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Global E-Sports Market Status, Trends and COVID-19 Impact Report 2021

February 2022 | 115 pages | ID: G3F3030ADCABEN
BisReport Information Consulting CO., Ltd

US$ 2,350.00

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In the past few years, the E-Sports market experienced a huge change under the influence of
COVID-19, the global market size of E-Sports reached (2021 Market size XXXX) million $ in
2021 from (2016 Market size XXXX) in 2016 with a CAGR of xx from 2016-2021 is. As of
now, the global COVID-19 Coronavirus Cases have exceeded 200 million, and the global
epidemic has been basically under control, therefore, the World Bank has estimated the
global economic growth in 2021 and 2022. The World Bank predicts that the global
economic output is expected to expand 4 percent in 2021 while 3.8 percent in 2022.
According to our research on E-Sports market and global economic environment, we
forecast that the global market size of E-Sports will reach (2026 Market size XXXX) million $
in 2026 with a CAGR of % from 2021-2026.

Due to the COVID-19 pandemic, according to World Bank statistics, global GDP has shrunk
by about 3.5% in 2020. Entering 2021, Economic activity in many countries has started to
recover and partially adapted to pandemic restrictions. The research and development of
vaccines has made breakthrough progress, and many governments have also issued various
policies to stimulate economic recovery, particularly in the United States, is likely to provide
a strong boost to economic activity but prospects for sustainable growth vary widely
between countries and sectors. Although the global economy is recovering from the great
depression caused by COVID-19, it will remain below pre-pandemic trends for a prolonged
period. The pandemic has exacerbated the risks associated with the decade-long wave of
global debt accumulation. It is also likely to steepen the long-expected slowdown in
potential growth over the next decade.

The world has entered the COVID-19 epidemic recovery period. In this complex economic
environment, we published the Global E-Sports Market Status, Trends and COVID-19 Impact
Report 2021, which provides a comprehensive analysis of the global E-Sports market , This
Report covers the manufacturer data, including: sales volume, price, revenue, gross margin,
business distribution etc., these data help the consumer know about the competitors better.
This report also covers all the regions and countries of the world, which shows the regional
development status, including market size, volume and value, as well as price data. Besides,
the report also covers segment data, including: type wise, industry wise, channel wise etc.
all the data period is from 2015-2021E, this report also provide forecast data from 2021-
2026.

Section 1: 100 USD——Market Overview

Section (2 3): 1200 USD——Manufacturer Detail
Activision Blizzard
Epic Games
Nintendo
Riot Games
Valve Corporation
Wargaming.Net
EA Sports
Hi-Rez Studios
Microsoft Studios

Section 4: 900 USD——Region Segmentation
North America (United States, Canada, Mexico)
South America (Brazil, Argentina, Other)
Asia Pacific (China, Japan, India, Korea, Southeast Asia)
Europe (Germany, UK, France, Spain, Italy)
Middle East and Africa (Middle East, Africa)

Section (5 6 7): 700 USD——
Product Type Segmentation
Multiplayer Online Battle Arena (MOBA)
First-Person Shooter (FPS)
Real-Time Strategy (RTS)

Application Segmentation
Professional
Amateur

Channel (Direct Sales, Distribution Channel) Segmentation

Section 8: 500 USD——Market Forecast (2021-2026)

Section 9: 600 USD——Downstream Customers

Section 10: 200 USD——Raw Material and Manufacturing Cost

Section 11: 500 USD——Conclusion

Section 12: Research Method and Data Source

SECTION 1 E-SPORTS MARKET OVERVIEW

1.1 E-Sports Market Scope
1.2 COVID-19 Impact on E-Sports Market
1.3 Global E-Sports Market Status and Forecast Overview
  1.3.1 Global E-Sports Market Status 2016-2021
  1.3.2 Global E-Sports Market Forecast 2021-2026

SECTION 2 GLOBAL E-SPORTS MARKET MANUFACTURER SHARE

2.1 Global Manufacturer E-Sports Sales Volume
2.2 Global Manufacturer E-Sports Business Revenue

SECTION 3 MANUFACTURER E-SPORTS BUSINESS INTRODUCTION

3.1 Activision Blizzard E-Sports Business Introduction
  3.1.1 Activision Blizzard E-Sports Sales Volume, Price, Revenue and Gross margin 2016-
2021
  3.1.2 Activision Blizzard E-Sports Business Distribution by Region
  3.1.3 Activision Blizzard Interview Record
  3.1.4 Activision Blizzard E-Sports Business Profile
  3.1.5 Activision Blizzard E-Sports Product Specification
3.2 Epic Games E-Sports Business Introduction
  3.2.1 Epic Games E-Sports Sales Volume, Price, Revenue and Gross margin 2016-2021
  3.2.2 Epic Games E-Sports Business Distribution by Region
  3.2.3 Interview Record
  3.2.4 Epic Games E-Sports Business Overview
  3.2.5 Epic Games E-Sports Product Specification
3.3 Manufacturer three E-Sports Business Introduction
  3.3.1 Manufacturer three E-Sports Sales Volume, Price, Revenue and Gross margin 2016-
2021
  3.3.2 Manufacturer three E-Sports Business Distribution by Region
  3.3.3 Interview Record
  3.3.4 Manufacturer three E-Sports Business Overview
  3.3.5 Manufacturer three E-Sports Product Specification


SECTION 4 GLOBAL E-SPORTS MARKET SEGMENTATION (BY REGION)

4.1 North America Country
  4.1.1 United States E-Sports Market Size and Price Analysis 2016-2021
  4.1.2 Canada E-Sports Market Size and Price Analysis 2016-2021
  4.1.3 Mexico E-Sports Market Size and Price Analysis 2016-2021
4.2 South America Country
  4.2.1 Brazil E-Sports Market Size and Price Analysis 2016-2021
  4.2.2 Argentina E-Sports Market Size and Price Analysis 2016-2021
4.3 Asia Pacific
  4.3.1 China E-Sports Market Size and Price Analysis 2016-2021
  4.3.2 Japan E-Sports Market Size and Price Analysis 2016-2021
  4.3.3 India E-Sports Market Size and Price Analysis 2016-2021
  4.3.4 Korea E-Sports Market Size and Price Analysis 2016-2021
  4.3.5 Southeast Asia E-Sports Market Size and Price Analysis 2016-2021
4.4 Europe Country
  4.4.1 Germany E-Sports Market Size and Price Analysis 2016-2021
  4.4.2 UK E-Sports Market Size and Price Analysis 2016-2021
  4.4.3 France E-Sports Market Size and Price Analysis 2016-2021
  4.4.4 Spain E-Sports Market Size and Price Analysis 2016-2021
  4.4.5 Italy E-Sports Market Size and Price Analysis 2016-2021
4.5 Middle East and Africa
  4.5.1 Africa E-Sports Market Size and Price Analysis 2016-2021
  4.5.2 Middle East E-Sports Market Size and Price Analysis 2016-2021
4.6 Global E-Sports Market Segmentation (By Region) Analysis 2016-2021
4.7 Global E-Sports Market Segmentation (By Region) Analysis

SECTION 5 GLOBAL E-SPORTS MARKET SEGMENTATION (BY PRODUCT TYPE)

5.1 Product Introduction by Type
  5.1.1 Multiplayer Online Battle Arena (MOBA) Product Introduction
  5.1.2 First-Person Shooter (FPS) Product Introduction
  5.1.3 Real-Time Strategy (RTS) Product Introduction
5.2 Global E-Sports Sales Volume by First-Person Shooter (FPS)016-2021
5.3 Global E-Sports Market Size by First-Person Shooter (FPS)016-2021
5.4 Different E-Sports Product Type Price 2016-2021
5.5 Global E-Sports Market Segmentation (By Type) Analysis

SECTION 6 GLOBAL E-SPORTS MARKET SEGMENTATION (BY APPLICATION)

6.1 Global E-Sports Sales Volume by Application 2016-2021
6.2 Global E-Sports Market Size by Application 2016-2021
6.2 E-Sports Price in Different Application Field 2016-2021
6.3 Global E-Sports Market Segmentation (By Application) Analysis

SECTION 7 GLOBAL E-SPORTS MARKET SEGMENTATION (BY CHANNEL)

7.1 Global E-Sports Market Segmentation (By Channel) Sales Volume and Share 2016-2021
7.2 Global E-Sports Market Segmentation (By Channel) Analysis

SECTION 8 E-SPORTS MARKET FORECAST 2021-2026

8.1 E-Sports Segmentation Market Forecast 2021-2026 (By Region)
8.2 E-Sports Segmentation Market Forecast 2021-2026 (By Type)
8.3 E-Sports Segmentation Market Forecast 2021-2026 (By Application)
8.4 E-Sports Segmentation Market Forecast 2021-2026 (By Channel)
8.5 Global E-Sports Price Forecast

SECTION 9 E-SPORTS APPLICATION AND CLIENT ANALYSIS

9.1 Professional Customers
9.2 Amateur Customers

SECTION 10 E-SPORTS MANUFACTURING COST OF ANALYSIS

11.0 Raw Material Cost Analysis
11.0 Labor Cost Analysis
11.0 Cost Overview

SECTION 11 CONCLUSION

SECTION 12 METHODOLOGY AND DATA SOURCE

CHART AND FIGURE

Figure E-Sports Product Picture
Chart Global E-Sports Market Size (with or without the impact of COVID-19)
Chart Global E-Sports Sales Volume (Units) and Growth Rate 2016-2021
Chart Global E-Sports Market Size (Million $) and Growth Rate 2016-2021
Chart Global E-Sports Sales Volume (Units) and Growth Rate 2021-2026
Chart Global E-Sports Market Size (Million $) and Growth Rate 2021-2026
Chart 2016-2021 Global Manufacturer E-Sports Sales Volume (Units)
Chart 2016-2021 Global Manufacturer E-Sports Sales Volume Share
Chart 2016-2021 Global Manufacturer E-Sports Business Revenue (Million USD)
Chart 2016-2021 Global Manufacturer E-Sports Business Revenue Share
Chart Activision Blizzard E-Sports Sales Volume, Price, Revenue and Gross margin 2016-
2021
Chart Activision Blizzard E-Sports Business Distribution
Chart Activision Blizzard Interview Record (Partly)
Chart Activision Blizzard E-Sports Business Profile
Table Activision Blizzard E-Sports Product Specification
Chart Epic Games E-Sports Sales Volume, Price, Revenue and Gross margin 2016-2021
Chart Epic Games E-Sports Business Distribution
Chart Epic Games Interview Record (Partly)
Chart Epic Games E-Sports Business Overview
Table Epic Games E-Sports Product Specification


Chart United States E-Sports Sales Volume (Units) and Market Size (Million $) 2016-2021


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