Price, Gross Margin 2015-2020
Figure Total Entertainment Network Production and Growth Rate
Figure Total Entertainment Network Value ($) 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 Electronic Sports (eSports) Market Forecast Production by Types (2020-2025)
Table Global Electronic Sports (eSports) Market Forecast Production Share by Types (2020-2025)
Table Global Electronic Sports (eSports) Market Forecast Value ($) by Types (2020-2025)
Table Global Electronic Sports (eSports) Market Forecast Value Share by Types (2020-2025)
Table Global Electronic Sports (eSports) Market Forecast Consumption by Applications (2020-2025)
Table Global Electronic Sports (eSports) Market Forecast Consumption Share by Applications (2020-2025)


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