Global Electronic Sports Game Market Research Report 2022 - Market Study Report

Global Electronic Sports Game Market Research Report 2022

Report Format: PDF   |   Report ID: 5514474   |   Published Date: August 2022   |   Pages:  93  

Choose License
Market Analysis and Insights: Global Electronic Sports Game Market
Esports (also known as electronic sports, e-sports, or eSports) is a form of sport competition using video games. Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams.
The global Electronic Sports Game market size is projected to reach US$  million by 2028, from US$  million in 2021, at a CAGR of % during 2022-2028.
Fully considering the economic change by this health crisis, Multiplayer Online Battle Arena (MOBA) accounting for % of the Electronic Sports Game global market in 2021, is projected to value US$  million by 2028, growing at a revised % CAGR from 2022 to 2028. While Team segment is altered to an % CAGR throughout this forecast period.
China Electronic Sports Game market size is valued at US$  million in 2021, while the North America and Europe Electronic Sports Game are US$  million and US$  million, severally. The proportion of the North America is  % in 2021, while China and Europe are  % and respectively, and it is predicted that China proportion will reach  % in 2028, trailing a CAGR of  % through the analysis period 2022-2028. Japan, South Korea, and Southeast Asia are noteworthy markets in Asia, with CAGR  %,  %, and   % respectively for the next 6-year period. As for the Europe Electronic Sports Game landscape, Germany is projected to reach US$  million by 2028 trailing a CAGR of  % over the forecast period 2022-2028.
With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global Electronic Sports Game market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global Electronic Sports Game market in terms of revenue.
Overall, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global Electronic Sports Game market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global Electronic Sports Game market.
Global Electronic Sports Game Scope and Market Size
Electronic Sports Game market is segmented by players, region (country), by Type and by Application. Players, stakeholders, and other participants in the global Electronic Sports Game market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application for the period 2017-2028.
Segment by Type
    Multiplayer Online Battle Arena (MOBA)
    First-person Shooter (FPS)
    Fighting
    Card Games
    Battle Royale
    Real-time Strategy (RTS)
    Others
Segment by Application
    Team
    Individual
By Region
    North America
        United States
        Canada
    Europe
        Germany
        France
        UK
        Italy
        Russia
        Nordic Countries
        Rest of Europe
    Asia-Pacific
        China
        Japan
        South Korea
        Southeast Asia
        India
        Australia
        Rest of Asia
    Latin America
        Mexico
        Brazil
        Rest of Latin America
    Middle East & Africa
        Turkey
        Saudi Arabia
        UAE
        Rest of MEA
By Company
    Valve
    Riot Games
    Blizzard Entertainment
    Microsoft Studios
    Electronic Arts
    Kapcom
    Psyonix
    Hi - Rez Studios
    Wargaming
    Tencent
    Epic Games
    Nintendo
    Wargaming.net
    Gfinity
1 Report Overview
    1.1 Study Scope
    1.2 Market Analysis by Type
        1.2.1 Global Electronic Sports Game Market Size Growth Rate by Type: 2017 VS 2021 VS 2028
        1.2.2 Multiplayer Online Battle Arena (MOBA)
        1.2.3 First-person Shooter (FPS)
        1.2.4 Fighting
        1.2.5 Card Games
        1.2.6 Battle Royale
        1.2.7 Real-time Strategy (RTS)
        1.2.8 Others
    1.3 Market by Application
        1.3.1 Global Electronic Sports Game Market Share by Application: 2017 VS 2021 VS 2028
        1.3.2 Team
        1.3.3 Individual
    1.4 Study Objectives
    1.5 Years Considered
2 Global Growth Trends
    2.1 Global Electronic Sports Game Market Perspective (2017-2028)
    2.2 Electronic Sports Game Growth Trends by Region
        2.2.1 Electronic Sports Game Market Size by Region: 2017 VS 2021 VS 2028
        2.2.2 Electronic Sports Game Historic Market Size by Region (2017-2022)
        2.2.3 Electronic Sports Game Forecasted Market Size by Region (2023-2028)
    2.3 Electronic Sports Game Market Dynamics
        2.3.1 Electronic Sports Game Industry Trends
        2.3.2 Electronic Sports Game Market Drivers
        2.3.3 Electronic Sports Game Market Challenges
        2.3.4 Electronic Sports Game Market Restraints
3 Competition Landscape by Key Players
    3.1 Global Top Electronic Sports Game Players by Revenue
        3.1.1 Global Top Electronic Sports Game Players by Revenue (2017-2022)
        3.1.2 Global Electronic Sports Game Revenue Market Share by Players (2017-2022)
    3.2 Global Electronic Sports Game Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
    3.3 Players Covered: Ranking by Electronic Sports Game Revenue
    3.4 Global Electronic Sports Game Market Concentration Ratio
        3.4.1 Global Electronic Sports Game Market Concentration Ratio (CR5 and HHI)
        3.4.2 Global Top 10 and Top 5 Companies by Electronic Sports Game Revenue in 2021
    3.5 Electronic Sports Game Key Players Head office and Area Served
    3.6 Key Players Electronic Sports Game Product Solution and Service
    3.7 Date of Enter into Electronic Sports Game Market
    3.8 Mergers & Acquisitions, Expansion Plans
4 Electronic Sports Game Breakdown Data by Type
    4.1 Global Electronic Sports Game Historic Market Size by Type (2017-2022)
    4.2 Global Electronic Sports Game Forecasted Market Size by Type (2023-2028)
5 Electronic Sports Game Breakdown Data by Application
    5.1 Global Electronic Sports Game Historic Market Size by Application (2017-2022)
    5.2 Global Electronic Sports Game Forecasted Market Size by Application (2023-2028)
6 North America
    6.1 North America Electronic Sports Game Market Size (2017-2028)
    6.2 North America Electronic Sports Game Market Size by Country (2017-2022)
    6.3 North America Electronic Sports Game Market Size by Country (2023-2028)
    6.4 United States
    6.5 Canada
7 Europe
    7.1 Europe Electronic Sports Game Market Size (2017-2028)
    7.2 Europe Electronic Sports Game Market Size by Country (2017-2022)
    7.3 Europe Electronic Sports Game Market Size by Country (2023-2028)
    7.4 Germany
    7.5 France
    7.6 U.K.
    7.7 Italy
    7.8 Russia
    7.9 Nordic Countries
8 Asia-Pacific
    8.1 Asia-Pacific Electronic Sports Game Market Size (2017-2028)
    8.2 Asia-Pacific Electronic Sports Game Market Size by Country (2017-2022)
    8.3 Asia-Pacific Electronic Sports Game Market Size by Country (2023-2028)
    8.4 China
    8.5 Japan
    8.6 South Korea
    8.7 Southeast Asia
    8.8 India
    8.9 Australia
9 Latin America
    9.1 Latin America Electronic Sports Game Market Size (2017-2028)
    9.2 Latin America Electronic Sports Game Market Size by Country (2017-2022)
    9.3 Latin America Electronic Sports Game Market Size by Country (2023-2028)
    9.4 Mexico
    9.5 Brazil
10 Middle East & Africa
    10.1 Middle East & Africa Electronic Sports Game Market Size (2017-2028)
    10.2 Middle East & Africa Electronic Sports Game Market Size by Country (2017-2022)
    10.3 Middle East & Africa Electronic Sports Game Market Size by Country (2023-2028)
    10.4 Turkey
    10.5 Saudi Arabia
    10.6 UAE
11 Key Players Profiles
    11.1 Valve
        11.1.1 Valve Company Detail
        11.1.2 Valve Business Overview
        11.1.3 Valve Electronic Sports Game Introduction
        11.1.4 Valve Revenue in Electronic Sports Game Business (2017-2022)
        11.1.5 Valve Recent Development
    11.2 Riot Games
        11.2.1 Riot Games Company Detail
        11.2.2 Riot Games Business Overview
        11.2.3 Riot Games Electronic Sports Game Introduction
        11.2.4 Riot Games Revenue in Electronic Sports Game Business (2017-2022)
        11.2.5 Riot Games Recent Development
    11.3 Blizzard Entertainment
        11.3.1 Blizzard Entertainment Company Detail
        11.3.2 Blizzard Entertainment Business Overview
        11.3.3 Blizzard Entertainment Electronic Sports Game Introduction
        11.3.4 Blizzard Entertainment Revenue in Electronic Sports Game Business (2017-2022)
        11.3.5 Blizzard Entertainment Recent Development
    11.4 Microsoft Studios
        11.4.1 Microsoft Studios Company Detail
        11.4.2 Microsoft Studios Business Overview
        11.4.3 Microsoft Studios Electronic Sports Game Introduction
        11.4.4 Microsoft Studios Revenue in Electronic Sports Game Business (2017-2022)
        11.4.5 Microsoft Studios Recent Development
    11.5 Electronic Arts
        11.5.1 Electronic Arts Company Detail
        11.5.2 Electronic Arts Business Overview
        11.5.3 Electronic Arts Electronic Sports Game Introduction
        11.5.4 Electronic Arts Revenue in Electronic Sports Game Business (2017-2022)
        11.5.5 Electronic Arts Recent Development
    11.6 Kapcom
        11.6.1 Kapcom Company Detail
        11.6.2 Kapcom Business Overview
        11.6.3 Kapcom Electronic Sports Game Introduction
        11.6.4 Kapcom Revenue in Electronic Sports Game Business (2017-2022)
        11.6.5 Kapcom Recent Development
    11.7 Psyonix
        11.7.1 Psyonix Company Detail
        11.7.2 Psyonix Business Overview
        11.7.3 Psyonix Electronic Sports Game Introduction
        11.7.4 Psyonix Revenue in Electronic Sports Game Business (2017-2022)
        11.7.5 Psyonix Recent Development
    11.8 Hi - Rez Studios
        11.8.1 Hi - Rez Studios Company Detail
        11.8.2 Hi - Rez Studios Business Overview
        11.8.3 Hi - Rez Studios Electronic Sports Game Introduction
        11.8.4 Hi - Rez Studios Revenue in Electronic Sports Game Business (2017-2022)
        11.8.5 Hi - Rez Studios Recent Development
    11.9 Wargaming
        11.9.1 Wargaming Company Detail
        11.9.2 Wargaming Business Overview
        11.9.3 Wargaming Electronic Sports Game Introduction
        11.9.4 Wargaming Revenue in Electronic Sports Game Business (2017-2022)
        11.9.5 Wargaming Recent Development
    11.10 Tencent
        11.10.1 Tencent Company Detail
        11.10.2 Tencent Business Overview
        11.10.3 Tencent Electronic Sports Game Introduction
        11.10.4 Tencent Revenue in Electronic Sports Game Business (2017-2022)
        11.10.5 Tencent Recent Development
    11.11 Epic Games
        11.11.1 Epic Games Company Detail
        11.11.2 Epic Games Business Overview
        11.11.3 Epic Games Electronic Sports Game Introduction
        11.11.4 Epic Games Revenue in Electronic Sports Game Business (2017-2022)
        11.11.5 Epic Games Recent Development
    11.12 Nintendo
        11.12.1 Nintendo Company Detail
        11.12.2 Nintendo Business Overview
        11.12.3 Nintendo Electronic Sports Game Introduction
        11.12.4 Nintendo Revenue in Electronic Sports Game Business (2017-2022)
        11.12.5 Nintendo Recent Development
    11.13 Wargaming.net
        11.13.1 Wargaming.net Company Detail
        11.13.2 Wargaming.net Business Overview
        11.13.3 Wargaming.net Electronic Sports Game Introduction
        11.13.4 Wargaming.net Revenue in Electronic Sports Game Business (2017-2022)
        11.13.5 Wargaming.net Recent Development
    11.14 Gfinity
        11.14.1 Gfinity Company Detail
        11.14.2 Gfinity Business Overview
        11.14.3 Gfinity Electronic Sports Game Introduction
        11.14.4 Gfinity Revenue in Electronic Sports Game Business (2017-2022)
        11.14.5 Gfinity Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
    13.1 Research Methodology
        13.1.1 Methodology/Research Approach
        13.1.2 Data Source
    13.2 Disclaimer
    13.3 Author Details

List of Tables Table 1. Global Electronic Sports Game Market Size Growth Rate by Type (US$ Million): 2017 VS 2021 VS 2028 Table 2. Key Players of Multiplayer Online Battle Arena (MOBA) Table 3. Key Players of First-person Shooter (FPS) Table 4. Key Players of Fighting Table 5. Key Players of Card Games Table 6. Key Players of Battle Royale Table 7. Key Players of Real-time Strategy (RTS) Table 8. Key Players of Others Table 9. Global Electronic Sports Game Market Size Growth by Application (US$ Million): 2017 VS 2021 VS 2028 Table 10. Global Electronic Sports Game Market Size by Region (US$ Million): 2017 VS 2021 VS 2028 Table 11. Global Electronic Sports Game Market Size by Region (2017-2022) & (US$ Million) Table 12. Global Electronic Sports Game Market Share by Region (2017-2022) Table 13. Global Electronic Sports Game Forecasted Market Size by Region (2023-2028) & (US$ Million) Table 14. Global Electronic Sports Game Market Share by Region (2023-2028) Table 15. Electronic Sports Game Market Trends Table 16. Electronic Sports Game Market Drivers Table 17. Electronic Sports Game Market Challenges Table 18. Electronic Sports Game Market Restraints Table 19. Global Electronic Sports Game Revenue by Players (2017-2022) & (US$ Million) Table 20. Global Electronic Sports Game Market Share by Players (2017-2022) Table 21. Global Top Electronic Sports Game Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Electronic Sports Game as of 2021) Table 22. Ranking of Global Top Electronic Sports Game Companies by Revenue (US$ Million) in 2021 Table 23. Global 5 Largest Players Market Share by Electronic Sports Game Revenue (CR5 and HHI) & (2017-2022) Table 24. Key Players Headquarters and Area Served Table 25. Key Players Electronic Sports Game Product Solution and Service Table 26. Date of Enter into Electronic Sports Game Market Table 27. Mergers & Acquisitions, Expansion Plans Table 28. Global Electronic Sports Game Market Size by Type (2017-2022) & (US$ Million) Table 29. Global Electronic Sports Game Revenue Market Share by Type (2017-2022) Table 30. Global Electronic Sports Game Forecasted Market Size by Type (2023-2028) & (US$ Million) Table 31. Global Electronic Sports Game Revenue Market Share by Type (2023-2028) Table 32. Global Electronic Sports Game Market Size by Application (2017-2022) & (US$ Million) Table 33. Global Electronic Sports Game Revenue Market Share by Application (2017-2022) Table 34. Global Electronic Sports Game Forecasted Market Size by Application (2023-2028) & (US$ Million) Table 35. Global Electronic Sports Game Revenue Market Share by Application (2023-2028) Table 36. North America Electronic Sports Game Market Size by Country (2017-2022) & (US$ Million) Table 37. North America Electronic Sports Game Market Size by Country (2023-2028) & (US$ Million) Table 38. Europe Electronic Sports Game Market Size by Country (2017-2022) & (US$ Million) Table 39. Europe Electronic Sports Game Market Size by Country (2023-2028) & (US$ Million) Table 40. Asia-Pacific Electronic Sports Game Market Size by Region (2017-2022) & (US$ Million) Table 41. Asia-Pacific Electronic Sports Game Market Size by Region (2023-2028) & (US$ Million) Table 42. Latin America Electronic Sports Game Market Size by Country (2017-2022) & (US$ Million) Table 43. Latin America Electronic Sports Game Market Size by Country (2023-2028) & (US$ Million) Table 44. Middle East & Africa Electronic Sports Game Market Size by Country (2017-2022) & (US$ Million) Table 45. Middle East & Africa Electronic Sports Game Market Size by Country (2023-2028) & (US$ Million) Table 46. Valve Company Detail Table 47. Valve Business Overview Table 48. Valve Electronic Sports Game Product Table 49. Valve Revenue in Electronic Sports Game Business (2017-2022) & (US$ Million) Table 50. Valve Recent Development Table 51. Riot Games Company Detail Table 52. Riot Games Business Overview Table 53. Riot Games Electronic Sports Game Product Table 54. Riot Games Revenue in Electronic Sports Game Business (2017-2022) & (US$ Million) Table 55. Riot Games Recent Development Table 56. Blizzard Entertainment Company Detail Table 57. Blizzard Entertainment Business Overview Table 58. Blizzard Entertainment Electronic Sports Game Product Table 59. Blizzard Entertainment Revenue in Electronic Sports Game Business (2017-2022) & (US$ Million) Table 60. Blizzard Entertainment Recent Development Table 61. Microsoft Studios Company Detail Table 62. Microsoft Studios Business Overview Table 63. Microsoft Studios Electronic Sports Game Product Table 64. Microsoft Studios Revenue in Electronic Sports Game Business (2017-2022) & (US$ Million) Table 65. Microsoft Studios Recent Development Table 66. Electronic Arts Company Detail Table 67. Electronic Arts Business Overview Table 68. Electronic Arts Electronic Sports Game Product Table 69. Electronic Arts Revenue in Electronic Sports Game Business (2017-2022) & (US$ Million) Table 70. Electronic Arts Recent Development Table 71. Kapcom Company Detail Table 72. Kapcom Business Overview Table 73. Kapcom Electronic Sports Game Product Table 74. Kapcom Revenue in Electronic Sports Game Business (2017-2022) & (US$ Million) Table 75. Kapcom Recent Development Table 76. Psyonix Company Detail Table 77. Psyonix Business Overview Table 78. Psyonix Electronic Sports Game Product Table 79. Psyonix Revenue in Electronic Sports Game Business (2017-2022) & (US$ Million) Table 80. Psyonix Recent Development Table 81. Hi - Rez Studios Company Detail Table 82. Hi - Rez Studios Business Overview Table 83. Hi - Rez Studios Electronic Sports Game Product Table 84. Hi - Rez Studios Revenue in Electronic Sports Game Business (2017-2022) & (US$ Million) Table 85. Hi - Rez Studios Recent Development Table 86. Wargaming Company Detail Table 87. Wargaming Business Overview Table 88. Wargaming Electronic Sports Game Product Table 89. Wargaming Revenue in Electronic Sports Game Business (2017-2022) & (US$ Million) Table 90. Wargaming Recent Development Table 91. Tencent Company Detail Table 92. Tencent Business Overview Table 93. Tencent Electronic Sports Game Product Table 94. Tencent Revenue in Electronic Sports Game Business (2017-2022) & (US$ Million) Table 95. Tencent Recent Development Table 96. Epic Games Company Detail Table 97. Epic Games Business Overview Table 98. Epic Games Electronic Sports GameProduct Table 99. Epic Games Revenue in Electronic Sports Game Business (2017-2022) & (US$ Million) Table 100. Epic Games Recent Development Table 101. Nintendo Company Detail Table 102. Nintendo Business Overview Table 103. Nintendo Electronic Sports GameProduct Table 104. Nintendo Revenue in Electronic Sports Game Business (2017-2022) & (US$ Million) Table 105. Nintendo Recent Development Table 106. Wargaming.net Company Detail Table 107. Wargaming.net Business Overview Table 108. Wargaming.net Electronic Sports GameProduct Table 109. Wargaming.net Revenue in Electronic Sports Game Business (2017-2022) & (US$ Million) Table 110. Wargaming.net Recent Development Table 111. Gfinity Company Detail Table 112. Gfinity Business Overview Table 113. Gfinity Electronic Sports GameProduct Table 114. Gfinity Revenue in Electronic Sports Game Business (2017-2022) & (US$ Million) Table 115. Gfinity Recent Development Table 116. Research Programs/Design for This Report Table 117. Key Data Information from Secondary Sources Table 118. Key Data Information from Primary Sources List of Figures Figure 1. Global Electronic Sports Game Market Share by Type: 2021 VS 2028 Figure 2. Multiplayer Online Battle Arena (MOBA) Features Figure 3. First-person Shooter (FPS) Features Figure 4. Fighting Features Figure 5. Card Games Features Figure 6. Battle Royale Features Figure 7. Real-time Strategy (RTS) Features Figure 8. Others Features Figure 9. Global Electronic Sports Game Market Share by Application in 2021 & 2028 Figure 10. Team Case Studies Figure 11. Individual Case Studies Figure 12. Electronic Sports Game Report Years Considered Figure 13. Global Electronic Sports Game Market Size (US$ Million), Year-over-Year: 2017-2028 Figure 14. Global Electronic Sports Game Market Size, (US$ Million), 2017 VS 2021 VS 2028 Figure 15. Global Electronic Sports Game Market Share by Region: 2021 VS 2028 Figure 16. Global Electronic Sports Game Market Share by Players in 2021 Figure 17. Global Top Electronic Sports Game Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Electronic Sports Game as of 2021) Figure 18. The Top 10 and 5 Players Market Share by Electronic Sports Game Revenue in 2021 Figure 19. North America Electronic Sports Game Market Size YoY Growth (2017-2028) & (US$ Million) Figure 20. North America Electronic Sports Game Market Share by Country (2017-2028) Figure 21. United States Electronic Sports Game Market Size YoY Growth (2017-2028) & (US$ Million) Figure 22. Canada Electronic Sports Game Market Size YoY Growth (2017-2028) & (US$ Million) Figure 23. Europe Electronic Sports Game Market Size YoY Growth (2017-2028) & (US$ Million) Figure 24. Europe Electronic Sports Game Market Share by Country (2017-2028) Figure 25. Germany Electronic Sports Game Market Size YoY Growth (2017-2028) & (US$ Million) Figure 26. France Electronic Sports Game Market Size YoY Growth (2017-2028) & (US$ Million) Figure 27. U.K. Electronic Sports Game Market Size YoY Growth (2017-2028) & (US$ Million) Figure 28. Italy Electronic Sports Game Market Size YoY Growth (2017-2028) & (US$ Million) Figure 29. Russia Electronic Sports Game Market Size YoY Growth (2017-2028) & (US$ Million) Figure 30. Nordic Countries Electronic Sports Game Market Size YoY Growth (2017-2028) & (US$ Million) Figure 31. Asia-Pacific Electronic Sports Game Market Size YoY Growth (2017-2028) & (US$ Million) Figure 32. Asia-Pacific Electronic Sports Game Market Share by Region (2017-2028) Figure 33. China Electronic Sports Game Market Size YoY Growth (2017-2028) & (US$ Million) Figure 34. Japan Electronic Sports Game Market Size YoY Growth (2017-2028) & (US$ Million) Figure 35. South Korea Electronic Sports Game Market Size YoY Growth (2017-2028) & (US$ Million) Figure 36. Southeast Asia Electronic Sports Game Market Size YoY Growth (2017-2028) & (US$ Million) Figure 37. India Electronic Sports Game Market Size YoY Growth (2017-2028) & (US$ Million) Figure 38. Australia Electronic Sports Game Market Size YoY Growth (2017-2028) & (US$ Million) Figure 39. Latin America Electronic Sports Game Market Size YoY Growth (2017-2028) & (US$ Million) Figure 40. Latin America Electronic Sports Game Market Share by Country (2017-2028) Figure 41. Mexico Electronic Sports Game Market Size YoY Growth (2017-2028) & (US$ Million) Figure 42. Brazil Electronic Sports Game Market Size YoY Growth (2017-2028) & (US$ Million) Figure 43. Middle East & Africa Electronic Sports Game Market Size YoY Growth (2017-2028) & (US$ Million) Figure 44. Middle East & Africa Electronic Sports Game Market Share by Country (2017-2028) Figure 45. Turkey Electronic Sports Game Market Size YoY Growth (2017-2028) & (US$ Million) Figure 46. Saudi Arabia Electronic Sports Game Market Size YoY Growth (2017-2028) & (US$ Million) Figure 47. Valve Revenue Growth Rate in Electronic Sports Game Business (2017-2022) Figure 48. Riot Games Revenue Growth Rate in Electronic Sports Game Business (2017-2022) Figure 49. Blizzard Entertainment Revenue Growth Rate in Electronic Sports Game Business (2017-2022) Figure 50. Microsoft Studios Revenue Growth Rate in Electronic Sports Game Business (2017-2022) Figure 51. Electronic Arts Revenue Growth Rate in Electronic Sports Game Business (2017-2022) Figure 52. Kapcom Revenue Growth Rate in Electronic Sports Game Business (2017-2022) Figure 53. Psyonix Revenue Growth Rate in Electronic Sports Game Business (2017-2022) Figure 54. Hi - Rez Studios Revenue Growth Rate in Electronic Sports Game Business (2017-2022) Figure 55. Wargaming Revenue Growth Rate in Electronic Sports Game Business (2017-2022) Figure 56. Tencent Revenue Growth Rate in Electronic Sports Game Business (2017-2022) Figure 57. Epic Games Revenue Growth Rate in Electronic Sports Game Business (2017-2022) Figure 58. Nintendo Revenue Growth Rate in Electronic Sports Game Business (2017-2022) Figure 59. Wargaming.net Revenue Growth Rate in Electronic Sports Game Business (2017-2022) Figure 60. Gfinity Revenue Growth Rate in Electronic Sports Game Business (2017-2022) Figure 61. Bottom-up and Top-down Approaches for This Report Figure 62. Data Triangulation Figure 63. Key Executives Interviewed

This research study involved the extensive usage of both primary and secondary data sources.  The research process involved the study of various factors affecting the industry, including the government policy, market environment, competitive landscape, historical data, present trends in the market, technological innovation, upcoming technologies and the technical progress in related industry, and market risks, opportunities, market barriers and challenges. Top-down and bottom-up approaches are used to validate the global market size market and estimate the market size for manufacturers, regions segments, product segments and applications (end users). All possible factors that influence the markets included in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data. The market size for top-level markets and sub-segments is normalized, and the effect of inflation, economic downturns, and regulatory & policy changes or other factors are not accounted for in the market forecast. This data is combined and added with detailed inputs and analysis from QYResearch and presented in this report.
 

After complete market engineering with calculations for market statistics; market size estimations; market forecasting; market breakdown; and data triangulation, extensive primary research was conducted to gather information and verify and validate the critical numbers arrived at. In the complete market engineering process, both top-down and bottom-up approaches were extensively used, along with several data triangulation methods, to perform market estimation and market forecasting for the overall market segments and sub segments listed in this report. Extensive qualitative and further quantitative analysis is also done from all the numbers arrived at in the complete market engineering process to list key information throughout the report.
 

Secondary Sources occupies Approximately 25% of Sources, such as press releases, annual reports, Non-Profit organizations, industry associations, governmental agencies and customs data, and so on; This research study involved the usage of widespread secondary sources; directories; databases such as Bloomberg Business, Wind Info, Hoovers, Factiva (Dow Jones & Company), TRADING ECONOMICS, and avention; Investing News Network; statista; Federal Reserve Economic Data; annual reports; BIS Statistics; ICIS; company house documents; CAS(American Chemical Society); investor presentations; and SEC filings of companies. Secondary research was used to identify and collect information useful for the extensive, technical, market-oriented, and commercial study of the Light Aircraft market. It was also used to obtain important information about the top players, market classification and segmentation according to industry trends to the bottom-most level, and key developments related to market and technology perspectives.
 

In the primary research process, various sources from both the supply and demand sides were interviewed to obtain qualitative and quantitative information for this report. The primary sources from the supply side include product manufacturers (and their competitors), opinion leaders, industry experts, research institutions, distributors, dealer and traders, as well as the raw materials suppliers and producers etc.
 

The primary sources from the demand side include industry experts such as business leaders, marketing and sales directors, technology and innovation directors, supply chain executive, end users (product buyers), and related key executives from various key companies and organizations operating in the global market.
 

Primary research was conducted to identify segmentation types, product price range, product applications, key players, raw materials supply and the downstream demand, industry status and outlook, and key market dynamics such as risks, influence factors, opportunities, market barriers, industry trends, and key player strategies.
 

Publisher: QY Research

Can't find what you're looking for about this report?

Submit Query

Go to contact form

Phone Number

1-302-273-0910
Chat with us