[email protected] +44 20 8123 2220 (UK) +1 732 587 5005 (US) Contact Us | FAQ |

Global Esports (egames) Key Market Status, Trends and COVID-19 Impact Report 2021

August 2021 | 115 pages | ID: G774B35817F2EN
BisReport Information Consulting CO., Ltd

US$ 2,350.00

E-mail Delivery (PDF)

Download PDF Leaflet

Accepted cards
Wire Transfer
Checkout Later
Need Help? Ask a Question
In the past few years, the Esports (egames) Key market experienced a huge change under the influence of COVID-19, the global market size of Esports (egames) Key reached (2021 Market size XXXX) million $ in 2021 from (2016 Market size XXXX) in 2016 with a CAGR of 15 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 Esports (egames) Key market and global economic environment, we forecast that the global market size of Esports (egames) Key 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 Esports (egames) Key Market Status, Trends and COVID-19 Impact Report 2021, which provides a comprehensive analysis of the global Esports (egames) Key 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
Modern Times Group (Sweden)
Activision Blizzard
FACEIT
Total Entertainment Network (US)
Gfinity
Turner Broadcasting System (US)
CJ Corporation
Valve Corporation
Tencent
Electronic Arts
Hi-Rez Studios
KaBuM
Wargaming
Rovio Entertainment (Finland)
GungHo Online Entertainment (Japan)
Alisports (Alibaba Group)
EA Sports
Epic Games
Nintendo
Riot Games
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
by Game
Multiplayer Online Battle Arena (MOBA)
First-Person Shooter (FPS)/Real-Time Strategy (RTS)
by Revenue Stream
Media (Subscription And Online Advertising)/Tickets And Merchandise/Sponsorship And Direct Advertising/Publisher Fee

Application Segmentation
Amateur Players
Professional Players
Club
Associations And Organizations

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 ESPORTS (EGAMES) KEY MARKET OVERVIEW

1.1 Esports (egames) Key Market Scope
1.2 COVID-19 Impact on Esports (egames) Key Market
1.3 Global Esports (egames) Key Market Status and Forecast Overview
  1.3.1 Global Esports (egames) Key Market Status 2016-2021
  1.3.2 Global Esports (egames) Key Market Forecast 2021-2026

SECTION 2 GLOBAL ESPORTS (EGAMES) KEY MARKET MANUFACTURER SHARE

2.1 Global Manufacturer Esports (egames) Key Sales Volume
2.2 Global Manufacturer Esports (egames) Key Business Revenue

SECTION 3 MANUFACTURER ESPORTS (EGAMES) KEY BUSINESS INTRODUCTION

3.1 Modern Times Group (Sweden) Esports (egames) Key Business Introduction
  3.1.1 Modern Times Group (Sweden) Esports (egames) Key Sales Volume, Price, Revenue and Gross margin 2016-2021
  3.1.2 Modern Times Group (Sweden) Esports (egames) Key Business Distribution by Region
  3.1.3 Modern Times Group (Sweden) Interview Record
  3.1.4 Modern Times Group (Sweden) Esports (egames) Key Business Profile
  3.1.5 Modern Times Group (Sweden) Esports (egames) Key Product Specification
3.2 Activision Blizzard Esports (egames) Key Business Introduction
  3.2.1 Activision Blizzard Esports (egames) Key Sales Volume, Price, Revenue and Gross margin 2016-2021
  3.2.2 Activision Blizzard Esports (egames) Key Business Distribution by Region
  3.2.3 Interview Record
  3.2.4 Activision Blizzard Esports (egames) Key Business Overview
  3.2.5 Activision Blizzard Esports (egames) Key Product Specification
3.3 Manufacturer three Esports (egames) Key Business Introduction
  3.3.1 Manufacturer three Esports (egames) Key Sales Volume, Price, Revenue and Gross margin 2016-2021
  3.3.2 Manufacturer three Esports (egames) Key Business Distribution by Region
  3.3.3 Interview Record
  3.3.4 Manufacturer three Esports (egames) Key Business Overview
  3.3.5 Manufacturer three Esports (egames) Key Product Specification

SECTION 4 GLOBAL ESPORTS (EGAMES) KEY MARKET SEGMENTATION (BY REGION)

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

SECTION 5 GLOBAL ESPORTS (EGAMES) KEY MARKET SEGMENTATION (BY PRODUCT TYPE)

5.1 Product Introduction by Type
  5.1.1 by Game Product Introduction
  5.1.2 Multiplayer Online Battle Arena (MOBA) Product Introduction
  5.1.3 First-Person Shooter (FPS)/Real-Time Strategy (RTS) Product Introduction
  5.1.4 by Revenue Stream Product Introduction
  5.1.5 Media (Subscription And Online Advertising)/Tickets And Merchandise/Sponsorship And Direct Advertising/Publisher Fee Product Introduction
5.2 Global Esports (egames) Key Sales Volume by Multiplayer Online Battle Arena (MOBA)016-2021
5.3 Global Esports (egames) Key Market Size by Multiplayer Online Battle Arena (MOBA)016-2021
5.4 Different Esports (egames) Key Product Type Price 2016-2021
5.5 Global Esports (egames) Key Market Segmentation (By Type) Analysis

SECTION 6 GLOBAL ESPORTS (EGAMES) KEY MARKET SEGMENTATION (BY APPLICATION)

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

SECTION 7 GLOBAL ESPORTS (EGAMES) KEY MARKET SEGMENTATION (BY CHANNEL)

7.1 Global Esports (egames) Key Market Segmentation (By Channel) Sales Volume and Share 2016-2021
7.2 Global Esports (egames) Key Market Segmentation (By Channel) Analysis

SECTION 8 ESPORTS (EGAMES) KEY MARKET FORECAST 2021-2026

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

SECTION 9 ESPORTS (EGAMES) KEY APPLICATION AND CLIENT ANALYSIS

9.1 Amateur Players Customers
9.2 Professional Players Customers
9.3 Club Customers
9.4 Associations And Organizations Customers

SECTION 10 ESPORTS (EGAMES) KEY 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 Esports (egames) Key Product Picture
Chart Global Esports (egames) Key Market Size (with or without the impact of COVID-19)
Chart Global Esports (egames) Key Sales Volume (Units) and Growth Rate 2016-2021
Chart Global Esports (egames) Key Market Size (Million $) and Growth Rate 2016-2021
Chart Global Esports (egames) Key Sales Volume (Units) and Growth Rate 2021-2026
Chart Global Esports (egames) Key Market Size (Million $) and Growth Rate 2021-2026
Chart 2016-2021 Global Manufacturer Esports (egames) Key Sales Volume (Units)
Chart 2016-2021 Global Manufacturer Esports (egames) Key Sales Volume Share
Chart 2016-2021 Global Manufacturer Esports (egames) Key Business Revenue (Million USD)
Chart 2016-2021 Global Manufacturer Esports (egames) Key Business Revenue Share
Chart Modern Times Group (Sweden) Esports (egames) Key Sales Volume, Price, Revenue and Gross margin 2016-2021
Chart Modern Times Group (Sweden) Esports (egames) Key Business Distribution
Chart Modern Times Group (Sweden) Interview Record (Partly)
Chart Modern Times Group (Sweden) Esports (egames) Key Business Profile
Table Modern Times Group (Sweden) Esports (egames) Key Product Specification
Chart Activision Blizzard Esports (egames) Key Sales Volume, Price, Revenue and Gross margin 2016-2021
Chart Activision Blizzard Esports (egames) Key Business Distribution
Chart Activision Blizzard Interview Record (Partly)
Chart Activision Blizzard Esports (egames) Key Business Overview
Table Activision Blizzard Esports (egames) Key Product Specification
Chart United States Esports (egames) Key Sales Volume (Units) and Market Size (Million $) 2016-2021
Chart United States Esports (egames) Key Sales Price (USD/Unit) 2016-2021
Chart Canada Esports (egames) Key Sales Volume (Units) and Market Size (Million $) 2016-2021
Chart Canada Esports (egames) Key Sales Price (USD/Unit) 2016-2021
Chart Mexico Esports (egames) Key Sales Volume (Units) and Market Size (Million $) 2016-2021
Chart Mexico Esports (egames) Key Sales Price (USD/Unit) 2016-2021
Chart Brazil Esports (egames) Key Sales Volume (Units) and Market Size (Million $) 2016-2021
Chart Brazil Esports (egames) Key Sales Price (USD/Unit) 2016-2021
Chart Argentina Esports (egames) Key Sales Volume (Units) and Market Size (Million $) 2016-2021
Chart Argentina Esports (egames) Key Sales Price (USD/Unit) 2016-2021
Chart China Esports (egames) Key Sales Volume (Units) and Market Size (Million $) 2016-2021
Chart China Esports (egames) Key Sales Price (USD/Unit) 2016-2021
Chart Japan Esports (egames) Key Sales Volume (Units) and Market Size (Million $) 2016-2021
Chart Japan Esports (egames) Key Sales Price (USD/Unit) 2016-2021
Chart India Esports (egames) Key Sales Volume (Units) and Market Size (Million $) 2016-2021
Chart India Esports (egames) Key Sales Price (USD/Unit) 2016-2021
Chart Korea Esports (egames) Key Sales Volume (Units) and Market Size (Million $) 2016-2021
Chart Korea Esports (egames) Key Sales Price (USD/Unit) 2016-2021
Chart Southeast Asia Esports (egames) Key Sales Volume (Units) and Market Size (Million $) 2016-2021
Chart Southeast Asia Esports (egames) Key Sales Price (USD/Unit) 2016-2021
Chart Germany Esports (egames) Key Sales Volume (Units) and Market Size (Million $) 2016-2021
Chart Germany Esports (egames) Key Sales Price (USD/Unit) 2016-2021
Chart UK Esports (egames) Key Sales Volume (Units) and Market Size (Million $) 2016-2021
Chart UK Esports (egames) Key Sales Price (USD/Unit) 2016-2021
Chart France Esports (egames) Key Sales Volume (Units) and Market Size (Million $) 2016-2021
Chart France Esports (egames) Key Sales Price (USD/Unit) 2016-2021
Chart Spain Esports (egames) Key Sales Volume (Units) and Market Size (Million $) 2016-2021
Chart Spain Esports (egames) Key Sales Price (USD/Unit) 2016-2021
Chart Italy Esports (egames) Key Sales Volume (Units) and Market Size (Million $) 2016-2021
Chart Italy Esports (egames) Key Sales Price (USD/Unit) 2016-2021
Chart Africa Esports (egames) Key Sales Volume (Units) and Market Size (Million $) 2016-2021
Chart Africa Esports (egames) Key Sales Price (USD/Unit) 2016-2021
Chart Middle East Esports (egames) Key Sales Volume (Units) and Market Size (Million $) 2016-2021
Chart Middle East Esports (egames) Key Sales Price (USD/Unit) 2016-2021
Chart Global Esports (egames) Key Market Segmentation Sales Volume (Units) by Region 2016-2021
Chart Global Esports (egames) Key Market Segmentation Sales Volume (Units) Share by Region 2016-2021
Chart Global Esports (egames) Key Market Segmentation Market size (Million $) by Region 2016-2021
Chart Global Esports (egames) Key Market Segmentation Market size (Million $) Share by Region 2016-2021
Chart by Game Product Figure
Chart by Game Product Description
Chart Multiplayer Online Battle Arena (MOBA) Product Figure
Chart Multiplayer Online Battle Arena (MOBA) Product Description
Chart First-Person Shooter (FPS)/Real-Time Strategy (RTS) Product Figure
Chart First-Person Shooter (FPS)/Real-Time Strategy (RTS) Product Description
Chart Esports (egames) Key Sales Volume (Units) by Multiplayer Online Battle Arena (MOBA)016-2021
Chart Esports (egames) Key Sales Volume (Units) Share by Type
Chart Esports (egames) Key Market Size (Million $) by Multiplayer Online Battle Arena (MOBA)016-2021
Chart Esports (egames) Key Market Size (Million $) Share by Multiplayer Online Battle Arena (MOBA)016-2021
Chart Different Esports (egames) Key Product Type Price ($/Unit) 2016-2021
Chart Esports (egames) Key Sales Volume (Units) by Application 2016-2021
Chart Esports (egames) Key Sales Volume (Units) Share by Application
Chart Esports (egames) Key Market Size (Million $) by Application 2016-2021
Chart Esports (egames) Key Market Size (Million $) Share by Application 2016-2021
Chart Esports (egames) Key Price in Different Application Field 2016-2021
Chart Global Esports (egames) Key Market Segmentation (By Channel) Sales Volume (Units) 2016-2021
Chart Global Esports (egames) Key Market Segmentation (By Channel) Share 2016-2021
Chart Esports (egames) Key Segmentation Market Sales Volume (Units) Forecast (by Region) 2021-2026
Chart Esports (egames) Key Segmentation Market Sales Volume Forecast (By Region) Share 2021-2026
Chart Esports (egames) Key Segmentation Market Size (Million USD) Forecast (By Region) 2021-2026
Chart Esports (egames) Key Segmentation Market Size Forecast (By Region) Share 2021-2026
Chart Esports (egames) Key Market Segmentation (By Type) Volume (Units) 2021-2026
Chart Esports (egames) Key Market Segmentation (By Type) Volume (Units) Share 2021-2026
Chart Esports (egames) Key Market Segmentation (By Type) Market Size (Million $) 2021-2026
Chart Esports (egames) Key Market Segmentation (By Type) Market Size (Million $) 2021-2026
Chart Esports (egames) Key Market Segmentation (By Application) Market Size (Volume) 2021-2026
Chart Esports (egames) Key Market Segmentation (By Application) Market Size (Volume) Share 2021-2026
Chart Esports (egames) Key Market Segmentation (By Application) Market Size (Value) 2021-2026
Chart Esports (egames) Key Market Segmentation (By Application) Market Size (Value) Share 2021-2026
Chart Global Esports (egames) Key Market Segmentation (By Channel) Sales Volume (Units) 2021-2026
Chart Global Esports (egames) Key Market Segmentation (By Channel) Share 2021-2026
Chart Global Esports (egames) Key Price Forecast 2021-2026
Chart Amateur Players Customers
Chart Professional Players Customers
Chart Club Customers
Chart Associations And Organizations Customers


More Publications