Global E-sports Market Size, Status and Forecast 2020-2026
![](/report_cover/6975/global-e-sports-market-size-status-n-forecast-2020-2026_en.gif)
This report focuses on the global E-sports status, future forecast, growth opportunity, key market and key players. The study objectives are to present the E-sports development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
The key players covered in this study
The key players covered in this study
- Activision Blizzard
- Epic Games
- Nintendo
- Riot Games
- Valve Corporation
- Wargaming.Net
- EA Sports
- Hi-Rez Studios
- Microsoft Studios
- MOBA
- FPS
- RTS
- Other
- Professional
- Amateur
- North America
- Europe
- China
- Japan
- Southeast Asia
- India
- Central & South America
- To analyze global E-sports status, future forecast, growth opportunity, key market and key players.
- To present the E-sports development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
- To strategically profile the key players and comprehensively analyze their development plan and strategies.
- To define, describe and forecast the market by type, market and key regions.
- History Year: 2015-2019
- Base Year: 2019
- Estimated Year: 2020
- Forecast Year 2020 to 2026
1 REPORT OVERVIEW
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered: Ranking by E-sports Revenue
1.4 Market Analysis by Type
1.4.1 Global E-sports Market Size Growth Rate by Type: 2020 VS 2026
1.4.2 MOBA
1.4.3 FPS
1.4.4 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 BY REGIONS
2.1 E-sports Market Perspective (2015-2026)
2.2 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 BREAKDOWN DATA 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 E-SPORTS BREAKDOWN DATA 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 and Its Total Revenue
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 and Its Total Revenue
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 and Its Total Revenue
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 and Its Total Revenue
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 and Its Total Revenue
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 and Its Total Revenue
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 and Its Total Revenue
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 and Its Total Revenue
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 and Its Total Revenue
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
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered: Ranking by E-sports Revenue
1.4 Market Analysis by Type
1.4.1 Global E-sports Market Size Growth Rate by Type: 2020 VS 2026
1.4.2 MOBA
1.4.3 FPS
1.4.4 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 BY REGIONS
2.1 E-sports Market Perspective (2015-2026)
2.2 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 BREAKDOWN DATA 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 E-SPORTS BREAKDOWN DATA 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 and Its Total Revenue
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 and Its Total Revenue
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 and Its Total Revenue
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 and Its Total Revenue
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 and Its Total Revenue
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 and Its Total Revenue
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 and Its Total Revenue
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 and Its Total Revenue
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 and Its Total Revenue
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 MOBA
Table 6. Key Players of FPS
Table 7. Key Players of 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$)
Table 120. Microsoft Studios Recent Development
Table 121. Research Programs/Design for This Report
Table 122. Key Data Information from Secondary Sources
Table 123. Key Data Information from Primary Sources
Table 1. E-sports Key Market Segments
Table 2. Key Players Covered: Ranking by E-sports Revenue
Table 3. Ranking of Global Top E-sports Manufacturers by Revenue (US$ Million) in 2019
Table 4. Global E-sports Market Size Growth Rate by Type (US$ Million): 2020 VS 2026
Table 5. Key Players of MOBA
Table 6. Key Players of FPS
Table 7. Key Players of 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$)
Table 120. Microsoft Studios Recent Development
Table 121. Research Programs/Design for This Report
Table 122. Key Data Information from Secondary Sources
Table 123. Key Data Information from Primary Sources
LIST OF FIGURES
Figure 1. Global E-sports Market Share by Type: 2020 VS 2026
Figure 2. MOBA Features
Figure 3. FPS Features
Figure 4. RTS Features
Figure 5. Other Features
Figure 6. Global E-sports Market Share by Application: 2020 VS 2026
Figure 7. Professional Case Studies
Figure 8. Amateur Case Studies
Figure 9. E-sports Report Years Considered
Figure 10. Global E-sports Market Size YoY Growth 2015-2026 (US$ 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$)
Figure 24. Activision Blizzard Total Revenue (US$ Million): 2019 Compared with 2018
Figure 25. Activision Blizzard Revenue Growth Rate in E-sports Business (2015-2020)
Figure 26. Epic Games Total Revenue (US$ Million): 2019 Compared with 2018
Figure 27. Epic Games Revenue Growth Rate in E-sports Business (2015-2020)
Figure 28. Nintendo Total Revenue (US$ Million): 2019 Compared with 2018
Figure 29. Nintendo Revenue Growth Rate in E-sports Business (2015-2020)
Figure 30. Riot Games Total Revenue (US$ Million): 2019 Compared with 2018
Figure 31. Riot Games Revenue Growth Rate in E-sports Business (2015-2020)
Figure 32. Valve Corporation Total Revenue (US$ Million): 2019 Compared with 2018
Figure 33. Valve Corporation Revenue Growth Rate in E-sports Business (2015-2020)
Figure 34. Wargaming.Net Total Revenue (US$ Million): 2019 Compared with 2018
Figure 35. Wargaming.Net Revenue Growth Rate in E-sports Business (2015-2020)
Figure 36. EA Sports Total Revenue (US$ Million): 2019 Compared with 2018
Figure 37. EA Sports Revenue Growth Rate in E-sports Business (2015-2020)
Figure 38. Hi-Rez Studios Total Revenue (US$ Million): 2019 Compared with 2018
Figure 39. Hi-Rez Studios Revenue Growth Rate in E-sports Business (2015-2020)
Figure 40. Microsoft Studios Total Revenue (US$ Million): 2019 Compared with 2018
Figure 41. Microsoft Studios Revenue Growth Rate in E-sports Business (2015-2020)
Figure 42. Bottom-up and Top-down Approaches for This Report
Figure 43. Data Triangulation
Figure 44. Key Executives Interviewed
Figure 1. Global E-sports Market Share by Type: 2020 VS 2026
Figure 2. MOBA Features
Figure 3. FPS Features
Figure 4. 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$)
Figure 24. Activision Blizzard Total Revenue (US$ Million): 2019 Compared with 2018
Figure 25. Activision Blizzard Revenue Growth Rate in E-sports Business (2015-2020)
Figure 26. Epic Games Total Revenue (US$ Million): 2019 Compared with 2018
Figure 27. Epic Games Revenue Growth Rate in E-sports Business (2015-2020)
Figure 28. Nintendo Total Revenue (US$ Million): 2019 Compared with 2018
Figure 29. Nintendo Revenue Growth Rate in E-sports Business (2015-2020)
Figure 30. Riot Games Total Revenue (US$ Million): 2019 Compared with 2018
Figure 31. Riot Games Revenue Growth Rate in E-sports Business (2015-2020)
Figure 32. Valve Corporation Total Revenue (US$ Million): 2019 Compared with 2018
Figure 33. Valve Corporation Revenue Growth Rate in E-sports Business (2015-2020)
Figure 34. Wargaming.Net Total Revenue (US$ Million): 2019 Compared with 2018
Figure 35. Wargaming.Net Revenue Growth Rate in E-sports Business (2015-2020)
Figure 36. EA Sports Total Revenue (US$ Million): 2019 Compared with 2018
Figure 37. EA Sports Revenue Growth Rate in E-sports Business (2015-2020)
Figure 38. Hi-Rez Studios Total Revenue (US$ Million): 2019 Compared with 2018
Figure 39. Hi-Rez Studios Revenue Growth Rate in E-sports Business (2015-2020)
Figure 40. Microsoft Studios Total Revenue (US$ Million): 2019 Compared with 2018
Figure 41. Microsoft Studios Revenue Growth Rate in E-sports Business (2015-2020)
Figure 42. Bottom-up and Top-down Approaches for This Report
Figure 43. Data Triangulation
Figure 44. Key Executives Interviewed