Chapter 1 eSports Market Overview
1.1 eSports Definition
1.2 Global eSports Market Size Status and Outlook (2015-2030)
1.3 Global eSports Market Size Comparison by Region (2015-2030)
1.4 Global eSports Market Size Comparison by Type (2015-2030)
1.5 Global eSports Market Size Comparison by Application (2015-2030)
1.6 Global eSports Market Size Comparison by Sales Channel (2015-2030)
1.7 eSports 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 eSports Market Segment Analysis by Player
2.1 Global eSports Sales and Market Share by Player (2018-2020)
2.2 Global eSports Revenue and Market Share by Player (2018-2020)
2.3 Global eSports Average Price by Player (2018-2020)
2.4 Players Competition Situation & Trends
2.5 Conclusion of Segment by Player
Chapter 3 eSports Market Segment Analysis by Type
3.1 Global eSports 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 eSports Sales and Market Share by Type (2015-2020)
3.3 Global eSports Revenue and Market Share by Type (2015-2020)
3.4 Global eSports Average Price by Type (2015-2020)
3.5 Leading Players of eSports by Type in 2020
3.6 Conclusion of Segment by Type
Chapter 4 eSports Market Segment Analysis by Application
4.1 Global eSports Market by Application
4.1.1 PC
4.1.2 Mobile
4.1.3 Others
4.2 Global eSports Revenue and Market Share by Application (2015-2020)
4.3 Leading Consumers of eSports by Application in 2020
4.4 Conclusion of Segment by Application
Chapter 5 eSports Market Segment Analysis by Sales Channel
5.1 Global eSports Market by Sales Channel
5.1.1 Direct Channel
5.1.2 Distribution Channel
5.2 Global eSports Revenue and Market Share by Sales Channel (2015-2020)
5.3 Leading Distributors/Dealers of eSports by Sales Channel in 2020
5.4 Conclusion of Segment by Sales Channel
Chapter 6 eSports Market Segment Analysis by Region
6.1 Global eSports Market Size and CAGR by Region (2015-2030)
6.2 Global eSports Sales and Market Share by Region (2015-2020)
6.3 Global eSports 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 eSports Market Share by Type
6.4.3 North America eSports 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 eSports Market Share by Type
6.5.3 Europe eSports 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 eSports Market Share by Type
6.6.3 Asia-Pacific eSports 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 eSports Market Share by Type
6.7.3 South America eSports 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 eSports Market Share by Type
6.8.3 Middle East & Africa eSports 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 eSports 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 eSports
8.1 Industrial Chain of eSports
8.2 Upstream of eSports
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 eSports
8.3.1 Leading Distributors/Dealers of eSports
8.3.2 Leading Consumers of eSports
Chapter 9 Development Trend of eSports (2021-2030)
9.1 Global eSports Market Size (Sales and Revenue) Forecast (2021-2030)
9.2 Global eSports Market Size and CAGR Forecast by Region (2021-2030)
9.3 Global eSports Market Size and CAGR Forecast by Type (2021-2030)
9.4 Global eSports Market Size and CAGR Forecast by Application (2021-2030)
9.5 Global eSports 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