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Covid-19 Impact on Global Electronic Sports (eSports) Market Size, Status and Forecast 2020-2026

June 2020 | 133 pages | ID: C252D54C36E9EN
QYResearch

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eSports can be termed as the electronic sports, professional video gaming or pro-gaming. It is an advanced form of competitive video gaming with competition at a professional level and in an organized format with a specific goal. The majority of the eSports played are team based games played in leagues or tournaments throughout the year.
The market is mainly driven by the increasing popularity of video games and growing awareness about esports.
Since the COVID-19 virus outbreak in December 2019, the disease has spread to almost 100 countries around the globe with the World Health Organization declaring it a public health emergency. The global impacts of the coronavirus disease 2019 (COVID-19) are already starting to be felt, and will significantly affect the Electronic Sports (eSports) market in 2020.
COVID-19 can affect the global economy in three main ways: by directly affecting production and demand, by creating supply chain and market disruption, and by its financial impact on firms and financial markets.
The outbreak of COVID-19 has brought effects on many aspects, like flight cancellations; travel bans and quarantines; restaurants closed; all indoor events restricted; over forty countries state of emergency declared; massive slowing of the supply chain; stock market volatility; falling business confidence, growing panic among the population, and uncertainty about future.
This report also analyses the impact of Coronavirus COVID-19 on the Electronic Sports (eSports) industry.
Based on our recent survey, we have several different scenarios about the Electronic Sports (eSports) YoY growth rate for 2020. The probable scenario is expected to grow by a xx% in 2020 and the revenue will be xx in 2020 from US$ xx million in 2019. The market size of Electronic Sports (eSports) will reach xx in 2026, with a CAGR of xx% from 2020 to 2026.
With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global Electronic Sports (eSports) market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global Electronic Sports (eSports) market in terms of revenue.
Players, stakeholders, and other participants in the global Electronic Sports (eSports) market will be able to gain the upper hand as they use the report as a powerful resource. For this version of the report, the segmental analysis focuses on revenue and forecast by each application segment in terms of revenue and forecast by each type segment in terms of revenue for the period 2015-2026.

Regional and Country-level Analysis

The report offers an exhaustive geographical analysis of the global Electronic Sports (eSports) market, covering important regions, viz, North America, Europe, China, Japan, Southeast Asia, India and Central & South America. It also covers key countries (regions), viz, U.S., Canada, Germany, France, U.K., Italy, Russia, China, Japan, South Korea, India, Australia, Taiwan, Indonesia, Thailand, Malaysia, Philippines, Vietnam, Mexico, Brazil, Turkey, Saudi Arabia, U.A.E, etc.
The report includes country-wise and region-wise market size for the period 2015-2026. It also includes market size and forecast by each application segment in terms of revenue for the period 2015-2026.

Competition Analysis

In the competitive analysis section of the report, leading as well as prominent players of the global Electronic Sports (eSports) market are broadly studied on the basis of key factors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on price and revenue (global level) by player for the period 2015-2020.
On the whole, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global Electronic Sports (eSports) market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global Electronic Sports (eSports) market.
The following players are covered in this report:
  • Modern Times Group (Sweden)
  • Activision Blizzard (US)
  • FACEIT (UK)
  • Total Entertainment Network (US)
  • Gfinity (UK)
  • Turner Broadcasting System (US)
  • CJ Corporation (South Korea)
  • Valve Corporation (US)
  • Tencent (China)
  • Electronic Arts (EA) (US)
  • Hi-Rez Studios (US)
  • KaBuM (Canada)
  • Wargaming Public (Cyprus)
  • Rovio Entertainment (Finland)
  • GungHo Online Entertainment (Japan)
  • Alisports (China)
Electronic Sports (eSports) Breakdown Data by Type
  • Media Rights (Subscription & Online Advertisement)
  • Tickets and Merchandise
  • Sponsorship & Direct Advertisement
  • Publisher Fees
  • Others
Electronic Sports (eSports) Breakdown Data by Application
  • Online
  • Offline
1 REPORT OVERVIEW

1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered: Ranking by Electronic Sports (eSports) Revenue
1.4 Market Analysis by Type
  1.4.1 Global Electronic Sports (eSports) Market Size Growth Rate by Type: 2020 VS 2026
  1.4.2 Media Rights (Subscription & Online Advertisement)
  1.4.3 Tickets and Merchandise
  1.4.4 Sponsorship & Direct Advertisement
  1.4.5 Publisher Fees
  1.4.6 Others
1.5 Market by Application
  1.5.1 Global Electronic Sports (eSports) Market Share by Application: 2020 VS 2026
  1.5.2 Online
  1.5.3 Offline
1.6 Coronavirus Disease 2019 (Covid-19): Electronic Sports (eSports) Industry Impact
  1.6.1 How the Covid-19 is Affecting the Electronic Sports (eSports) Industry
    1.6.1.1 Electronic Sports (eSports) Business Impact Assessment - Covid-19
    1.6.1.2 Supply Chain Challenges
    1.6.1.3 COVID-19’s Impact On Crude Oil and Refined Products
  1.6.2 Market Trends and Electronic Sports (eSports) Potential Opportunities in the COVID-19 Landscape
  1.6.3 Measures / Proposal against Covid-19
    1.6.3.1 Government Measures to Combat Covid-19 Impact
    1.6.3.2 Proposal for Electronic Sports (eSports) Players to Combat Covid-19 Impact
1.7 Study Objectives
1.8 Years Considered

2 GLOBAL GROWTH TRENDS BY REGIONS

2.1 Electronic Sports (eSports) Market Perspective (2015-2026)
2.2 Electronic Sports (eSports) Growth Trends by Regions
  2.2.1 Electronic Sports (eSports) Market Size by Regions: 2015 VS 2020 VS 2026
  2.2.2 Electronic Sports (eSports) Historic Market Share by Regions (2015-2020)
  2.2.3 Electronic Sports (eSports) 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 Electronic Sports (eSports) Market Growth Strategy
  2.3.6 Primary Interviews with Key Electronic Sports (eSports) Players (Opinion Leaders)

3 COMPETITION LANDSCAPE BY KEY PLAYERS

3.1 Global Top Electronic Sports (eSports) Players by Market Size
  3.1.1 Global Top Electronic Sports (eSports) Players by Revenue (2015-2020)
  3.1.2 Global Electronic Sports (eSports) Revenue Market Share by Players (2015-2020)
  3.1.3 Global Electronic Sports (eSports) Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
3.2 Global Electronic Sports (eSports) Market Concentration Ratio
  3.2.1 Global Electronic Sports (eSports) Market Concentration Ratio (CR5 and HHI)
  3.2.2 Global Top 10 and Top 5 Companies by Electronic Sports (eSports) Revenue in 2019
3.3 Electronic Sports (eSports) Key Players Head office and Area Served
3.4 Key Players Electronic Sports (eSports) Product Solution and Service
3.5 Date of Enter into Electronic Sports (eSports) Market
3.6 Mergers & Acquisitions, Expansion Plans

4 BREAKDOWN DATA BY TYPE (2015-2026)

4.1 Global Electronic Sports (eSports) Historic Market Size by Type (2015-2020)
4.2 Global Electronic Sports (eSports) Forecasted Market Size by Type (2021-2026)

5 ELECTRONIC SPORTS (ESPORTS) BREAKDOWN DATA BY APPLICATION (2015-2026)

5.1 Global Electronic Sports (eSports) Market Size by Application (2015-2020)
5.2 Global Electronic Sports (eSports) Forecasted Market Size by Application (2021-2026)

6 NORTH AMERICA

6.1 North America Electronic Sports (eSports) Market Size (2015-2020)
6.2 Electronic Sports (eSports) Key Players in North America (2019-2020)
6.3 North America Electronic Sports (eSports) Market Size by Type (2015-2020)
6.4 North America Electronic Sports (eSports) Market Size by Application (2015-2020)

7 EUROPE

7.1 Europe Electronic Sports (eSports) Market Size (2015-2020)
7.2 Electronic Sports (eSports) Key Players in Europe (2019-2020)
7.3 Europe Electronic Sports (eSports) Market Size by Type (2015-2020)
7.4 Europe Electronic Sports (eSports) Market Size by Application (2015-2020)

8 CHINA

8.1 China Electronic Sports (eSports) Market Size (2015-2020)
8.2 Electronic Sports (eSports) Key Players in China (2019-2020)
8.3 China Electronic Sports (eSports) Market Size by Type (2015-2020)
8.4 China Electronic Sports (eSports) Market Size by Application (2015-2020)

9 JAPAN

9.1 Japan Electronic Sports (eSports) Market Size (2015-2020)
9.2 Electronic Sports (eSports) Key Players in Japan (2019-2020)
9.3 Japan Electronic Sports (eSports) Market Size by Type (2015-2020)
9.4 Japan Electronic Sports (eSports) Market Size by Application (2015-2020)

10 SOUTHEAST ASIA

10.1 Southeast Asia Electronic Sports (eSports) Market Size (2015-2020)
10.2 Electronic Sports (eSports) Key Players in Southeast Asia (2019-2020)
10.3 Southeast Asia Electronic Sports (eSports) Market Size by Type (2015-2020)
10.4 Southeast Asia Electronic Sports (eSports) Market Size by Application (2015-2020)

11 INDIA

11.1 India Electronic Sports (eSports) Market Size (2015-2020)
11.2 Electronic Sports (eSports) Key Players in India (2019-2020)
11.3 India Electronic Sports (eSports) Market Size by Type (2015-2020)
11.4 India Electronic Sports (eSports) Market Size by Application (2015-2020)

12 CENTRAL & SOUTH AMERICA

12.1 Central & South America Electronic Sports (eSports) Market Size (2015-2020)
12.2 Electronic Sports (eSports) Key Players in Central & South America (2019-2020)
12.3 Central & South America Electronic Sports (eSports) Market Size by Type (2015-2020)
12.4 Central & South America Electronic Sports (eSports) Market Size by Application (2015-2020)

13 KEY PLAYERS PROFILES

13.1 Modern Times Group (Sweden)
  13.1.1 Modern Times Group (Sweden) Company Details
  13.1.2 Modern Times Group (Sweden) Business Overview and Its Total Revenue
  13.1.3 Modern Times Group (Sweden) Electronic Sports (eSports) Introduction
  13.1.4 Modern Times Group (Sweden) Revenue in Electronic Sports (eSports) Business (2015-2020))
  13.1.5 Modern Times Group (Sweden) Recent Development
13.2 Activision Blizzard (US)
  13.2.1 Activision Blizzard (US) Company Details
  13.2.2 Activision Blizzard (US) Business Overview and Its Total Revenue
  13.2.3 Activision Blizzard (US) Electronic Sports (eSports) Introduction
  13.2.4 Activision Blizzard (US) Revenue in Electronic Sports (eSports) Business (2015-2020)
  13.2.5 Activision Blizzard (US) Recent Development
13.3 FACEIT (UK)
  13.3.1 FACEIT (UK) Company Details
  13.3.2 FACEIT (UK) Business Overview and Its Total Revenue
  13.3.3 FACEIT (UK) Electronic Sports (eSports) Introduction
  13.3.4 FACEIT (UK) Revenue in Electronic Sports (eSports) Business (2015-2020)
  13.3.5 FACEIT (UK) Recent Development
13.4 Total Entertainment Network (US)
  13.4.1 Total Entertainment Network (US) Company Details
  13.4.2 Total Entertainment Network (US) Business Overview and Its Total Revenue
  13.4.3 Total Entertainment Network (US) Electronic Sports (eSports) Introduction
  13.4.4 Total Entertainment Network (US) Revenue in Electronic Sports (eSports) Business (2015-2020)
  13.4.5 Total Entertainment Network (US) Recent Development
13.5 Gfinity (UK)
  13.5.1 Gfinity (UK) Company Details
  13.5.2 Gfinity (UK) Business Overview and Its Total Revenue
  13.5.3 Gfinity (UK) Electronic Sports (eSports) Introduction
  13.5.4 Gfinity (UK) Revenue in Electronic Sports (eSports) Business (2015-2020)
  13.5.5 Gfinity (UK) Recent Development
13.6 Turner Broadcasting System (US)
  13.6.1 Turner Broadcasting System (US) Company Details
  13.6.2 Turner Broadcasting System (US) Business Overview and Its Total Revenue
  13.6.3 Turner Broadcasting System (US) Electronic Sports (eSports) Introduction
  13.6.4 Turner Broadcasting System (US) Revenue in Electronic Sports (eSports) Business (2015-2020)
  13.6.5 Turner Broadcasting System (US) Recent Development
13.7 CJ Corporation (South Korea)
  13.7.1 CJ Corporation (South Korea) Company Details
  13.7.2 CJ Corporation (South Korea) Business Overview and Its Total Revenue
  13.7.3 CJ Corporation (South Korea) Electronic Sports (eSports) Introduction
  13.7.4 CJ Corporation (South Korea) Revenue in Electronic Sports (eSports) Business (2015-2020)
  13.7.5 CJ Corporation (South Korea) Recent Development
13.8 Valve Corporation (US)
  13.8.1 Valve Corporation (US) Company Details
  13.8.2 Valve Corporation (US) Business Overview and Its Total Revenue
  13.8.3 Valve Corporation (US) Electronic Sports (eSports) Introduction
  13.8.4 Valve Corporation (US) Revenue in Electronic Sports (eSports) Business (2015-2020)
  13.8.5 Valve Corporation (US) Recent Development
13.9 Tencent (China)
  13.9.1 Tencent (China) Company Details
  13.9.2 Tencent (China) Business Overview and Its Total Revenue
  13.9.3 Tencent (China) Electronic Sports (eSports) Introduction
  13.9.4 Tencent (China) Revenue in Electronic Sports (eSports) Business (2015-2020)
  13.9.5 Tencent (China) Recent Development
13.10 Electronic Arts (EA) (US)
  13.10.1 Electronic Arts (EA) (US) Company Details
  13.10.2 Electronic Arts (EA) (US) Business Overview and Its Total Revenue
  13.10.3 Electronic Arts (EA) (US) Electronic Sports (eSports) Introduction
  13.10.4 Electronic Arts (EA) (US) Revenue in Electronic Sports (eSports) Business (2015-2020)
  13.10.5 Electronic Arts (EA) (US) Recent Development
13.11 Hi-Rez Studios (US)
  10.11.1 Hi-Rez Studios (US) Company Details
  10.11.2 Hi-Rez Studios (US) Business Overview and Its Total Revenue
  10.11.3 Hi-Rez Studios (US) Electronic Sports (eSports) Introduction
  10.11.4 Hi-Rez Studios (US) Revenue in Electronic Sports (eSports) Business (2015-2020)
  10.11.5 Hi-Rez Studios (US) Recent Development
13.12 KaBuM (Canada)
  10.12.1 KaBuM (Canada) Company Details
  10.12.2 KaBuM (Canada) Business Overview and Its Total Revenue
  10.12.3 KaBuM (Canada) Electronic Sports (eSports) Introduction
  10.12.4 KaBuM (Canada) Revenue in Electronic Sports (eSports) Business (2015-2020)
  10.12.5 KaBuM (Canada) Recent Development
13.13 Wargaming Public (Cyprus)
  10.13.1 Wargaming Public (Cyprus) Company Details
  10.13.2 Wargaming Public (Cyprus) Business Overview and Its Total Revenue
  10.13.3 Wargaming Public (Cyprus) Electronic Sports (eSports) Introduction
  10.13.4 Wargaming Public (Cyprus) Revenue in Electronic Sports (eSports) Business (2015-2020)
  10.13.5 Wargaming Public (Cyprus) Recent Development
13.14 Rovio Entertainment (Finland)
  10.14.1 Rovio Entertainment (Finland) Company Details
  10.14.2 Rovio Entertainment (Finland) Business Overview and Its Total Revenue
  10.14.3 Rovio Entertainment (Finland) Electronic Sports (eSports) Introduction
  10.14.4 Rovio Entertainment (Finland) Revenue in Electronic Sports (eSports) Business (2015-2020)
  10.14.5 Rovio Entertainment (Finland) Recent Development
13.15 GungHo Online Entertainment (Japan)
  10.15.1 GungHo Online Entertainment (Japan) Company Details
  10.15.2 GungHo Online Entertainment (Japan) Business Overview and Its Total Revenue
  10.15.3 GungHo Online Entertainment (Japan) Electronic Sports (eSports) Introduction
  10.15.4 GungHo Online Entertainment (Japan) Revenue in Electronic Sports (eSports) Business (2015-2020)
  10.15.5 GungHo Online Entertainment (Japan) Recent Development
13.16 Alisports (China)
  10.16.1 Alisports (China) Company Details
  10.16.2 Alisports (China) Business Overview and Its Total Revenue
  10.16.3 Alisports (China) Electronic Sports (eSports) Introduction
  10.16.4 Alisports (China) Revenue in Electronic Sports (eSports) Business (2015-2020)
  10.16.5 Alisports (China) 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. Electronic Sports (eSports) Key Market Segments
Table 2. Key Players Covered: Ranking by Electronic Sports (eSports) Revenue
Table 3. Ranking of Global Top Electronic Sports (eSports) Manufacturers by Revenue (US$ Million) in 2019
Table 4. Global Electronic Sports (eSports) Market Size Growth Rate by Type (US$ Million): 2020 VS 2026
Table 5. Key Players of Media Rights (Subscription & Online Advertisement)
Table 6. Key Players of Tickets and Merchandise
Table 7. Key Players of Sponsorship & Direct Advertisement
Table 8. Key Players of Publisher Fees
Table 9. Key Players of Others
Table 10. COVID-19 Impact Global Market: (Four Electronic Sports (eSports) Market Size Forecast Scenarios)
Table 11. Opportunities and Trends for Electronic Sports (eSports) Players in the COVID-19 Landscape
Table 12. Present Opportunities in China & Elsewhere Due to the Coronavirus Crisis
Table 13. Key Regions/Countries Measures against Covid-19 Impact
Table 14. Proposal for Electronic Sports (eSports) Players to Combat Covid-19 Impact
Table 15. Global Electronic Sports (eSports) Market Size Growth by Application (US$ Million): 2020 VS 2026
Table 16. Global Electronic Sports (eSports) Market Size by Regions (US$ Million): 2020 VS 2026
Table 17. Global Electronic Sports (eSports) Market Size by Regions (2015-2020) (US$ Million)
Table 18. Global Electronic Sports (eSports) Market Share by Regions (2015-2020)
Table 19. Global Electronic Sports (eSports) Forecasted Market Size by Regions (2021-2026) (US$ Million)
Table 20. Global Electronic Sports (eSports) Market Share by Regions (2021-2026)
Table 21. Market Top Trends
Table 22. Key Drivers: Impact Analysis
Table 23. Key Challenges
Table 24. Electronic Sports (eSports) Market Growth Strategy
Table 25. Main Points Interviewed from Key Electronic Sports (eSports) Players
Table 26. Global Electronic Sports (eSports) Revenue by Players (2015-2020) (Million US$)
Table 27. Global Electronic Sports (eSports) Market Share by Players (2015-2020)
Table 28. Global Top Electronic Sports (eSports) Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Electronic Sports (eSports) as of 2019)
Table 29. Global Electronic Sports (eSports) by Players Market Concentration Ratio (CR5 and HHI)
Table 30. Key Players Headquarters and Area Served
Table 31. Key Players Electronic Sports (eSports) Product Solution and Service
Table 32. Date of Enter into Electronic Sports (eSports) Market
Table 33. Mergers & Acquisitions, Expansion Plans
Table 34. Global Electronic Sports (eSports) Market Size by Type (2015-2020) (Million US$)
Table 35. Global Electronic Sports (eSports) Market Size Share by Type (2015-2020)
Table 36. Global Electronic Sports (eSports) Revenue Market Share by Type (2021-2026)
Table 37. Global Electronic Sports (eSports) Market Size Share by Application (2015-2020)
Table 38. Global Electronic Sports (eSports) Market Size by Application (2015-2020) (Million US$)
Table 39. Global Electronic Sports (eSports) Market Size Share by Application (2021-2026)
Table 40. North America Key Players Electronic Sports (eSports) Revenue (2019-2020) (Million US$)
Table 41. North America Key Players Electronic Sports (eSports) Market Share (2019-2020)
Table 42. North America Electronic Sports (eSports) Market Size by Type (2015-2020) (Million US$)
Table 43. North America Electronic Sports (eSports) Market Share by Type (2015-2020)
Table 44. North America Electronic Sports (eSports) Market Size by Application (2015-2020) (Million US$)
Table 45. North America Electronic Sports (eSports) Market Share by Application (2015-2020)
Table 46. Europe Key Players Electronic Sports (eSports) Revenue (2019-2020) (Million US$)
Table 47. Europe Key Players Electronic Sports (eSports) Market Share (2019-2020)
Table 48. Europe Electronic Sports (eSports) Market Size by Type (2015-2020) (Million US$)
Table 49. Europe Electronic Sports (eSports) Market Share by Type (2015-2020)
Table 50. Europe Electronic Sports (eSports) Market Size by Application (2015-2020) (Million US$)
Table 51. Europe Electronic Sports (eSports) Market Share by Application (2015-2020)
Table 52. China Key Players Electronic Sports (eSports) Revenue (2019-2020) (Million US$)
Table 53. China Key Players Electronic Sports (eSports) Market Share (2019-2020)
Table 54. China Electronic Sports (eSports) Market Size by Type (2015-2020) (Million US$)
Table 55. China Electronic Sports (eSports) Market Share by Type (2015-2020)
Table 56. China Electronic Sports (eSports) Market Size by Application (2015-2020) (Million US$)
Table 57. China Electronic Sports (eSports) Market Share by Application (2015-2020)
Table 58. Japan Key Players Electronic Sports (eSports) Revenue (2019-2020) (Million US$)
Table 59. Japan Key Players Electronic Sports (eSports) Market Share (2019-2020)
Table 60. Japan Electronic Sports (eSports) Market Size by Type (2015-2020) (Million US$)
Table 61. Japan Electronic Sports (eSports) Market Share by Type (2015-2020)
Table 62. Japan Electronic Sports (eSports) Market Size by Application (2015-2020) (Million US$)
Table 63. Japan Electronic Sports (eSports) Market Share by Application (2015-2020)
Table 64. Southeast Asia Key Players Electronic Sports (eSports) Revenue (2019-2020) (Million US$)
Table 65. Southeast Asia Key Players Electronic Sports (eSports) Market Share (2019-2020)
Table 66. Southeast Asia Electronic Sports (eSports) Market Size by Type (2015-2020) (Million US$)
Table 67. Southeast Asia Electronic Sports (eSports) Market Share by Type (2015-2020)
Table 68. Southeast Asia Electronic Sports (eSports) Market Size by Application (2015-2020) (Million US$)
Table 69. Southeast Asia Electronic Sports (eSports) Market Share by Application (2015-2020)
Table 70. India Key Players Electronic Sports (eSports) Revenue (2019-2020) (Million US$)
Table 71. India Key Players Electronic Sports (eSports) Market Share (2019-2020)
Table 72. India Electronic Sports (eSports) Market Size by Type (2015-2020) (Million US$)
Table 73. India Electronic Sports (eSports) Market Share by Type (2015-2020)
Table 74. India Electronic Sports (eSports) Market Size by Application (2015-2020) (Million US$)
Table 75. India Electronic Sports (eSports) Market Share by Application (2015-2020)
Table 76. Central & South America Key Players Electronic Sports (eSports) Revenue (2019-2020) (Million US$)
Table 77. Central & South America Key Players Electronic Sports (eSports) Market Share (2019-2020)
Table 78. Central & South America Electronic Sports (eSports) Market Size by Type (2015-2020) (Million US$)
Table 79. Central & South America Electronic Sports (eSports) Market Share by Type (2015-2020)
Table 80. Central & South America Electronic Sports (eSports) Market Size by Application (2015-2020) (Million US$)
Table 81. Central & South America Electronic Sports (eSports) Market Share by Application (2015-2020)
Table 82. Modern Times Group (Sweden) Company Details
Table 83. Modern Times Group (Sweden) Business Overview
Table 84. Modern Times Group (Sweden) Product
Table 85. Modern Times Group (Sweden) Revenue in Electronic Sports (eSports) Business (2015-2020) (Million US$)
Table 86. Modern Times Group (Sweden) Recent Development
Table 87. Activision Blizzard (US) Company Details
Table 88. Activision Blizzard (US) Business Overview
Table 89. Activision Blizzard (US) Product
Table 90. Activision Blizzard (US) Revenue in Electronic Sports (eSports) Business (2015-2020) (Million US$)
Table 91. Activision Blizzard (US) Recent Development
Table 92. FACEIT (UK) Company Details
Table 93. FACEIT (UK) Business Overview
Table 94. FACEIT (UK) Product
Table 95. FACEIT (UK) Revenue in Electronic Sports (eSports) Business (2015-2020) (Million US$)
Table 96. FACEIT (UK) Recent Development
Table 97. Total Entertainment Network (US) Company Details
Table 98. Total Entertainment Network (US) Business Overview
Table 99. Total Entertainment Network (US) Product
Table 100. Total Entertainment Network (US) Revenue in Electronic Sports (eSports) Business (2015-2020) (Million US$)
Table 101. Total Entertainment Network (US) Recent Development
Table 102. Gfinity (UK) Company Details
Table 103. Gfinity (UK) Business Overview
Table 104. Gfinity (UK) Product
Table 105. Gfinity (UK) Revenue in Electronic Sports (eSports) Business (2015-2020) (Million US$)
Table 106. Gfinity (UK) Recent Development
Table 107. Turner Broadcasting System (US) Company Details
Table 108. Turner Broadcasting System (US) Business Overview
Table 109. Turner Broadcasting System (US) Product
Table 110. Turner Broadcasting System (US) Revenue in Electronic Sports (eSports) Business (2015-2020) (Million US$)
Table 111. Turner Broadcasting System (US) Recent Development
Table 112. CJ Corporation (South Korea) Company Details
Table 113. CJ Corporation (South Korea) Business Overview
Table 114. CJ Corporation (South Korea) Product
Table 115. CJ Corporation (South Korea) Revenue in Electronic Sports (eSports) Business (2015-2020) (Million US$)
Table 116. CJ Corporation (South Korea) Recent Development
Table 117. Valve Corporation (US) Business Overview
Table 118. Valve Corporation (US) Product
Table 119. Valve Corporation (US) Company Details
Table 120. Valve Corporation (US) Revenue in Electronic Sports (eSports) Business (2015-2020) (Million US$)
Table 121. Valve Corporation (US) Recent Development
Table 122. Tencent (China) Company Details
Table 123. Tencent (China) Business Overview
Table 124. Tencent (China) Product
Table 125. Tencent (China) Revenue in Electronic Sports (eSports) Business (2015-2020) (Million US$)
Table 126. Tencent (China) Recent Development
Table 127. Electronic Arts (EA) (US) Company Details
Table 128. Electronic Arts (EA) (US) Business Overview
Table 129. Electronic Arts (EA) (US) Product
Table 130. Electronic Arts (EA) (US) Revenue in Electronic Sports (eSports) Business (2015-2020) (Million US$)
Table 131. Electronic Arts (EA) (US) Recent Development
Table 132. Hi-Rez Studios (US) Company Details
Table 133. Hi-Rez Studios (US) Business Overview
Table 134. Hi-Rez Studios (US) Product
Table 135. Hi-Rez Studios (US) Revenue in Electronic Sports (eSports) Business (2015-2020) (Million US$)
Table 136. Hi-Rez Studios (US) Recent Development
Table 137. KaBuM (Canada) Company Details
Table 138. KaBuM (Canada) Business Overview
Table 139. KaBuM (Canada) Product
Table 140. KaBuM (Canada) Revenue in Electronic Sports (eSports) Business (2015-2020) (Million US$)
Table 141. KaBuM (Canada) Recent Development
Table 142. Wargaming Public (Cyprus) Company Details
Table 143. Wargaming Public (Cyprus) Business Overview
Table 144. Wargaming Public (Cyprus) Product
Table 145. Wargaming Public (Cyprus) Revenue in Electronic Sports (eSports) Business (2015-2020) (Million US$)
Table 146. Wargaming Public (Cyprus) Recent Development
Table 147. Rovio Entertainment (Finland) Company Details
Table 148. Rovio Entertainment (Finland) Business Overview
Table 149. Rovio Entertainment (Finland) Product
Table 150. Rovio Entertainment (Finland) Revenue in Electronic Sports (eSports) Business (2015-2020) (Million US$)
Table 151. Rovio Entertainment (Finland) Recent Development
Table 152. GungHo Online Entertainment (Japan) Company Details
Table 153. GungHo Online Entertainment (Japan) Business Overview
Table 154. GungHo Online Entertainment (Japan) Product
Table 155. GungHo Online Entertainment (Japan) Revenue in Electronic Sports (eSports) Business (2015-2020) (Million US$)
Table 156. GungHo Online Entertainment (Japan) Recent Development
Table 157. Alisports (China) Company Details
Table 158. Alisports (China) Business Overview
Table 159. Alisports (China) Product
Table 160. Alisports (China) Revenue in Electronic Sports (eSports) Business (2015-2020) (Million US$)
Table 161. Alisports (China) Recent Development
Table 162. Research Programs/Design for This Report
Table 163. Key Data Information from Secondary Sources
Table 164. Key Data Information from Primary Sources

LIST OF FIGURES

Figure 1. Global Electronic Sports (eSports) Market Share by Type: 2020 VS 2026
Figure 2. Media Rights (Subscription & Online Advertisement) Features
Figure 3. Tickets and Merchandise Features
Figure 4. Sponsorship & Direct Advertisement Features
Figure 5. Publisher Fees Features
Figure 6. Others Features
Figure 7. Global Electronic Sports (eSports) Market Share by Application: 2020 VS 2026
Figure 8. Online Case Studies
Figure 9. Offline Case Studies
Figure 10. Electronic Sports (eSports) Report Years Considered
Figure 11. Global Electronic Sports (eSports) Market Size YoY Growth 2015-2026 (US$ Million)
Figure 12. Global Electronic Sports (eSports) Market Share by Regions: 2020 VS 2026
Figure 13. Global Electronic Sports (eSports) Market Share by Regions (2021-2026)
Figure 14. Porter's Five Forces Analysis
Figure 15. Global Electronic Sports (eSports) Market Share by Players in 2019
Figure 16. Global Top Electronic Sports (eSports) Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Electronic Sports (eSports) as of 2019
Figure 17. The Top 10 and 5 Players Market Share by Electronic Sports (eSports) Revenue in 2019
Figure 18. North America Electronic Sports (eSports) Market Size YoY Growth (2015-2020) (Million US$)
Figure 19. Europe Electronic Sports (eSports) Market Size YoY Growth (2015-2020) (Million US$)
Figure 20. China Electronic Sports (eSports) Market Size YoY Growth (2015-2020) (Million US$)
Figure 21. Japan Electronic Sports (eSports) Market Size YoY Growth (2015-2020) (Million US$)
Figure 22. Southeast Asia Electronic Sports (eSports) Market Size YoY Growth (2015-2020) (Million US$)
Figure 23. India Electronic Sports (eSports) Market Size YoY Growth (2015-2020) (Million US$)
Figure 24. Central & South America Electronic Sports (eSports) Market Size YoY Growth (2015-2020) (Million US$)
Figure 25. Modern Times Group (Sweden) Total Revenue (US$ Million): 2019 Compared with 2018
Figure 26. Modern Times Group (Sweden) Revenue Growth Rate in Electronic Sports (eSports) Business (2015-2020)
Figure 27. Activision Blizzard (US) Total Revenue (US$ Million): 2019 Compared with 2018
Figure 28. Activision Blizzard (US) Revenue Growth Rate in Electronic Sports (eSports) Business (2015-2020)
Figure 29. FACEIT (UK) Total Revenue (US$ Million): 2019 Compared with 2018
Figure 30. FACEIT (UK) Revenue Growth Rate in Electronic Sports (eSports) Business (2015-2020)
Figure 31. Total Entertainment Network (US) Total Revenue (US$ Million): 2019 Compared with 2018
Figure 32. Total Entertainment Network (US) Revenue Growth Rate in Electronic Sports (eSports) Business (2015-2020)
Figure 33. Gfinity (UK) Total Revenue (US$ Million): 2019 Compared with 2018
Figure 34. Gfinity (UK) Revenue Growth Rate in Electronic Sports (eSports) Business (2015-2020)
Figure 35. Turner Broadcasting System (US) Total Revenue (US$ Million): 2019 Compared with 2018
Figure 36. Turner Broadcasting System (US) Revenue Growth Rate in Electronic Sports (eSports) Business (2015-2020)
Figure 37. CJ Corporation (South Korea) Total Revenue (US$ Million): 2019 Compared with 2018
Figure 38. CJ Corporation (South Korea) Revenue Growth Rate in Electronic Sports (eSports) Business (2015-2020)
Figure 39. Valve Corporation (US) Total Revenue (US$ Million): 2019 Compared with 2018
Figure 40. Valve Corporation (US) Revenue Growth Rate in Electronic Sports (eSports) Business (2015-2020)
Figure 41. Tencent (China) Total Revenue (US$ Million): 2019 Compared with 2018
Figure 42. Tencent (China) Revenue Growth Rate in Electronic Sports (eSports) Business (2015-2020)
Figure 43. Electronic Arts (EA) (US) Total Revenue (US$ Million): 2019 Compared with 2018
Figure 44. Electronic Arts (EA) (US) Revenue Growth Rate in Electronic Sports (eSports) Business (2015-2020)
Figure 45. Hi-Rez Studios (US) Total Revenue (US$ Million): 2019 Compared with 2018
Figure 46. Hi-Rez Studios (US) Revenue Growth Rate in Electronic Sports (eSports) Business (2015-2020)
Figure 47. KaBuM (Canada) Total Revenue (US$ Million): 2019 Compared with 2018
Figure 48. KaBuM (Canada) Revenue Growth Rate in Electronic Sports (eSports) Business (2015-2020)
Figure 49. Wargaming Public (Cyprus) Total Revenue (US$ Million): 2019 Compared with 2018
Figure 50. Wargaming Public (Cyprus) Revenue Growth Rate in Electronic Sports (eSports) Business (2015-2020)
Figure 51. Rovio Entertainment (Finland) Total Revenue (US$ Million): 2019 Compared with 2018
Figure 52. Rovio Entertainment (Finland) Revenue Growth Rate in Electronic Sports (eSports) Business (2015-2020)
Figure 53. GungHo Online Entertainment (Japan) Total Revenue (US$ Million): 2019 Compared with 2018
Figure 54. GungHo Online Entertainment (Japan) Revenue Growth Rate in Electronic Sports (eSports) Business (2015-2020)
Figure 55. Alisports (China) Total Revenue (US$ Million): 2019 Compared with 2018
Figure 56. Alisports (China) Revenue Growth Rate in Electronic Sports (eSports) Business (2015-2020)
Figure 57. Bottom-up and Top-down Approaches for This Report
Figure 58. Data Triangulation
Figure 59. Key Executives Interviewed


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