Esports Global Market Opportunities And Strategies To 2030: COVID-19 Growth And Change
Esports Global Market Opportunities And Strategies To 2030: COVID-19 Growth And Change from The Business Research Company provides the strategists, marketers and senior management with the critical information they need to assess the global esports market as it emerges from the COVID 19 shut down.
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Where is the largest and fastest growing market for the esports? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The Esports market global report from the Business Research Company answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography. It places the market within the context of the wider esports market, and compares it with other markets.
The report covers the following chapters
Executive Summary – The executive summary section of the report gives a brief overview and summary of the report.
Report Structure – This section gives the structure of the report and the information covered in the various sections.
Introduction – The introduction section of the report gives brief introduction about segmentation by geography, segmentation by game, segmentation by revenue source, and segmentation by platform.
Market Characteristics – The market characteristics section of the report defines and explains the esports market. This chapter also defines and describes goods and related services covered in the report.
Trends And Strategies – This chapter describes the major trends shaping the global esports market. This section highlights likely future developments in the market and suggests approaches companies can take to exploit these opportunities.
Impact of COVID-19 – This section describes the impact of COVID-19 on the esports market.
Global Market Size And Growth – This section contains the global historic (2015-2020) and forecast (2020-2025), and (2025-2030) market values, and drivers and restraints that support and control the growth of the market in the historic and forecast periods.
Regional Analysis – This section contains the historic (2015-2020) and forecast (2020-2025), and (2025-2030) market values and growth and market share comparison by region.
Market Segmentation – This section contains the market values (2015-2030) and analysis for different segments.
Regional Market Size and Growth – This section contains the region’s market size (2020), historic (2015-2020) and forecast (2020-2025), and (2025-2030) market values, and growth and market share comparison of countries within the region. This report includes information on all the regions Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa and major countries within each region. The market overview sections of the report describe the current size of the market, background information, government initiatives, regulations, regulatory bodies, associations, corporate tax structure, investments, and major companies.
Competitive Landscape – This section covers details on the competitive landscape of the global esports market, estimated market shares and company profiles for the leading players.
Key Mergers And Acquisitions – This chapter gives the information on recent mergers and acquisitions in the market covered in the report. This section gives key financial details of mergers and acquisitions which have shaped the market in recent years.
Market Background – This section describes the sports market of which the esports market is a segment. This chapter includes the sports market 2015-25 values, and regional analyses for the sports market.
Market Opportunities And Strategies– This section includes market opportunities and strategies based on findings of the research. This section also gives information on growth opportunities across countries, segments and strategies to be followed in those markets. It gives an understanding of where there is significant business to be gained by competitors in the next five years.
Conclusions And Recommendations – This section includes conclusions and recommendations based on findings of the research. This section also gives recommendations for esports in terms of services offerings, geographic expansion, marketing strategies and target groups.
Appendix – This section includes details on the NAICS codes covered, abbreviations and currencies codes used in this report.
Markets Covered: 1) By Game: Multiplayer Online Battle Arena (MOBA); Real time Strategy; First Person Shooter; Fighting and Sports
2) By Platform: PC; Console; Mobile; Others
3) By Revenue Source: Sponsorship; Advertising; Merchandise and Tickets; Publisher Fees; Media Rights
Companies Mentioned: Activision Blizzard Inc.; Modern Times Group MTG AB; Tencent; Valve Corporation; Electronic Arts Inc.
Metrics Covered: Number of Enterprises; Number of Employees
Countries: China; India; Japan; Australia; Indonesia; South Korea; United States; Brazil; UK; Germany; France; Russia
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita, esports indicators comparison.
Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.