Global ESport Market Research Report 2021 - Impact of COVID-19 on the Market

SKU ID : Maia- 19504948

Publishing Date : 11-Nov-2021

No. of pages : 106

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  • ESports are a form of competition using video games.Most commonly, eSports take the form of organized, multiplayer video game competitions, particularly between professional players. The most common video game genres associated with eSports are real-time strategy (RTS), first-person shooter (FPS), and multiplayer online battle arena (MOBA).
    The ESport market revenue was xx Million USD in 2016, grew to xx Million USD in 2021, and will reach xx Million USD in 2026, with a CAGR of xx during 2021-2026.

    Considering the influence of COVID-19 on the global ESport market, this report analyzed the impact from both global and regional perspectives. From production end to consumption end in regions such as North America, Europe, China, and Japan, the report put emphasis on analysis of market under COVID-19 and corresponding response policy in different regions.

    This report also analyzes the strategies for different companies to deal with the impact of COVID-19 in detail to seek a path to recovery.

    Under COVID-19 Outbreak, how the ESport Industry will develop is also analyzed in detail in Chapter 1.8 of this report.

    Major Players in ESport market are:
    CJ Corporation
    Wargaming Public
    Hi Rez Studios
    Rovio Entertainment
    Nintendo
    Turner Broadcasting System
    Electronic Arts
    Alisports
    Kabum
    Twitch.TV
    Tencent
    Beyond the Summit
    Gungho Online Entertainment
    Youtube
    Activision Blizzard
    Faceit
    Gfinity
    Facebook
    Valve Corporation
    Modern Times Group

    Most important types of ESport products covered in this report are:
    First person shooter
    Real time strategy
    Multiple online battle arena games
    Others

    Most widely used downstream fields of ESport market covered in this report are:
    Profession
    Amateur
    Others

    Major Region

    s or countries covered in this report:
    North America
    Europe
    China
    Japan
    Middle East and Africa
    South America
    India
    South Korea
    Southeast Asia
    Others

    In Chapter 3.4, the report provides analysis of the reasons behind price fluctuations.

    In chapters 5, 6, and 7, the impact of COVID-19 on the different regions in both production and consumption end and SWOT analysis are pointed out.

    In Chapters 8, the report presents company's recent development and strategies to deal with the impact of COVID-19.

    Years considered for this report:


    Historical Years:

    2016-2020

    Base Year:

    2020

    Estimated Year:

    2021

    Forecast Period:

    2021-2026

    Frequently Asked Questions



    This market study covers the global and regional market with an in-depth analysis of the overall growth prospects in the market. Furthermore, it sheds light on the comprehensive competitive landscape of the global market. The report further offers a dashboard overview of leading companies encompassing their successful marketing strategies, market contribution, recent developments in both historic and present contexts.

    • By product type
    • By End User/Applications
    • By Technology
    • By Region

    The report provides a detailed evaluation of the market by highlighting information on different aspects which include drivers, restraints, opportunities, and threats. This information can help stakeholders to make appropriate decisions before investing.
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