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At the beginning of 2020, COVID-19 disease began to spread around the world, millions of people worldwide were infected with COVID-19 disease, and major countries around the world have implemented foot prohibitions and work stoppage orders. Except for the medical supplies and life support products industries, most industries have been greatly impacted, and Electronic Sports (eSports) industries have also been greatly affected.
In the past few years, the Electronic Sports (eSports) market experienced a growth of xx, the global market size of Electronic Sports (eSports) reached xx million $ in 2020, of what is about xx million $ in 2015.
From 2015 to 2019, the growth rate of global Electronic Sports (eSports) market size was in the range of xxx%. At the end of 2019, COVID-19 began to erupt in China, Due to the huge decrease of global economy; we forecast the growth rate of global economy will show a decrease of about 4%, due to this reason, Electronic Sports (eSports) market size in 2020 will be xx with a growth rate of xxx%. This is xxx percentage points lower than in previous years.
As of the date of the report, there have been more than 20 million confirmed cases of CVOID-19 worldwide, and the epidemic has not been effectively controlled. Therefore, we predict that the global epidemic will be basically controlled by the end of 2020 and the global Electronic Sports (eSports) market size will reach xx million $ in 2025, with a CAGR of xxx% between 2020-2025.
This Report covers the manufacturers’ data, including: shipment, price, revenue, gross profit, interview record, business distribution etc., these data help the consumer know about the competitors better. This report also covers all the regions and countries of the world, which shows a regional development status, including market size, volume and value, as well as price data.
Besides, the report also covers segment data, including: type segment, industry segment, channel segment etc. cover different segment market size, both volume and value. Also cover different industries clients information, which is very important for the manufacturers.
Section 1: Free——Definition
Section (2 3): 1200 USD——Manufacturer Detail
Modern Times Group (Sweden)
Activision Blizzard (US)
FACEIT (UK)
Total Entertainment Network (US)
Gfinity (UK)
Turner Broadcasting System (US)
CJ Corporation (South Korea)
Valve Corporation (US)
Tencent (China)
Electronic Arts (EA) (US)
Hi-Rez Studios (US)
KaBuM (Canada)
Wargaming Public (Cyprus)
Rovio Entertainment (Finland)
GungHo Online Entertainment (Japan)
Alisports (China)
Section 4: 900 USD——Region Segmentation
North America Country (United States, Canada)
South America
Asia Country (China, Japan, India, Korea)
Europe Country (Germany, UK, France, Italy)
Other Country (Middle East, Africa, GCC)
Section (5 6 7): 500 USD——
Product Type Segmentation
Media Rights (Subscription & Online Advertisement)
Tickets and Merchandise
Sponsorship & Direct Advertisement
Publisher Fees
Industry Segmentation
Online
Offline
Channel (Direct Sales, Distributor) Segmentation
Section 8: 400 USD——Trend (2020-2025)
Section 9: 300 USD——Product Type Detail
Section 10: 700 USD——Downstream Consumer
Section 11: 200 USD——Cost Structure
Section 12: 500 USD——Conclusion
Section 1 Electronic Sports (eSports) Product Definition
Section 2 Global Electronic Sports (eSports) Market Manufacturer Share and Market Overview
2.1 Global Manufacturer Electronic Sports (eSports) Shipments
2.2 Global Manufacturer Electronic Sports (eSports) Business Revenue
2.3 Global Electronic Sports (eSports) Market Overview
2.4 COVID-19 Impact on Electronic Sports (eSports) Industry
Section 3 Manufacturer Electronic Sports (eSports) Business Introduction
3.1 Modern Times Group (Sweden) Electronic Sports (eSports) Business Introduction
3.1.1 Modern Times Group (Sweden) Electronic Sports (eSports) Shipments, Price, Revenue and Gross profit 2015-2020
3.1.2 Modern Times Group (Sweden) Electronic Sports (eSports) Business Distribution by Region
3.1.3 Modern Times Group (Sweden) Interview Record
3.1.4 Modern Times Group (Sweden) Electronic Sports (eSports) Business Profile
3.1.5 Modern Times Group (Sweden) Electronic Sports (eSports) Product Specification
3.2 Activision Blizzard (US) Electronic Sports (eSports) Business Introduction
3.2.1 Activision Blizzard (US) Electronic Sports (eSports) Shipments, Price, Revenue and Gross profit 2015-2020
3.2.2 Activision Blizzard (US) Electronic Sports (eSports) Business Distribution by Region
3.2.3 Interview Record
3.2.4 Activision Blizzard (US) Electronic Sports (eSports) Business Overview
3.2.5 Activision Blizzard (US) Electronic Sports (eSports) Product Specification
3.3 FACEIT (UK) Electronic Sports (eSports) Business Introduction
3.3.1 FACEIT (UK) Electronic Sports (eSports) Shipments, Price, Revenue and Gross profit 2015-2020
3.3.2 FACEIT (UK) Electronic Sports (eSports) Business Distribution by Region
3.3.3 Interview Record
3.3.4 FACEIT (UK) Electronic Sports (eSports) Business Overview
3.3.5 FACEIT (UK) Electronic Sports (eSports) Product Specification
3.4 Total Entertainment Network (US) Electronic Sports (eSports) Business Introduction
3.5 Gfinity (UK) Electronic Sports (eSports) Business Introduction
3.6 Turner Broadcasting System (US) Electronic Sports (eSports) Business Introduction
…
Section 4 Global Electronic Sports (eSports) Market Segmentation (Region Level)
4.1 North America Country
4.1.1 United States Electronic Sports (eSports) Market Size and Price Analysis 2015-2020
4.1.2 Canada Electronic Sports (eSports) Market Size and Price Analysis 2015-2020
4.2 South America Country
4.2.1 South America Electronic Sports (eSports) Market Size and Price Analysis 2015-2020
4.3 Asia Country
4.3.1 China Electronic Sports (eSports) Market Size and Price Analysis 2015-2020
4.3.2 Japan Electronic Sports (eSports) Market Size and Price Analysis 2015-2020
4.3.3 India Electronic Sports (eSports) Market Size and Price Analysis 2015-2020
4.3.4 Korea Electronic Sports (eSports) Market Size and Price Analysis 2015-2020
4.4 Europe Country
4.4.1 Germany Electronic Sports (eSports) Market Size and Price Analysis 2015-2020
4.4.2 UK Electronic Sports (eSports) Market Size and Price Analysis 2015-2020
4.4.3 France Electronic Sports (eSports) Market Size and Price Analysis 2015-2020
4.4.4 Italy Electronic Sports (eSports) Market Size and Price Analysis 2015-2020
4.4.5 Europe Electronic Sports (eSports) Market Size and Price Analysis 2015-2020
4.5 Other Country and Region
4.5.1 Middle East Electronic Sports (eSports) Market Size and Price Analysis 2015-2020
4.5.2 Africa Electronic Sports (eSports) Market Size and Price Analysis 2015-2020
4.5.3 GCC Electronic Sports (eSports) Market Size and Price Analysis 2015-2020
4.6 Global Electronic Sports (eSports) Market Segmentation (Region Level) Analysis 2015-2020
4.7 Global Electronic Sports (eSports) Market Segmentation (Region Level) Analysis
Section 5 Global Electronic Sports (eSports) Market Segmentation (Product Type Level)
5.1 Global Electronic Sports (eSports) Market Segmentation (Product Type Level) Market Size 2015-2020
5.2 Different Electronic Sports (eSports) Product Type Price 2015-2020
5.3 Global Electronic Sports (eSports) Market Segmentation (Product Type Level) Analysis
Section 6 Global Electronic Sports (eSports) Market Segmentation (Industry Level)
6.1 Global Electronic Sports (eSports) Market Segmentation (Industry Level) Market Size 2015-2020
6.2 Different Industry Price 2015-2020
6.3 Global Electronic Sports (eSports) Market Segmentation (Industry Level) Analysis
Section 7 Global Electronic Sports (eSports) Market Segmentation (Channel Level)
7.1 Global Electronic Sports (eSports) Market Segmentation (Channel Level) Sales Volume and Share 2015-2020
7.2 Global Electronic Sports (eSports) Market Segmentation (Channel Level) Analysis
Section 8 Electronic Sports (eSports) Market Forecast 2020-2025
8.1 Electronic Sports (eSports) Segmentation Market Forecast (Region Level)
8.2 Electronic Sports (eSports) Segmentation Market Forecast (Product Type Level)
8.3 Electronic Sports (eSports) Segmentation Market Forecast (Industry Level)
8.4 Electronic Sports (eSports) Segmentation Market Forecast (Channel Level)
Section 9 Electronic Sports (eSports) Segmentation Product Type
9.1 Media Rights (Subscription & Online Advertisement) Product Introduction
9.2 Tickets and Merchandise Product Introduction
9.3 Sponsorship & Direct Advertisement Product Introduction
9.4 Publisher Fees Product Introduction
Section 10 Electronic Sports (eSports) Segmentation Industry
10.1 Online Clients
10.2 Offline Clients
Section 11 Electronic Sports (eSports) Cost of Production Analysis
11.1 Raw Material Cost Analysis
11.2 Technology Cost Analysis
11.3 Labor Cost Analysis
11.4 Cost Overview
Section 12 Conclusion
Chart and Figure
Figure Electronic Sports (eSports) Product Picture from Modern Times Group (Sweden)
Chart 2015-2020 Global Manufacturer Electronic Sports (eSports) Shipments (Units)
Chart 2015-2020 Global Manufacturer Electronic Sports (eSports) Shipments Share
Chart 2015-2020 Global Manufacturer Electronic Sports (eSports) Business Revenue (Million USD)
Chart 2015-2020 Global Manufacturer Electronic Sports (eSports) Business Revenue Share
Chart Modern Times Group (Sweden) Electronic Sports (eSports) Shipments, Price, Revenue and Gross profit 2015-2020
Chart Modern Times Group (Sweden) Electronic Sports (eSports) Business Distribution
Chart Modern Times Group (Sweden) Interview Record (Partly)
Figure Modern Times Group (Sweden) Electronic Sports (eSports) Product Picture
Chart Modern Times Group (Sweden) Electronic Sports (eSports) Business Profile
Table Modern Times Group (Sweden) Electronic Sports (eSports) Product Specification
Chart Activision Blizzard (US) Electronic Sports (eSports) Shipments, Price, Revenue and Gross profit 2015-2020
Chart Activision Blizzard (US) Electronic Sports (eSports) Business Distribution
Chart Activision Blizzard (US) Interview Record (Partly)
Figure Activision Blizzard (US) Electronic Sports (eSports) Product Picture
Chart Activision Blizzard (US) Electronic Sports (eSports) Business Overview
Table Activision Blizzard (US) Electronic Sports (eSports) Product Specification
Chart FACEIT (UK) Electronic Sports (eSports) Shipments, Price, Revenue and Gross profit 2015-2020
Chart FACEIT (UK) Electronic Sports (eSports) Business Distribution
Chart FACEIT (UK) Interview Record (Partly)
Figure FACEIT (UK) Electronic Sports (eSports) Product Picture
Chart FACEIT (UK) Electronic Sports (eSports) Business Overview
Table FACEIT (UK) Electronic Sports (eSports) Product Specification
3.4 Total Entertainment Network (US) Electronic Sports (eSports) Business Introduction
…
Chart United States Electronic Sports (eSports) Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart United States Electronic Sports (eSports) Sales Price ($/Unit) 2015-2020
Chart Canada Electronic Sports (eSports) Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart Canada Electronic Sports (eSports) Sales Price ($/Unit) 2015-2020
Chart South America Electronic Sports (eSports) Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart South America Electronic Sports (eSports) Sales Price ($/Unit) 2015-2020
Chart China Electronic Sports (eSports) Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart China Electronic Sports (eSports) Sales Price ($/Unit) 2015-2020
Chart Japan Electronic Sports (eSports) Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart Japan Electronic Sports (eSports) Sales Price ($/Unit) 2015-2020
Chart India Electronic Sports (eSports) Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart India Electronic Sports (eSports) Sales Price ($/Unit) 2015-2020
Chart Korea Electronic Sports (eSports) Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart Korea Electronic Sports (eSports) Sales Price ($/Unit) 2015-2020
Chart Germany Electronic Sports (eSports) Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart Germany Electronic Sports (eSports) Sales Price ($/Unit) 2015-2020
Chart UK Electronic Sports (eSports) Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart UK Electronic Sports (eSports) Sales Price ($/Unit) 2015-2020
Chart France Electronic Sports (eSports) Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart France Electronic Sports (eSports) Sales Price ($/Unit) 2015-2020
Chart Italy Electronic Sports (eSports) Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart Italy Electronic Sports (eSports) Sales Price ($/Unit) 2015-2020
Chart Europe Electronic Sports (eSports) Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart Europe Electronic Sports (eSports) Sales Price ($/Unit) 2015-2020
Chart Middle East Electronic Sports (eSports) Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart Middle East Electronic Sports (eSports) Sales Price ($/Unit) 2015-2020
Chart Africa Electronic Sports (eSports) Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart Africa Electronic Sports (eSports) Sales Price ($/Unit) 2015-2020
Chart GCC Electronic Sports (eSports) Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart GCC Electronic Sports (eSports) Sales Price ($/Unit) 2015-2020
Chart Global Electronic Sports (eSports) Market Segmentation (Region Level) Sales Volume 2015-2020
Chart Global Electronic Sports (eSports) Market Segmentation (Region Level) Market size 2015-2020
Chart Electronic Sports (eSports) Market Segmentation (Product Type Level) Volume (Units) 2015-2020
Chart Electronic Sports (eSports) Market Segmentation (Product Type Level) Market Size (Million $) 2015-2020
Chart Different Electronic Sports (eSports) Product Type Price ($/Unit) 2015-2020
Chart Electronic Sports (eSports) Market Segmentation (Industry Level) Market Size (Volume) 2015-2020
Chart Electronic Sports (eSports) Market Segmentation (Industry Level) Market Size (Share) 2015-2020
Chart Electronic Sports (eSports) Market Segmentation (Industry Level) Market Size (Value) 2015-2020
Chart Global Electronic Sports (eSports) Market Segmentation (Channel Level) Sales Volume (Units) 2015-2020
Chart Global Electronic Sports (eSports) Market Segmentation (Channel Level) Share 2015-2020
Chart Electronic Sports (eSports) Segmentation Market Forecast (Region Level) 2020-2025
Chart Electronic Sports (eSports) Segmentation Market Forecast (Product Type Level) 2020-2025
Chart Electronic Sports (eSports) Segmentation Market Forecast (Industry Level) 2020-2025
Chart Electronic Sports (eSports) Segmentation Market Forecast (Channel Level) 2020-2025
Chart Media Rights (Subscription & Online Advertisement) Product Figure
Chart Media Rights (Subscription & Online Advertisement) Product Advantage and Disadvantage Comparison
Chart Tickets and Merchandise Product Figure
Chart Tickets and Merchandise Product Advantage and Disadvantage Comparison
Chart Sponsorship & Direct Advertisement Product Figure
Chart Sponsorship & Direct Advertisement Product Advantage and Disadvantage Comparison
Chart Publisher Fees Product Figure
Chart Publisher Fees Product Advantage and Disadvantage Comparison
Chart Online Clients
Chart Offline Clients
Research Methodology:
Electronic Sports (eSports) Market Size Estimation
To estimate market size and trends, we use a combination of top-down and bottom-up methods. This allows us to evaluate the market from various perspectives—by company, region, product type, and end users.
Our estimates are based on actual sales data, excluding any discounts. Segment breakdowns and market shares are calculated using weighted averages based on usage rates and average prices. Regional insights are determined by how widely a product or service is adopted in each area.
Key companies are identified through secondary sources like industry reports and company filings. We then verify revenue estimates and other key data points through primary research, including interviews with industry experts, company executives, and decision-makers.
We take into account all relevant factors that could influence the market and validate our findings with real-world input. Our final insights combine both qualitative and quantitative data to provide a well-rounded view. Please note, these estimates do not account for unexpected changes such as inflation, economic downturns, or policy shifts.
Data Source
Secondary Sources
This study draws on a wide range of secondary sources, including press releases, annual reports, non-profit organizations, industry associations, government agencies, and customs data. We also referred to reputable databases and directories such as Bloomberg, Wind Info, Hoovers, Factiva, Trading Economics, Statista, and others. Additional references include investor presentations, company filings (e.g., SEC), economic data, and documents from regulatory and industry bodies.
These sources were used to gather technical and market-focused insights, identify key players, analyze market segmentation and classification, and track major trends and developments across industries.
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Qualitative Analysis |
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Primary Sources
As part of our primary research, we interviewed a variety of stakeholders from both the supply and demand sides to gather valuable qualitative and quantitative insights.
On the supply side, we spoke with product manufacturers, competitors, industry experts, research institutions, distributors, traders, and raw material suppliers. On the demand side, we engaged with business leaders, marketing and sales heads, technology and innovation directors, supply chain executives, and end users across key organizations.
These conversations helped us better understand market segmentation, pricing, applications, leading players, supply chains, demand trends, industry outlook, and key market dynamics—including risks, opportunities, barriers, and strategic developments.
Key Data Information from Primary Sources
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Total Market |
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