Chapter 1 E-sports Market Overview
1.1 E-sports Definition
1.2 Global E-sports Market Size Status and Outlook (2015-2030)
1.3 Global E-sports Market Size Comparison by Region (2015-2030)
1.4 Global E-sports Market Size Comparison by Type (2015-2030)
1.5 Global E-sports Market Size Comparison by Application (2015-2030)
1.6 Global E-sports Market Size Comparison by Sales Channel (2015-2030)
1.7 E-sports Market Dynamics (COVID-19 Impacts)
1.7.1 Market Drivers/Opportunities
1.7.2 Market Challenges/Risks
1.7.3 Market News (Mergers/Acquisitions/Expansion)
1.7.4 COVID-19 Impacts on Current Market
1.7.5 Post-Strategies of COVID-19 Outbreak
Chapter 2 E-sports Market Segment Analysis by Player
2.1 Global E-sports Sales and Market Share by Player (2018-2020)
2.2 Global E-sports Revenue and Market Share by Player (2018-2020)
2.3 Global E-sports Average Price by Player (2018-2020)
2.4 Players Competition Situation & Trends
2.5 Conclusion of Segment by Player
Chapter 3 E-sports Market Segment Analysis by Type
3.1 Global E-sports Market by Type
3.1.1 Sponsorship Revenue
3.1.2 Advertising Revenue
3.1.3 Merchandise & Tickets Revenue
3.1.4 Publisher Fees Revenue
3.1.5 Media Rights Revenue
3.2 Global E-sports Sales and Market Share by Type (2015-2020)
3.3 Global E-sports Revenue and Market Share by Type (2015-2020)
3.4 Global E-sports Average Price by Type (2015-2020)
3.5 Leading Players of E-sports by Type in 2020
3.6 Conclusion of Segment by Type
Chapter 4 E-sports Market Segment Analysis by Application
4.1 Global E-sports Market by Application
4.1.1 PC
4.1.2 Mobile
4.1.3 Others
4.2 Global E-sports Revenue and Market Share by Application (2015-2020)
4.3 Leading Consumers of E-sports by Application in 2020
4.4 Conclusion of Segment by Application
Chapter 5 E-sports Market Segment Analysis by Sales Channel
5.1 Global E-sports Market by Sales Channel
5.1.1 Direct Channel
5.1.2 Distribution Channel
5.2 Global E-sports Revenue and Market Share by Sales Channel (2015-2020)
5.3 Leading Distributors/Dealers of E-sports by Sales Channel in 2020
5.4 Conclusion of Segment by Sales Channel
Chapter 6 E-sports Market Segment Analysis by Region
6.1 Global E-sports Market Size and CAGR by Region (2015-2030)
6.2 Global E-sports Sales and Market Share by Region (2015-2020)
6.3 Global E-sports Revenue and Market Share by Region (2015-2020)
6.4 North America
6.4.1 North America Market by Country
6.4.2 North America E-sports Market Share by Type
6.4.3 North America E-sports Market Share by Application
6.4.4 United States
6.4.5 Canada
6.4.6 Mexico
6.5 Europe
6.5.1 Europe Market by Country
6.5.2 Europe E-sports Market Share by Type
6.5.3 Europe E-sports Market Share by Application
6.5.4 Germany
6.5.5 UK
6.5.6 France
6.5.7 Italy
6.5.8 Russia
6.5.9 Spain
6.6 Asia-Pacific
6.6.1 Asia-Pacific Market by Country
6.6.2 Asia-Pacific E-sports Market Share by Type
6.6.3 Asia-Pacific E-sports Market Share by Application
6.6.4 China
6.6.5 Japan
6.6.6 Korea
6.6.7 India
6.6.8 Southeast Asia
6.6.9 Australia
6.7 South America
6.7.1 South America Market by Country
6.7.2 South America E-sports Market Share by Type
6.7.3 South America E-sports Market Share by Application
6.7.4 Brazil
6.7.5 Argentina
6.7.6 Colombia
6.8 Middle East & Africa
6.8.1 Middle East & Africa Market by Country
6.8.2 Middle East & Africa E-sports Market Share by Type
6.8.3 Middle East & Africa E-sports Market Share by Application
6.8.4 UAE
6.8.5 Saudi Arabia
6.8.6 South Africa
6.9 Conclusion of Segment by Region
Chapter 7 Profile of Leading E-sports Players
7.1 Activision Blizzard
7.1.1 Company Snapshot
7.1.2 Product/Service Offered
7.1.3 Business Performance (Sales, Price, Revenue, Gross Margin and Market Share)
7.1.4 COVID-19 Impact on Activision Blizzard
7.2 Valve Corporation
7.3 Tencent
7.4 Electronic Arts
7.5 Gameloft
7.6 Nintendo
7.7 NVIDIA Corporation
7.8 HTC Corporation
7.9 Intel Corporation
7.10 Modern Times Group (MTG)
7.11 CJ Corporation
7.12 Turner Broadcasting System
7.13 Faceit
7.14 Gfinity
7.15 Hi Rez Studios
7.16 Kabum
7.17 Wargaming Public
7.18 Rovio Entertainment
7.19 Gungho Online Entertainment
7.20 Alisports
7.21 Capcom
7.22 Epic Games
Chapter 8 Upstream and Downstream Analysis of E-sports
8.1 Industrial Chain of E-sports
8.2 Upstream of E-sports
8.2.1 Raw Materials
8.2.2 Labor Cost
8.2.3 Manufacturing Expenses
8.2.4 Manufacturing Cost Structure
8.2.5 Manufacturing Process
8.3 Downstream of E-sports
8.3.1 Leading Distributors/Dealers of E-sports
8.3.2 Leading Consumers of E-sports
Chapter 9 Development Trend of E-sports (2021-2030)
9.1 Global E-sports Market Size (Sales and Revenue) Forecast (2021-2030)
9.2 Global E-sports Market Size and CAGR Forecast by Region (2021-2030)
9.3 Global E-sports Market Size and CAGR Forecast by Type (2021-2030)
9.4 Global E-sports Market Size and CAGR Forecast by Application (2021-2030)
9.5 Global E-sports Market Size and CAGR Forecast by Sales Channel (2021-2030)
Chapter 10 Appendix
10.1 Research Methodology
10.2 Data Sources
10.3 Disclaimer
10.4 Analysts Certification