Global Esports Market ? Analysis By Revenue Source, Streaming Platform, By Region, By Country (2020 Edition): Market Insights and Outlook Post Covid-19 Pandemic (2020-2025)


Executive Summary

With stadiums vacant and all sporting events cancelled due to the Covid-19 pandemic, the E-Sports market has gained major significance as it draws the attention of a new audience looking for entertainment avenues. Esports companies are investing in innovative new Esports platform for increasing their revenue and expanding their consumer base and also for gaining a competitive edge over their rivals.

The Global Esports Market was valued at USD 1072.35 Million in the year 2019. The increasing audience reach and engagement activities, formidable investments, rising live streaming of games, and increasing infrastructure for the league tournaments are key factors driving the market growth.

Mergers and Acquisitions is one of the major word for corporate finance world. In June 2019, Immortals Gaming Club, a USA-based company specialized in providing esports platform through the development of software such as video game software, acquired Infinite Esports & Entertainment for over USD 100 million. The acquisition is expected to help Immortals Gaming Club to become a part of franchised esports leagues and to become the world`s largest esports organizations, boosting elite brands such as Immortals, OpTic, MIBR and LA Valiant.

North America region holds the major Esports market share in 2019 as the region has reliably commanded the market for a considerable length of time, with PC gaming serving a more specialty gathering of customers. With the diversified North America League of Legends Championship Series (NA LCS) and Overwatch League, speculation and development are relied upon to proceed in the coming years. 

Scope of the Report

? The report analyses the Esports Market by Revenue Source (Sponsorship & Advertising, Merchandise & Ticket Sales, Media rights, Game Publisher?s Fees)
? The report assesses the Esports market by Streaming Platform (Twitch, Youtube, Others)
? The Global E-Sports Market has been analysed By Region (North America, Europe, Asia Pacific, LAMEA) and By Country (United States, Canada, Germany, United Kingdom, France, Spain, China, Japan, South Korea). 
? The attractiveness of the market has been presented by region, Revenue Source, and Streaming Platform. Also, the major opportunities, trends, drivers and challenges of the industry has been analysed in the report. 
? The report tracks key developments, strategies and mergers and acquisitions. The companies analysed in the report include Activision Blizzard, Modern Times Group, FACEIT, Epic Games, Nintendo Co. Ltd., Riot Games Inc., NVIDIA Corporation, Electronic Arts Inc., Gfinity Plc., Valve Corporation.
? The report presents the analysis of Esports market for the historical period 2015-2019 and the forecast period of 2020-2025.

Key Target Audience

? Esports Vendors
? Esports Streaming Platforms
? Consulting and Advisory Firms
? Government and Policy Makers
? Investment Banks and Equity Firms
? Regulatory Authorities
Table of Contents

1. Report Scope and Methodology
1.1 Scope of the Report
1.2 Research Methodology
1.3 Executive Summary

2. Strategic Recommendations

3. Global Esports Market: Product Outlook

4. Global Esports Market: Sizing and Forecast
4.1 Market Size, By Value, Year 2015-2025
4.2 Impact of COVID-19 on Global E-Sports Market

5. Global Esports Market Segmentation By Revenue Source (By Value)
5.1  Competitive Scenario of Global Esports: By Revenue Source 
5.2 Sponsorship & Advertising? Market Size and Forecast (2020-2025)
5.3 Merchandise & Ticket Sales? Market Size and Forecast (2020-2025)
5.4 Media Rights? Market Size and Forecast (2020-2025)
5.5 Game Publisher?s Fees- Market Size and Forecast (2020-2025)

6. Global Esports Market Segmentation By Streaming Platform (By Value)
6.1 Competitive Scenario of Global E-Sports: By Streaming Platform 
6.2 Twitch? Market Size and Forecast (2020-2025)
6.3 Youtube? Market Size and Forecast (2020-2025)
6.4 Others? Market Size and Forecast (2020-2025)

7. Global Esports Market: Regional Analysis
7.1 Competitive Scenario of Global Esports: By Region, By Value

8. North America Esports Market: Segmentation By Revenue Source, Streaming Platform (2020-2025)
8.1 North America Esports Market: Size and Forecast (2020-2025), By Value
8.2 Market Segmentation By Revenue Source (Sponsorship & Advertising, Merchandise & Ticket Sales, Media Rights, Game Publisher?s Fees)
8.3 Market Segmentation By Streaming Platform  (Twitch, Youtube, Others)

8.4 North America Esports Market: Country Analysis
8.5 Competitive Scenario of North America E-Sports ? By Country, By Value
8.6 Market Opportunity Chart of North America E-Sports Market - By Country, By Value (Year-2025)
8.7 United States Esports Market: Size and Forecast (2020-2025), By Value
8.8 United States Esports Market Segmentation By Revenue Source, Streaming Platform
8.9 Canada Esports Market: Size and Forecast (2020-2025), By Value
8.10 Canada Esports Market Segmentation By Revenue Source, Streaming Platform

9. Europe Esports Market: Segmentation By Revenue Source, Streaming Platform (2020-2025)
9.1 Europe Esports Market: Size and Forecast (2020-2025), By Value
9.2 Market Segmentation By Revenue Source (Sponsorship & Advertising, Merchandise & Ticket Sales, Media Rights, Game Publisher?s Fees)
9.3 Market Segmentation By Streaming Platform  (Twitch, Youtube, Others)

9.4 Europe Esports Market: Country Analysis
9.5 Competitive Scenario of Europe E-Sports: By Country, By Value
9.6 Market Opportunity Chart of Europe E-Sports Market - By Country, By Value (Year-2025)
9.7 Germany Esports Market: Size and Forecast (2020-2025), By Value
9.8 Germany Esports Market Segmentation By Revenue Source, Streaming Platform
9.9 France Esports Market: Size and Forecast (2020-2025), By Value
9.10 France Esports Market Segmentation By Revenue Source, Streaming Platform
9.11 United Kingdom E-Sports Market: Size and Forecast (2020-2025), By Value
9.12 United Kingdom E-Sports Market Segmentation By Revenue Source, Streaming Platform
9.13 Spain Esports Market: Size and Forecast (2020-2025), By Value
9.14 Spain Esports Market Segmentation By Revenue Source, Streaming Platform

10. Asia Pacific Esports Market: Segmentation By Revenue Source, Streaming Platform (2020-2025)
10.1 Asia Pacific Esports Market: Size and Forecast (2020-2025), By Value
10.2 Market Segmentation By Revenue Source (Sponsorship & Advertising, Merchandise & Ticket Sales, Media Rights, Game Publisher?s Fees)
10.3 Market Segmentation By Streaming Platform  (Twitch, Youtube, Others)

10.4 Asia Pacific Esports Market: Country Analysis
10.5 Competitive Scenario of Asia Pacific E-Sports: By Country, By Value
10.6 Market Opportunity Chart of Asia Pacific E-Sports Market - By Country, By Value (Year-2025)
10.7 China Esports Market: Size and Forecast (2020-2025), By Value
10.8 China Eports Market Segmentation By Revenue Source, Streaming Platform
10.9 Japan Esports Market: Size and Forecast (2020-2025), By Value
10.10 Japan Esports Market Segmentation By Revenue Source, Streaming Platform
10.11 South Korea Esports Market: Size and Forecast (2020-2025), By Value
10.12 South Korea Esports Market Segmentation By Revenue Source, Streaming Platform

11. Global Esports Market Dynamics
11.1 Global Esports Market Drivers
11.2 Global Esports Market Restraints
11.3 Global Esports Market Trends

12. Market Attractiveness & Strategic Analysis
12.1 Market Attractiveness
12.1.1 Market Attractiveness Chart of Global Esports Market - By Revenue Source, By Value
12.1.2 Market Attractiveness Chart of Global Esports Market - By Streaming Platform, By Value
12.1.3 Market Attractiveness Chart of Global Esports Market - By Region, By Value

12.2 Strategic Analysis
12.2.1 Mergers and Acquisitions
12.2.2 Key Developments in E-Sports Market

13. Competitive Landscape
13.1 Top 8 Esports Team Organizations of 2019 by Competition Results

14. Company Profiles (Business Description, Financial Analysis, Business Strategy)
14.1 Modern Times Group
14.2 Activision Blizzard
14.3 Valve Corporation
14.4 Gfinity Plc.
14.5 Electronic Arts Inc.
14.6 NVIDIA Corporation
14.7 Riot Games Inc.
14.8 FACEIT
14.9 Nintendo Co. Ltd.
14.10 Epic Games

List of Figures Figure 1: Total Sports teams invested or who have an interest in e-sport directly through players or teams Figure 2: Global Esports Market Size, By Value, 2015-2025 (USD Million) Figure 3: Change in the number of regular and occasional viewers globally (million people) Figure 4: Projected number for e-sport events Figure 5: Breakdown of esports investments in 2018 by investor type Figure 6: Number of global investments in esports 2014-18 Figure 7: Smart Phone Market Penetration by Leading Countries (In %), 2019 Figure 8: Global Smartphone subscribers 2014-2018 (in million) Figure 9: Global Esports audience growth, 2015-2020 Figure 10: Percentage of income wise audience, 2018 Figure 11: Percentage of age-group wise audience, 2018 Figure 12: Percentage of gender wise audience, 2018 Figure 13: Percentage of Esports Fans who use their smartphones to play games, 2018 Figure 14: Global Esports Market Share- By Revenue Source, Year 2019 & 2025 Figure 15: Global Esports Market- By Sponsorship & Advertising, By Value (USD Million), 2015-2025 Figure 16: Global Esports Market- By Merchandise & Ticket Sales, By Value (USD Million), 2015-2025 Figure 17: Global Esports Market- By Media Rights, By Value (USD Million), 2015-2025 Figure 18: Global Esports Market- By Game Publisher?s Fees, By Value (USD Million), 2015-2025 Figure 19: Global Esports Market Share- By Streaming Platform, Year 2019 & 2025 Figure 20: Global Esports Market- By Twitch, By Value (USD Million), 2015-2025 Figure 21: Global Esports Market- By Youtube, By Value (USD Million), 2015-2025 Figure 22: Global Esports Market- By Others, By Value (USD Million), 2015-2025 Figure 23: Global Esports Market Share- By Region, By Value, Year 2019 & 2025 Figure 24: North America Esports Market Size, By Value, 2015-2025 (USD Million) Figure 25: North America Esports Market (By Revenue Source), By Value (USD Million), 2015-2025 Figure 26: North America Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025 Figure 27: North America Smart Phone adoption rate, (%) 2017 & 2025E Figure 28: North America Population subscribed to Mobile Services (%) Figure 29: Percentage share of gamers in North America Figure 30: Percentage share of Esports fans in North America Figure 31: North America Esports Market Share- By Country, By Value, Year 2019 & 2025 Figure 32: Market Opportunity Chart of North America Esports Market - By Country, By Value (Year-2025) Figure 33: United States Esports Market Size, By Value, 2015-2025 (USD Million) Figure 34: United States Esports Market (By Revenue Source), By Value (USD Million), 2015-2025 Figure 35: United States Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025 Figure 36: U.S Smartphone user penetration, by age, 2018 Figure 37: Internet user penetration in United States, (2017-2023) Figure 38: United States Urban Population(% of Total Population), 2014-2018 Figure 39: Canada Esports Market Size, By Value, 2015-2025 (USD Million) Figure 40: Canada Esports Market (By Revenue Source), By Value (USD Million), 2015-2025 Figure 41: Canada Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025 Figure 42: Canada Urban Population Growth (annual %), 2013-18 Figure 43: Smartphone User Penetration in Canada, By Age Group, 2014 and 2018 Figure 44: Europe Esports Market Size, By Value, 2015-2025 (USD Million) Figure 45: Percentage of people who regularly watch esports online in selected European countries Figure 46: Europe Esports Market (By Revenue Source), By Value (USD Million), 2015-2025 Figure 47: Europe Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025 Figure 48: Percentage share of gamers in Europe Figure 49: Percentage share of Esports fans in Europe Figure 50: European Union Urban Population growth (annual %), 2013-18 Figure 51: Number of Smartphone Users in Western Europe, 2014-2019 (in million) Figure 52: Europe Esports Market Share- By Country, By Value, Year 2019 & 2025 Figure 53: Market Opportunity Chart of Europe Esports Market - By Country, By Value (Year-2025) Figure 54: Germany Esports Market Size, By Value, 2015-2025 (USD Million) Figure 55: Germany Esports Market (By Revenue Source), By Value (USD Million), 2015-2025 Figure 56: Germany Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025 Figure 57: Popularity of esports on online platforms in Germany Figure 58: Number of Internet Users in Germany, 2014-2019 (in million) Figure 59: Germany Urban Population (% of total population), 2014?2018 Figure 60: France Esports Market Size, By Value, 2015-2025 (USD Million) Figure 61: Types of Games played by Players from the General Public, 2019 Figure 62: Types of Games played by Recreational Esports Players, 2019 Figure 63: Types of Games played by Amateur Esports Players, 2019 Figure 64: Esports Consumption in 2019 Figure 65: Esports consumption trends by Players from the General Public, 2019 Figure 66: Esports consumption trends by Recreational Esports Players, 2019 Figure 67: Esports consumption trends by Amateur Esports Players, 2019 Figure 68: Esports consumption trends by viewing platform by Players from the General Public, 2019 Figure 69: Esports consumption trends by viewing platform by Recreational Esports Players, 2019 Figure 70: Esports consumption trends by viewing platform by Amateur Esports Players, 2019 Figure 71: Competitive games followed by Players from the General Public, 2019 Figure 72: Competitive games followed by Recreational Esports Players, 2019 Figure 73: Competitive games followed by Amateur Esports Players, 2019 Figure 74: France Esports Market (By Revenue Source), By Value (USD Million), 2015-2025 Figure 75: France Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025 Figure 76: Penetration of Smartphone in France, 2014-2019 (%) Figure 77: France Urban Population (% of total population), 2014?2018 Figure 78: United Kingdom Esports Market Size, By Value, 2015-2025 (USD Million) Figure 79: United Kingdom Esports Market (By Revenue Source), By Value (USD Million), 2015-2025 Figure 80: United Kingdom Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025 Figure 81: UK Smartphone Penetration, By Age Group 2014-2018 (%) Figure 82: United Kingdom Urban Population (% of total population), 2014?2018 Figure 83: Spain Esports Market Size, By Value, 2015-2025 (USD Million) Figure 84: Spain Esports Market (By Revenue Source), By Value (USD Million), 2015-2025 Figure 85: Spain Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025 Figure 86: Spain share of online population that plays at least once per month, 2018 Figure 87: Spain Urban Population (% of total population), 2014?2018 Figure 88: Asia Pacific Esports Market Size, By Value, 2015-2025 (USD Million) Figure 89: Asia Pacific Esports Market (By Revenue Source), By Value (USD Million), 2015-2025 Figure 90: Asia Pacific Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025 Figure 91: Penetration of Internet Users in Asia Pacific, 2014?2018 (% of total population) Figure 92: Smartphone User Penetration in Asia-Pacific, 2014-2019 (%) Figure 93: Asia Pacific Urban Population growth (annual %), 2013-18 Figure 94: Asia Pacific Esports Market Share- By Country, By Value, Year 2019 & 2025 Figure 95: Market Opportunity Chart of Asia Pacific Esports Market - By Country, By Value (Year-2025) Figure 96: China Esports Market Size, By Value, 2015-2025 (USD Million) Figure 97: China penetration rate of esports online viewership by gender, 2018 Figure 98: China penetration rate of esports online viewership by age-group, 2018 Figure 99: Total viewing time in a week (In Billion hours) Figure 100: Popular devices for watching others playing video games and playing video games online Figure 101: Popular Game Genre in China, 2018 Figure 102: Popular game streaming platforms in China Figure 103: China Esports Market (By Revenue Source), By Value (USD Million), 2015-2025 Figure 104: China Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025 Figure 105: Penetration of Internet Users in China, 2014-2019 (%) Figure 106: Number of Internet Users in China, 2014-2019 (in million) Figure 107: Penetration of Internet Users in China, By Age Group 2014-2018 (in Million) Figure 108: Japan Esports Market Size, By Value, 2015-2025 (USD Million) Figure 109: Japan penetration rate of esports online viewership by gender, 2018 Figure 110: Japan penetration rate of esports online viewership by age-group, 2018 Figure 111: Total viewing time in a week (In Million hours) Figure 112: Popular devices for watching others playing video games and playing video games online Figure 113: Popular Game Genre in Japan, 2018 Figure 114: Popular game streaming platforms in Japan Figure 115: Japan Esports Market (By Revenue Source), By Value (USD Million), 2015-2025 Figure 116: Japan Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025 Figure 117: Penetration of Internet Users in Japan, 2014-2019 (%) Figure 118: Number of Internet Users in Japan, 2014-2019 (in million) Figure 119: Estimated number of esports viewers in Japan (In Millions), 2018-2023 Figure 120: Japan Urban Population (% of Total Population), 2014-18 Figure 121: South Korea Esports Market Size, By Value, 2015-2025 (USD Million) Figure 122: South Korea penetration rate of esports online viewership by gender, 2018 Figure 123: South Korea penetration rate of esports online viewership by age-group, 2018 Figure 124: Total viewing time in a week (In Million hours) Figure 125: Popular devices for watching others playing video games and playing video games online Figure 126: Popular Game Genre in South Korea, 2018 Figure 127: Popular game streaming platforms in South Korea Figure 128: South Korea Esports Market (By Revenue Source), By Value (USD Million), 2015-2025 Figure 129: South Korea Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025 Figure 130: South Korea Mobile subscriptions, 2019-2024 (Millions) Figure 131: Korea Rep Urban Population (% of Total Population), 2014-18 Figure 132: Market Attractiveness Chart of Global Esports Market - By Revenue Source (Year-2025) Figure 133: Market Attractiveness Chart of Global Esports Market - By Streaming Platform (Year-2025) Figure 134: Market Attractiveness Chart of Global Esports Market - By Region, By Value, (Year-2025) Figure 135: Top 8 Esports Team Organizations of 2019 by Competition Results Figure 136: Modern Times Group Annual Revenue (USD Million), Year 2017-2019 Figure 137: Modern Times Group Net Income/Loss (USD Million), Year 2017-2019 Figure 138: Modern Times Group Sales Revenue Split, By Business Segment (%), FY2019 Figure 139: Modern Times Group Sales Revenue Split, By Geography (%), FY2019 Figure 140: Activision Blizzard Annual Revenue (USD Million), Year 2015-2019 Figure 141: Activision Blizzard Net Income/Loss (USD Million), Year 2015-2019 Figure 142: Activision Blizzard Sales Revenue Split, By Business Segment (%), FY2019 Figure 143: Activision Blizzard Sales Revenue Split, By Distribution Channel (%), FY2019 Figure 144: Activision Blizzard Sales Revenue Split, By Geography (USD Million), FY2019 Figure 145: Gfinity Plc. Annual Revenue (USD Million), Year 2015-2019 Figure 146: Gfinity Plc. Net Income/Loss (USD Million), Year 2015-2019 Figure 147: Gfinity Plc. Sales Revenue Split, By Business Segment (%), FY2019 Figure 148: Gfinity Plc. Sales Revenue Split, By Geography (%), FY2019 Figure 149: NVIDIA Corporation Annual Revenue (USD Million), Year 2016-2020 Figure 150: NVIDIA Corporation Net Income/Loss (USD Million), Year 2016-2020 Figure 151: NVIDIA Corporation Sales Revenue Split, By Business Segment (%), FY2020 Figure 152: NVIDIA Corporation Sales Revenue Split, By Geography (%), FY2020 Figure 153: Nintendo Co. Ltd. Annual Revenue (USD Million), Year 2016-2020 Figure 154: Nintendo Co. Ltd. Net Income/Loss (USD Million), Year 2016-2020 Figure 155: Nintendo Co. Ltd. Sales Revenue Split, By Geography (%), FY2020 List of Tables Table A: Types of e-sport game with examples Table B: Examples of participants Table C: Esports events that have sprouted to fill the gap of traditional sports Table D: Event organisers have delayed events, continued to hold them online or live without an audience Table E: Highest Earnings By Top 10 Country Table F: Top Countries by Smartphone Users Table G: Most Popular Esports titles Table H: Games played by esports fans, 2018 Table I: Esports engagement of selected nonendemic brands Table J: Selected traditional sports clubs and esports titles Table K: Games played by esports fans, 2018 Table L: Games played by esports fans, 2018 Table M: Esport Viewing preference in China Table N: Esport Viewing preference in Japan Table O: Esport Viewing preference in South Korea Table P: Selected M&A transactions in Europe since 2015

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