E-sports Market 2020 | Industry Overview, Competitive Players & Forecast 2030 | Activision Blizzard Inc., Cloud9, Counter Logic Gaming, EA Sports., Echo Fox Fnatic
E-sports Market report includes a survey, which explains value chain structure, industrial outlook, regional analysis, applications, market size, share, and forecast. The Coronavirus (COVID-19) outbreak influencing the growth of the market globally. The rapidly changing market scenario and initial and future assessment of the impact is covered in the research report. The E-sports market provides an overall analysis of the market based on types, applications, regional analysis, and for the forecast period from 2020 to 2030.
The reports also include investment opportunities and probable threats in the market based on an intelligent analysis. This report focuses on the E-sports Market trends, future forecasts, growth opportunities, key end-user industries, and market-leading players. The objectives of the study are to present the key developments of the market across the globe. The report presents a 360-degree overview and SWOT analysis of the competitive landscape of the industries.
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Top Leading players of E-sports Market Covered In The Report:
Activision Blizzard Inc.
Counter Logic Gaming
Echo Fox Fnatic
Electronic Arts Inc.
Epic Games Inc.
Intergalactic Gaming Ltd.
Modern Times Group MTG AB
Nintendo Co. Ltd.
Take-Two Interactive Software Inc.
Tencent Holdings Ltd.
Key Market Segmentation of E-sports:
Based on Game Type, the global market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.
•Multiplayer Online Battle Arena (MOBA)
•Player vs. Player (PvP)
•First Person Shooters (FPS)
•Real Time Strategy (RTS)
•Massive Multiplayer Online Games (MMOG)
•Other Game Types
Based on Revenue Source, the global market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.
Game Publisher Fee
Merchandize & Tickets
•Drink & Beverage
•Financial Institutes & Banks
Other Revenue Sources
Based on Device, the global market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.
•Laptops & Tablets
Based on Streaming Platform, the global market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.
•Other Streaming Platforms
Based on Audience Type, the global market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section.
Based on Viewer Gender, the global market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section.
Based on Age Group, the global market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section.
••19-25 Year Old Viewers
•26-35 Year Old Viewers
•>35 Year Old Viewers
Geographically, the following regions together with the listed national/local markets are fully investigated:
•APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka)
•Europe (Germany, UK, France, Spain, Italy, Russia, Rest of Europe; Rest of Europe is further segmented into Belgium, Denmark, Austria, Norway, Sweden, The Netherlands, Poland, Czech Republic, Slovakia, Hungary, and Romania)
•North America (U.S., Canada, and Mexico)
•South America (Brazil, Chile, Argentina, Rest of South America)
•RoW (Egypt, UAE, South Africa)
Factors such as industry value chain, key consumption trends, recent patterns of customer behaviors, overall spending capacity analysis, market expansion rate, etc. The report also incorporates premium quality data figures associated with financial figures of the industry including market size (in USD), expected market size growth (in percentage), sales data, revenue figures and more. This might enable readers to reach quicker decisions with data and insights at hand.
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(A free report data (as a form of Excel Datasheet) will also be provided upon request along with a new purchase.)
Strategic Points Covered in TOC:
Chapter 1: Introduction, market driving force product scope, market risk, market overview, and market opportunities of the global E-sports market.
Chapter 2: Evaluating the leading manufacturers of the global E-sports market which consists of its revenue, sales, and price of the products.
Chapter 3: Displaying the competitive nature among key manufacturers, with market share, revenue, and sales.
Chapter 4: Presenting global E-sports market by regions, market share and with revenue and sales for the projected period.
Chapter 5, 6, 7, 8 and 9: To evaluate the market by segments, by countries and by manufacturers with revenue share and sales by key countries in these various regions.
Do You Have Any Query? Ask to Our Industry Expert@ https://www.qurateresearch.com/report/enquiry/RCG/global-e-sports-market/QBI-GMD-RCG-774777/
Note: In order to provide more accurate market forecast, all our reports will be updated before delivery by considering the impact of COVID-19.
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