Mobile Esport Market

Global Mobile Esport Industry Research Report 2021 Segmented by Major Market Players, Types, Applications and Countries Forecast to 2027


Date: Apr-2021 | Id: MACRC-52764 | Geographical Scope: Global | Publisher: HNY Research

The global Mobile Esport market is expected to reach US$ XX Million by 2027, with a CAGR of XX% from 2020 to 2027, based on HNY Research newly published report.
The prime objective of this report is to provide the insights on the post COVID-19 impact which will help market players in this field evaluate their business approaches. Also, this report covers market segmentation by major market verdors, types, applications/end users and geography(North America, East Asia, Europe, South Asia, Southeast Asia, Middle East, Africa, Oceania, South America).

By Market Verdors:
Sony
EA
Tencent
Netmarble
DeNA
mixi
Activision Blizzard
Ubisoft

By Types:
Real-time strategy (RTS
First-person shooter (FPS),
Multiplayer online battle arena (MOBA).

By Applications:
Online
Offline

Key Indicators Analysed
Market Players & Competitor Analysis: The report covers the key players of the industry including Company Profile, Product Specifications, Production Capacity/Sales, Revenue, Price and Gross Margin 2016-2027 & Sales with a thorough analysis of the market’s competitive landscape and detailed information on vendors and comprehensive details of factors that will challenge the growth of major market vendors.
Global and Regional Market Analysis: The report includes Global & Regional market status and outlook 2016-2027. Further the report provides break down details about each region & countries covered in the report. Identifying its sales, sales volume & revenue forecast. With detailed analysis by types and applications.
Market Trends: Market key trends which include Increased Competition and Continuous Innovations.
Opportunities and <b>Drivers:</b> Identifying the Growing Demands and New Technology
Porters Five Force Analysis: The report provides with the state of competition in industry depending on five basic forces: threat of new entrants, bargaining power of suppliers, bargaining power of buyers, threat of substitute products or services, and existing industry rivalry.

Key Reasons to Purchase
To gain insightful analyses of the market and have comprehensive understanding of the global  market and its commercial landscape.
Assess the production processes, major issues, and solutions to mitigate the development risk.
To understand the most affecting driving and restraining forces in the market and its impact in the global market.
Learn about the market strategies that are being adopted by leading respective organizations.
To understand the future outlook and prospects for the market.
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1 Report Overview 1.1 Study Scope and Definition 1.2 Research Methodology 1.2.1 Methodology/Research Approach 1.2.2 Data Source 1.3 Key Market Segments 1.4 Players Covered: Ranking by Mobile Esport Revenue 1.5 Market Analysis by Type 1.5.1 Global Mobile Esport Market Size Growth Rate by Type: 2021 VS 2027 1.5.2 Real-time strategy (RTS 1.5.3 First-person shooter (FPS), 1.5.4 Multiplayer online battle arena (MOBA). 1.6 Market by Application 1.6.1 Global Mobile Esport Market Share by Application: 2022-2027 1.6.2 Online 1.6.3 Offline 1.7 Coronavirus Disease 2019 (Covid-19) Impact Will Have a Severe Impact on Global Growth 1.7.1 Covid-19 Impact: Global GDP Growth, 2019, 2021 and 2022 Projections 1.7.2 Covid-19 Impact: Commodity Prices Indices 1.7.3 Covid-19 Impact: Global Major Government Policy 1.8 Study Objectives 1.9 Years Considered 2 Global Mobile Esport Market Trends and Growth Strategy 2.1 Market Top Trends 2.2 Market Drivers 2.3 Market Challenges 2.4 Porter’s Five Forces Analysis 2.5 Market Growth Strategy 2.6 SWOT Analysis 3 Global Mobile Esport Market Players Profiles 3.1 Sony 3.1.1 Sony Company Profile 3.1.2 Sony Mobile Esport Product Specification 3.1.3 Sony Mobile Esport Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.2 EA 3.2.1 EA Company Profile 3.2.2 EA Mobile Esport Product Specification 3.2.3 EA Mobile Esport Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.3 Tencent 3.3.1 Tencent Company Profile 3.3.2 Tencent Mobile Esport Product Specification 3.3.3 Tencent Mobile Esport Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.4 Netmarble 3.4.1 Netmarble Company Profile 3.4.2 Netmarble Mobile Esport Product Specification 3.4.3 Netmarble Mobile Esport Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.5 DeNA 3.5.1 DeNA Company Profile 3.5.2 DeNA Mobile Esport Product Specification 3.5.3 DeNA Mobile Esport Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.6 mixi 3.6.1 mixi Company Profile 3.6.2 mixi Mobile Esport Product Specification 3.6.3 mixi Mobile Esport Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.7 Activision Blizzard 3.7.1 Activision Blizzard Company Profile 3.7.2 Activision Blizzard Mobile Esport Product Specification 3.7.3 Activision Blizzard Mobile Esport Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.8 Ubisoft 3.8.1 Ubisoft Company Profile 3.8.2 Ubisoft Mobile Esport Product Specification 3.8.3 Ubisoft Mobile Esport Production Capacity, Revenue, Price and Gross Margin (2016-2021) 4 Global Mobile Esport Market Competition by Market Players 4.1 Global Mobile Esport Production Capacity Market Share by Market Players (2016-2021) 4.2 Global Mobile Esport Revenue Market Share by Market Players (2016-2021) 4.3 Global Mobile Esport Average Price by Market Players (2016-2021) 5 Global Mobile Esport Production by Regions (2016-2021) 5.1 North America 5.1.1 North America Mobile Esport Market Size (2016-2021) 5.1.2 Mobile Esport Key Players in North America (2016-2021) 5.1.3 North America Mobile Esport Market Size by Type (2016-2021) 5.1.4 North America Mobile Esport Market Size by Application (2016-2021) 5.2 East Asia 5.2.1 East Asia Mobile Esport Market Size (2016-2021) 5.2.2 Mobile Esport Key Players in East Asia (2016-2021) 5.2.3 East Asia Mobile Esport Market Size by Type (2016-2021) 5.2.4 East Asia Mobile Esport Market Size by Application (2016-2021) 5.3 Europe 5.3.1 Europe Mobile Esport Market Size (2016-2021) 5.3.2 Mobile Esport Key Players in Europe (2016-2021) 5.3.3 Europe Mobile Esport Market Size by Type (2016-2021) 5.3.4 Europe Mobile Esport Market Size by Application (2016-2021) 5.4 South Asia 5.4.1 South Asia Mobile Esport Market Size (2016-2021) 5.4.2 Mobile Esport Key Players in South Asia (2016-2021) 5.4.3 South Asia Mobile Esport Market Size by Type (2016-2021) 5.4.4 South Asia Mobile Esport Market Size by Application (2016-2021) 5.5 Southeast Asia 5.5.1 Southeast Asia Mobile Esport Market Size (2016-2021) 5.5.2 Mobile Esport Key Players in Southeast Asia (2016-2021) 5.5.3 Southeast Asia Mobile Esport Market Size by Type (2016-2021) 5.5.4 Southeast Asia Mobile Esport Market Size by Application (2016-2021) 5.6 Middle East 5.6.1 Middle East Mobile Esport Market Size (2016-2021) 5.6.2 Mobile Esport Key Players in Middle East (2016-2021) 5.6.3 Middle East Mobile Esport Market Size by Type (2016-2021) 5.6.4 Middle East Mobile Esport Market Size by Application (2016-2021) 5.7 Africa 5.7.1 Africa Mobile Esport Market Size (2016-2021) 5.7.2 Mobile Esport Key Players in Africa (2016-2021) 5.7.3 Africa Mobile Esport Market Size by Type (2016-2021) 5.7.4 Africa Mobile Esport Market Size by Application (2016-2021) 5.8 Oceania 5.8.1 Oceania Mobile Esport Market Size (2016-2021) 5.8.2 Mobile Esport Key Players in Oceania (2016-2021) 5.8.3 Oceania Mobile Esport Market Size by Type (2016-2021) 5.8.4 Oceania Mobile Esport Market Size by Application (2016-2021) 5.9 South America 5.9.1 South America Mobile Esport Market Size (2016-2021) 5.9.2 Mobile Esport Key Players in South America (2016-2021) 5.9.3 South America Mobile Esport Market Size by Type (2016-2021) 5.9.4 South America Mobile Esport Market Size by Application (2016-2021) 5.10 Rest of the World 5.10.1 Rest of the World Mobile Esport Market Size (2016-2021) 5.10.2 Mobile Esport Key Players in Rest of the World (2016-2021) 5.10.3 Rest of the World Mobile Esport Market Size by Type (2016-2021) 5.10.4 Rest of the World Mobile Esport Market Size by Application (2016-2021) 6 Global Mobile Esport Consumption by Region (2016-2021) 6.1 North America 6.1.1 North America Mobile Esport Consumption by Countries 6.1.2 United States 6.1.3 Canada 6.1.4 Mexico 6.2 East Asia 6.2.1 East Asia Mobile Esport Consumption by Countries 6.2.2 China 6.2.3 Japan 6.2.4 South Korea 6.3 Europe 6.3.1 Europe Mobile Esport Consumption by Countries 6.3.2 Germany 6.3.3 United Kingdom 6.3.4 France 6.3.5 Italy 6.3.6 Russia 6.3.7 Spain 6.3.8 Netherlands 6.3.9 Switzerland 6.3.10 Poland 6.4 South Asia 6.4.1 South Asia Mobile Esport Consumption by Countries 6.4.2 India 6.5 Southeast Asia 6.5.1 Southeast Asia Mobile Esport Consumption by Countries 6.5.2 Indonesia 6.5.3 Thailand 6.5.4 Singapore 6.5.5 Malaysia 6.5.6 Philippines 6.6 Middle East 6.6.1 Middle East Mobile Esport Consumption by Countries 6.6.2 Turkey 6.6.3 Saudi Arabia 6.6.4 Iran 6.6.5 United Arab Emirates 6.7 Africa 6.7.1 Africa Mobile Esport Consumption by Countries 6.7.2 Nigeria 6.7.3 South Africa 6.8 Oceania 6.8.1 Oceania Mobile Esport Consumption by Countries 6.8.2 Australia 6.9 South America 6.9.1 South America Mobile Esport Consumption by Countries 6.9.2 Brazil 6.9.3 Argentina 6.10 Rest of the World 6.10.1 Rest of the World Mobile Esport Consumption by Countries 7 Global Mobile Esport Production Forecast by Regions (2022-2027) 7.1 Global Forecasted Production of Mobile Esport (2022-2027) 7.2 Global Forecasted Revenue of Mobile Esport (2022-2027) 7.3 Global Forecasted Price of Mobile Esport (2022-2027) 7.4 Global Forecasted Production of Mobile Esport by Region (2022-2027) 7.4.1 North America Mobile Esport Production, Revenue Forecast (2022-2027) 7.4.2 East Asia Mobile Esport Production, Revenue Forecast (2022-2027) 7.4.3 Europe Mobile Esport Production, Revenue Forecast (2022-2027) 7.4.4 South Asia Mobile Esport Production, Revenue Forecast (2022-2027) 7.4.5 Southeast Asia Mobile Esport Production, Revenue Forecast (2022-2027) 7.4.6 Middle East Mobile Esport Production, Revenue Forecast (2022-2027) 7.4.7 Africa Mobile Esport Production, Revenue Forecast (2022-2027) 7.4.8 Oceania Mobile Esport Production, Revenue Forecast (2022-2027) 7.4.9 South America Mobile Esport Production, Revenue Forecast (2022-2027) 7.4.10 Rest of the World Mobile Esport Production, Revenue Forecast (2022-2027) 7.5 Forecast by Type and by Application (2022-2027) 7.5.1 Global Sales Volume, Sales Revenue and Sales Price Forecast by Type (2022-2027) 7.5.2 Global Forecasted Consumption of Mobile Esport by Application (2022-2027) 8 Global Mobile Esport Consumption Forecast by Regions (2022-2027) 8.1 North America Forecasted Consumption of Mobile Esport by Country 8.2 East Asia Market Forecasted Consumption of Mobile Esport by Country 8.3 Europe Market Forecasted Consumption of Mobile Esport by Countriy 8.4 South Asia Forecasted Consumption of Mobile Esport by Country 8.5 Southeast Asia Forecasted Consumption of Mobile Esport by Country 8.6 Middle East Forecasted Consumption of Mobile Esport by Country 8.7 Africa Forecasted Consumption of Mobile Esport by Country 8.8 Oceania Forecasted Consumption of Mobile Esport by Country 8.9 South America Forecasted Consumption of Mobile Esport by Country 8.10 Rest of the world Forecasted Consumption of Mobile Esport by Country 9 Global Mobile Esport Sales by Type (2016-2027) 9.1 Global Mobile Esport Historic Market Size by Type (2016-2021) 9.2 Global Mobile Esport Forecasted Market Size by Type (2022-2027) 10 Global Mobile Esport Consumption by Application (2016-2027) 10.1 Global Mobile Esport Historic Market Size by Application (2016-2021) 10.2 Global Mobile Esport Forecasted Market Size by Application (2022-2027) 11 Global Mobile Esport Manufacturing Cost Analysis 11.1 Mobile Esport Key Raw Materials Analysis 11.1.1 Key Raw Materials 11.2 Proportion of Manufacturing Cost Structure 11.3 Manufacturing Process Analysis of Mobile Esport 12 Global Mobile Esport Marketing Channel, Distributors, Customers and Supply Chain 12.1 Marketing Channel 12.2 Mobile Esport Distributors List 12.3 Mobile Esport Customers 12.4 Mobile Esport Supply Chain Analysis 13 Analyst's Viewpoints/Conclusions 14 Disclaimer

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