Global Esports and Gaming Market 2020 by Company, Regions, Type and Application, Forecast to 2025

Global Esports and Gaming Market 2020 by Company, Regions, Type and Application, Forecast to 2025

Market Overview
The Esports and Gaming market report provides a detailed analysis of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, sales analysis, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.

The most likely (base case) scenario is that the global Esports and Gaming sales will be xx in 2020 from Esports and Gaming million in 2019, with a change xx% between 2019 and 2020. In addition, based on the latest study, it is to predict that the Covid-19 will be under control in key countries like the United States, Western Europe, East Asia, by the end of Q2 (June), and will resume normal production in Q3 and Q4, the global Esports and Gaming market size is expected to grow at xx% or more annually for the next five years.

This report also researches and evaluates the impact of Covid-19 outbreak on the Esports and Gaming industry, involving potential opportunity and challenges, drivers and risks. We present the impact assessment of Covid-19 effects on Esports and Gaming and market growth forecast based on different scenario (optimistic, pessimistic, very optimistic, most likely etc.).

Market segmentation
Esports and Gaming market is split by Type and by Application. For the period 2015-2025, the growth among segments provide accurate calculations and forecasts for sales by Type and by Application in terms of volume and value. This analysis can help you expand your business by targeting qualified niche markets.

By Type, Esports and Gaming market has been segmented into:
Single Player Games
Competitive Games
Online Games

By Application, Esports and Gaming has been segmented into:
Clubs
Associations and Organizations
Others

Regions and Countries Level Analysis
Regional analysis is another highly comprehensive part of the research and analysis study of the global Esports and Gaming market presented in the report. This section sheds light on the sales growth of different regional and country-level Esports and Gaming markets. For the historical and forecast period 2015 to 2025, it provides detailed and accurate country-wise volume analysis and region-wise market size analysis of the global Esports and Gaming market.

The report offers in-depth assessment of the growth and other aspects of the Esports and Gaming market in important countries (regions), including:
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia and Italy)
Asia-Pacific (China, Japan, Korea, India, Southeast Asia and Australia)
South America (Brazil, Argentina, Colombia)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

Competitive Landscape and Esports and Gaming Market Share Analysis
Esports and Gaming competitive landscape provides details by vendors, including company overview, company total revenue (financials), market potential, global presence, Esports and Gaming sales and revenue generated, market share, price, production sites and facilities, SWOT analysis, product launch. For the period 2015-2020, this study provides the Esports and Gaming sales, revenue and market share for each player covered in this report.

The major players covered in Esports and Gaming are:
Modern Times Group (Sweden)
Valve Corporation
Total Entertainment Network
Activision Blizzard
CJ Corporation
FACEIT
Electronic Arts (EA) (US)
Turner Broadcasting System
Gfinity
Tencent
Hi-Rez Studios
KaBuM
Wargaming Public
Among other players domestic and global, Esports and Gaming market share data is available for global, North America, Europe, Asia-Pacific, Middle East & Africa and South America separately. Global Info Research analysts understand competitive strengths and provide competitive analysis for each competitor separately.


*This is a tentative TOC and the final deliverable is subject to change.*
1 Esports and Gaming Market Overview
1.1 Product Overview and Scope of Esports and Gaming
1.2 Classification of Esports and Gaming by Type
1.2.1 Global Esports and Gaming Revenue by Type: 2015 VS 2019 VS 2025
1.2.2 Global Esports and Gaming Revenue Market Share by Type in 2019
1.2.3 Single Player Games
1.2.4 Competitive Games
1.2.5 Online Games
1.3 Global Esports and Gaming Market by Application
1.3.1 Overview: Global Esports and Gaming Revenue by Application: 2015 VS 2019 VS 2025
1.3.2 Clubs
1.3.3 Associations and Organizations
1.3.4 Others
1.4 Global Esports and Gaming Market by Regions
1.4.1 Global Esports and Gaming Market Size by Regions: 2015 VS 2019 VS 2025
1.4.2 Global Market Size of Esports and Gaming (2015-2025)
1.4.3 North America (USA, Canada and Mexico) Esports and Gaming Status and Prospect (2015-2025)
1.4.4 Europe (Germany, France, UK, Russia and Italy) Esports and Gaming Status and Prospect (2015-2025)
1.4.5 Asia-Pacific (China, Japan, Korea, India and Southeast Asia) Esports and Gaming Status and Prospect (2015-2025)
1.4.6 South America (Brazil, Argentina, Colombia) Esports and Gaming Status and Prospect (2015-2025)
1.4.7 Middle East & Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa) Esports and Gaming Status and Prospect (2015-2025)
1.5 COVID-19 Outbreak: Esports and Gaming Industry Impact
1.5.1 COVID-19 Potential Implications for the Esports and Gaming
1.5.1.1 Scenario One: Very Optimistic: COVID-19 has No Influence on Esports and Gaming
1.5.1.2 Scenario Two: Optimistic: COVID-19 Will Be Under Control by the End of April
1.5.1.3 Scenario Three: Gloomy: COVID-19 Will Be Under Control Between Q3 and Q4
1.5.1.4 Scenario Four: Most Likely: COVID-19 Will Be Under Control by the End of Q2
1.5.2 Opportunity Analysis in Covid-19 Crisis
1.5.3 Market Risk and Restraints
1.5.4 Market Driving Force
2 Company Profiles
2.1 Modern Times Group (Sweden)
2.1.1 Modern Times Group (Sweden) Details
2.1.2 Modern Times Group (Sweden) Major Business and Total Revenue (Financial Highlights) Analysis
2.1.3 Modern Times Group (Sweden) SWOT Analysis
2.1.4 Modern Times Group (Sweden) Product and Services
2.1.5 Modern Times Group (Sweden) Esports and Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.2 Valve Corporation
2.2.1 Valve Corporation Details
2.2.2 Valve Corporation Major Business and Total Revenue (Financial Highlights) Analysis
2.2.3 Valve Corporation SWOT Analysis
2.2.4 Valve Corporation Product and Services
2.2.5 Valve Corporation Esports and Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.3 Total Entertainment Network
2.3.1 Total Entertainment Network Details
2.3.2 Total Entertainment Network Major Business and Total Revenue (Financial Highlights) Analysis
2.3.3 Total Entertainment Network SWOT Analysis
2.3.4 Total Entertainment Network Product and Services
2.3.5 Total Entertainment Network Esports and Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.4 Activision Blizzard
2.4.1 Activision Blizzard Details
2.4.2 Activision Blizzard Major Business and Total Revenue (Financial Highlights) Analysis
2.4.3 Activision Blizzard SWOT Analysis
2.4.4 Activision Blizzard Product and Services
2.4.5 Activision Blizzard Esports and Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.5 CJ Corporation
2.5.1 CJ Corporation Details
2.5.2 CJ Corporation Major Business and Total Revenue (Financial Highlights) Analysis
2.5.3 CJ Corporation SWOT Analysis
2.5.4 CJ Corporation Product and Services
2.5.5 CJ Corporation Esports and Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.6 FACEIT
2.6.1 FACEIT Details
2.6.2 FACEIT Major Business and Total Revenue (Financial Highlights) Analysis
2.6.3 FACEIT SWOT Analysis
2.6.4 FACEIT Product and Services
2.6.5 FACEIT Esports and Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.7 Electronic Arts (EA) (US)
2.7.1 Electronic Arts (EA) (US) Details
2.7.2 Electronic Arts (EA) (US) Major Business and Total Revenue (Financial Highlights) Analysis
2.7.3 Electronic Arts (EA) (US) SWOT Analysis
2.7.4 Electronic Arts (EA) (US) Product and Services
2.7.5 Electronic Arts (EA) (US) Esports and Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.8 Turner Broadcasting System
2.8.1 Turner Broadcasting System Details
2.8.2 Turner Broadcasting System Major Business and Total Revenue (Financial Highlights) Analysis
2.8.3 Turner Broadcasting System SWOT Analysis
2.8.4 Turner Broadcasting System Product and Services
2.8.5 Turner Broadcasting System Esports and Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.9 Gfinity
2.9.1 Gfinity Details
2.9.2 Gfinity Major Business and Total Revenue (Financial Highlights) Analysis
2.9.3 Gfinity SWOT Analysis
2.9.4 Gfinity Product and Services
2.9.5 Gfinity Esports and Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.10 Tencent
2.10.1 Tencent Details
2.10.2 Tencent Major Business and Total Revenue (Financial Highlights) Analysis
2.10.3 Tencent SWOT Analysis
2.10.4 Tencent Product and Services
2.10.5 Tencent Esports and Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.11 Hi-Rez Studios
2.11.1 Hi-Rez Studios Details
2.11.2 Hi-Rez Studios Major Business and Total Revenue (Financial Highlights) Analysis
2.11.3 Hi-Rez Studios SWOT Analysis
2.11.4 Hi-Rez Studios Product and Services
2.11.5 Hi-Rez Studios Esports and Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.12 KaBuM
2.12.1 KaBuM Details
2.12.2 KaBuM Major Business and Total Revenue (Financial Highlights) Analysis
2.12.3 KaBuM SWOT Analysis
2.12.4 KaBuM Product and Services
2.12.5 KaBuM Esports and Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.13 Wargaming Public
2.13.1 Wargaming Public Details
2.13.2 Wargaming Public Major Business and Total Revenue (Financial Highlights) Analysis
2.13.3 Wargaming Public SWOT Analysis
2.13.4 Wargaming Public Product and Services
2.13.5 Wargaming Public Esports and Gaming Revenue, Gross Margin and Market Share (2018-2019)
3 Market Competition, by Players
3.1 Global Esports and Gaming Revenue and Share by Players (2015-2020)
3.2 Market Concentration Rate
3.2.1 Top 5 Esports and Gaming Players Market Share
3.2.2 Top 10 Esports and Gaming Players Market Share
3.3 Market Competition Trend
4 Market Size by Regions
4.1 Global Esports and Gaming Revenue and Market Share by Regions
4.2 North America Esports and Gaming Revenue and Growth Rate (2015-2020)
4.3 Europe Esports and Gaming Revenue and Growth Rate (2015-2020)
4.4 Asia-Pacific Esports and Gaming Revenue and Growth Rate (2015-2020)
4.5 South America Esports and Gaming Revenue and Growth Rate (2015-2020)
4.6 Middle East & Africa Esports and Gaming Revenue and Growth Rate (2015-2020)
5 North America Esports and Gaming Revenue by Countries
5.1 North America Esports and Gaming Revenue by Countries (2015-2020)
5.2 USA Esports and Gaming Revenue and Growth Rate (2015-2020)
5.3 Canada Esports and Gaming Revenue and Growth Rate (2015-2020)
5.4 Mexico Esports and Gaming Revenue and Growth Rate (2015-2020)
6 Europe Esports and Gaming Revenue by Countries
6.1 Europe Esports and Gaming Revenue by Countries (2015-2020)
6.2 Germany Esports and Gaming Revenue and Growth Rate (2015-2020)
6.3 UK Esports and Gaming Revenue and Growth Rate (2015-2020)
6.4 France Esports and Gaming Revenue and Growth Rate (2015-2020)
6.5 Russia Esports and Gaming Revenue and Growth Rate (2015-2020)
6.6 Italy Esports and Gaming Revenue and Growth Rate (2015-2020)
7 Asia-Pacific Esports and Gaming Revenue by Countries
7.1 Asia-Pacific Esports and Gaming Revenue by Countries (2015-2020)
7.2 China Esports and Gaming Revenue and Growth Rate (2015-2020)
7.3 Japan Esports and Gaming Revenue and Growth Rate (2015-2020)
7.4 Korea Esports and Gaming Revenue and Growth Rate (2015-2020)
7.5 India Esports and Gaming Revenue and Growth Rate (2015-2020)
7.6 Southeast Asia Esports and Gaming Revenue and Growth Rate (2015-2020)
8 South America Esports and Gaming Revenue by Countries
8.1 South America Esports and Gaming Revenue by Countries (2015-2020)
8.2 Brazil Esports and Gaming Revenue and Growth Rate (2015-2020)
8.3 Argentina Esports and Gaming Revenue and Growth Rate (2015-2020)
9 Middle East & Africa Revenue Esports and Gaming by Countries
9.1 Middle East & Africa Esports and Gaming Revenue by Countries (2015-2020)
9.2 Saudi Arabia Esports and Gaming Revenue and Growth Rate (2015-2020)
9.3 UAE Esports and Gaming Revenue and Growth Rate (2015-2020)
9.4 Egypt Esports and Gaming Revenue and Growth Rate (2015-2020)
9.5 South Africa Esports and Gaming Revenue and Growth Rate (2015-2020)
10 Market Size Segment by Type
10.1 Global Esports and Gaming Revenue and Market Share by Type (2015-2020)
10.2 Global Esports and Gaming Market Forecast by Type (2019-2024)
10.3 Single Player Games Revenue Growth Rate (2015-2025)
10.4 Competitive Games Revenue Growth Rate (2015-2025)
10.5 Online Games Revenue Growth Rate (2015-2025)
11 Global Esports and Gaming Market Segment by Application
11.1 Global Esports and Gaming Revenue Market Share by Application (2015-2020)
11.2 Esports and Gaming Market Forecast by Application (2019-2024)
11.3 Clubs Revenue Growth (2015-2020)
11.4 Associations and Organizations Revenue Growth (2015-2020)
11.5 Others Revenue Growth (2015-2020)
12 Global Esports and Gaming Market Size Forecast (2021-2025)
12.1 Global Esports and Gaming Market Size Forecast (2021-2025)
12.2 Global Esports and Gaming Market Forecast by Regions (2021-2025)
12.3 North America Esports and Gaming Revenue Market Forecast (2021-2025)
12.4 Europe Esports and Gaming Revenue Market Forecast (2021-2025)
12.5 Asia-Pacific Esports and Gaming Revenue Market Forecast (2021-2025)
12.6 South America Esports and Gaming Revenue Market Forecast (2021-2025)
12.7 Middle East & Africa Esports and Gaming Revenue Market Forecast (2021-2025)
13 Research Findings and Conclusion
14 Appendix
14.1 Methodology
14.2 Data Source
14.3 Disclaimer
14.4 About US

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