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Published: Feb, 2020 | Pages:
169 | Publisher: 9Dimen Research
Industry: Telecommunications | Report Format: Electronic (PDF)
Esports (Electronic Sports) is a style of competition based on live gaming. In the context of China-US trade war and global economic volatility and uncertainty, it will have a big influence on this market. Electronic Sports (eSports) Report by Material, Application, and Geography - Global Forecast to 2023 is a professional and comprehensive research report on the world's major regional market conditions, focusing on the main regions (North America, Europe and Asia-Pacific) and the main countries (United States, Germany, United Kingdom, Japan, South Korea and China). In this report, the global Electronic Sports (eSports) market is valued at USD XX million in 2020 and is projected to reach USD XX million by the end of 2024, growing at a CAGR of XX% during the period 2020 to 2024. The report firstly introduced the Electronic Sports (eSports) basics: definitions, classifications, applications and market overview; product specifications; manufacturing processes; cost structures, raw materials and so on. Then it analyzed the world's main region market conditions, including the product price, profit, capacity, production, supply, demand and market growth rate and forecast etc. In the end, the report introduced new project SWOT analysis, investment feasibility analysis, and investment return analysis. The major players profiled in this report include: 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) The end users/applications and product categories analysis: On the basis of product, this report displays the sales volume, revenue (Million USD), product price, market share and growth rate of each type, primarily split into- Media Rights (Subscription & Online Advertisement) Tickets and Merchandise Sponsorship & Direct Advertisement Publisher Fees On the basis on the end users/applications, this report focuses on the status and outlook for major applications/end users, sales volume, market share and growth rate of Electronic Sports (eSports) for each application, including- Online Offline
Table of Contents ? Part I Electronic Sports (eSports) Industry Overview Chapter One Electronic Sports (eSports) Industry Overview 1.1 Electronic Sports (eSports) Definition 1.2 Electronic Sports (eSports) Classification Analysis 1.2.1 Electronic Sports (eSports) Main Classification Analysis 1.2.2 Electronic Sports (eSports) Main Classification Share Analysis 1.3 Electronic Sports (eSports) Application Analysis 1.3.1 Electronic Sports (eSports) Main Application Analysis 1.3.2 Electronic Sports (eSports) Main Application Share Analysis 1.4 Electronic Sports (eSports) Industry Chain Structure Analysis 1.5 Electronic Sports (eSports) Industry Development Overview 1.5.1 Electronic Sports (eSports) Product History Development Overview 1.5.1 Electronic Sports (eSports) Product Market Development Overview 1.6 Electronic Sports (eSports) Global Market Comparison Analysis 1.6.1 Electronic Sports (eSports) Global Import Market Analysis 1.6.2 Electronic Sports (eSports) Global Export Market Analysis 1.6.3 Electronic Sports (eSports) Global Main Region Market Analysis 1.6.4 Electronic Sports (eSports) Global Market Comparison Analysis 1.6.5 Electronic Sports (eSports) Global Market Development Trend Analysis Chapter Two Electronic Sports (eSports) Up and Down Stream Industry Analysis 2.1 Upstream Raw Materials Analysis 2.1.1 Proportion of Manufacturing Cost 2.1.2 Manufacturing Cost Structure of Electronic Sports (eSports) Analysis 2.2 Down Stream Market Analysis 2.2.1 Down Stream Market Analysis 2.2.2 Down Stream Demand Analysis 2.2.3 Down Stream Market Trend Analysis Part II Asia Electronic Sports (eSports) Industry (The Report Company Including the Below Listed But Not All) Chapter Three Asia Electronic Sports (eSports) Market Analysis 3.1 Asia Electronic Sports (eSports) Product Development History 3.2 Asia Electronic Sports (eSports) Competitive Landscape Analysis 3.3 Asia Electronic Sports (eSports) Market Development Trend Chapter Four 2015-2020 Asia Electronic Sports (eSports) Productions Supply Sales Demand Market Status and Forecast 4.1 2015-2020 Electronic Sports (eSports) Production Overview 4.2 2015-2020 Electronic Sports (eSports) Production Market Share Analysis 4.3 2015-2020 Electronic Sports (eSports) Demand Overview 4.4 2015-2020 Electronic Sports (eSports) Supply Demand and Shortage 4.5 2015-2020 Electronic Sports (eSports) Import Export Consumption 4.6 2015-2020 Electronic Sports (eSports) Cost Price Production Value Gross Margin Chapter Five Asia Electronic Sports (eSports) Key Manufacturers Analysis 5.1 Company A 5.1.1 Company Profile 5.1.2 Product Picture and Specification 5.1.3 Product Application Analysis 5.1.4 Capacity Production Price Cost Production Value 5.1.5 Contact Information 5.2 Company B 5.2.1 Company Profile 5.2.2 Product Picture and Specification 5.2.3 Product Application Analysis 5.2.4 Capacity Production Price Cost Production Value 5.2.5 Contact Information 5.3 Company C 5.3.1 Company Profile 5.3.2 Product Picture and Specification 5.3.3 Product Application Analysis 5.3.4 Capacity Production Price Cost Production Value 5.3.5 Contact Information 5.4 Company D 5.4.1 Company Profile 5.4.2 Product Picture and Specification 5.4.3 Product Application Analysis 5.4.4 Capacity Production Price Cost Production Value 5.4.5 Contact Information Chapter Six Asia Electronic Sports (eSports) Industry Development Trend 6.1 2020-2024 Electronic Sports (eSports) Production Overview 6.2 2020-2024 Electronic Sports (eSports) Production Market Share Analysis 6.3 2020-2024 Electronic Sports (eSports) Demand Overview 6.4 2020-2024 Electronic Sports (eSports) Supply Demand and Shortage 6.5 2020-2024 Electronic Sports (eSports) Import Export Consumption 6.6 2020-2024 Electronic Sports (eSports) Cost Price Production Value Gross Margin Part III North American Electronic Sports (eSports) Industry (The Report Company Including the Below Listed But Not All) Chapter Seven North American Electronic Sports (eSports) Market Analysis 7.1 North American Electronic Sports (eSports) Product Development History 7.2 North American Electronic Sports (eSports) Competitive Landscape Analysis 7.3 North American Electronic Sports (eSports) Market Development Trend Chapter Eight 2015-2020 North American Electronic Sports (eSports) Productions Supply Sales Demand Market Status and Forecast 8.1 2015-2020 Electronic Sports (eSports) Production Overview 8.2 2015-2020 Electronic Sports (eSports) Production Market Share Analysis 8.3 2015-2020 Electronic Sports (eSports) Demand Overview 8.4 2015-2020 Electronic Sports (eSports) Supply Demand and Shortage 8.5 2015-2020 Electronic Sports (eSports) Import Export Consumption 8.6 2015-2020 Electronic Sports (eSports) Cost Price Production Value Gross Margin Chapter Nine North American Electronic Sports (eSports) Key Manufacturers Analysis 9.1 Company A 9.1.1 Company Profile 9.1.2 Product Picture and Specification 9.1.3 Product Application Analysis 9.1.4 Capacity Production Price Cost Production Value 9.1.5 Contact Information 9.2 Company B 9.2.1 Company Profile 9.2.2 Product Picture and Specification 9.2.3 Product Application Analysis 9.2.4 Capacity Production Price Cost Production Value 9.2.5 Contact Information Chapter Ten North American Electronic Sports (eSports) Industry Development Trend 10.1 2020-2024 Electronic Sports (eSports) Production Overview 10.2 2020-2024 Electronic Sports (eSports) Production Market Share Analysis 10.3 2020-2024 Electronic Sports (eSports) Demand Overview 10.4 2020-2024 Electronic Sports (eSports) Supply Demand and Shortage 10.5 2020-2024 Electronic Sports (eSports) Import Export Consumption 10.6 2020-2024 Electronic Sports (eSports) Cost Price Production Value Gross Margin Part IV Europe Electronic Sports (eSports) Industry Analysis (The Report Company Including the Below Listed But Not All) Chapter Eleven Europe Electronic Sports (eSports) Market Analysis 11.1 Europe Electronic Sports (eSports) Product Development History 11.2 Europe Electronic Sports (eSports) Competitive Landscape Analysis 11.3 Europe Electronic Sports (eSports) Market Development Trend Chapter Twelve 2015-2020 Europe Electronic Sports (eSports) Productions Supply Sales Demand Market Status and Forecast 12.1 2015-2020 Electronic Sports (eSports) Production Overview 12.2 2015-2020 Electronic Sports (eSports) Production Market Share Analysis 12.3 2015-2020 Electronic Sports (eSports) Demand Overview 12.4 2015-2020 Electronic Sports (eSports) Supply Demand and Shortage 12.5 2015-2020 Electronic Sports (eSports) Import Export Consumption 12.6 2015-2020 Electronic Sports (eSports) Cost Price Production Value Gross Margin Chapter Thirteen Europe Electronic Sports (eSports) Key Manufacturers Analysis 13.1 Company A 13.1.1 Company Profile 13.1.2 Product Picture and Specification 13.1.3 Product Application Analysis 13.1.4 Capacity Production Price Cost Production Value 13.1.5 Contact Information 13.2 Company B 13.2.1 Company Profile 13.2.2 Product Picture and Specification 13.2.3 Product Application Analysis 13.2.4 Capacity Production Price Cost Production Value 13.2.5 Contact Information Chapter Fourteen Europe Electronic Sports (eSports) Industry Development Trend 14.1 2020-2024 Electronic Sports (eSports) Production Overview 14.2 2020-2024 Electronic Sports (eSports) Production Market Share Analysis 14.3 2020-2024 Electronic Sports (eSports) Demand Overview 14.4 2020-2024 Electronic Sports (eSports) Supply Demand and Shortage 14.5 2020-2024 Electronic Sports (eSports) Import Export Consumption 14.6 2020-2024 Electronic Sports (eSports) Cost Price Production Value Gross Margin Part V Electronic Sports (eSports) Marketing Channels and Investment Feasibility Chapter Fifteen Electronic Sports (eSports) Marketing Channels Development Proposals Analysis 15.1 Electronic Sports (eSports) Marketing Channels Status 15.2 Electronic Sports (eSports) Marketing Channels Characteristic 15.3 Electronic Sports (eSports) Marketing Channels Development Trend 15.2 New Firms Enter Market Strategy 15.3 New Project Investment Proposals Chapter Sixteen Development Environmental Analysis 16.1 China Macroeconomic Environment Analysis 16.2 European Economic Environmental Analysis 16.3 United States Economic Environmental Analysis 16.4 Japan Economic Environmental Analysis 16.5 Global Economic Environmental Analysis Chapter Seventeen Electronic Sports (eSports) New Project Investment Feasibility Analysis 17.1 Electronic Sports (eSports) Market Analysis 17.2 Electronic Sports (eSports) Project SWOT Analysis 17.3 Electronic Sports (eSports) New Project Investment Feasibility Analysis Part VI Global Electronic Sports (eSports) Industry Conclusions Chapter Eighteen 2015-2020 Global Electronic Sports (eSports) Productions Supply Sales Demand Market Status and Forecast 18.1 2015-2020 Electronic Sports (eSports) Production Overview 18.2 2015-2020 Electronic Sports (eSports) Production Market Share Analysis 18.3 2015-2020 Electronic Sports (eSports) Demand Overview 18.4 2015-2020 Electronic Sports (eSports) Supply Demand and Shortage 18.5 2015-2020 Electronic Sports (eSports) Import Export Consumption 18.6 2015-2020 Electronic Sports (eSports) Cost Price Production Value Gross Margin Chapter Nineteen Global Electronic Sports (eSports) Industry Development Trend 19.1 2020-2024 Electronic Sports (eSports) Production Overview 19.2 2020-2024 Electronic Sports (eSports) Production Market Share Analysis 19.3 2020-2024 Electronic Sports (eSports) Demand Overview 19.4 2020-2024 Electronic Sports (eSports) Supply Demand and Shortage 19.5 2020-2024 Electronic Sports (eSports) Import Export Consumption 19.6 2020-2024 Electronic Sports (eSports) Cost Price Production Value Gross Margin Chapter Twenty Global Electronic Sports (eSports) Industry Research Conclusions
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