North America e-sports market is expected to grow by 16.9% annually in the forecast period and reach $2,441.9 million by 2030 owing to the rising need for remote sports and virtual games amid the COVID-19 pandemic.
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Note –The Covid-19 (coronavirus) pandemic is impacting society and the overall economy across the world. The impact of this pandemic is growing day by day as well as affecting the supply chain. The COVID-19 crisis is creating uncertainty in the stock market, massive slowing of supply chain, falling business confidence, and increasing panic among the customer segments. The overall effect of the pandemic is impacting the production process of several industries. This report on ‘E-sports Market’ provides the analysis on impact on Covid-19 on various business segments and country markets. The reports also showcase market trends and forecast to 2027, factoring the impact of Covid -19 Situation.
Activision Blizzard Inc.
Counter Logic Gaming
Echo Fox Fnatic
Electronic Arts Inc.
Epic Games Inc.
After studying key companies, the report focuses on the startups contributing towards the growth of the market. Possible mergers and acquisitions among the startups and key organizations are identified by the report’s authors in the study. Most companies in the E-sports Market are currently engaged in adopting new technologies, strategies, product developments, expansions, and long-term contracts to maintain their dominance in the global market
Analysis tools such as SWOT analysis and Porter’s five force model have been inculcated in order to present a perfect in-depth knowledge about E-sports Market. Ample graphs, tables, charts are added to help have an accurate understanding of this market. The E-sports Market is also been analyzed in terms of value chain analysis and regulatory analysis.
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In-depth qualitative analyses include identification and investigation of the following aspects:
Restraints and Challenges
Emerging Product Trends & Market Opportunities
Risk Assessment for Investing in Global Market
Critical Success Factors (CSFs)
The competitive landscape of the market has been examined on the basis of market share analysis of key players. Detailed market data about these factors is estimated to help vendors take strategic decisions that can strengthen their positions in the market and lead to more effective and larger stake in the global E-sports Market. Pricing and cost teardown analysis for products and service offerings of key players has also been undertaken for the study.
Table of Contents:
1 Executive Summary
3 E-sports Market Overview
4 Market Trend Analysis
5 Global E-sports Market Segmentation
6 Market Effect Factors Analysis
7 Market Competition by Manufacturers
8 Key Developments
9 Company Profiling
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