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 2024-2033
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, 2024-2033
8.1.1 On demand
8.1.1.1. Market Revenue and Forecast (2021-2033)
8.1.2. Live
8.1.2.1. Market Revenue and Forecast (2021-2033)
Chapter 9. Global ESports Market, By Revenue Streams
9.1. ESports Market, by Revenue Streams, 2024-2033
9.1.1. Media Rights
9.1.1.1. Market Revenue and Forecast (2021-2033)
9.1.2. Tickets and Merchandise
9.1.2.1. Market Revenue and Forecast (2021-2033)
9.1.3. Sponsorship
9.1.3.1. Market Revenue and Forecast (2021-2033)
9.1.4. Advertising
9.1.4.1. Market Revenue and Forecast (2021-2033)
9.1.5. Publisher Fees
9.1.5.1. Market Revenue and Forecast (2021-2033)
Chapter 10. Global ESports Market, By Gaming Genre
10.1. ESports Market, by Gaming Genre, 2024-2033
10.1.1. First Person Shooter Games
10.1.1.1. Market Revenue and Forecast (2021-2033)
10.1.2. Real-time Strategy Games
10.1.2.1. Market Revenue and Forecast (2021-2033)
10.1.3. Fighting Games Multiplayer
10.1.3.1. Market Revenue and Forecast (2021-2033)
10.1.4. Mass Multiplayer Online Role-playing Games
10.1.4.1. Market Revenue and Forecast (2021-2033)
10.1.5. Online Battle Arena Games
10.1.5.1. Market Revenue and Forecast (2021-2033)
10.1.6. Others
10.1.6.1. Market Revenue and Forecast (2021-2033)
Chapter 11. Global ESports Market, Regional Estimates and Trend Forecast
11.1. North America
11.1.1. Market Revenue and Forecast, by Streaming Type (2021-2033)
11.1.2. Market Revenue and Forecast, by Revenue Streams (2021-2033)
11.1.3. Market Revenue and Forecast, by Gaming Genre (2021-2033)
11.1.4. U.S.
11.1.4.1. Market Revenue and Forecast, by Streaming Type (2021-2033)
11.1.4.2. Market Revenue and Forecast, by Revenue Streams (2021-2033)
11.1.4.3. Market Revenue and Forecast, by Gaming Genre (2021-2033)
11.1.5. Rest of North America
11.1.5.1. Market Revenue and Forecast, by Streaming Type (2021-2033)
11.1.5.2. Market Revenue and Forecast, by Revenue Streams (2021-2033)
11.1.5.3. Market Revenue and Forecast, by Gaming Genre (2021-2033)
11.2. Europe
11.2.1. Market Revenue and Forecast, by Streaming Type (2021-2033)
11.2.2. Market Revenue and Forecast, by Revenue Streams (2021-2033)
11.2.3. Market Revenue and Forecast, by Gaming Genre (2021-2033)
11.2.4. UK
11.2.4.1. Market Revenue and Forecast, by Streaming Type (2021-2033)
11.2.4.2. Market Revenue and Forecast, by Revenue Streams (2021-2033)
11.2.4.3. Market Revenue and Forecast, by Gaming Genre (2021-2033)
11.2.5. Germany
11.2.5.1. Market Revenue and Forecast, by Streaming Type (2021-2033)
11.2.5.2. Market Revenue and Forecast, by Revenue Streams (2021-2033)
11.2.5.3. Market Revenue and Forecast, by Gaming Genre (2021-2033)
11.2.6. France
11.2.6.1. Market Revenue and Forecast, by Streaming Type (2021-2033)
11.2.6.2. Market Revenue and Forecast, by Revenue Streams (2021-2033)
11.2.6.3. Market Revenue and Forecast, by Gaming Genre (2021-2033)
11.2.7. Rest of Europe
11.2.7.1. Market Revenue and Forecast, by Streaming Type (2021-2033)
11.2.7.2. Market Revenue and Forecast, by Revenue Streams (2021-2033)
11.2.7.3. Market Revenue and Forecast, by Gaming Genre (2021-2033)
11.3. APAC
11.3.1. Market Revenue and Forecast, by Streaming Type (2021-2033)
11.3.2. Market Revenue and Forecast, by Revenue Streams (2021-2033)
11.3.3. Market Revenue and Forecast, by Gaming Genre (2021-2033)
11.3.4. India
11.3.4.1. Market Revenue and Forecast, by Streaming Type (2021-2033)
11.3.4.2. Market Revenue and Forecast, by Revenue Streams (2021-2033)
11.3.4.3. Market Revenue and Forecast, by Gaming Genre (2021-2033)
11.3.5. China
11.3.5.1. Market Revenue and Forecast, by Streaming Type (2021-2033)
11.3.5.2. Market Revenue and Forecast, by Revenue Streams (2021-2033)
11.3.5.3. Market Revenue and Forecast, by Gaming Genre (2021-2033)
11.3.6. Japan
11.3.6.1. Market Revenue and Forecast, by Streaming Type (2021-2033)
11.3.6.2. Market Revenue and Forecast, by Revenue Streams (2021-2033)
11.3.6.3. Market Revenue and Forecast, by Gaming Genre (2021-2033)
11.3.7. Rest of APAC
11.3.7.1. Market Revenue and Forecast, by Streaming Type (2021-2033)
11.3.7.2. Market Revenue and Forecast, by Revenue Streams (2021-2033)
11.3.7.3. Market Revenue and Forecast, by Gaming Genre (2021-2033)
11.4. MEA
11.4.1. Market Revenue and Forecast, by Streaming Type (2021-2033)
11.4.2. Market Revenue and Forecast, by Revenue Streams (2021-2033)
11.4.3. Market Revenue and Forecast, by Gaming Genre (2021-2033)
11.4.4. GCC
11.4.4.1. Market Revenue and Forecast, by Streaming Type (2021-2033)
11.4.4.2. Market Revenue and Forecast, by Revenue Streams (2021-2033)
11.4.4.3. Market Revenue and Forecast, by Gaming Genre (2021-2033)
11.4.5. North Africa
11.4.5.1. Market Revenue and Forecast, by Streaming Type (2021-2033)
11.4.5.2. Market Revenue and Forecast, by Revenue Streams (2021-2033)
11.4.5.3. Market Revenue and Forecast, by Gaming Genre (2021-2033)
11.4.6. South Africa
11.4.6.1. Market Revenue and Forecast, by Streaming Type (2021-2033)
11.4.6.2. Market Revenue and Forecast, by Revenue Streams (2021-2033)
11.4.6.3. Market Revenue and Forecast, by Gaming Genre (2021-2033)
11.4.7. Rest of MEA
11.4.7.1. Market Revenue and Forecast, by Streaming Type (2021-2033)
11.4.7.2. Market Revenue and Forecast, by Revenue Streams (2021-2033)
11.4.7.3. Market Revenue and Forecast, by Gaming Genre (2021-2033)
11.5. Latin America
11.5.1. Market Revenue and Forecast, by Streaming Type (2021-2033)
11.5.2. Market Revenue and Forecast, by Revenue Streams (2021-2033)
11.5.3. Market Revenue and Forecast, by Gaming Genre (2021-2033)
11.5.4. Brazil
11.5.4.1. Market Revenue and Forecast, by Streaming Type (2021-2033)
11.5.4.2. Market Revenue and Forecast, by Revenue Streams (2021-2033)
11.5.4.3. Market Revenue and Forecast, by Gaming Genre (2021-2033)
11.5.5. Rest of LATAM
11.5.5.1. Market Revenue and Forecast, by Streaming Type (2021-2033)
11.5.5.2. Market Revenue and Forecast, by Revenue Streams (2021-2033)
11.5.5.3. Market Revenue and Forecast, by Gaming Genre (2021-2033)
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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