Global Esports Market - Industry Analysis Size Share Growth Trends and Forecast 2024 - 2031

Global Esports Market - Industry Analysis Size Share Growth Trends and Forecast 2024 - 2031

  • SKU :
    SAC4603329
  • Published Date :
    May 31, 2024
  • Number of Pages :
    300

Product Description

The Esports market revenue was xx Million USD in 2019, grew to xx Million USD in 2023, and will reach xx Million USD in 2031, with a CAGR of xx during 2024-2031.

Considering the influence of COVID-19 on the global Esports market, this report analyzed the impact from both global and regional perspectives. From production end to consumption end in regions such as North America, Europe, China, and Japan, the report put emphasis on analysis of market under COVID-19 and corresponding response policy in different regions.

This report also analyzes the strategies for different companies to deal with the impact of COVID-19 in detail to seek a path to recovery.

Under COVID-19 Outbreak, how the Esports Industry will develop is also analyzed in detail in Chapter 1.8 of this report.

Major Players in Esports market are:
GamingMonk
Team Brutality
Jetsynthesys
Neon Gaming Studio
Nodwin Group
Viacom 18
Nazara Technology

Most important types of Esports products covered in this report are:
Sport Games
First-person Shooter
MOBA
Fighting Games
Real-Time Strategy
Racing
Others

Most widely used downstream fields of Esports market covered in this report are:
Professional
Amateur

Major Regions or countries covered in this report:
North America
Europe
China
Japan
Middle East and Africa
South America
India
South Korea
Southeast Asia
Others

In Chapter 3.4, the report provides analysis of the reasons behind price fluctuations.

In chapters 5, 6, and 7, the impact of COVID-19 on the different regions in both production and consumption end and SWOT analysis are pointed out.

In Chapters 8, the report presents company's recent development and strategies to deal with the impact of COVID-19.





Table of Content

Table of Content

1 Esports Introduction and Market Overview
1.1 Objectives of the Study
1.2 Overview of Esports
1.3 Esports Market Scope and Market Size Estimation
1.3.1 Market Concentration Ratio and Market Maturity Analysis
1.3.2 Global Esports Revenue and Growth Rate from 2019-2031
1.4 Market Segmentation
1.4.1 Types of Esports
1.4.2 Applications of Esports
1.4.3 Research Regions
1.5 Market Dynamics
1.5.1 Esports Industry Trends
1.5.2 Esports Drivers
1.5.3 Esports Market Challenges
1.5.4 Esports Market Restraints
1.6 Industry News and Policies by Regions
1.6.1 Industry News
1.6.2 Industry Policies
1.7 Mergers & Acquisitions, Expansion Plans
1.8 Esports Industry Development Trends under COVID-19 Outbreak
1.8.1 Global COVID-19 Status Overview
1.8.2 Influence of COVID-19 Outbreak on Esports Industry Development

2 Industry Chain Analysis
2.1 Upstream Raw Material Supply and Demand Analysis
2.1.1 Global Esports Major Upstream Raw Material and Suppliers
2.1.2 Raw Material Source Analysis
2.2 Major Players of Esports
2.2.1 Major Players Manufacturing Base of Esports in 2020
2.2.2 Major Players Market Distribution in 2020
2.3 Esports Manufacturing Cost Structure Analysis
2.3.1 Production Process Analysis
2.3.2 Manufacturing Cost Structure of Esports
2.3.3 Labor Cost of Esports
2.4 Market Channel Analysis of Esports
2.5 Major Down Stream Customers by Application

3 Global Esports Market, by Type
3.1 Global Esports Revenue and Market Share by Type (2019-2023)
3.2 Global Esports Production and Market Share by Type (2019-2023)
3.3 Global Esports Revenue and Growth Rate by Type (2019-2023)
3.3.1 Global Esports Revenue and Growth Rate of Sport Games
3.3.2 Global Esports Revenue and Growth Rate of First-person Shooter
3.3.3 Global Esports Revenue and Growth Rate of MOBA
3.3.4 Global Esports Revenue and Growth Rate of Fighting Games
3.3.5 Global Esports Revenue and Growth Rate of Real-Time Strategy
3.3.6 Global Esports Revenue and Growth Rate of Racing
3.3.7 Global Esports Revenue and Growth Rate of Others
3.4 Global Esports Price Analysis by Type (2019-2023)
3.4.1 Explanation of Different Type Product Price Trends

4 Esports Market, by Application
4.1 Downstream Market Overview
4.2 Global Esports Consumption and Market Share by Application (2019-2023)
4.3 Global Esports Consumption and Growth Rate by Application (2019-2023)
4.3.1 Global Esports Consumption and Growth Rate of Professional (2019-2023)
4.3.2 Global Esports Consumption and Growth Rate of Amateur (2019-2023)

5 Global Esports Consumption, Revenue ($) by Region (2019-2023)
5.1 Global Esports Revenue and Market Share by Region (2019-2023)
5.2 Global Esports Consumption and Market Share by Region (2019-2023)
5.3 Global Esports Consumption, Revenue, Price and Gross Margin (2019-2023)
5.4 North America Esports Consumption, Revenue, Price and Gross Margin (2019-2023)
5.4.1 North America Esports Market Under COVID-19
5.4.2 North America Esports SWOT Analysis
5.5 Europe Esports Consumption, Revenue, Price and Gross Margin (2019-2023)
5.5.1 Europe Esports Market Under COVID-19
5.5.2 Europe Esports SWOT Analysis
5.6 China Esports Consumption, Revenue, Price and Gross Margin (2019-2023)
5.6.1 China Esports Market Under COVID-19
5.6.2 China Esports SWOT Analysis
5.7 Japan Esports Consumption, Revenue, Price and Gross Margin (2019-2023)
5.7.1 Japan Esports Market Under COVID-19
5.7.2 Japan Esports SWOT Analysis
5.8 Middle East and Africa Esports Consumption, Revenue, Price and Gross Margin (2019-2023)
5.8.1 Middle East and Africa Esports Market Under COVID-19
5.8.2 Middle East and Africa Esports SWOT Analysis
5.9 India Esports Consumption, Revenue, Price and Gross Margin (2019-2023)
5.9.1 India Esports Market Under COVID-19
5.9.2 India Esports SWOT Analysis
5.10 South America Esports Consumption, Revenue, Price and Gross Margin (2019-2023)
5.10.1 South America Esports Market Under COVID-19
5.10.2 South America Esports SWOT Analysis
5.11 South Korea Esports Consumption, Revenue, Price and Gross Margin (2019-2023)
5.11.1 South Korea Esports Market Under COVID-19
5.11.2 South Korea Esports SWOT Analysis
5.12 Southeast Asia Esports Consumption, Revenue, Price and Gross Margin (2019-2023)
5.12.1 Southeast Asia Esports Market Under COVID-19
5.12.2 Southeast Asia Esports SWOT Analysis

6 Global Esports Production by Top Regions (2019-2023)
6.1 Global Esports Production by Top Regions (2019-2023)
6.2 North America Esports Production and Growth Rate
6.3 Europe Esports Production and Growth Rate
6.4 China Esports Production and Growth Rate
6.5 Japan Esports Production and Growth Rate
6.6 India Esports Production and Growth Rate

7 Global Esports Consumption by Regions (2019-2023)
7.1 Global Esports Consumption by Regions (2019-2023)
7.2 North America Esports Consumption and Growth Rate
7.3 Europe Esports Consumption and Growth Rate
7.4 China Esports Consumption and Growth Rate
7.5 Japan Esports Consumption and Growth Rate
7.6 Middle East & Africa Esports Consumption and Growth Rate
7.7 India Esports Consumption and Growth Rate
7.8 South America Esports Consumption and Growth Rate
7.9 South Korea Esports Consumption and Growth Rate
7.10 Southeast Asia Esports Consumption and Growth Rate

8 Competitive Landscape
8.1 Competitive Profile
8.2 GamingMonk Market Performance Analysis
8.2.1 Company Profiles
8.2.2 Esports Product Profiles, Application and Specification
8.2.3 GamingMonk Sales, Revenue, Price, Gross Margin 2019-2023
8.2.4 Company Recent Development
8.2.5 Strategies for Company to Deal with the Impact of COVID-19
8.3 Team Brutality Market Performance Analysis
8.3.1 Company Profiles
8.3.2 Esports Product Profiles, Application and Specification
8.3.3 Team Brutality Sales, Revenue, Price, Gross Margin 2019-2023
8.3.4 Company Recent Development
8.3.5 Strategies for Company to Deal with the Impact of COVID-19
8.4 Jetsynthesys Market Performance Analysis
8.4.1 Company Profiles
8.4.2 Esports Product Profiles, Application and Specification
8.4.3 Jetsynthesys Sales, Revenue, Price, Gross Margin 2019-2023
8.4.4 Company Recent Development
8.4.5 Strategies for Company to Deal with the Impact of COVID-19
8.5 Neon Gaming Studio Market Performance Analysis
8.5.1 Company Profiles
8.5.2 Esports Product Profiles, Application and Specification
8.5.3 Neon Gaming Studio Sales, Revenue, Price, Gross Margin 2019-2023
8.5.4 Company Recent Development
8.5.5 Strategies for Company to Deal with the Impact of COVID-19
8.6 Nodwin Group Market Performance Analysis
8.6.1 Company Profiles
8.6.2 Esports Product Profiles, Application and Specification
8.6.3 Nodwin Group Sales, Revenue, Price, Gross Margin 2019-2023
8.6.4 Company Recent Development
8.6.5 Strategies for Company to Deal with the Impact of COVID-19
8.7 Viacom 18 Market Performance Analysis
8.7.1 Company Profiles
8.7.2 Esports Product Profiles, Application and Specification
8.7.3 Viacom 18 Sales, Revenue, Price, Gross Margin 2019-2023
8.7.4 Company Recent Development
8.7.5 Strategies for Company to Deal with the Impact of COVID-19
8.8 Nazara Technology Market Performance Analysis
8.8.1 Company Profiles
8.8.2 Esports Product Profiles, Application and Specification
8.8.3 Nazara Technology Sales, Revenue, Price, Gross Margin 2019-2023
8.8.4 Company Recent Development
8.8.5 Strategies for Company to Deal with the Impact of COVID-19

9 Global Esports Market Analysis and Forecast by Type and Application
9.1 Global Esports Market Revenue & Volume Forecast, by Type (2024-2031)
9.1.1 Sport Games Market Revenue and Volume Forecast (2024-2031)
9.1.2 First-person Shooter Market Revenue and Volume Forecast (2024-2031)
9.1.3 MOBA Market Revenue and Volume Forecast (2024-2031)
9.1.4 Fighting Games Market Revenue and Volume Forecast (2024-2031)
9.1.5 Real-Time Strategy Market Revenue and Volume Forecast (2024-2031)
9.1.6 Racing Market Revenue and Volume Forecast (2024-2031)
9.1.7 Others Market Revenue and Volume Forecast (2024-2031)
9.2 Global Esports Market Revenue & Volume Forecast, by Application (2024-2031)
9.2.1 Professional Market Revenue and Volume Forecast (2024-2031)
9.2.2 Amateur Market Revenue and Volume Forecast (2024-2031)

10 Esports Market Supply and Demand Forecast by Region
10.1 North America Market Supply and Demand Forecast (2024-2031)
10.2 Europe Market Supply and Demand Forecast (2024-2031)
10.3 China Market Supply and Demand Forecast (2024-2031)
10.4 Japan Market Supply and Demand Forecast (2024-2031)
10.5 Middle East and Africa Market Supply and Demand Forecast (2024-2031)
10.6 India Market Supply and Demand Forecast (2024-2031)
10.7 South America Market Supply and Demand Forecast (2024-2031)
10.8 South Korea Market Supply and Demand Forecast (2024-2031)
10.9 Southeast Asia Market Supply and Demand Forecast (2024-2031)
10.10 Explanation of Market Size Trends by Region
10.11 Esports Market Trends Analysis

11 New Project Feasibility Analysis
11.1 Industry Barriers and New Entrants SWOT Analysis
11.2 Analysis and Suggestions on New Project Investment

12 Expert Interview Record
13 Research Finding and Conclusion
14 Appendix
14.1 Methodology
14.2 Research Data Source
 

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