eternity report detail
eternity report detail
E-Sports Market

E-Sports Market Size, Share, Trends & Analysis By Type, Regional Outlook, Industry Insights, Key Players, Applications And Forecast To 2028

  • No of Pages: 93
  • Published On: May 2021
  • Format: PDF
  • Report ID : 36177

Report Summary

Eternity Insights has published a new study on Global E-Sports Market focusing on key segments as by Type (Multiplayer Online Battle Arena (MOBA), First-Person Shooter (FPS), Real-Time Strategy (RTS), Other), by Application (Professional, Amateur, Other), and by region. This deep dive re-search report highlights the market and competitive intelligence across the key segments of the mar-ket. The report also considers the impact of COVID-19 on the global E-Sports Market.

The report considers 2018-2020 as historic period, 2021 as base year, and 2022-2028 as forecast period. The report includes quantitative analysis of the market supported by the market drivers, challenges, and trends to accurately map the market scenario and competition. Moreover, key insights related to market having direct impact on the market will also be covered.

E-Sports Market report is based on robust research methodology designed using blend of research ap-proaches developed using secondary/desk research and validated through the primary research and expert insights. Eternity Insights also uses paid data bases such as FACIVA, Hoovers, and other bench-marking and forecasting tools to provide accurate statistical analysis of supply and demand trends.

Global E-Sports Market Size, 2018-2028 (USD Million)

To learn more about this report

Global E-Sports Market Segmentation:

E-Sports Market, By Type

  • Multiplayer Online Battle Arena (MOBA)
  • First-Person Shooter (FPS)
  • Real-Time Strategy (RTS)
  • Other

E-Sports Market, By Application

  • Professional
  • Amateur
  • Other

To learn more about this report

Geographically, the market is categorized in to five regions as North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa. North America region dominates the global E-Sports market in terms of demand generation. The E-Sports market in Asia Pacific region is expected to grow at significantly high growth rate. The regional market is further sub-segmented and analyzed at granular level across key countries. The report will include market size and forecast for E-Sports market for below listed coun-tries across each region.

North America (U.S. and Canada), Europe (Germany, France, Italy, UK, Spain, and Rest of Europe), Asia Pacific (China, India, Japan, Australia, and Rest of Asia Pacific region); Latin America (Brazil, Mexico, and rest of the Latin America); Middle East and Africa (GCC, South Africa, and Rest of the Middle East and Africa).

Global E-Sports Market Taxonomy:

To learn more about this report

Global E-Sports Market Competitive Landscape

The global E-Sports market analysis report covers detailed analysis of competitive scenario across globe. The report includes profiles of leading players covering below details

  • Company Overview
  • Financial Analysis
  • Product Portfolio Analysis
  • Strategic Overview
  • SWOT Analysis

List of Companies Profiled in the report:

  • Activision Blizzard
  • Epic Games
  • Nintendo
  • Riot Games
  • Valve Corporation
  • Wargaming.Net
  • EA Sports
  • Hi-Rez Studios
  • Microsoft Studios
  • Other Players of Specific Interest can be added based on requirement

Market Segmentation

Report Attributes Details
The market size value in 2021 USD XX.XX Million
CAGR (2021 - 2028) XX.XX %
The Revenue forecast in 2028 USD XX.XX Million
Base year for estimation 2021
Historical data 2018-2019
Forecast period 2022-2028
Quantitative units
  • Revenue in USD Million
  • CAGR from 2021 to 2028
Report coverage Revenue forecast, company ranking, competitive landscape, growth factors, and trends
Segments covered By Type Outlook, Application Outlook, Regional Outlook
By Type Outlook Multiplayer Online Battle Arena (MOBA), First-Person Shooter (FPS), Real-Time Strategy (RTS), Other
By Application Outlook Professional, Amateur, Other
Regional scope North America, Europe, Asia Pacific, Latin America, Middle East & Africa
Country scope U.S., Canada, U.K., Germany, France, BENELUX, China, India, Japan, South Korea, Brazil, Saudi Arabia, UAE, Turkey
Key companies profiled Activision Blizzard, Epic Games, Nintendo, Riot Games, Valve Corporation, Wargaming.Net, EA Sports, Hi-Rez Studios, Microsoft Studios
Customization Available Yes, the report can be tailored to meet your specific requirements.

Key Benefits to the stake holders

  • Qualitative and quantitative analysis of the market based on segmentation involving both economic as well as non-economic factors
  • Provision of market value (USD Billion) and volume (Tons) data for each segment and sub-segment
  • Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market
  • Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region
  • Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions and acquisitions in the past five years of companies profiled
  • Extensive company profiles comprising of company overview, company insights, product benchmarking and SWOT analysis for the major market players
  • The current as well as the future market outlook of the industry with respect to recent developments (which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions
  • Includes an in-depth analysis of the market of various perspectives through Porter’s five forces analysis
  • Provides insight into the market through Value Chain
  • Market dynamics scenario, along with growth opportunities of the market in the years to come

Table Of Contents

Table of Contents

1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered
1.4 Market Analysis by Type
1.4.1 Global E-Sports Market Size Growth Rate by Type (2017-2027)
1.4.2 Multiplayer Online Battle Arena (MOBA)
1.4.3 First-Person Shooter (FPS)
1.4.4 Real-Time Strategy (RTS)
1.4.5 Other
1.5 Market by Application
1.5.1 Global E-Sports Market Share by Application (2017-2027)
1.5.2 Professional
1.5.3 Amateur
1.6 Study Objectives
1.7 Years Considered

2 Global Growth Trends
2.1 E-Sports Market Size
2.2 E-Sports Growth Trends by Regions
2.2.1 E-Sports Market Size by Regions (2017-2027)
2.2.2 E-Sports Market Share by Regions (2017-2020)
2.3 Industry Trends
2.3.1 Market Top Trends
2.3.2 Market Drivers
2.3.3 Market Opportunities

3 Market Share by Key Players
3.1 E-Sports Market Size by Manufacturers
3.1.1 Global E-Sports Revenue by Manufacturers (2017-2020)
3.1.2 Global E-Sports Revenue Market Share by Manufacturers (2017-2020)
3.1.3 Global E-Sports Market Concentration Ratio (CR5 and HHI)
3.2 E-Sports Key Players Head office and Area Served
3.3 Key Players E-Sports Product/Solution/Service
3.4 Date of Enter into E-Sports Market
3.5 Mergers & Acquisitions, Expansion Plans

4 Breakdown Data by Type and Application
4.1 Global E-Sports Market Size by Type (2017-2020)
4.2 Global E-Sports Market Size by Application (2017-2020)

5 United States
5.1 United States E-Sports Market Size (2017-2020)
5.2 E-Sports Key Players in United States
5.3 United States E-Sports Market Size by Type
5.4 United States E-Sports Market Size by Application

6 Europe
6.1 Europe E-Sports Market Size (2017-2020)
6.2 E-Sports Key Players in Europe
6.3 Europe E-Sports Market Size by Type
6.4 Europe E-Sports Market Size by Application

7 China
7.1 China E-Sports Market Size (2017-2020)
7.2 E-Sports Key Players in China
7.3 China E-Sports Market Size by Type
7.4 China E-Sports Market Size by Application

8 Japan
8.1 Japan E-Sports Market Size (2017-2020)
8.2 E-Sports Key Players in Japan
8.3 Japan E-Sports Market Size by Type
8.4 Japan E-Sports Market Size by Application

9 Southeast Asia
9.1 Southeast Asia E-Sports Market Size (2017-2020)
9.2 E-Sports Key Players in Southeast Asia
9.3 Southeast Asia E-Sports Market Size by Type
9.4 Southeast Asia E-Sports Market Size by Application

10 India
10.1 India E-Sports Market Size (2017-2020)
10.2 E-Sports Key Players in India
10.3 India E-Sports Market Size by Type
10.4 India E-Sports Market Size by Application

11 Central & South America
11.1 Central & South America E-Sports Market Size (2017-2020)
11.2 E-Sports Key Players in Central & South America
11.3 Central & South America E-Sports Market Size by Type
11.4 Central & South America E-Sports Market Size by Application

12 International Players Profiles
12.1 Activision Blizzard
12.1.1 Activision Blizzard Company Details
12.1.2 Company Description and Business Overview
12.1.3 E-Sports Introduction
12.1.4 Activision Blizzard Revenue in E-Sports Business (2017-2020)
12.1.5 Activision Blizzard Recent Development
12.2 Epic Games
12.2.1 Epic Games Company Details
12.2.2 Company Description and Business Overview
12.2.3 E-Sports Introduction
12.2.4 Epic Games Revenue in E-Sports Business (2017-2020)
12.2.5 Epic Games Recent Development
12.3 Nintendo
12.3.1 Nintendo Company Details
12.3.2 Company Description and Business Overview
12.3.3 E-Sports Introduction
12.3.4 Nintendo Revenue in E-Sports Business (2017-2020)
12.3.5 Nintendo Recent Development
12.4 Riot Games
12.4.1 Riot Games Company Details
12.4.2 Company Description and Business Overview
12.4.3 E-Sports Introduction
12.4.4 Riot Games Revenue in E-Sports Business (2017-2020)
12.4.5 Riot Games Recent Development
12.5 Valve Corporation
12.5.1 Valve Corporation Company Details
12.5.2 Company Description and Business Overview
12.5.3 E-Sports Introduction
12.5.4 Valve Corporation Revenue in E-Sports Business (2017-2020)
12.5.5 Valve Corporation Recent Development
12.6 Wargaming.Net
12.6.1 Wargaming.Net Company Details
12.6.2 Company Description and Business Overview
12.6.3 E-Sports Introduction
12.6.4 Wargaming.Net Revenue in E-Sports Business (2017-2020)
12.6.5 Wargaming.Net Recent Development
12.7 EA Sports
12.7.1 EA Sports Company Details
12.7.2 Company Description and Business Overview
12.7.3 E-Sports Introduction
12.7.4 EA Sports Revenue in E-Sports Business (2017-2020)
12.7.5 EA Sports Recent Development
12.8 Hi-Rez Studios
12.8.1 Hi-Rez Studios Company Details
12.8.2 Company Description and Business Overview
12.8.3 E-Sports Introduction
12.8.4 Hi-Rez Studios Revenue in E-Sports Business (2017-2020)
12.8.5 Hi-Rez Studios Recent Development
12.9 Microsoft Studios
12.9.1 Microsoft Studios Company Details
12.9.2 Company Description and Business Overview
12.9.3 E-Sports Introduction
12.9.4 Microsoft Studios Revenue in E-Sports Business (2017-2020)
12.9.5 Microsoft Studios Recent Development

13 Market Forecast 2021-2027
13.1 Market Size Forecast by Regions
13.2 United States
13.3 Europe
13.4 China
13.5 Japan
13.6 Southeast Asia
13.7 India
13.8 Central & South America
13.9 Market Size Forecast by Product (2021-2027)
13.10 Market Size Forecast by Application (2021-2027)

14 Analyst's Viewpoints/Conclusions

15 Appendix
15.1 Research Methodology
15.1.1 Methodology/Research Approach
15.1.1.1 Research Programs/Design
15.1.1.2 Market Size Estimation
12.1.1.3 Market Breakdown and Data Triangulation
15.1.2 Data Source
15.1.2.1 Secondary Sources
15.1.2.2 Primary Sources
15.2 Disclaimer
15.3 Author Details

Choose License Type

Request Sample Ask For Customization Inquire Before Buying Ask for Discount

Need Assistance?

We will be happy to help you find what you need. Please call us or write to us:
+91-930-705-6852 sales@eternityinsights.com

Why Eternity Insights?

INFLALLIBLE METHODOLOGY

To ensure high-level data integrity, accurate analysis, and impeccable forecasts

ANALYST SUPPORT

For complete satisfaction

CUSTOMIZATION

On-demand customization of scope of the report to exactly meet your needs

TARGETED MARKET VIEW

Targeted market view to provide pertinent information and save time of readers

AGILE APPROACH

A faster and efficient way to cater to the needs with continuous iteration

Frequently Asked Questions on this Report

The E-Sports Market is segmented based on Type, Application, and by region.

Activision Blizzard, Epic Games, Nintendo, Riot Games, Valve Corporation, Wargaming.Net, EA Sports, Hi-Rez Studios and Microsoft Studios are the leading players of global E-Sports market.

The forecast period would be from 2022 to 2030 in the market report with year 2021 as a base year.

Factors such as competitive strength and market positioning are key areas considered while selecting top companies to be profiled.
eternity report detail

To learn more about this report

Similar Reports
What Sets Us Apart?
eternity-quality-assurance
Quality Assurance

Focus on Data Accuracy & Reliability

eternity-trust
Trusted by the Best

75+ Clients in Fortune 500

eternity-privacy-security
Privacy and Security

All your transactions are secured end-to-end, ensuring a satisfactory purchase

eternity-value-for-money
Value for Money

Ensure the best and affordable pricing

Our Happy Customers
Some of our customer review
Our Clients
Our capabilities includes
...
Market intelligence
  • Market Sizing And Forecasting
  • Growth Drivers And Challenges
  • Key Industry Trends Analysis
  • Porters Five Forces Analysis
  • Demand Gap Analysis
...
Consumer Behavior Mapping
  • Consumer Purchase Behaviour Analysis
  • Customer Satisfaction & Loyalty Analysis
  • Concept/Product Testing
  • Campaign Effectiveness And Ad Testing Research
...
Market Entry and Expansion Strategy
  • Market Opportunity Assessment
  • Merger & Acquisition Analysis
  • Go-to-market Strategy
  • Blue Ocean Strategy
  • Investment Due Diligence
  • Value Chain Analysis Consulting Solutions
  • Business Model Research
  • Innovation Analysis
  • Technology Portfolio Assessment
  • Influencer Mapping
  • Social Media Research
  • Supplier, Distributor And Partner Identification
...
Competitive Intelligence
  • Company Profiles with detailed Financial Analysis
  • Product Portfolio Analysis
  • Market Share Analysis
  • Product Pricing Analysis
  • Winning Imperatives of Leading Players
  • Marketing and Market Penetration Strategies
  • Product Pipeline Analysis
  • Conference Coverage
  • SWOT Analysis