COVID-19 Impact on E-sports Market, Global Research Reports 2020-2021

    • ID: AR2933300
    • 27 May, 2020
    • Service & Software
    • Region: Global
    • 92 Pages
    • QYResearch

  • 1.1 Research Scope
  • 1.2 Market Segmentation
  • 1.3 Research Objectives
  • 1.4 Research Methodology
    • 1.4.1 Research Process
    • 1.4.2 Data Triangulation
    • 1.4.3 Research Approach
    • 1.4.4 Base Year
  • 1.5 Coronavirus Disease 2019 (Covid-19) Impact Will Have a Severe Impact on Global Growth
    • 1.5.1 Covid-19 Impact: Global GDP Growth, 2019, 2020 and 2021 Projections
    • 1.5.2 Covid-19 Impact: Commodity Prices Indices
    • 1.5.3 Covid-19 Impact: Global Major Government Policy
  • 1.6 The Covid-19 Impact on E-sports Industry
  • 1.7 COVID-19 Impact: E-sports Market Trends
  • 2 Global E-sports Quarterly Market Size Analysis

    • 2.1 E-sports Business Impact Assessment - COVID-19
      • 2.1.1 Global E-sports Market Size, Pre-COVID-19 and Post- COVID-19 Comparison, 2015-2026
    • 2.2 Global E-sports Quarterly Market Size 2020-2021
    • 2.3 COVID-19-Driven Market Dynamics and Factor Analysis
      • 2.3.1 Drivers
      • 2.3.2 Restraints
      • 2.3.3 Opportunities
      • 2.3.4 Challenges

    3 Quarterly Competitive Assessment, 2020

    • 3.1 By Players, Global E-sports Quarterly Market Size, 2019 VS 2020
    • 3.2 By Players, E-sports Headquarters and Area Served
    • 3.3 Date of Key Players Enter into E-sports Market
    • 3.4 Key Players E-sports Product Offered
    • 3.5 Mergers & Acquisitions, Expansion Plans

    4 Impact of Covid-19 on E-sports Segments, By Type

    • 4.1 Introduction
      • 1.4.1 MOBA
      • 1.4.2 FPS
      • 1.4.3 RTS
      • 1.4.4 Other
    • 4.2 By Type, Global E-sports Market Size, 2019-2021

    5 Impact of Covid-19 on E-sports Segments, By Application

    • 5.1 Overview
      • 5.5.1 Professional
      • 5.5.2 Amateur
    • 5.2 By Application, Global E-sports Market Size, 2019-2021
      • 5.2.1 By Application, Global E-sports Market Size by Application, 2019-2021

    6 Geographic Analysis

    • 6.1 Introduction
    • 6.2 North America
      • 6.2.1 Macroeconomic Indicators of US
      • 6.2.2 US
      • 6.2.3 Canada
    • 6.3 Europe
      • 6.3.1 Macroeconomic Indicators of Europe
      • 6.3.2 Germany
      • 6.3.3 France
      • 6.3.4 UK
      • 6.3.5 Italy
    • 6.4 Asia-Pacific
      • 6.4.1 Macroeconomic Indicators of Asia-Pacific
      • 6.4.2 China
      • 6.4.3 Japan
      • 6.4.4 South Korea
      • 6.4.5 India
      • 6.4.6 ASEAN
    • 6.5 Rest of World
      • 6.5.1 Latin America
      • 6.5.2 Middle East and Africa

    7 Company Profiles

    • 7.1 Activision Blizzard
      • 7.1.1 Activision Blizzard Business Overview
      • 7.1.2 Activision Blizzard E-sports Quarterly Revenue, 2020
      • 7.1.3 Activision Blizzard E-sports Product Introduction
      • 7.1.4 Activision Blizzard Response to COVID-19 and Related Developments
    • 7.2 Epic Games
      • 7.2.1 Epic Games Business Overview
      • 7.2.2 Epic Games E-sports Quarterly Revenue, 2020
      • 7.2.3 Epic Games E-sports Product Introduction
      • 7.2.4 Epic Games Response to COVID-19 and Related Developments
    • 7.3 Nintendo
      • 7.3.1 Nintendo Business Overview
      • 7.3.2 Nintendo E-sports Quarterly Revenue, 2020
      • 7.3.3 Nintendo E-sports Product Introduction
      • 7.3.4 Nintendo Response to COVID-19 and Related Developments
    • 7.4 Riot Games
      • 7.4.1 Riot Games Business Overview
      • 7.4.2 Riot Games E-sports Quarterly Revenue, 2020
      • 7.4.3 Riot Games E-sports Product Introduction
      • 7.4.4 Riot Games Response to COVID-19 and Related Developments
    • 7.5 Valve Corporation
      • 7.5.1 Valve Corporation Business Overview
      • 7.5.2 Valve Corporation E-sports Quarterly Revenue, 2020
      • 7.5.3 Valve Corporation E-sports Product Introduction
      • 7.5.4 Valve Corporation Response to COVID-19 and Related Developments
    • 7.6 Wargaming.Net
      • 7.6.1 Wargaming.Net Business Overview
      • 7.6.2 Wargaming.Net E-sports Quarterly Revenue, 2020
      • 7.6.3 Wargaming.Net E-sports Product Introduction
      • 7.6.4 Wargaming.Net Response to COVID-19 and Related Developments
    • 7.7 EA Sports
      • 7.7.1 EA Sports Business Overview
      • 7.7.2 EA Sports E-sports Quarterly Revenue, 2020
      • 7.7.3 EA Sports E-sports Product Introduction
      • 7.7.4 EA Sports Response to COVID-19 and Related Developments
    • 7.8 Hi-Rez Studios
      • 7.8.1 Hi-Rez Studios Business Overview
      • 7.8.2 Hi-Rez Studios E-sports Quarterly Revenue, 2020
      • 7.8.3 Hi-Rez Studios E-sports Product Introduction
      • 7.8.4 Hi-Rez Studios Response to COVID-19 and Related Developments
    • 7.9 Microsoft Studios
      • 7.9.1 Microsoft Studios Business Overview
      • 7.9.2 Microsoft Studios E-sports Quarterly Revenue, 2020
      • 7.9.3 Microsoft Studios E-sports Product Introduction
      • 7.9.4 Microsoft Studios Response to COVID-19 and Related Developments

    8 Key Findings

      9 Appendix

      • 9.1 About US

      This report covers market size and forecasts of E-sports, including the following market information:
      Global E-sports Market Size, 2019-2021, and 2020 (quarterly data), (US$ Million)
      Global E-sports Market Size by Type and by Application, 2019-2021, and 2020 (quarterly data), (US$ Million)
      Global E-sports Market Size by Region (and Key Countries), 2019-2021, and 2020 (quarterly data), (US$ Million)
      Global E-sports Market Size by Company, 2019- 2020 (quarterly data), (US$ Million)

      Key market players
      Major competitors identified in this market include Activision Blizzard, Epic Games, Nintendo, Riot Games, Valve Corporation, Wargaming.Net, EA Sports, Hi-Rez Studios, Microsoft Studios, etc.

      Based on the Region:
      Asia-Pacific (China, Japan, South Korea, India and ASEAN)
      North America (US and Canada)
      Europe (Germany, France, UK and Italy)
      Rest of World (Latin America, Middle East & Africa)

      Based on the Type:
      MOBA
      FPS
      RTS
      Other

      Based on the Application:
      Professional
      Amateur



      Summary:
      E-sports Market Research Report is about E-sports Industry study. Get complete E-sports market research report published after Market Study, Industrial Analysis with Trends & Statistics. E-sports Market Report is a syndicated report for Investors and Manufacturer to understand Market Demand, Growth, trends and Factor Influencing market in upcoming years.



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