Covid-19 Impact on Global Electronic Sports Game Market Size, Status and Forecast 2020-2026

Covid-19 Impact on Global Electronic Sports Game Market Size, Status and Forecast 2020-2026

  • QYResearch
  • May 2020
  • Software
  • 93 pages

Report Description

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Electronic Sports Game market is segmented by Type, and by Players. 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 Players in terms of revenue and forecast for the period 2015-2026.
Since the COVID-19 virus outbreak in December 2019, the disease has spread to almost 200 countries around the globe with the World Health Organization declaring it a public health emergency. The global impacts of the coronavirus disease 2019 (COVID-19) are already starting to be felt, and will significantly affect the Electronic Sports Game market in 2020. The outbreak of COVID-19 has brought effects on many aspects, like flight cancellations; travel bans and quarantines; restaurants closed; all indoor events restricted; over forty countries state of emergency declared; massive slowing of the supply chain; stock market volatility; falling business confidence, growing panic among the population, and uncertainty about future.
This report also analyzes the impact of Coronavirus COVID-19 on the Electronic Sports Game industry.

The key players covered in this study
Valve
Riot Games
Blizzard Entertainment
Microsoft Studios
Electronic Arts
Kapcom
Psyonix
Hi - Rez Studios
Wargaming
Tencent
Epic Games
Nintendo
Wargaming.net
Gfinity

Market segment by Type, the product can be split into
Multiplayer Online Battle Arena (MOBA)
First-person Shooter (FPS)
Fighting
Card Games
Battle Royale
Real-time Strategy (RTS)
Others
Market segment by Players, split into
Team
Individual

Market segment by Regions/Countries, this report covers
North America
Europe
China
Japan
Southeast Asia
India
Central & South America

The study objectives of this report are:
To analyze global Electronic Sports Game status, future forecast, growth opportunity, key market and key players.
To present the Electronic Sports Game development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by type, market and key regions.

In this study, the years considered to estimate the market size of Electronic Sports Game are as follows:
History Year: 2015-2019
Base Year: 2019
Estimated Year: 2020
Forecast Year 2020 to 2026
For the data information by region, company, type and players, 2019 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

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1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered: Ranking by Electronic Sports Game Revenue
1.4 Covid-19 Implications on Market by Type
List of Tables
Table 1. Electronic Sports Game Key Market Segments
Table 2. Key Players Covered: Ranking by Electronic Sports Game Revenue
Table 3. Ranking of Global Top Electronic Sports Game Manufacturers by Revenue (US$ Million) in 2019
Table 4. Global Electronic Sports Game Market Size Growth Rate by Type (US$ Million): 2020 VS 2026
Table 5. Key Players of Multiplayer Online Battle Arena (MOBA)

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