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2023-2028 Global and Regional E-Sports Industry Status and Prospects Professional Market Research Report Standard Version

The global E-Sports market is expected to reach US$ XX Million by 2028, with a CAGR of XX% from 2023 to 2028, based on HNY Research newly published report.

The prime objective of this report is to provide the insights on the post COVID-19 impact which will help market players in this field evaluate their business approaches. Also, this report covers market segmentation by major market verdors, types, applications/end users and geography(North America, East Asia, Europe, South Asia, Southeast Asia, Middle East, Africa, Oceania, South America).



By Market Verdors:

Activision Blizzard

Epic Games

Nintendo

Riot Games

Valve Corporation

Wargaming.Net

EA Sports

Hi-Rez Studios

Microsoft Studios



By Types:

Multiplayer Online Battle Arena (MOBA)

First-Person Shooter (FPS)

Real-Time Strategy (RTS)

Other



By Applications:

Professional

Amateur



Key Indicators Analysed

Market Players & Competitor Analysis: The report covers the key players of the industry including Company Profile, Product Specifications, Production Capacity/Sales, Revenue, Price and Gross Margin 2017-2028 & Sales with a thorough analysis of the market’s competitive landscape and detailed information on vendors and comprehensive details of factors that will challenge the growth of major market vendors.

Global and Regional Market Analysis: The report includes Global & Regional market status and outlook 2017-2028. Further the report provides break down details about each region & countries covered in the report. Identifying its sales, sales volume & revenue forecast. With detailed analysis by types and applications.

Market Trends: Market key trends which include Increased Competition and Continuous Innovations.

Opportunities and Drivers: Identifying the Growing Demands and New Technology

Porters Five Force Analysis: The report provides with the state of competition in industry depending on five basic forces: threat of new entrants, bargaining power of suppliers, bargaining power of buyers, threat of substitute products or services, and existing industry rivalry.



Key Reasons to Purchase

To gain insightful analyses of the market and have comprehensive understanding of the global market and its commercial landscape.

Assess the production processes, major issues, and solutions to mitigate the development risk.

To understand the most affecting driving and restraining forces in the market and its impact in the global market.

Learn about the market strategies that are being adopted by leading respective organizations.

To understand the future outlook and prospects for the market.

Besides the standard structure reports, we also provide custom research according to specific requirements.
Chapter 1 Industry Overview

1.1 Definition

1.2 Assumptions

1.3 Research Scope

1.4 Market Analysis by Regions

1.4.1 North America Market States and Outlook (2023-2028)

1.4.2 East Asia Market States and Outlook (2023-2028)

1.4.3 Europe Market States and Outlook (2023-2028)

1.4.4 South Asia Market States and Outlook (2023-2028)

1.4.5 Southeast Asia Market States and Outlook (2023-2028)

1.4.6 Middle East Market States and Outlook (2023-2028)

1.4.7 Africa Market States and Outlook (2023-2028)

1.4.8 Oceania Market States and Outlook (2023-2028)

1.4.9 South America Market States and Outlook (2023-2028)

1.5 Global E-Sports Market Size Analysis from 2023 to 2028

1.5.1 Global E-Sports Market Size Analysis from 2023 to 2028 by Consumption Volume

1.5.2 Global E-Sports Market Size Analysis from 2023 to 2028 by Value

1.5.3 Global E-Sports Price Trends Analysis from 2023 to 2028

1.6 COVID-19 Outbreak: E-Sports Industry Impact

Chapter 2 Global E-Sports Competition by Types, Applications, and Top Regions and Countries

2.1 Global E-Sports (Volume and Value) by Type

2.1.1 Global E-Sports Consumption and Market Share by Type (2017-2022)

2.1.2 Global E-Sports Revenue and Market Share by Type (2017-2022)

2.2 Global E-Sports (Volume and Value) by Application

2.2.1 Global E-Sports Consumption and Market Share by Application (2017-2022)

2.2.2 Global E-Sports Revenue and Market Share by Application (2017-2022)

2.3 Global E-Sports (Volume and Value) by Regions

2.3.1 Global E-Sports Consumption and Market Share by Regions (2017-2022)

2.3.2 Global E-Sports Revenue and Market Share by Regions (2017-2022)

Chapter 3 Production Market Analysis

3.1 Global Production Market Analysis

3.1.1 2017-2022 Global Capacity, Production, Capacity Utilization Rate, Ex-Factory Price, Revenue, Cost, Gross and Gross Margin Analysis

3.1.2 2017-2022 Major Manufacturers Performance and Market Share

3.2 Regional Production Market Analysis

3.2.1 2017-2022 Regional Market Performance and Market Share

3.2.2 North America Market

3.2.3 East Asia Market

3.2.4 Europe Market

3.2.5 South Asia Market

3.2.6 Southeast Asia Market

3.2.7 Middle East Market

3.2.8 Africa Market

3.2.9 Oceania Market

3.2.10 South America Market

3.2.11 Rest of the World Market

Chapter 4 Global E-Sports Sales, Consumption, Export, Import by Regions (2017-2022)

4.1 Global E-Sports Consumption by Regions (2017-2022)

4.2 North America E-Sports Sales, Consumption, Export, Import (2017-2022)

4.3 East Asia E-Sports Sales, Consumption, Export, Import (2017-2022)

4.4 Europe E-Sports Sales, Consumption, Export, Import (2017-2022)

4.5 South Asia E-Sports Sales, Consumption, Export, Import (2017-2022)

4.6 Southeast Asia E-Sports Sales, Consumption, Export, Import (2017-2022)

4.7 Middle East E-Sports Sales, Consumption, Export, Import (2017-2022)

4.8 Africa E-Sports Sales, Consumption, Export, Import (2017-2022)

4.9 Oceania E-Sports Sales, Consumption, Export, Import (2017-2022)

4.10 South America E-Sports Sales, Consumption, Export, Import (2017-2022)

Chapter 5 North America E-Sports Market Analysis

5.1 North America E-Sports Consumption and Value Analysis

5.1.1 North America E-Sports Market Under COVID-19

5.2 North America E-Sports Consumption Volume by Types

5.3 North America E-Sports Consumption Structure by Application

5.4 North America E-Sports Consumption by Top Countries

5.4.1 United States E-Sports Consumption Volume from 2017 to 2022

5.4.2 Canada E-Sports Consumption Volume from 2017 to 2022

5.4.3 Mexico E-Sports Consumption Volume from 2017 to 2022

Chapter 6 East Asia E-Sports Market Analysis

6.1 East Asia E-Sports Consumption and Value Analysis

6.1.1 East Asia E-Sports Market Under COVID-19

6.2 East Asia E-Sports Consumption Volume by Types

6.3 East Asia E-Sports Consumption Structure by Application

6.4 East Asia E-Sports Consumption by Top Countries

6.4.1 China E-Sports Consumption Volume from 2017 to 2022

6.4.2 Japan E-Sports Consumption Volume from 2017 to 2022

6.4.3 South Korea E-Sports Consumption Volume from 2017 to 2022

Chapter 7 Europe E-Sports Market Analysis

7.1 Europe E-Sports Consumption and Value Analysis

7.1.1 Europe E-Sports Market Under COVID-19

7.2 Europe E-Sports Consumption Volume by Types

7.3 Europe E-Sports Consumption Structure by Application

7.4 Europe E-Sports Consumption by Top Countries

7.4.1 Germany E-Sports Consumption Volume from 2017 to 2022

7.4.2 UK E-Sports Consumption Volume from 2017 to 2022

7.4.3 France E-Sports Consumption Volume from 2017 to 2022

7.4.4 Italy E-Sports Consumption Volume from 2017 to 2022

7.4.5 Russia E-Sports Consumption Volume from 2017 to 2022

7.4.6 Spain E-Sports Consumption Volume from 2017 to 2022

7.4.7 Netherlands E-Sports Consumption Volume from 2017 to 2022

7.4.8 Switzerland E-Sports Consumption Volume from 2017 to 2022

7.4.9 Poland E-Sports Consumption Volume from 2017 to 2022

Chapter 8 South Asia E-Sports Market Analysis

8.1 South Asia E-Sports Consumption and Value Analysis

8.1.1 South Asia E-Sports Market Under COVID-19

8.2 South Asia E-Sports Consumption Volume by Types

8.3 South Asia E-Sports Consumption Structure by Application

8.4 South Asia E-Sports Consumption by Top Countries

8.4.1 India E-Sports Consumption Volume from 2017 to 2022

8.4.2 Pakistan E-Sports Consumption Volume from 2017 to 2022

8.4.3 Bangladesh E-Sports Consumption Volume from 2017 to 2022

Chapter 9 Southeast Asia E-Sports Market Analysis

9.1 Southeast Asia E-Sports Consumption and Value Analysis

9.1.1 Southeast Asia E-Sports Market Under COVID-19

9.2 Southeast Asia E-Sports Consumption Volume by Types

9.3 Southeast Asia E-Sports Consumption Structure by Application

9.4 Southeast Asia E-Sports Consumption by Top Countries

9.4.1 Indonesia E-Sports Consumption Volume from 2017 to 2022

9.4.2 Thailand E-Sports Consumption Volume from 2017 to 2022

9.4.3 Singapore E-Sports Consumption Volume from 2017 to 2022

9.4.4 Malaysia E-Sports Consumption Volume from 2017 to 2022

9.4.5 Philippines E-Sports Consumption Volume from 2017 to 2022

9.4.6 Vietnam E-Sports Consumption Volume from 2017 to 2022

9.4.7 Myanmar E-Sports Consumption Volume from 2017 to 2022

Chapter 10 Middle East E-Sports Market Analysis

10.1 Middle East E-Sports Consumption and Value Analysis

10.1.1 Middle East E-Sports Market Under COVID-19

10.2 Middle East E-Sports Consumption Volume by Types

10.3 Middle East E-Sports Consumption Structure by Application

10.4 Middle East E-Sports Consumption by Top Countries

10.4.1 Turkey E-Sports Consumption Volume from 2017 to 2022

10.4.2 Saudi Arabia E-Sports Consumption Volume from 2017 to 2022

10.4.3 Iran E-Sports Consumption Volume from 2017 to 2022

10.4.4 United Arab Emirates E-Sports Consumption Volume from 2017 to 2022

10.4.5 Israel E-Sports Consumption Volume from 2017 to 2022

10.4.6 Iraq E-Sports Consumption Volume from 2017 to 2022

10.4.7 Qatar E-Sports Consumption Volume from 2017 to 2022

10.4.8 Kuwait E-Sports Consumption Volume from 2017 to 2022

10.4.9 Oman E-Sports Consumption Volume from 2017 to 2022

Chapter 11 Africa E-Sports Market Analysis

11.1 Africa E-Sports Consumption and Value Analysis

11.1.1 Africa E-Sports Market Under COVID-19

11.2 Africa E-Sports Consumption Volume by Types

11.3 Africa E-Sports Consumption Structure by Application

11.4 Africa E-Sports Consumption by Top Countries

11.4.1 Nigeria E-Sports Consumption Volume from 2017 to 2022

11.4.2 South Africa E-Sports Consumption Volume from 2017 to 2022

11.4.3 Egypt E-Sports Consumption Volume from 2017 to 2022

11.4.4 Algeria E-Sports Consumption Volume from 2017 to 2022

11.4.5 Morocco E-Sports Consumption Volume from 2017 to 2022

Chapter 12 Oceania E-Sports Market Analysis

12.1 Oceania E-Sports Consumption and Value Analysis

12.2 Oceania E-Sports Consumption Volume by Types

12.3 Oceania E-Sports Consumption Structure by Application

12.4 Oceania E-Sports Consumption by Top Countries

12.4.1 Australia E-Sports Consumption Volume from 2017 to 2022

12.4.2 New Zealand E-Sports Consumption Volume from 2017 to 2022

Chapter 13 South America E-Sports Market Analysis

13.1 South America E-Sports Consumption and Value Analysis

13.1.1 South America E-Sports Market Under COVID-19

13.2 South America E-Sports Consumption Volume by Types

13.3 South America E-Sports Consumption Structure by Application

13.4 South America E-Sports Consumption Volume by Major Countries

13.4.1 Brazil E-Sports Consumption Volume from 2017 to 2022

13.4.2 Argentina E-Sports Consumption Volume from 2017 to 2022

13.4.3 Columbia E-Sports Consumption Volume from 2017 to 2022

13.4.4 Chile E-Sports Consumption Volume from 2017 to 2022

13.4.5 Venezuela E-Sports Consumption Volume from 2017 to 2022

13.4.6 Peru E-Sports Consumption Volume from 2017 to 2022

13.4.7 Puerto Rico E-Sports Consumption Volume from 2017 to 2022

13.4.8 Ecuador E-Sports Consumption Volume from 2017 to 2022

Chapter 14 Company Profiles and Key Figures in E-Sports Business

14.1 Activision Blizzard

14.1.1 Activision Blizzard Company Profile

14.1.2 Activision Blizzard E-Sports Product Specification

14.1.3 Activision Blizzard E-Sports Production Capacity, Revenue, Price and Gross Margin (2017-2022)

14.2 Epic Games

14.2.1 Epic Games Company Profile

14.2.2 Epic Games E-Sports Product Specification

14.2.3 Epic Games E-Sports Production Capacity, Revenue, Price and Gross Margin (2017-2022)

14.3 Nintendo

14.3.1 Nintendo Company Profile

14.3.2 Nintendo E-Sports Product Specification

14.3.3 Nintendo E-Sports Production Capacity, Revenue, Price and Gross Margin (2017-2022)

14.4 Riot Games

14.4.1 Riot Games Company Profile

14.4.2 Riot Games E-Sports Product Specification

14.4.3 Riot Games E-Sports Production Capacity, Revenue, Price and Gross Margin (2017-2022)

14.5 Valve Corporation

14.5.1 Valve Corporation Company Profile

14.5.2 Valve Corporation E-Sports Product Specification

14.5.3 Valve Corporation E-Sports Production Capacity, Revenue, Price and Gross Margin (2017-2022)

14.6 Wargaming.Net

14.6.1 Wargaming.Net Company Profile

14.6.2 Wargaming.Net E-Sports Product Specification

14.6.3 Wargaming.Net E-Sports Production Capacity, Revenue, Price and Gross Margin (2017-2022)

14.7 EA Sports

14.7.1 EA Sports Company Profile

14.7.2 EA Sports E-Sports Product Specification

14.7.3 EA Sports E-Sports Production Capacity, Revenue, Price and Gross Margin (2017-2022)

14.8 Hi-Rez Studios

14.8.1 Hi-Rez Studios Company Profile

14.8.2 Hi-Rez Studios E-Sports Product Specification

14.8.3 Hi-Rez Studios E-Sports Production Capacity, Revenue, Price and Gross Margin (2017-2022)

14.9 Microsoft Studios

14.9.1 Microsoft Studios Company Profile

14.9.2 Microsoft Studios E-Sports Product Specification

14.9.3 Microsoft Studios E-Sports Production Capacity, Revenue, Price and Gross Margin (2017-2022)

Chapter 15 Global E-Sports Market Forecast (2023-2028)

15.1 Global E-Sports Consumption Volume, Revenue and Price Forecast (2023-2028)

15.1.1 Global E-Sports Consumption Volume and Growth Rate Forecast (2023-2028)

15.1.2 Global E-Sports Value and Growth Rate Forecast (2023-2028)

15.2 Global E-Sports Consumption Volume, Value and Growth Rate Forecast by Region (2023-2028)

15.2.1 Global E-Sports Consumption Volume and Growth Rate Forecast by Regions (2023-2028)

15.2.2 Global E-Sports Value and Growth Rate Forecast by Regions (2023-2028)

15.2.3 North America E-Sports Consumption Volume, Revenue and Growth Rate Forecast (2023-2028)

15.2.4 East Asia E-Sports Consumption Volume, Revenue and Growth Rate Forecast (2023-2028)

15.2.5 Europe E-Sports Consumption Volume, Revenue and Growth Rate Forecast (2023-2028)

15.2.6 South Asia E-Sports Consumption Volume, Revenue and Growth Rate Forecast (2023-2028)

15.2.7 Southeast Asia E-Sports Consumption Volume, Revenue and Growth Rate Forecast (2023-2028)

15.2.8 Middle East E-Sports Consumption Volume, Revenue and Growth Rate Forecast (2023-2028)

15.2.9 Africa E-Sports Consumption Volume, Revenue and Growth Rate Forecast (2023-2028)

15.2.10 Oceania E-Sports Consumption Volume, Revenue and Growth Rate Forecast (2023-2028)

15.2.11 South America E-Sports Consumption Volume, Revenue and Growth Rate Forecast (2023-2028)

15.3 Global E-Sports Consumption Volume, Revenue and Price Forecast by Type (2023-2028)

15.3.1 Global E-Sports Consumption Forecast by Type (2023-2028)

15.3.2 Global E-Sports Revenue Forecast by Type (2023-2028)

15.3.3 Global E-Sports Price Forecast by Type (2023-2028)

15.4 Global E-Sports Consumption Volume Forecast by Application (2023-2028)

15.5 E-Sports Market Forecast Under COVID-19

Chapter 16 Conclusions

Research Methodology



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