eSports Market (By Streaming Type: On demand, Live; By Revenue Streams: Media Rights, Tickets and Merchandise, Sponsorship, Advertising, Publisher Fees; By Gaming Genre: First Person Shooter Games, Real-time Strategy Games, Fighting Games Multiplayer, Mass Multiplayer Online Role-playing Games, Online Battle Arena Games, Others) - Global Industry Analysis, Size, Share, Growth, Trends, Regional Outlook, and Forecast 2023-2032

Chapter 1. Introduction

1.1. Research Objective

1.2. Scope of the Study

1.3. Definition

Chapter 2. Research Methodology (Premium Insights)

2.1. Research Approach

2.2. Data Sources

2.3. Assumptions & Limitations

Chapter 3. Executive Summary

3.1. Market Snapshot

Chapter 4. Market Variables and Scope 

4.1. Introduction

4.2. Market Classification and Scope

4.3. Industry Value Chain Analysis

4.3.1. Raw Material Procurement Analysis 

4.3.2. Sales and Distribution Channel Analysis

4.3.3. Downstream Buyer Analysis

Chapter 5. COVID 19 Impact on ESports Market 

5.1. COVID-19 Landscape: ESports Industry Impact

5.2. COVID 19 - Impact Assessment for the Industry

5.3. COVID 19 Impact: Global Major Government Policy

5.4. Market Trends and Opportunities in the COVID-19 Landscape

Chapter 6. Market Dynamics Analysis and Trends

6.1. Market Dynamics

6.1.1. Market Drivers

6.1.2. Market Restraints

6.1.3. Market Opportunities

6.2. Porter’s Five Forces Analysis

6.2.1. Bargaining power of suppliers

6.2.2. Bargaining power of buyers

6.2.3. Threat of substitute

6.2.4. Threat of new entrants

6.2.5. Degree of competition

Chapter 7. Competitive Landscape

7.1.1. Company Market Share/Positioning Analysis

7.1.2. Key Strategies Adopted by Players

7.1.3. Vendor Landscape

7.1.3.1. List of Suppliers

7.1.3.2. List of Buyers

Chapter 8. Global ESports Market, By Streaming Type

8.1. ESports Market, by Streaming Type, 2023-2032

8.1.1 On demand

8.1.1.1. Market Revenue and Forecast (2020-2032)

8.1.2. Live

8.1.2.1. Market Revenue and Forecast (2020-2032)

Chapter 9. Global ESports Market, By Revenue Streams

9.1. ESports Market, by Revenue Streams, 2023-2032

9.1.1. Media Rights

9.1.1.1. Market Revenue and Forecast (2020-2032)

9.1.2. Tickets and Merchandise

9.1.2.1. Market Revenue and Forecast (2020-2032)

9.1.3. Sponsorship

9.1.3.1. Market Revenue and Forecast (2020-2032)

9.1.4. Advertising

9.1.4.1. Market Revenue and Forecast (2020-2032)

9.1.5. Publisher Fees

9.1.5.1. Market Revenue and Forecast (2020-2032)

Chapter 10. Global ESports Market, By Gaming Genre 

10.1. ESports Market, by Gaming Genre, 2023-2032

10.1.1. First Person Shooter Games

10.1.1.1. Market Revenue and Forecast (2020-2032)

10.1.2. Real-time Strategy Games

10.1.2.1. Market Revenue and Forecast (2020-2032)

10.1.3. Fighting Games Multiplayer

10.1.3.1. Market Revenue and Forecast (2020-2032)

10.1.4. Mass Multiplayer Online Role-playing Games

10.1.4.1. Market Revenue and Forecast (2020-2032)

10.1.5. Online Battle Arena Games

10.1.5.1. Market Revenue and Forecast (2020-2032)

10.1.6. Others

10.1.6.1. Market Revenue and Forecast (2020-2032)

Chapter 11. Global ESports Market, Regional Estimates and Trend Forecast

11.1. North America

11.1.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.1.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.1.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.1.4. U.S.

11.1.4.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.1.4.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.1.4.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.1.5. Rest of North America

11.1.5.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.1.5.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.1.5.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.2. Europe

11.2.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.2.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.2.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.2.4. UK

11.2.4.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.2.4.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.2.4.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.2.5. Germany

11.2.5.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.2.5.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.2.5.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.2.6. France

11.2.6.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.2.6.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.2.6.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.2.7. Rest of Europe

11.2.7.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.2.7.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.2.7.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.3. APAC

11.3.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.3.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.3.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.3.4. India

11.3.4.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.3.4.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.3.4.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.3.5. China

11.3.5.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.3.5.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.3.5.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.3.6. Japan

11.3.6.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.3.6.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.3.6.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.3.7. Rest of APAC

11.3.7.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.3.7.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.3.7.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.4. MEA

11.4.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.4.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.4.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.4.4. GCC

11.4.4.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.4.4.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.4.4.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.4.5. North Africa

11.4.5.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.4.5.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.4.5.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.4.6. South Africa

11.4.6.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.4.6.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.4.6.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.4.7. Rest of MEA

11.4.7.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.4.7.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.4.7.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.5. Latin America

11.5.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.5.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.5.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.5.4. Brazil

11.5.4.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.5.4.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.5.4.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.5.5. Rest of LATAM

11.5.5.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.5.5.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.5.5.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

Chapter 12. Company Profiles

12.1. Tencent Holding Limited

12.1.1. Company Overview

12.1.2. Product Offerings

12.1.3. Financial Performance

12.1.4. Recent Initiatives

12.2. Nintendo of America Inc.

12.2.1. Company Overview

12.2.2. Product Offerings

12.2.3. Financial Performance

12.2.4. Recent Initiatives

12.3. Valve Corporation

12.3.1. Company Overview

12.3.2. Product Offerings

12.3.3. Financial Performance

12.3.4. Recent Initiatives

12.4. Activision Blizzard, Inc.

12.4.1. Company Overview

12.4.2. Product Offerings

12.4.3. Financial Performance

12.4.4. Recent Initiatives

12.5. Electronic Arts Inc.

12.5.1. Company Overview

12.5.2. Product Offerings

12.5.3. Financial Performance

12.5.4. Recent Initiatives

12.6. Gameloft SE

12.6.1. Company Overview

12.6.2. Product Offerings

12.6.3. Financial Performance

12.6.4. Recent Initiatives

12.7. Modern Times Group (MTG)

12.7.1. Company Overview

12.7.2. Product Offerings

12.7.3. Financial Performance

12.7.4. Recent Initiatives

12.8. Gfinity plc

12.8.1. Company Overview

12.8.2. Product Offerings

12.8.3. Financial Performance

12.8.4. Recent Initiatives

12.9. Allied Esports

12.9.1. Company Overview

12.9.2. Product Offerings

12.9.3. Financial Performance

12.9.4. Recent Initiatives

12.10. Take-Two Interactive

12.10.1. Company Overview

12.10.2. Product Offerings

12.10.3. Financial Performance

12.10.4. Recent Initiatives

Chapter 13. Research Methodology

13.1. Primary Research

13.2. Secondary Research

13.3. Assumptions

Chapter 14. Appendix

14.1. About Us

14.2. Glossary of Terms

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