1 Electronic Sports (eSports) Market Definition and Overview
1.1 Objectives of the Study
1.2 Overview of Electronic Sports (eSports)
1.3 Electronic Sports (eSports) Market Scope and Market Size Estimation
1.4 Market Segmentation
1.4.1 Types of Electronic Sports (eSports)
1.4.2 Applications of Electronic Sports (eSports)
1.5 Market Exchange Rate
2 Research Method and Logic
2.1 Methodology
2.2 Research Data Source
3 Market Competition Analysis
3.1 Alisports Market Performance Analysis
3.1.1 Alisports Basic Information
3.1.2 Product and Service Analysis
3.1.3 Strategies for Company to Deal with the Impact of COVID-19
3.1.4 Alisports Sales, Value, Price, Gross Margin 2016-2021
3.2 Wargaming Public Market Performance Analysis
3.2.1 Wargaming Public Basic Information
3.2.2 Product and Service Analysis
3.2.3 Strategies for Company to Deal with the Impact of COVID-19
3.2.4 Wargaming Public Sales, Value, Price, Gross Margin 2016-2021
3.3 Total Entertainment Network Market Performance Analysis
3.3.1 Total Entertainment Network Basic Information
3.3.2 Product and Service Analysis
3.3.3 Strategies for Company to Deal with the Impact of COVID-19
3.3.4 Total Entertainment Network Sales, Value, Price, Gross Margin 2016-2021
3.4 CJ Corporation Market Performance Analysis
3.4.1 CJ Corporation Basic Information
3.4.2 Product and Service Analysis
3.4.3 Strategies for Company to Deal with the Impact of COVID-19
3.4.4 CJ Corporation Sales, Value, Price, Gross Margin 2016-2021
3.5 Valve Corporation Market Performance Analysis
3.5.1 Valve Corporation Basic Information
3.5.2 Product and Service Analysis
3.5.3 Strategies for Company to Deal with the Impact of COVID-19
3.5.4 Valve Corporation Sales, Value, Price, Gross Margin 2016-2021
3.6 Hi-Rez Studios Market Performance Analysis
3.6.1 Hi-Rez Studios Basic Information
3.6.2 Product and Service Analysis
3.6.3 Strategies for Company to Deal with the Impact of COVID-19
3.6.4 Hi-Rez Studios Sales, Value, Price, Gross Margin 2016-2021
3.7 Tencent Market Performance Analysis
3.7.1 Tencent Basic Information
3.7.2 Product and Service Analysis
3.7.3 Strategies for Company to Deal with the Impact of COVID-19
3.7.4 Tencent Sales, Value, Price, Gross Margin 2016-2021
3.8 GungHo Online Entertainment Market Performance Analysis
3.8.1 GungHo Online Entertainment Basic Information
3.8.2 Product and Service Analysis
3.8.3 Strategies for Company to Deal with the Impact of COVID-19
3.8.4 GungHo Online Entertainment Sales, Value, Price, Gross Margin 2016-2021
3.9 Rovio Entertainment Market Performance Analysis
3.9.1 Rovio Entertainment Basic Information
3.9.2 Product and Service Analysis
3.9.3 Strategies for Company to Deal with the Impact of COVID-19
3.9.4 Rovio Entertainment Sales, Value, Price, Gross Margin 2016-2021
3.10 FACEIT Market Performance Analysis
3.10.1 FACEIT Basic Information
3.10.2 Product and Service Analysis
3.10.3 Strategies for Company to Deal with the Impact of COVID-19
3.10.4 FACEIT Sales, Value, Price, Gross Margin 2016-2021
3.11 Turner Broadcasting System Market Performance Analysis
3.11.1 Turner Broadcasting System Basic Information
3.11.2 Product and Service Analysis
3.11.3 Strategies for Company to Deal with the Impact of COVID-19
3.11.4 Turner Broadcasting System Sales, Value, Price, Gross Margin 2016-2021
3.12 Modern Times Group Market Performance Analysis
3.12.1 Modern Times Group Basic Information
3.12.2 Product and Service Analysis
3.12.3 Strategies for Company to Deal with the Impact of COVID-19
3.12.4 Modern Times Group Sales, Value, Price, Gross Margin 2016-2021
3.13 KaBuM Market Performance Analysis
3.13.1 KaBuM Basic Information
3.13.2 Product and Service Analysis
3.13.3 Strategies for Company to Deal with the Impact of COVID-19
3.13.4 KaBuM Sales, Value, Price, Gross Margin 2016-2021
3.14 Electronic Arts (EA) Market Performance Analysis
3.14.1 Electronic Arts (EA) Basic Information
3.14.2 Product and Service Analysis
3.14.3 Strategies for Company to Deal with the Impact of COVID-19
3.14.4 Electronic Arts (EA) Sales, Value, Price, Gross Margin 2016-2021
3.15 Gfinity Market Performance Analysis
3.15.1 Gfinity Basic Information
3.15.2 Product and Service Analysis
3.15.3 Strategies for Company to Deal with the Impact of COVID-19
3.15.4 Gfinity Sales, Value, Price, Gross Margin 2016-2021
3.16 Activision Blizzard Market Performance Analysis
3.16.1 Activision Blizzard Basic Information
3.16.2 Product and Service Analysis
3.16.3 Strategies for Company to Deal with the Impact of COVID-19
3.16.4 Activision Blizzard Sales, Value, Price, Gross Margin 2016-2021
4 Market Segment by Type, Historical Data and Market Forecasts
4.1 Global Electronic Sports (eSports) Production and Value by Type
4.1.1 Global Electronic Sports (eSports) Production by Type 2016-2021
4.1.2 Global Electronic Sports (eSports) Market Value by Type 2016-2021
4.2 Global Electronic Sports (eSports) Market Production, Value and Growth Rate by Type 2016-2021
4.2.1 Media Rights (Subscription & Online Advertisement) Market Production, Value and Growth Rate
4.2.2 Tickets and Merchandise Market Production, Value and Growth Rate
4.2.3 Sponsorship & Direct Advertisement Market Production, Value and Growth Rate
4.2.4 Publisher Fees Market Production, Value and Growth Rate
4.2.5 Others Market Production, Value and Growth Rate
4.3 Global Electronic Sports (eSports) Production and Value Forecast by Type
4.3.1 Global Electronic Sports (eSports) Production Forecast by Type 2022-2030
4.3.2 Global Electronic Sports (eSports) Market Value Forecast by Type 2022-2030
4.4 Global Electronic Sports (eSports) Market Production, Value and Growth Rate by Type Forecast 2022-2030
4.4.1 Media Rights (Subscription & Online Advertisement) Market Production, Value and Growth Rate Forecast
4.4.2 Tickets and Merchandise Market Production, Value and Growth Rate Forecast
4.4.3 Sponsorship & Direct Advertisement Market Production, Value and Growth Rate Forecast
4.4.4 Publisher Fees Market Production, Value and Growth Rate Forecast
4.4.5 Others Market Production, Value and Growth Rate Forecast
5 Market Segment by Application, Historical Data and Market Forecasts
5.1 Global Electronic Sports (eSports) Consumption and Value by Application
5.1.1 Global Electronic Sports (eSports) Consumption by Application 2016-2021
5.1.2 Global Electronic Sports (eSports) Market Value by Application 2016-2021
5.2 Global Electronic Sports (eSports) Market Consumption, Value and Growth Rate by Application 2016-2021
5.2.1 Online Market Consumption, Value and Growth Rate
5.2.2 Offline Market Consumption, Value and Growth Rate
5.3 Global Electronic Sports (eSports) Consumption and Value Forecast by Application
5.3.1 Global Electronic Sports (eSports) Consumption Forecast by Application 2022-2030
5.3.2 Global Electronic Sports (eSports) Market Value Forecast by Application 2022-2030
5.4 Global Electronic Sports (eSports) Market Consumption, Value and Growth Rate by Application Forecast 2022-2030
5.4.1 Online Market Consumption, Value and Growth Rate Forecast
5.4.2 Offline Market Consumption, Value and Growth Rate Forecast
6 Global Electronic Sports (eSports) by Region, Historical Data and Market Forecasts
6.1 Global Electronic Sports (eSports) Sales by Region 2016-2021
6.2 Global Electronic Sports (eSports) Market Value by Region 2016-2021
6.3 Global Electronic Sports (eSports) Market Sales, Value and Growth Rate by Region 2016-2021
6.3.1 North America
6.3.2 Europe
6.3.3 Asia Pacific
6.3.4 South America
6.3.5 Middle East and Africa
6.4 Global Electronic Sports (eSports) Sales Forecast by Region 2022-2030
6.5 Global Electronic Sports (eSports) Market Value Forecast by Region 2022-2030
6.6 Global Electronic Sports (eSports) Market Sales, Value and Growth Rate Forecast by Region 2022-2030
6.6.1 North America
6.6.2 Europe
6.6.3 Asia Pacific
6.6.4 South America
6.6.5 Middle East and Africa
7 United State Market Size Analysis 2016-2030
7.1 United State Electronic Sports (eSports) Value and Market Growth 2016-2021
7.2 United State Electronic Sports (eSports) Sales and Market Growth 2016-2021
7.3 United State Electronic Sports (eSports) Market Value Forecast 2022-2030
8 Canada Market Size Analysis 2016-2030
8.1 Canada Electronic Sports (eSports) Value and Market Growth 2016-2021
8.2 Canada Electronic Sports (eSports) Sales and Market Growth 2016-2021
8.3 Canada Electronic Sports (eSports) Market Value Forecast 2022-2030
9 Germany Market Size Analysis 2016-2030
9.1 Germany Electronic Sports (eSports) Value and Market Growth 2016-2021
9.2 Germany Electronic Sports (eSports) Sales and Market Growth 2016-2021
9.3 Germany Electronic Sports (eSports) Market Value Forecast 2022-2030
10 UK Market Size Analysis 2016-2030
10.1 UK Electronic Sports (eSports) Value and Market Growth 2016-2021
10.2 UK Electronic Sports (eSports) Sales and Market Growth 2016-2021
10.3 UK Electronic Sports (eSports) Market Value Forecast 2022-2030
11 France Market Size Analysis 2016-2030
11.1 France Electronic Sports (eSports) Value and Market Growth 2016-2021
11.2 France Electronic Sports (eSports) Sales and Market Growth 2016-2021
11.3 France Electronic Sports (eSports) Market Value Forecast 2022-2030
12 Italy Market Size Analysis 2016-2030
12.1 Italy Electronic Sports (eSports) Value and Market Growth 2016-2021
12.2 Italy Electronic Sports (eSports) Sales and Market Growth 2016-2021
12.3 Italy Electronic Sports (eSports) Market Value Forecast 2022-2030
13 Spain Market Size Analysis 2016-2030
13.1 Spain Electronic Sports (eSports) Value and Market Growth 2016-2021
13.2 Spain Electronic Sports (eSports) Sales and Market Growth 2016-2021
13.3 Spain Electronic Sports (eSports) Market Value Forecast 2022-2030
14 Russia Market Size Analysis 2016-2030
14.1 Russia Electronic Sports (eSports) Value and Market Growth 2016-2021
14.2 Russia Electronic Sports (eSports) Sales and Market Growth 2016-2021
14.3 Russia Electronic Sports (eSports) Market Value Forecast 2022-2030
15 China Market Size Analysis 2016-2030
15.1 China Electronic Sports (eSports) Value and Market Growth 2016-2021
15.2 China Electronic Sports (eSports) Sales and Market Growth 2016-2021
15.3 China Electronic Sports (eSports) Market Value Forecast 2022-2030
16 Japan Market Size Analysis 2016-2030
16.1 Japan Electronic Sports (eSports) Value and Market Growth 2016-2021
16.2 Japan Electronic Sports (eSports) Sales and Market Growth 2016-2021
16.3 Japan Electronic Sports (eSports) Market Value Forecast 2022-2030
17 South Korea Market Size Analysis 2016-2030
17.1 South Korea Electronic Sports (eSports) Value and Market Growth 2016-2021
17.2 South Korea Electronic Sports (eSports) Sales and Market Growth 2016-2021
17.3 South Korea Electronic Sports (eSports) Market Value Forecast 2022-2030
18 Australia Market Size Analysis 2016-2030
18.1 Australia Electronic Sports (eSports) Value and Market Growth 2016-2021
18.2 Australia Electronic Sports (eSports) Sales and Market Growth 2016-2021
18.3 Australia Electronic Sports (eSports) Market Value Forecast 2022-2030
19 Thailand Market Size Analysis 2016-2030
19.1 Thailand Electronic Sports (eSports) Value and Market Growth 2016-2021
19.2 Thailand Electronic Sports (eSports) Sales and Market Growth 2016-2021
19.3 Thailand Electronic Sports (eSports) Market Value Forecast 2022-2030
20 Brazil Market Size Analysis 2016-2030
20.1 Brazil Electronic Sports (eSports) Value and Market Growth 2016-2021
20.2 Brazil Electronic Sports (eSports) Sales and Market Growth 2016-2021
20.3 Brazil Electronic Sports (eSports) Market Value Forecast 2022-2030
21 Argentina Market Size Analysis 2016-2030
21.1 Argentina Electronic Sports (eSports) Value and Market Growth 2016-2021
21.2 Argentina Electronic Sports (eSports) Sales and Market Growth 2016-2021
21.3 Argentina Electronic Sports (eSports) Market Value Forecast 2022-2030
22 Chile Market Size Analysis 2016-2030
22.1 Chile Electronic Sports (eSports) Value and Market Growth 2016-2021
22.2 Chile Electronic Sports (eSports) Sales and Market Growth 2016-2021
22.3 Chile Electronic Sports (eSports) Market Value Forecast 2022-2030
23 South Africa Market Size Analysis 2016-2030
23.1 South Africa Electronic Sports (eSports) Value and Market Growth 2016-2021
23.2 South Africa Electronic Sports (eSports) Sales and Market Growth 2016-2021
23.3 South Africa Electronic Sports (eSports) Market Value Forecast 2022-2030
24 Egypt Market Size Analysis 2016-2030
24.1 Egypt Electronic Sports (eSports) Value and Market Growth 2016-2021
24.2 Egypt Electronic Sports (eSports) Sales and Market Growth 2016-2021
24.3 Egypt Electronic Sports (eSports) Market Value Forecast 2022-2030
25 UAE Market Size Analysis 2016-2030
25.1 UAE Electronic Sports (eSports) Value and Market Growth 2016-2021
25.2 UAE Electronic Sports (eSports) Sales and Market Growth 2016-2021
25.3 UAE Electronic Sports (eSports) Market Value Forecast 2022-2030
26 Saudi Arabia Market Size Analysis 2016-2030
26.1 Saudi Arabia Electronic Sports (eSports) Value and Market Growth 2016-2021
26.2 Saudi Arabia Electronic Sports (eSports) Sales and Market Growth 2016-2021
26.3 Saudi Arabia Electronic Sports (eSports) Market Value Forecast 2022-2030
27 Market Dynamic Analysis and Development Suggestions
27.1 Market Drivers
27.2 Market Development Constraints
27.3 PEST Analysis
27.3.1 Political Factors
27.3.2 Economic Factors
27.3.3 Social Factors
27.3.4 Technological Factors
27.4 Industry Trends Under COVID-19
27.4.1 Risk Assessment on COVID-19
27.4.2 Assessment of the Overall Impact of COVID-19 on the Industry
27.4.3 Pre COVID-19 and Post COVID-19 Market Scenario
27.5 Market Entry Strategy Analysis
27.5.1 Market Definition
27.5.2 Client
27.5.3 Distribution Model
27.5.4 Product Messaging and Positioning
27.5.5 Price
27.6 Advice on Entering the Market