E-Sports Market Global Briefing 2020-30: Covid 19 Growth And Change

E-Sports Market Global Briefing 2020-30: Covid 19 Growth And Change

The global e-sports market is expected to grow from $1086.99 million in 2019 to $1110.44 million in 2020 at a CAGR of 2.16%. The market is expected to grow at a CAGR of 22.96% from 2020 to reach $8773.27 million in 2030.

E-Sports Market Global Briefing 2020-30: Covid 19 Growth And Change provides strategists, marketers and senior management with the critical information they need to assess the global E-sports sector.

Reasons to Purchase

  • Fully updated for 2020 including the impact of the Covid 19/ Novel Coronavirus.
  • Identify growth segments and opportunities.
  • Facilitate decision making on the basis of historic and forecast data and key trends
  • Develop strategies based on likely future developments.
  • Gain a global perspective on the development of the market.
Description

E-Sports Market Global Briefing 2020-30: Covid 19 Growth And Change from the Business Research Company covers market characteristics, size and growth, segmentation, regional breakdowns, trends and strategies for this market.

The market characteristics section of the report defines and explains the market.

The market size section gives the E-sports market revenues, covering both the historic growth of the market and forecasting the future.

Market segmentations break down the key sub sectors which make up the market. The regional breakdowns section gives the size of the market geographically.

The trends and strategies section highlights the likely future developments in the E-sports market and suggests approaches.

Scope

Markets Covered: Console; Mobile; PC; Other E-Sports

Geographic scope: Asia Pacific, North America, Western Europe, Eastern Europe, South America, Middle East, Africa

Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA

Time series: Five years historic and forecast

Data: Market value in $ billions.

Data segmentations: Regional breakdowns, key sub segments.

Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.


1. E-Sports Market Characteristics
2. E-Sports Market Trends And Strategies
2.1. Increased Partnerships
2.2. Increasing Investments In Esports
2.3. Virtual Reality In Esports
3. E-Sports Market Historic Growth
4. E-Sports Market Forecast Growth
5. E-Sports Market Segmentation
5.1. Global E-Sports Market, Split By Platform, Historic And Forecast Market Size, 2010-2030F, $ Million
5.1.1. Mobile
5.1.2. Console
5.1.3. Other E-Sports
6. E-Sports Market Regional And Country Comparison
6.1. Global E-Sports Market, Split By Region, Historic And Forecast Market Size, 2010-2030F, $ Million
6.2. Global E-Sports Market, Split By Country, Historic And Forecast Market Size, 2010-2030F, $ Million
7. Appendix
7.1. Market Data Sources
7.2. Research Methodology
7.3. Abbreviations
7.4. Currencies
7.5. Research Inquiries
7.6. The Business Research Company
8. Copyright And Disclaimer

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