SHARE
E-Sports - Global Market Outlook (2018-2027)

E-Sports - Global Market Outlook (2018-2027)

Published: March 2020 ID: SMRC19002
Published: March 2020 ID: SMRC19002

1 Executive Summary   
     
2 Preface   
 
 2.1 Abstract   
 2.2 Stake Holders  
 2.3 Research Scope  
 2.4 Research Methodology 
  2.4.1 Data Mining 
  2.4.2 Data Analysis 
  2.4.3 Data Validation 
  2.4.4 Research Approach  
 2.5 Research Sources  
  2.5.1 Primary Research Sources
  2.5.2 Secondary Research Sources
  2.5.3 Assumptions 
     
3 Market Trend Analysis  
 3.1 Introduction  
 3.2 Drivers   
 3.3 Restraints  
 3.4 Opportunities  
 3.5 Threats   
 3.6 Product Analysis  
 3.7 End User Analysis  
 3.8 Emerging Markets  
 3.9 Futuristic Market Scenario 
     
4 Porters Five Force Analysis  
 4.1 Bargaining power of suppliers 
 4.2 Bargaining power of buyers 
 4.3 Threat of substitutes 
 4.4 Threat of new entrants 
 4.5 Competitive rivalry  
     
5 Global E-Sports Market, By Device 
 5.1 Introduction  
 5.2 Tablets & Laptops  
 5.3 Smartphones  
 5.4 PCs   
 5.5 Gaming Headsets  
 5.6 Gaming Consoles  
     
6 Global E-Sports Market, By Age Group 
 6.1 Introduction  
 6.2 0-15   
 6.3 16-25   
 6.4 26-35   
 6.5 More than 35  
     
7 Global E-Sports Market, By Revenue Stream
 7.1 Introduction  
 7.2 Media Rights  
  7.2.1 Online Advertisements
  7.2.2 Subscriptions 
 7.3 Publisher Fees  
 7.4 Sponsorships and Direct Advertisements
 7.5 Tickets and Merchandise 
 7.6 eSports betting & fantasy site 
 7.7 Prize Pool  
 7.8 Amateur & Micro Tournament 
     
8 Global E-Sports Market, By Streaming Platform
 8.1 Introduction  
 8.2 YouTube   
 8.3 Twitch   
 8.4 Hayu   
 8.5 DouYu    
     
9 Global E-Sports Market, By Product 
 9.1 Introduction  
 9.2 Mice   
 9.3 Controller  
 9.4 Keyboard   
     
10 Global E-Sports Market, By End User 

 10.1 Introduction  
 10.2 BFSI   
 10.3 Manufacturing  
 10.4 Healthcare  
 10.5 Retail   
 10.6 Fighting and Action  
 10.7 First Person Shooter 
 10.8 Multiplayer Online  
 10.9 Occasional Viewers  
 10.10 Professional Players 
 10.11 Real Strategy  
     
11 Global E-Sports Market, By Geography 

 11.1 Introduction  
 11.2 North America  
  11.2.1 US  
  11.2.2 Canada  
  11.2.3 Mexico  
 11.3 Europe   
  11.3.1 Germany  
  11.3.2 UK  
  11.3.3 Italy  
  11.3.4 France  
  11.3.5 Spain  
  11.3.6 Rest of Europe 
 11.4 Asia Pacific  
  11.4.1 Japan  
  11.4.2 China  
  11.4.3 India  
  11.4.4 Australia  
  11.4.5 New Zealand 
  11.4.6 South Korea 
  11.4.7 Rest of Asia Pacific 
 11.5 South America  
  11.5.1 Argentina 
  11.5.2 Brazil  
  11.5.3 Chile  
  11.5.4 Rest of South America
 11.6 Middle East & Africa 
  11.6.1 Saudi Arabia 
  11.6.2 UAE  
  11.6.3 Qatar  
  11.6.4 South Africa 
  11.6.5 Rest of Middle East & Africa
     
12 Key Developments 
  
 12.1 Agreements, Partnerships, Collaborations and Joint Ventures
 12.2 Acquisitions & Mergers 
 12.3 New Product Launch 
 12.4 Expansions  
 12.5 Other Key Strategies 
     
13 Company Profiling   
 13.1 Activision Blizzard  
 13.2 Alisports   
 13.3 CJ Corporation  
 13.4 Electronic Arts  
 13.5 Faceit   
 13.6 Gfinity   
 13.7 Gungho Online Entertainment 
 13.8 Hi Rez Studios  
 13.9 Kabum   
 13.10 Modern Times Group 
 13.11 Nintendo   
 13.12 Rovio Entertainment 
 13.13 Turner Broadcasting System 
 13.14 Valve Corporation  
 13.15 Wargaming Public 


List of Tables    
1 Global E-Sports Market Outlook, By Region (2017-2027) ($MN)
2 Global E-Sports Market Outlook, By Device (2017-2027) ($MN)
3 Global E-Sports Market Outlook, By Tablets & Laptops (2017-2027) ($MN)
4 Global E-Sports Market Outlook, By Smartphones (2017-2027) ($MN)
5 Global E-Sports Market Outlook, By PCs (2017-2027) ($MN)
6 Global E-Sports Market Outlook, By Gaming Headsets (2017-2027) ($MN)
7 Global E-Sports Market Outlook, By Gaming Consoles (2017-2027) ($MN)
8 Global E-Sports Market Outlook, By Age Group (2017-2027) ($MN)
9 Global E-Sports Market Outlook, By 0-15 (2017-2027) ($MN)
10 Global E-Sports Market Outlook, By 16-25 (2017-2027) ($MN)
11 Global E-Sports Market Outlook, By 26-35 (2017-2027) ($MN)
12 Global E-Sports Market Outlook, By More than 35 (2017-2027) ($MN)
13 Global E-Sports Market Outlook, By Revenue Stream (2017-2027) ($MN)
14 Global E-Sports Market Outlook, By Media Rights (2017-2027) ($MN)
15 Global E-Sports Market Outlook, By Online Advertisements (2017-2027) ($MN)
16 Global E-Sports Market Outlook, By Subscriptions (2017-2027) ($MN)
17 Global E-Sports Market Outlook, By Publisher Fees (2017-2027) ($MN)
18 Global E-Sports Market Outlook, By Sponsorships and Direct Advertisements (2017-2027) ($MN)
19 Global E-Sports Market Outlook, By Tickets and Merchandise (2017-2027) ($MN)
20 Global E-Sports Market Outlook, By eSports betting & fantasy site (2017-2027) ($MN)
21 Global E-Sports Market Outlook, By Prize Pool (2017-2027) ($MN)
22 Global E-Sports Market Outlook, By Amateur & Micro Tournament (2017-2027) ($MN)
23 Global E-Sports Market Outlook, By Streaming Platform (2017-2027) ($MN)
24 Global E-Sports Market Outlook, By YouTube (2017-2027) ($MN)
25 Global E-Sports Market Outlook, By Twitch (2017-2027) ($MN)
26 Global E-Sports Market Outlook, By Hayu (2017-2027) ($MN)
27 Global E-Sports Market Outlook, By DouYu  (2017-2027) ($MN)
28 Global E-Sports Market Outlook, By Product (2017-2027) ($MN)
29 Global E-Sports Market Outlook, By Mice (2017-2027) ($MN)
30 Global E-Sports Market Outlook, By Controller (2017-2027) ($MN)
31 Global E-Sports Market Outlook, By Keyboard (2017-2027) ($MN)
32 Global E-Sports Market Outlook, By End User (2017-2027) ($MN)
33 Global E-Sports Market Outlook, By BFSI (2017-2027) ($MN)
34 Global E-Sports Market Outlook, By Manufacturing (2017-2027) ($MN)
35 Global E-Sports Market Outlook, By Healthcare (2017-2027) ($MN)
36 Global E-Sports Market Outlook, By Retail (2017-2027) ($MN)
37 Global E-Sports Market Outlook, By Fighting and Action (2017-2027) ($MN)
38 Global E-Sports Market Outlook, By First Person Shooter (2017-2027) ($MN)
39 Global E-Sports Market Outlook, By Multiplayer Online (2017-2027) ($MN)
40 Global E-Sports Market Outlook, By Occasional Viewers (2017-2027) ($MN)
41 Global E-Sports Market Outlook, By Professional Players (2017-2027) ($MN)
42 Global E-Sports Market Outlook, By Real Strategy (2017-2027) ($MN)
     
Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above

Select License Type

Single User License (PDF)
2 - 5 User License (PDF)
Site License (PDF)
Corporate License (PDF)

WHY CHOOSE US ?

Assured Quality

Assured Quality

Best in class reports with high standard of research integrity

24X7 Research Support

24X7 Research Support

Continuous support to ensure the best customer experience.

Free Customization

Free Customization

Adding more values to your product of interest.

Safe and Secure Access

Safe & Secure Access

Providing a secured environment for all online transactions.

Trusted by 600+ Brands

Trusted by 600+ Brands

Serving the most reputed brands across the world.

Testimonials