Global and Region Esport Market Demand & Opportunity Outlook 2022-2028

  • REPORT SUMMARY
  • TABLE OF CONTENTS
  • The report details the trend, potential and market size of Esport market, and analyzes the current situation and prospects of the market from both qualitative and quantitative aspects, which can be roughly divided into three parts.

    The first part (Chapter1-7) mainly covers the qualitative analysis of Esportmarket, defines the market attractiveness level of Esport market through Porter's Five Forces Analysis, and summarizes the different factors in the overall environment through PEST analysis. Understand the distribution of industrial chain value in each link of industrial chain through the analysis of industrial chain structure. Thus estimate the market space of each link.

    The second part (Chapter8-12), based on the segmentation of Esport industry, describes the types of Esport market, the applications of major players and the market size, and deeply analyzes the current situation of the global Esport market and the development prospects and opportunities of Esport industry.

    The third part (Chapter14-15) includes the market positions of the major players and information on the market participants, which will help you gain a comprehensive understanding of the current competitive situation and potential growth opportunities in the market.

    As COVID-19 continues to impact the global economy in 2022, the report also considers the short - and long-term impacts of COVID-19 on the global Esport market in Chapter 13.

    By Player:

    • Gfinity

    • Gungho Online Entertainment

    • Nintendo

    • Rovio Entertainment

    • Hi Rez Studios

    • Alisports

    • Electronic Arts

    • Valve Corporation

    • Modern Times Group

    • CJ Corporation

    • Activision Blizzard

    • Turner Broadcasting System

    • Wargaming Public

    • Faceit

    • Kabum

    By Type:

    • Real-time strategy (RTS)

    • First-person shooter (FPS)

    • Multiplayer online battle arena (MOBA)

    • Others

    By End-User:

    • Mobilehone & Tablet

    • PC

    • Video Game

    • Other

    By Geography:

    • United States

    • Europe

    • China

    • Japan

    • India

    • South Korea

  • TABLE OF CONTENT

    1 Introduction

    • 1.1 Market Definition

    • 1.2 Market Segment Analysis

    • 1.3 Market Size 2022

    • 1.4 Esport Market Outlook: Forecast for 2022 - 2028

    • 1.5 Pricing Analysis

    2 Executive Summary

    3 Esport Market Lineage Outlook

    • 3.1 Parent Market Outlook

    • 3.2 Related/Ancillary Market Outlook

    • 3.3 Penetration & Growth Prospect Mapping, 2022

    4 Market Analysis Tools: Porter's Five Forces

    • 4.1 Supplier Power

    • 4.2 Buyer Power

    • 4.3 Substitution Threat

    • 4.4 Threat of New Entrants

    • 4.5 Competitive Rivalry

    5 Esport Industry Analysis - PEST (Political & Legal, Economic, Social, and Technological)

    • 5.1 Political/Legal Landscape

    • 5.2 Economic Landscape

    • 5.3 Social Landscape

    • 5.4 Technology Landscape

    6 Esport Market - Value Chain Analysis

    • 6.1 Industry's Value Chain Analysis

    • 6.2 Product Life Cycle

    • 6.3 User Perspective Analysis

    7 Region and Country-wise Esport Market Analysis and Outlook to 2022

    • 7.1 Global Esport Consumption (2017-2022)

    • 7.2 United States Esport Consumption (2017-2022)

    • 7.3 Europe Esport Consumption (2017-2022)

    • 7.4 China Esport Consumption (2017-2022)

    • 7.5 Japan Esport Consumption (2017-2022)

    • 7.6 India Esport Consumption (2017-2022)

    • 7.7 South Korea Esport Consumption (2017-2022)

    8 Region and Country-wise Esport Market Analysis and Outlook to 2028

    • 8.1 Global Esport Consumption Forecast (2022-2028)

    • 8.2 United States Esport Consumption Forecast (2022-2028)

    • 8.3 Europe Esport Consumption Forecast (2022-2028)

    • 8.4 China Esport Consumption Forecast (2022-2028)

    • 8.5 Japan Esport Consumption Forecast (2022-2028)

    • 8.6 India Esport Consumption Forecast (2022-2028)

    • 8.7 South Korea Esport Consumption Forecast (2022-2028)

    9 Global Esport Market Outlook by Types and Applications to 2022

    • 9.1 Global Esport Consumption and Growth Rate by Type (2017-2022)

      • 9.1.1 Global Real-time strategy (RTS) Consumption and Growth Rate (2017-2022)

      • 9.1.2 Global First-person shooter (FPS) Consumption and Growth Rate (2017-2022)

      • 9.1.3 Global Multiplayer online battle arena (MOBA) Consumption and Growth Rate (2017-2022)

      • 9.1.4 Global Others Consumption and Growth Rate (2017-2022)

    • 9.2 Global Esport Consumption and Growth Rate by Application (2017-2022)

      • 9.2.1 Global Mobilehone & Tablet Consumption and Growth Rate (2017-2022)

      • 9.2.2 Global PC Consumption and Growth Rate (2017-2022)

      • 9.2.3 Global Video Game Consumption and Growth Rate (2017-2022)

      • 9.2.4 Global Other Consumption and Growth Rate (2017-2022)

    10 Global Esport Market Outlook by Types and Applications to 2028

    • 10.1 Global Esport Consumption Forecast and Growth Rate by Type (2022-2028)

      • 10.1.1 Global Real-time strategy (RTS) Consumption Forecast and Growth Rate (2022-2028)

      • 10.1.2 Global First-person shooter (FPS) Consumption Forecast and Growth Rate (2022-2028)

      • 10.1.3 Global Multiplayer online battle arena (MOBA) Consumption Forecast and Growth Rate (2022-2028)

      • 10.1.4 Global Others Consumption Forecast and Growth Rate (2022-2028)

    • 10.2 Global Esport Consumption Forecast and Growth Rate by Application (2022-2028)

      • 10.2.1 Global Mobilehone & Tablet Consumption Forecast and Growth Rate (2022-2028)

      • 10.2.2 Global PC Consumption Forecast and Growth Rate (2022-2028)

      • 10.2.3 Global Video Game Consumption Forecast and Growth Rate (2022-2028)

      • 10.2.4 Global Other Consumption Forecast and Growth Rate (2022-2028)

    11 Global Esport Import and Export Analysis (Top 5 Countries)

    • 11.1 Global Esport Import by Region (Top 5 Countries) (2017-2028)

    • 11.2 Global Esport Export by Region (Top 5 Countries) (2017-2028)

    12 Coronavirus Disease (COVID-19) Impact

    • 12.1 Industry Impact Analysis

    • 12.2 Esport Market Outlook to 2028 - COVID-19 Affected Forecasts

    13 Competition Matrix

    • 13.1 Target Markets

    • 13.2 Comprehensive Analysis of Products in Competitive Markets

    14 Global Esport Market Competitive Analysis

    • 14.1 Gfinity

      • 14.1.1 Gfinity Company Details

      • 14.1.2 Gfinity Esport Sales, Price, Value and Gross Profit (2017-2022)

      • 14.1.3 Gfinity Esport Product and Service

    • 14.2 Gungho Online Entertainment

      • 14.2.1 Gungho Online Entertainment Company Details

      • 14.2.2 Gungho Online Entertainment Esport Sales, Price, Value and Gross Profit (2017-2022)

      • 14.2.3 Gungho Online Entertainment Esport Product and Service

    • 14.3 Nintendo

      • 14.3.1 Nintendo Company Details

      • 14.3.2 Nintendo Esport Sales, Price, Value and Gross Profit (2017-2022)

      • 14.3.3 Nintendo Esport Product and Service

    • 14.4 Rovio Entertainment

      • 14.4.1 Rovio Entertainment Company Details

      • 14.4.2 Rovio Entertainment Esport Sales, Price, Value and Gross Profit (2017-2022)

      • 14.4.3 Rovio Entertainment Esport Product and Service

    • 14.5 Hi Rez Studios

      • 14.5.1 Hi Rez Studios Company Details

      • 14.5.2 Hi Rez Studios Esport Sales, Price, Value and Gross Profit (2017-2022)

      • 14.5.3 Hi Rez Studios Esport Product and Service

    • 14.6 Alisports

      • 14.6.1 Alisports Company Details

      • 14.6.2 Alisports Esport Sales, Price, Value and Gross Profit (2017-2022)

      • 14.6.3 Alisports Esport Product and Service

    • 14.7 Electronic Arts

      • 14.7.1 Electronic Arts Company Details

      • 14.7.2 Electronic Arts Esport Sales, Price, Value and Gross Profit (2017-2022)

      • 14.7.3 Electronic Arts Esport Product and Service

    • 14.8 Valve Corporation

      • 14.8.1 Valve Corporation Company Details

      • 14.8.2 Valve Corporation Esport Sales, Price, Value and Gross Profit (2017-2022)

      • 14.8.3 Valve Corporation Esport Product and Service

    • 14.9 Modern Times Group

      • 14.9.1 Modern Times Group Company Details

      • 14.9.2 Modern Times Group Esport Sales, Price, Value and Gross Profit (2017-2022)

      • 14.9.3 Modern Times Group Esport Product and Service

    • 14.10 CJ Corporation

      • 14.10.1 CJ Corporation Company Details

      • 14.10.2 CJ Corporation Esport Sales, Price, Value and Gross Profit (2017-2022)

      • 14.10.3 CJ Corporation Esport Product and Service

    • 14.11 Activision Blizzard

      • 14.11.1 Activision Blizzard Company Details

      • 14.11.2 Activision Blizzard Esport Sales, Price, Value and Gross Profit (2017-2022)

      • 14.11.3 Activision Blizzard Esport Product and Service

    • 14.12 Turner Broadcasting System

      • 14.12.1 Turner Broadcasting System Company Details

      • 14.12.2 Turner Broadcasting System Esport Sales, Price, Value and Gross Profit (2017-2022)

      • 14.12.3 Turner Broadcasting System Esport Product and Service

    • 14.13 Wargaming Public

      • 14.13.1 Wargaming Public Company Details

      • 14.13.2 Wargaming Public Esport Sales, Price, Value and Gross Profit (2017-2022)

      • 14.13.3 Wargaming Public Esport Product and Service

    • 14.14 Faceit

      • 14.14.1 Faceit Company Details

      • 14.14.2 Faceit Esport Sales, Price, Value and Gross Profit (2017-2022)

      • 14.14.3 Faceit Esport Product and Service

    • 14.15 Kabum

      • 14.15.1 Kabum Company Details

      • 14.15.2 Kabum Esport Sales, Price, Value and Gross Profit (2017-2022)

      • 14.15.3 Kabum Esport Product and Service

    15 Appendix


    TABLE OF CHARTS

    • Table Definition of Esport

    • Figure Esport Picture

    • Table Global Esport Market Size and Forecast 2022 - 2028 (USD million)

    • Figure Global Esport Market Size and Forecast 2022 - 2028 (USD million)

    • Figure Global Esport Market: Year-over-year Growth 2022 - 2028 (%)

    • Table Parent Market Analysis

    • Figure Parent Market Price

    • Table Related/Ancillary Market Outlook Analysis

    • Table Supplier Power Analysis

    • Table Buyer Power Analysis

    • Table Substitution Threat Analysis

    • Table Threat of New Entrants Analysis

    • Table Competitive Rivalry Analysis

    • Figure Global Esport Consumption by Country (2017-2022)

    • Figure United States Esport Consumption and Growth Rate (2017-2022)

    • Table Europe Esport Consumption and Growth Rate (2017-2022)

    • Figure China Esport Consumption and Growth Rate (2017-2022)

    • Figure Japan Esport Consumption and Growth Rate (2017-2022)

    • Figure India Esport Consumption and Growth Rate (2017-2022)

    • Figure South Korea Esport Consumption and Growth Rate (2017-2022)

    • Figure Global Esport Consumption Forecast by Country (2022-2028)

    • Figure United States Esport Consumption Forecast and Growth Rate (2022-2028)

    • Table Europe Esport Consumption Forecast and Growth Rate (2022-2028)

    • Figure China Esport Consumption Forecast and Growth Rate (2022-2028)

    • Figure Japan Esport Consumption Forecast and Growth Rate (2022-2028)

    • Figure India Esport Consumption Forecast and Growth Rate (2022-2028)

    • Figure South Korea Esport Consumption Forecast and Growth Rate (2022-2028)

    • Figure Global Real-time strategy (RTS) Consumption and Growth Rate (2017-2022)

    • Figure Global First-person shooter (FPS) Consumption and Growth Rate (2017-2022)

    • Figure Global Multiplayer online battle arena (MOBA) Consumption and Growth Rate (2017-2022)

    • Figure Global Others Consumption and Growth Rate (2017-2022)

    • Figure Global Mobilehone & Tablet Consumption and Growth Rate (2017-2022)

    • Figure Global PC Consumption and Growth Rate (2017-2022)

    • Figure Global Video Game Consumption and Growth Rate (2017-2022)

    • Figure Global Other Consumption and Growth Rate (2017-2022)

    • Figure Global Real-time strategy (RTS) Consumption Forecast and Growth Rate (2022-2028)

    • Figure Global First-person shooter (FPS) Consumption Forecast and Growth Rate (2022-2028)

    • Figure Global Multiplayer online battle arena (MOBA) Consumption Forecast and Growth Rate (2022-2028)

    • Figure Global Others Consumption Forecast and Growth Rate (2022-2028)

    • Figure Global Mobilehone & Tablet Consumption Forecast and Growth Rate (2022-2028)

    • Figure Global PC Consumption Forecast and Growth Rate (2022-2028)

    • Figure Global Video Game Consumption Forecast and Growth Rate (2022-2028)

    • Figure Global Other Consumption Forecast and Growth Rate (2022-2028)

    • Table Global Esport Import by Region (Top 5 Countries) (2017-2028)

    • Table Global Esport Export by Region (Top 5 Countries) (2017-2028)

    • Table Gfinity (Foundation Year, Company Profile and etc.)

    • Table Gfinity Esport Sales, Price, Value and Gross Profit (2017-2022)

    • Table Gfinity Esport Product and Service

    • Table Gungho Online Entertainment (Foundation Year, Company Profile and etc.)

    • Table Gungho Online Entertainment Esport Sales, Price, Value and Gross Profit (2017-2022)

    • Table Gungho Online Entertainment Esport Product and Service

    • Table Nintendo (Foundation Year, Company Profile and etc.)

    • Table Nintendo Esport Sales, Price, Value and Gross Profit (2017-2022)

    • Table Nintendo Esport Product and Service

    • Table Rovio Entertainment (Foundation Year, Company Profile and etc.)

    • Table Rovio Entertainment Esport Sales, Price, Value and Gross Profit (2017-2022)

    • Table Rovio Entertainment Esport Product and Service

    • Table Hi Rez Studios (Foundation Year, Company Profile and etc.)

    • Table Hi Rez Studios Esport Sales, Price, Value and Gross Profit (2017-2022)

    • Table Hi Rez Studios Esport Product and Service

    • Table Alisports (Foundation Year, Company Profile and etc.)

    • Table Alisports Esport Sales, Price, Value and Gross Profit (2017-2022)

    • Table Alisports Esport Product and Service

    • Table Electronic Arts (Foundation Year, Company Profile and etc.)

    • Table Electronic Arts Esport Sales, Price, Value and Gross Profit (2017-2022)

    • Table Electronic Arts Esport Product and Service

    • Table Valve Corporation (Foundation Year, Company Profile and etc.)

    • Table Valve Corporation Esport Sales, Price, Value and Gross Profit (2017-2022)

    • Table Valve Corporation Esport Product and Service

    • Table Modern Times Group (Foundation Year, Company Profile and etc.)

    • Table Modern Times Group Esport Sales, Price, Value and Gross Profit (2017-2022)

    • Table Modern Times Group Esport Product and Service

    • Table CJ Corporation (Foundation Year, Company Profile and etc.)

    • Table CJ Corporation Esport Sales, Price, Value and Gross Profit (2017-2022)

    • Table CJ Corporation Esport Product and Service

    • Table Activision Blizzard (Foundation Year, Company Profile and etc.)

    • Table Activision Blizzard Esport Sales, Price, Value and Gross Profit (2017-2022)

    • Table Activision Blizzard Esport Product and Service

    • Table Turner Broadcasting System (Foundation Year, Company Profile and etc.)

    • Table Turner Broadcasting System Esport Sales, Price, Value and Gross Profit (2017-2022)

    • Table Turner Broadcasting System Esport Product and Service

    • Table Wargaming Public (Foundation Year, Company Profile and etc.)

    • Table Wargaming Public Esport Sales, Price, Value and Gross Profit (2017-2022)

    • Table Wargaming Public Esport Product and Service

    • Table Faceit (Foundation Year, Company Profile and etc.)

    • Table Faceit Esport Sales, Price, Value and Gross Profit (2017-2022)

    • Table Faceit Esport Product and Service

    • Table Kabum (Foundation Year, Company Profile and etc.)

    • Table Kabum Esport Sales, Price, Value and Gross Profit (2017-2022)

    • Table Kabum Esport Product and Service


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