Table of Content


Contents

1. Executive Summary

2. Global Esports Market
2.1. Product Overview
2.2. Market Definition
2.3. Segmentation
2.4. Assumptions and Acronyms

3. Research Methodology
3.1. Research Objectives
3.2. Primary Research
3.3. Secondary Research
3.4. Forecast Model
3.5. Market Size Estimation

4. Average Pricing Analysis

5. Macro-Economic Indicators

6. Market Dynamics
6.1. Growth Drivers
6.2. Restraints
6.3. Opportunity
6.4. Trends

7. Correlation & Regression Analysis
7.1. Correlation Matrix
7.2. Regression Matrix

8. Recent Development, Policies & Regulatory Landscape

9. Risk Analysis
9.1. Demand Risk Analysis
9.2. Supply Risk Analysis

10. Global Esports Market Analysis
10.1. Porters Five Forces
10.1.1. Threat of New Entrants
10.1.2. Bargaining Power of Suppliers
10.1.3. Threat of Substitutes
10.1.4. Rivalry
10.2. PEST Analysis
10.2.1. Political
10.2.2. Economic
10.2.3. Social
10.2.4. Technological

11. Global Esports Market
11.1. Market Size & forecast, 2020A-2031F
11.1.1. By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
11.1.2. By Volume (Million Units) 2020-2031F; Y-o-Y Growth (%) 2021-2031F

12. Global Esports Market: Market Segmentation
12.1. By Regions
12.1.1. North America:(U.S. and Canada), By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.1.2. Latin America: (Latin America), By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.1.3. Europe: (United Kingdom, France, Germany, and Rest of Europe), By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.1.4. Asia-Pacific: (China, India, Japan, Rest of Asia Pacific), By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.1.5. Middle East and Africa: (North Africa, South Africa, Rest of Middle East and Africa), By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.2. By Device Type: Market Share (2020-2031F)
12.2.1. Smart Phone, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.2.2. Smart TV, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.2.3. Desktop -Laptop-Tablets, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.2.4. Gaming Console, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.3. By Streaming Type: Market Share (2020-2031F)
12.3.1. On Demand, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.3.2. Live, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.4. By Application: Market Share (2020-2031F)
12.4.1. Platform, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.4.2. Service, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.5. By Revenue Stream: Market Share (2020-2031F)
12.5.1. Media Rights, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.5.2. Game Publisher Fee, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.5.3. Sponsorship, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.5.4. Digital Advertisement, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.5.5. Tickets and Merchandise, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F

13. Company Profile
13.1. Activision Blizzard, Inc.
13.1.1. Company Overview
13.1.2. Company Total Revenue (Financials)
13.1.3. Market Potential
13.1.4. Global Presence
13.1.5. Key Performance Indicators
13.1.6. SWOT Analysis
13.1.7. Product Launch
13.2. CJ Corporation
13.3. Electronic Arts
13.4. FACEIT
13.5. Gameloft SE
13.6. Gfinity
13.7. Kabam
13.8. Modern Times Group
13.9. Nintendo
13.10. NVIDIA Corporation
13.11. Other Prominent Players


14. Consultant Recommendation
**The above given segmentations and companies could be subjected to further modification based on in-depth feasibility studies conducted for the final deliverable.