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Global Electronic Sports (eSports) Market Research Report 2020-2024

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
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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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