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Global Esports and Gaming Market Size, Industry Analysis By Segmentations, Top Key Players, Trends, Future Development & Forecast 2024-2035

  • PUBLISHED ON
  • 9/22/2022
  • NO OF PAGES
  • 281
  • CATEGORY
  • Retails & Consumer
The Esports and Gaming market report is a perfect foundation for people looking out for a comprehensive study and analysis of the Esports and Gaming market. On the basis of historic growth analysis and current scenario of Esports and Gaming market place, the report intends to offer actionable insights and outlook on global / regional market growth projections. Authenticated data presented in report is based on findings of extensive primary and secondary research. Insights drawn from data serve as excellent tool that facilitate deeper understanding of multiple aspects of global Esports and Gaming market. These further helps users with their developmental strategy.

This report examines all the key factors influencing growth of global Esports and Gaming market, including demand-supply scenario, pricing structure, profit margins, production and value chain / ecosystem analysis. Regional assessment of global Esports and Gaming market unlocks a plethora of untapped opportunities in regional and domestic market places. Detailed company profiling enables users to evaluate company shares analysis, emerging product lines, scope of NPD in new markets, pricing strategies, innovation possibilities and much more.

Global Esports and Gaming Market: Major Players
Valve Corporation
Gfinity, PLC
Kabam
Gen.G Esports
Rovio Entertainment
Epic Games
King Digital Entertainment PLC
GungHo Online Entertainment
Team SoloMid
Team Liquid
Zynga Inc.
Nintendo
Wargaming Public
Riot Games Inc.
Hi-Rez Studios
Tencent
Gamevil Inc.
Electronic Arts, Inc.
FACEIT
Turner Broadcasting System
CJ Corporation
Total Entertainment Network
G2 Esports
Echo Fox
Activision Blizzard Inc.
Cloud9
Immortals
Fnatic
Modern Times Group MTG AB
Alisports
100 Thieves

Global Esports and Gaming Market: By Types
Multiplayer Online Battle Arena (MOBA)
Player vs. Player (PvP)
First Person Shooters (FPS)
Real Time Strategy (RTS)
Salons & Spas

Global Esports and Gaming Market: By Applications
PC-based Esports
Consoles-based Esports
Mobile & Tablets



Global Esports and Gaming Market: Regional Analysis
All the regional segmentation has been studied based on recent and future trends, and the market is forecasted throughout the prediction period. The countries covered in the regional analysis of the Global Esports and Gaming market report are U.S., Canada, and Mexico in North America, Germany, France, U.K., Russia, Italy, Spain, Turkey, Netherlands, Switzerland, Belgium, and Rest of Europe in Europe, Singapore, Malaysia, Australia, Thailand, Indonesia, Philippines, China, Japan, India, South Korea, Rest of Asia-Pacific (APAC) in the Asia-Pacific (APAC), Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA), and Argentina, Brazil, and Rest of South America as part of South America.

Global Esports and Gaming Market: Market Size Estimation
Both the top-down and bottom-up approaches were used to estimate and validate the size of the market and to estimate the size of various other dependent sub-markets of various marketspaces. The key players in the markets are identified through secondary research, and their market contributions in different applications across regions and globally were determined through primary and secondary research. This entire process included the study of the annual and financial reports of the top market players and extensive interviews for key insights with industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares, splits, and breakdowns were determined using secondary sources and verified through primary sources. All the possible parameters that affect the market covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analysed to arrive at the final quantitative and qualitative data. This data has been consolidated, and detailed inputs and analysis from Analytics Market Research added before being presented in this report.

Frequently Asked Questions
• What is the market size and growth projections?
• What is the market size and growth projection for each of the market segments and sub-segments across Countries & Regions?
• What are the top performing segments, and countries / regions of each of the markets?
• What is the market size and growth rate across key countries / regions?
• How big is the global & regional market in terms of revenue and volume?
• How far market will grow in forecast period in terms of revenue and volume?
• What factors will influence demand and supply trends across each markets during the forecast period?
• What are the technology trends shaping various markets?
• Which country / region has more opportunities?
• What is the COVID-19 impact on the market and how long will it take to recover?
• Who are the key competitors of market Players?
• What are the market share (%) of Key Players?
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• What are PEST analysis, Ecosystem Analysis, Porter's Five Forecast Analysis, Ansoff Matrix, and SWOT Analysis among other analyses for diverse markets?
Base Year: 2023
Historic Year: 2016-2022
Forecast: 2024-2035


1 Esports and Gaming Market Definition and Overview
1.1 Objectives of the Study
1.2 Overview of Esports and Gaming
1.3 Esports and Gaming Market Scope and Market Size Estimation
1.4 Market Segmentation
1.4.1 Types of Esports and Gaming
1.4.2 Applications of Esports and Gaming
1.5 Market Exchange Rate

2 Research Method and Logic
2.1 Methodology
2.2 Research Data Source

3 Market Competition Analysis
3.1 Valve Corporation Market Performance Analysis
3.1.1 Valve Corporation 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 Valve Corporation Sales, Value, Price, Gross Margin 2016-2021
3.2 Gfinity, PLC Market Performance Analysis
3.2.1 Gfinity, PLC 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 Gfinity, PLC Sales, Value, Price, Gross Margin 2016-2021
3.3 Kabam Market Performance Analysis
3.3.1 Kabam 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 Kabam Sales, Value, Price, Gross Margin 2016-2021
3.4 Gen.G Esports Market Performance Analysis
3.4.1 Gen.G Esports 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 Gen.G Esports Sales, Value, Price, Gross Margin 2016-2021
3.5 Rovio Entertainment Market Performance Analysis
3.5.1 Rovio Entertainment 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 Rovio Entertainment Sales, Value, Price, Gross Margin 2016-2021
3.6 Epic Games Market Performance Analysis
3.6.1 Epic Games 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 Epic Games Sales, Value, Price, Gross Margin 2016-2021
3.7 King Digital Entertainment PLC Market Performance Analysis
3.7.1 King Digital Entertainment PLC 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 King Digital Entertainment PLC 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 Team SoloMid Market Performance Analysis
3.9.1 Team SoloMid 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 Team SoloMid Sales, Value, Price, Gross Margin 2016-2021
3.10 Team Liquid Market Performance Analysis
3.10.1 Team Liquid 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 Team Liquid Sales, Value, Price, Gross Margin 2016-2021
3.11 Zynga Inc. Market Performance Analysis
3.11.1 Zynga Inc. 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 Zynga Inc. Sales, Value, Price, Gross Margin 2016-2021
3.12 Nintendo Market Performance Analysis
3.12.1 Nintendo 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 Nintendo Sales, Value, Price, Gross Margin 2016-2021
3.13 Wargaming Public Market Performance Analysis
3.13.1 Wargaming Public 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 Wargaming Public Sales, Value, Price, Gross Margin 2016-2021
3.14 Riot Games Inc. Market Performance Analysis
3.14.1 Riot Games Inc. 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 Riot Games Inc. Sales, Value, Price, Gross Margin 2016-2021
3.15 Hi-Rez Studios Market Performance Analysis
3.15.1 Hi-Rez Studios 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 Hi-Rez Studios Sales, Value, Price, Gross Margin 2016-2021
3.16 Tencent Market Performance Analysis
3.16.1 Tencent 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 Tencent Sales, Value, Price, Gross Margin 2016-2021
3.17 Gamevil Inc. Market Performance Analysis
3.17.1 Gamevil Inc. Basic Information
3.17.2 Product and Service Analysis
3.17.3 Strategies for Company to Deal with the Impact of COVID-19
3.17.4 Gamevil Inc. Sales, Value, Price, Gross Margin 2016-2021
3.18 Electronic Arts, Inc. Market Performance Analysis
3.18.1 Electronic Arts, Inc. Basic Information
3.18.2 Product and Service Analysis
3.18.3 Strategies for Company to Deal with the Impact of COVID-19
3.18.4 Electronic Arts, Inc. Sales, Value, Price, Gross Margin 2016-2021
3.19 FACEIT Market Performance Analysis
3.19.1 FACEIT Basic Information
3.19.2 Product and Service Analysis
3.19.3 Strategies for Company to Deal with the Impact of COVID-19
3.19.4 FACEIT Sales, Value, Price, Gross Margin 2016-2021
3.20 Turner Broadcasting System Market Performance Analysis
3.20.1 Turner Broadcasting System Basic Information
3.20.2 Product and Service Analysis
3.20.3 Strategies for Company to Deal with the Impact of COVID-19
3.20.4 Turner Broadcasting System Sales, Value, Price, Gross Margin 2016-2021
3.21 CJ Corporation Market Performance Analysis
3.21.1 CJ Corporation Basic Information
3.21.2 Product and Service Analysis
3.21.3 Strategies for Company to Deal with the Impact of COVID-19
3.21.4 CJ Corporation Sales, Value, Price, Gross Margin 2016-2021
3.22 Total Entertainment Network Market Performance Analysis
3.22.1 Total Entertainment Network Basic Information
3.22.2 Product and Service Analysis
3.22.3 Strategies for Company to Deal with the Impact of COVID-19
3.22.4 Total Entertainment Network Sales, Value, Price, Gross Margin 2016-2021
3.23 G2 Esports Market Performance Analysis
3.23.1 G2 Esports Basic Information
3.23.2 Product and Service Analysis
3.23.3 Strategies for Company to Deal with the Impact of COVID-19
3.23.4 G2 Esports Sales, Value, Price, Gross Margin 2016-2021
3.24 Echo Fox Market Performance Analysis
3.24.1 Echo Fox Basic Information
3.24.2 Product and Service Analysis
3.24.3 Strategies for Company to Deal with the Impact of COVID-19
3.24.4 Echo Fox Sales, Value, Price, Gross Margin 2016-2021
3.25 Activision Blizzard Inc. Market Performance Analysis
3.25.1 Activision Blizzard Inc. Basic Information
3.25.2 Product and Service Analysis
3.25.3 Strategies for Company to Deal with the Impact of COVID-19
3.25.4 Activision Blizzard Inc. Sales, Value, Price, Gross Margin 2016-2021
3.26 Cloud9 Market Performance Analysis
3.26.1 Cloud9 Basic Information
3.26.2 Product and Service Analysis
3.26.3 Strategies for Company to Deal with the Impact of COVID-19
3.26.4 Cloud9 Sales, Value, Price, Gross Margin 2016-2021
3.27 Immortals Market Performance Analysis
3.27.1 Immortals Basic Information
3.27.2 Product and Service Analysis
3.27.3 Strategies for Company to Deal with the Impact of COVID-19
3.27.4 Immortals Sales, Value, Price, Gross Margin 2016-2021
3.28 Fnatic Market Performance Analysis
3.28.1 Fnatic Basic Information
3.28.2 Product and Service Analysis
3.28.3 Strategies for Company to Deal with the Impact of COVID-19
3.28.4 Fnatic Sales, Value, Price, Gross Margin 2016-2021
3.29 Modern Times Group MTG AB Market Performance Analysis
3.29.1 Modern Times Group MTG AB Basic Information
3.29.2 Product and Service Analysis
3.29.3 Strategies for Company to Deal with the Impact of COVID-19
3.29.4 Modern Times Group MTG AB Sales, Value, Price, Gross Margin 2016-2021
3.30 Alisports Market Performance Analysis
3.30.1 Alisports Basic Information
3.30.2 Product and Service Analysis
3.30.3 Strategies for Company to Deal with the Impact of COVID-19
3.30.4 Alisports Sales, Value, Price, Gross Margin 2016-2021
3.31 100 Thieves Market Performance Analysis
3.31.1 100 Thieves Basic Information
3.31.2 Product and Service Analysis
3.31.3 Strategies for Company to Deal with the Impact of COVID-19
3.31.4 100 Thieves Sales, Value, Price, Gross Margin 2016-2021

4 Market Segment by Type, Historical Data and Market Forecasts
4.1 Global Esports and Gaming Production and Value by Type
4.1.1 Global Esports and Gaming Production by Type 2016-2021
4.1.2 Global Esports and Gaming Market Value by Type 2016-2021
4.2 Global Esports and Gaming Market Production, Value and Growth Rate by Type 2016-2021
4.2.1 Multiplayer Online Battle Arena (MOBA) Market Production, Value and Growth Rate
4.2.2 Player vs. Player (PvP) Market Production, Value and Growth Rate
4.2.3 First Person Shooters (FPS) Market Production, Value and Growth Rate
4.2.4 Real Time Strategy (RTS) Market Production, Value and Growth Rate
4.2.5 Salons & Spas Market Production, Value and Growth Rate
4.3 Global Esports and Gaming Production and Value Forecast by Type
4.3.1 Global Esports and Gaming Production Forecast by Type 2021-2026
4.3.2 Global Esports and Gaming Market Value Forecast by Type 2021-2026
4.4 Global Esports and Gaming Market Production, Value and Growth Rate by Type Forecast 2021-2026
4.4.1 Multiplayer Online Battle Arena (MOBA) Market Production, Value and Growth Rate Forecast
4.4.2 Player vs. Player (PvP) Market Production, Value and Growth Rate Forecast
4.4.3 First Person Shooters (FPS) Market Production, Value and Growth Rate Forecast
4.4.4 Real Time Strategy (RTS) Market Production, Value and Growth Rate Forecast
4.4.5 Salons & Spas Market Production, Value and Growth Rate Forecast

5 Market Segment by Application, Historical Data and Market Forecasts
5.1 Global Esports and Gaming Consumption and Value by Application
5.1.1 Global Esports and Gaming Consumption by Application 2016-2021
5.1.2 Global Esports and Gaming Market Value by Application 2016-2021
5.2 Global Esports and Gaming Market Consumption, Value and Growth Rate by Application 2016-2021
5.2.1 PC-based Esports Market Consumption, Value and Growth Rate
5.2.2 Consoles-based Esports Market Consumption, Value and Growth Rate
5.2.3 Mobile & Tablets Market Consumption, Value and Growth Rate
5.3 Global Esports and Gaming Consumption and Value Forecast by Application
5.3.1 Global Esports and Gaming Consumption Forecast by Application 2021-2026
5.3.2 Global Esports and Gaming Market Value Forecast by Application 2021-2026
5.4 Global Esports and Gaming Market Consumption, Value and Growth Rate by Application Forecast 2021-2026
5.4.1 PC-based Esports Market Consumption, Value and Growth Rate Forecast
5.4.2 Consoles-based Esports Market Consumption, Value and Growth Rate Forecast
5.4.3 Mobile & Tablets Market Consumption, Value and Growth Rate Forecast

6 Global Esports and Gaming by Region, Historical Data and Market Forecasts
6.1 Global Esports and Gaming Sales by Region 2016-2021
6.2 Global Esports and Gaming Market Value by Region 2016-2021
6.3 Global Esports and Gaming 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 Esports and Gaming Sales Forecast by Region 2021-2026
6.5 Global Esports and Gaming Market Value Forecast by Region 2021-2026
6.6 Global Esports and Gaming Market Sales, Value and Growth Rate Forecast by Region 2021-2026
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 2016-2026
7.1 United State Esports and Gaming Value and Market Growth 2016-2021
7.2 United State Esports and Gaming Sales and Market Growth 2016-2021
7.3 United State Esports and Gaming Market Value Forecast 2021-2026

8 Canada Market Size Analysis 2016-2026
8.1 Canada Esports and Gaming Value and Market Growth 2016-2021
8.2 Canada Esports and Gaming Sales and Market Growth 2016-2021
8.3 Canada Esports and Gaming Market Value Forecast 2021-2026

9 Germany Market Size Analysis 2016-2026
9.1 Germany Esports and Gaming Value and Market Growth 2016-2021
9.2 Germany Esports and Gaming Sales and Market Growth 2016-2021
9.3 Germany Esports and Gaming Market Value Forecast 2021-2026

10 UK Market Size Analysis 2016-2026
10.1 UK Esports and Gaming Value and Market Growth 2016-2021
10.2 UK Esports and Gaming Sales and Market Growth 2016-2021
10.3 UK Esports and Gaming Market Value Forecast 2021-2026

11 France Market Size Analysis 2016-2026
11.1 France Esports and Gaming Value and Market Growth 2016-2021
11.2 France Esports and Gaming Sales and Market Growth 2016-2021
11.3 France Esports and Gaming Market Value Forecast 2021-2026

12 Italy Market Size Analysis 2016-2026
12.1 Italy Esports and Gaming Value and Market Growth 2016-2021
12.2 Italy Esports and Gaming Sales and Market Growth 2016-2021
12.3 Italy Esports and Gaming Market Value Forecast 2021-2026

13 Spain Market Size Analysis 2016-2026
13.1 Spain Esports and Gaming Value and Market Growth 2016-2021
13.2 Spain Esports and Gaming Sales and Market Growth 2016-2021
13.3 Spain Esports and Gaming Market Value Forecast 2021-2026

14 Russia Market Size Analysis 2016-2026
14.1 Russia Esports and Gaming Value and Market Growth 2016-2021
14.2 Russia Esports and Gaming Sales and Market Growth 2016-2021
14.3 Russia Esports and Gaming Market Value Forecast 2021-2026

15 China Market Size Analysis 2016-2026
15.1 China Esports and Gaming Value and Market Growth 2016-2021
15.2 China Esports and Gaming Sales and Market Growth 2016-2021
15.3 China Esports and Gaming Market Value Forecast 2021-2026

16 Japan Market Size Analysis 2016-2026
16.1 Japan Esports and Gaming Value and Market Growth 2016-2021
16.2 Japan Esports and Gaming Sales and Market Growth 2016-2021
16.3 Japan Esports and Gaming Market Value Forecast 2021-2026

17 South Korea Market Size Analysis 2016-2026
17.1 South Korea Esports and Gaming Value and Market Growth 2016-2021
17.2 South Korea Esports and Gaming Sales and Market Growth 2016-2021
17.3 South Korea Esports and Gaming Market Value Forecast 2021-2026

18 Australia Market Size Analysis 2016-2026
18.1 Australia Esports and Gaming Value and Market Growth 2016-2021
18.2 Australia Esports and Gaming Sales and Market Growth 2016-2021
18.3 Australia Esports and Gaming Market Value Forecast 2021-2026

19 Thailand Market Size Analysis 2016-2026
19.1 Thailand Esports and Gaming Value and Market Growth 2016-2021
19.2 Thailand Esports and Gaming Sales and Market Growth 2016-2021
19.3 Thailand Esports and Gaming Market Value Forecast 2021-2026

20 Brazil Market Size Analysis 2016-2026
20.1 Brazil Esports and Gaming Value and Market Growth 2016-2021
20.2 Brazil Esports and Gaming Sales and Market Growth 2016-2021
20.3 Brazil Esports and Gaming Market Value Forecast 2021-2026

21 Argentina Market Size Analysis 2016-2026
21.1 Argentina Esports and Gaming Value and Market Growth 2016-2021
21.2 Argentina Esports and Gaming Sales and Market Growth 2016-2021
21.3 Argentina Esports and Gaming Market Value Forecast 2021-2026

22 Chile Market Size Analysis 2016-2026
22.1 Chile Esports and Gaming Value and Market Growth 2016-2021
22.2 Chile Esports and Gaming Sales and Market Growth 2016-2021
22.3 Chile Esports and Gaming Market Value Forecast 2021-2026

23 South Africa Market Size Analysis 2016-2026
23.1 South Africa Esports and Gaming Value and Market Growth 2016-2021
23.2 South Africa Esports and Gaming Sales and Market Growth 2016-2021
23.3 South Africa Esports and Gaming Market Value Forecast 2021-2026

24 Egypt Market Size Analysis 2016-2026
24.1 Egypt Esports and Gaming Value and Market Growth 2016-2021
24.2 Egypt Esports and Gaming Sales and Market Growth 2016-2021
24.3 Egypt Esports and Gaming Market Value Forecast 2021-2026

25 UAE Market Size Analysis 2016-2026
25.1 UAE Esports and Gaming Value and Market Growth 2016-2021
25.2 UAE Esports and Gaming Sales and Market Growth 2016-2021
25.3 UAE Esports and Gaming Market Value Forecast 2021-2026

26 Saudi Arabia Market Size Analysis 2016-2026
26.1 Saudi Arabia Esports and Gaming Value and Market Growth 2016-2021
26.2 Saudi Arabia Esports and Gaming Sales and Market Growth 2016-2021
26.3 Saudi Arabia Esports and Gaming Market Value Forecast 2021-2026

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

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We Market Research senior executive is assigned to each consulting engagement and works closely with the project team to deliver as per the clients expectations.

Market Research Process




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To mitigate risks that can impact project success, we deploy the follow project delivery best practices:
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Case Study- Automotive Sector

One of the key manufacturers of automotive had plans to invest in electric utility vehicles. The electric cars and associated markets being a of evolving nature, the automotive client approached Straits Research for a detailed insight on the market forecasts. The client specifically asked for competitive analysis, regulatory framework, regional prospects studied under the influence of drivers, challenges, opportunities, and pricing in terms of revenue and sales (million units).

Solution

The overall study was executed in three stages, intending to help the client meet its objective of precisely understanding the entire market before deciding on an investment. At first, secondary research was conducted considering political, economic, social, and technological parameters to get a gist of the various aspects of the market. This stage of the study concluded with the derivation of drivers, opportunities, and challenges. It also laid substantial emphasis on understanding and collecting data not only on a global scale but also on the regional and country levels. Data Extraction through Primary Research

The second stage involved primary research in which several market players and automotive parts suppliers were contacted to study their viewpoint concerning the development of their market and production capacity, clientele, and product line. This stage concluded in a brief understanding of the competitive ecosystem and also glanced through the strategies and pricing of the companies profiled.

Market Estimates and Forecast

In the final stage of the study, market forecasts for the electric utility were derived using multiple market engineering approaches. This data helped the client to get an overview of the market and accelerate the process of investment.

Case Study- ICT Sector

Business process outsourcing, being one of the lucrative markets from both supply- and demand- side, has appealed to various companies. One of the prominent corporations based out of Japan approached us with their requirements regarding the scope of the procurement outsourcing market for around 50 countries. Additionally, the client also sought key players operating in the market and their revenue breakdown in terms of region and application.


Business Solution

An exhaustive market study was conducted based on primary and secondary research that involved factors such as labor costs in various countries, skilled and technical labors, manufacturing scenario, and their respective contributions in the global GDP. A comparative study of the market was conducted from both supply- and demand side, with the supply-side comprising of notable companies, such as GEP, Accenture, and others, that provide these services. On the other hand, large manufacturing companies from them demand-side were considered that opt for these services.


Conclusion

The report aided the client in understanding the market trends, including country-level business scenarios, consumer behavior, and trends in 50 countries. The report also provided financial insights of crucial players and detailed market estimations and forecasts till 2028.

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