Global Esports and Gaming Market Professional Survey by Types, Applications, and Players, with Regional Growth Rate Analysis and Development Situation, from 2023 to 2028

Global Esports and Gaming Market Professional Survey by Types, Applications, and Players, with Regional Growth Rate Analysis and Development Situation, from 2023 to 2028


This report elaborates on the market size, market characteristics, and market growth of the Esports and Gaming industry between the year 2018 to 2028, and breaks down according to the product type, downstream application, and consumption area of Esports and Gaming. The report also introduces players in the industry from the perspective of the value chain and looks into the leading companies.

Key Points this Global Esports and Gaming Market Report Include:

Market Size Estimates: Esports and Gaming market size estimation in terms of revenue and sales from 2018-2028
Market Dynamic and Trends: Esports and Gaming market drivers, restraints, opportunities, and challenges
Macro-economy and Regional Conflict: Influence of global inflation and Russia & Ukraine War on the Esports and Gaming market
Segment Market Analysis: Esports and Gaming market revenue and sales by type and by application from 2018-2028
Regional Market Analysis: Esports and Gaming market situations and prospects in major and top regions and countries
Esports and Gaming Market Competitive Landscape and Major Players: Analysis of 10-15 leading market players, sales, price, revenue, gross, gross margin, product/service profile and recent development/updates, etc.
Esports and Gaming Industry Chain: Esports and Gaming market raw materials & suppliers, manufacturing process, distributors by region, downstream customers
Esports and Gaming Industry News, Policies by regions
Esports and Gaming Industry Porters Five Forces Analysis

Key players in the global Esports and Gaming market are covered in Chapter 2:

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

In Chapter 6 and Chapter 9, on the basis of types, the Esports and Gaming market from 2018 to 2028 is primarily split into:

Multiplayer Online Battle Arena (MOBA)
Player vs. Player (PvP)
First Person Shooters (FPS)
Real Time Strategy (RTS)
Salons & Spas

In Chapter 7 and Chapter 10, on the basis of applications, the Esports and Gaming market from 2018 to 2028 covers:

PC-based Esports
Consoles-based Esports
Mobile & Tablets

Geographically, the detailed analysis of consumption, revenue, market share and growth rate of the following regions from 2018 to 2028 are covered in Chapter 8 and Chapter 11:

United States
Europe
China
Japan
India
Southeast Asia
Latin America
Middle East and Africa
Others

In summary, this report relies on sources from both primary and secondary, combines comprehensive quantitative analysis with detailed qualitative analysis, and pictures the market from a macro overview to micro granular segment aspects. Whatever your role in this industry value chain is, you should benefit from this report with no doubt.

Chapter Outline

This report consists of 12 chapters. Below is a brief guideline to help you quickly grasp the main contents of each chapter:

Chapter 1 first introduces the product overview, market scope, product classification, application, and regional division, and then summarizes the global Esports and Gaming market size in terms of revenue, sales volume, and average price.

Chapter 2 analyzes the main companies in the Esports and Gaming industry, including their main businesses, products/services, sales, prices, revenue, gross profit margin, and the latest developments/updates.

Chapter 3 is an analysis of the competitive environment of Esports and Gaming market participants. This mainly includes the revenue, sales, market share, and average price of the top players, along with the market concentration ratio in 2022 and the players' M&A and expansion in recent years.

Chapter 4 is an analysis of the Esports and Gaming industrial chain, including raw material analysis, manufacturing cost structure, distributors, and major downstream buyers.

Chapter 5 focuses on Esports and Gaming market dynamics and marketing strategy analysis, which include opportunities, challenges, industry development trends under inflation, industry news and policies analyzed by region, Porter's Five Forces analysis, as well as direct and indirect marketing, and the development trends of marketing channels.

Chapters 6-8 have segmented the Esports and Gaming market by type, application, and region, with a focus on sales and value from 2018 to 2023 from both vertical and horizontal perspectives.

Chapters 9-11 provide detailed Esports and Gaming market forecast data for 2023-2028, broken down by type and application, region, and major countries to help understand future growth trends.

Chapter 12 concludes with an explanation of the data sources and research methods. Verify and analyze through preliminary research to obtain final quantitative and qualitative data.

Years considered for this report:

Historical Years: 2018-2022
Base Year: 2022
Estimated Year: 2023
Forecast Period: 2023-2028


Chapter 1 Market Overview
Chapter 2 Players Profiles
Chapter 3 Competitive Environment: by Players
Chapter 4 Industry Chain Analysis
Chapter 5 Esports and Gaming Market Dynamic and Trends, Marketing Strategy Analysis
Chapter 6 Global Esports and Gaming Market Segment by Type (2018-2023)
Chapter 7 Global Esports and Gaming Market Segment by Application (2018-2023)
Chapter 8 Global Esports and Gaming Market Segment by Region (2018-2023)
Chapter 9 Global Esports and Gaming Market Forecast Segment by Type
Chapter 10 Global Esports and Gaming Market Forecast Segment by Application
Chapter 11 Global Esports and Gaming Market Forecast Segment by Region
Chapter 12 Appendix

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