Global Sports Video Gaming Market 2021 by Company, Regions, Type and Application, Forecast to 2026

Global Sports Video Gaming Market 2021 by Company, Regions, Type and Application, Forecast to 2026

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Published Date: 03 Jul 2021

Category: Service & Software

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  • sp_icon1 sp_icon1_b Description
  • sp_icon2 sp_icon2_b Table of Contents
  • sp_icon3 sp_icon3_b Table of Figures
  • sp_icon4 sp_icon4_b Research Methodology
  • sp_icon1 sp_icon1_b Companies Mentioned
  • sp_icon1 sp_icon1_b Related Reports
  • sp_icon1 sp_icon1_b Product Tags
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Description

The Sports Video Gaming market report provides a detailed analysis of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, sales analysis, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.

According to our latest research, the global Sports Video Gaming size is estimated to be USD xx million in 2026 from USD xx million in 2020, with a change XX% between 2020 and 2021. The global Sports Video Gaming market size is expected to grow at a CAGR of xx% for the next five years.

Market segmentation
Sports Video Gaming market is split by Type and by Application. For the period 2016-2026, the growth among segments provide accurate calculations and forecasts for revenue by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.

Market segment by Type, covers
Racing Car
Fighting
Other

Market segment by Application, can be divided into
Desktop
Notebook
Console
Others

Market segment by players, this report covers
ElectronicArts
Activision Blizzard
2K Games
NINTENDO
SONY
Ubisoft
KONAMI
CAPCOM
SQUARE ENIX
SEGA

Market segment by regions, regional analysis covers
North America (United States, Canada, and Mexico)
Europe (Germany, France, UK, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia, and Rest of Asia-Pacific)
South America (Brazil, Argentina, Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)

The content of the study subjects, includes a total of 12 chapters:
Chapter 1, to describe Sports Video Gaming product scope, market overview, market opportunities, market driving force and market risks.
Chapter 2, to profile the top players of Sports Video Gaming, with revenue, gross margin and global market share of Sports Video Gaming from 2019 to 2021.
Chapter 3, the Sports Video Gaming competitive situation, revenue and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by type and application, with revenue and growth rate by type, application, from 2016 to 2026.
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2016 to 2021.and Sports Video Gaming market forecast, by regions, type and application, with revenue, from 2021 to 2026.
Chapter 11 and 12, to describe Sports Video Gaming research findings and conclusion, appendix and data source.
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Table of Contents

1 Market Overview
1.1 Product Overview and Scope of Sports Video Gaming
1.2 Classification of Sports Video Gaming by Type
1.2.1 Overview: Global Sports Video Gaming Market Size by Type: 2020 Versus 2021 Versus 2026
1.2.2 Global Sports Video Gaming Revenue Market Share by Type in 2020
1.2.3 Racing Car
1.2.4 Fighting
1.2.5 Other
1.3 Global Sports Video Gaming Market by Application
1.3.1 Overview: Global Sports Video Gaming Market Size by Application: 2020 Versus 2021 Versus 2026
1.3.2 Desktop
1.3.3 Notebook
1.3.4 Console
1.3.5 Others
1.4 Global Sports Video Gaming Market Size & Forecast
1.5 Global Sports Video Gaming Market Size and Forecast by Region
1.5.1 Global Sports Video Gaming Market Size by Region: 2016 VS 2021 VS 2026
1.5.2 Global Sports Video Gaming Market Size by Region, (2016-2021)
1.5.3 North America Sports Video Gaming Market Size and Prospect (2016-2026)
1.5.4 Europe Sports Video Gaming Market Size and Prospect (2016-2026)
1.5.5 Asia-Pacific Sports Video Gaming Market Size and Prospect (2016-2026)
1.5.6 South America Sports Video Gaming Market Size and Prospect (2016-2026)
1.5.7 Middle East and Africa Sports Video Gaming Market Size and Prospect (2016-2026)
1.6 Market Drivers, Restraints and Trends
1.6.1 Sports Video Gaming Market Drivers
1.6.2 Sports Video Gaming Market Restraints
1.6.3 Sports Video Gaming Trends Analysis

2 Company Profiles
2.1 ElectronicArts
2.1.1 ElectronicArts Details
2.1.2 ElectronicArts Major Business
2.1.3 ElectronicArts Sports Video Gaming Product and Solutions
2.1.4 ElectronicArts Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2021)
2.1.5 ElectronicArts Recent Developments and Future Plans
2.2 Activision Blizzard
2.2.1 Activision Blizzard Details
2.2.2 Activision Blizzard Major Business
2.2.3 Activision Blizzard Sports Video Gaming Product and Solutions
2.2.4 Activision Blizzard Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2021)
2.2.5 Activision Blizzard Recent Developments and Future Plans
2.3 2K Games
2.3.1 2K Games Details
2.3.2 2K Games Major Business
2.3.3 2K Games Sports Video Gaming Product and Solutions
2.3.4 2K Games Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2021)
2.3.5 2K Games Recent Developments and Future Plans
2.4 NINTENDO
2.4.1 NINTENDO Details
2.4.2 NINTENDO Major Business
2.4.3 NINTENDO Sports Video Gaming Product and Solutions
2.4.4 NINTENDO Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2021)
2.4.5 NINTENDO Recent Developments and Future Plans
2.5 SONY
2.5.1 SONY Details
2.5.2 SONY Major Business
2.5.3 SONY Sports Video Gaming Product and Solutions
2.5.4 SONY Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2021)
2.5.5 SONY Recent Developments and Future Plans
2.6 Ubisoft
2.6.1 Ubisoft Details
2.6.2 Ubisoft Major Business
2.6.3 Ubisoft Sports Video Gaming Product and Solutions
2.6.4 Ubisoft Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2021)
2.6.5 Ubisoft Recent Developments and Future Plans
2.7 KONAMI
2.7.1 KONAMI Details
2.7.2 KONAMI Major Business
2.7.3 KONAMI Sports Video Gaming Product and Solutions
2.7.4 KONAMI Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2021)
2.7.5 KONAMI Recent Developments and Future Plans
2.8 CAPCOM
2.8.1 CAPCOM Details
2.8.2 CAPCOM Major Business
2.8.3 CAPCOM Sports Video Gaming Product and Solutions
2.8.4 CAPCOM Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2021)
2.8.5 CAPCOM Recent Developments and Future Plans
2.9 SQUARE ENIX
2.9.1 SQUARE ENIX Details
2.9.2 SQUARE ENIX Major Business
2.9.3 SQUARE ENIX Sports Video Gaming Product and Solutions
2.9.4 SQUARE ENIX Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2021)
2.9.5 SQUARE ENIX Recent Developments and Future Plans
2.10 SEGA
2.10.1 SEGA Details
2.10.2 SEGA Major Business
2.10.3 SEGA Sports Video Gaming Product and Solutions
2.10.4 SEGA Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2021)
2.10.5 SEGA Recent Developments and Future Plans

3 Market Competition, by Players
3.1 Global Sports Video Gaming Revenue and Share by Players (2019-2021)
3.2 Market Concentration Rate
3.2.1 Top 3 Sports Video Gaming Players Market Share
3.2.2 Top 10 Sports Video Gaming Players Market Share
3.2.3 Market Competition Trend
3.3 Sports Video Gaming Players Head Office, Products and Services Provided
3.4 Mergers & Acquisitions
3.5 New Entrants and Expansion Plans

4 Market Size Segment by Type
4.1 Global Sports Video Gaming Revenue and Market Share by Type (2016-2021)
4.2 Global Sports Video Gaming Market Forecast by Type (2021-2026)

5 Market Size Segment by Application
5.1 Global Sports Video Gaming Revenue Market Share by Application (2016-2021)
5.2 Sports Video Gaming Market Forecast by Application (2021-2026)

6 North America by Country, by Type, and by Application
6.1 North America Sports Video Gaming Revenue by Type (2016-2026)
6.2 North America Sports Video Gaming Revenue by Application (2016-2026)
6.3 North America Sports Video Gaming Market Size by Country
6.3.1 North America Sports Video Gaming Revenue by Country (2016-2026)
6.3.2 United States Sports Video Gaming Market Size and Forecast (2016-2026)
6.3.3 Canada Sports Video Gaming Market Size and Forecast (2016-2026)
6.3.4 Mexico Sports Video Gaming Market Size and Forecast (2016-2026)

7 Europe by Country, by Type, and by Application
7.1 Europe Sports Video Gaming Revenue by Type (2016-2026)
7.2 Europe Sports Video Gaming Revenue by Application (2016-2026)
7.3 Europe Sports Video Gaming Market Size by Country
7.3.1 Europe Sports Video Gaming Revenue by Country (2016-2026)
7.3.2 Germany Sports Video Gaming Market Size and Forecast (2016-2026)
7.3.3 France Sports Video Gaming Market Size and Forecast (2016-2026)
7.3.4 United Kingdom Sports Video Gaming Market Size and Forecast (2016-2026)
7.3.5 Russia Sports Video Gaming Market Size and Forecast (2016-2026)
7.3.6 Italy Sports Video Gaming Market Size and Forecast (2016-2026)

8 Asia-Pacific by Region, by Type, and by Application
8.1 Asia-Pacific Sports Video Gaming Revenue by Type (2016-2026)
8.2 Asia-Pacific Sports Video Gaming Revenue by Application (2016-2026)
8.3 Asia-Pacific Sports Video Gaming Market Size by Region
8.3.1 Asia-Pacific Sports Video Gaming Revenue by Region (2016-2026)
8.3.2 China Sports Video Gaming Market Size and Forecast (2016-2026)
8.3.3 Japan Sports Video Gaming Market Size and Forecast (2016-2026)
8.3.4 South Korea Sports Video Gaming Market Size and Forecast (2016-2026)
8.3.5 India Sports Video Gaming Market Size and Forecast (2016-2026)
8.3.6 Southeast Asia Sports Video Gaming Market Size and Forecast (2016-2026)
8.3.7 Australia Sports Video Gaming Market Size and Forecast (2016-2026)

9 South America by Country, by Type, and by Application
9.1 South America Sports Video Gaming Revenue by Type (2016-2026)
9.2 South America Sports Video Gaming Revenue by Application (2016-2026)
9.3 South America Sports Video Gaming Market Size by Country
9.3.1 South America Sports Video Gaming Revenue by Country (2016-2026)
9.3.2 Brazil Sports Video Gaming Market Size and Forecast (2016-2026)
9.3.3 Argentina Sports Video Gaming Market Size and Forecast (2016-2026)

10 Middle East & Africa by Country, by Type, and by Application
10.1 Middle East & Africa Sports Video Gaming Revenue by Type (2016-2026)
10.2 Middle East & Africa Sports Video Gaming Revenue by Application (2016-2026)
10.3 Middle East & Africa Sports Video Gaming Market Size by Country
10.3.1 Middle East & Africa Sports Video Gaming Revenue by Country (2016-2026)
10.3.2 Turkey Sports Video Gaming Market Size and Forecast (2016-2026)
10.3.3 Saudi Arabia Sports Video Gaming Market Size and Forecast (2016-2026)
10.3.4 UAE Sports Video Gaming Market Size and Forecast (2016-2026)

11 Research Findings and Conclusion

12 Appendix
12.1 Methodology
12.2 Research Process and Data Source
12.3 Disclaimer
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Table of Figures

List of Tables
Table 1. Global Sports Video Gaming Revenue by Type, (USD Million), 2020 VS 2021 VS 2026
Table 2. Global Sports Video Gaming Revenue by Application, (USD Million), 2020 VS 2021 VS 2026
Table 3. Global Market Sports Video Gaming Revenue (Million USD) Comparison by Region (2016 VS 2021 VS 2026)
Table 4. Global Sports Video Gaming Revenue (USD Million) by Region (2016-2021)
Table 5. Global Sports Video Gaming Revenue Market Share by Region (2021-2026)
Table 6. ElectronicArts Corporate Information, Head Office, and Major Competitors
Table 7. ElectronicArts Major Business
Table 8. ElectronicArts Sports Video Gaming Product and Solutions
Table 9. ElectronicArts Sports Video Gaming Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 10. Activision Blizzard Corporate Information, Head Office, and Major Competitors
Table 11. Activision Blizzard Major Business
Table 12. Activision Blizzard Sports Video Gaming Product and Solutions
Table 13. Activision Blizzard Sports Video Gaming Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 14. 2K Games Corporate Information, Head Office, and Major Competitors
Table 15. 2K Games Major Business
Table 16. 2K Games Sports Video Gaming Product and Solutions
Table 17. 2K Games Sports Video Gaming Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 18. NINTENDO Corporate Information, Head Office, and Major Competitors
Table 19. NINTENDO Major Business
Table 20. NINTENDO Sports Video Gaming Product and Solutions
Table 21. NINTENDO Sports Video Gaming Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 22. SONY Corporate Information, Head Office, and Major Competitors
Table 23. SONY Major Business
Table 24. SONY Sports Video Gaming Product and Solutions
Table 25. SONY Sports Video Gaming Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 26. Ubisoft Corporate Information, Head Office, and Major Competitors
Table 27. Ubisoft Major Business
Table 28. Ubisoft Sports Video Gaming Product and Solutions
Table 29. Ubisoft Sports Video Gaming Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 30. KONAMI Corporate Information, Head Office, and Major Competitors
Table 31. KONAMI Major Business
Table 32. KONAMI Sports Video Gaming Product and Solutions
Table 33. KONAMI Sports Video Gaming Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 34. CAPCOM Corporate Information, Head Office, and Major Competitors
Table 35. CAPCOM Major Business
Table 36. CAPCOM Sports Video Gaming Product and Solutions
Table 37. CAPCOM Sports Video Gaming Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 38. SQUARE ENIX Corporate Information, Head Office, and Major Competitors
Table 39. SQUARE ENIX Major Business
Table 40. SQUARE ENIX Sports Video Gaming Product and Solutions
Table 41. SQUARE ENIX Sports Video Gaming Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 42. SEGA Corporate Information, Head Office, and Major Competitors
Table 43. SEGA Major Business
Table 44. SEGA Sports Video Gaming Product and Solutions
Table 45. SEGA Sports Video Gaming Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 46. Global Sports Video Gaming Revenue (USD Million) by Players (2019-2021)
Table 47. Global Sports Video Gaming Revenue Share by Players (2019-2021)
Table 48. Breakdown of Sports Video Gaming by Company Type (Tier 1, Tier 2 and Tier 3)
Table 49. Sports Video Gaming Players Head Office, Products and Services Provided
Table 50. Sports Video Gaming Mergers & Acquisitions in the Past Five Years
Table 51. Sports Video Gaming New Entrants and Expansion Plans
Table 52. Global Sports Video Gaming Revenue (USD Million) by Type (2016-2021)
Table 53. Global Sports Video Gaming Revenue Share by Type (2016-2021)
Table 54. Global Sports Video Gaming Revenue Forecast by Type (2021-2026)
Table 55. Global Sports Video Gaming Revenue by Application (2016-2021)
Table 56. Global Sports Video Gaming Revenue Forecast by Application (2021-2026)
Table 57. North America Sports Video Gaming Revenue by Type (2016-2021) & (USD Million)
Table 58. North America Sports Video Gaming Revenue by Type (2021-2026) & (USD Million)
Table 59. North America Sports Video Gaming Revenue by Application (2016-2021) & (USD Million)
Table 60. North America Sports Video Gaming Revenue by Application (2021-2026) & (USD Million)
Table 61. North America Sports Video Gaming Revenue by Country (2016-2021) & (USD Million)
Table 62. North America Sports Video Gaming Revenue by Country (2021-2026) & (USD Million)
Table 63. Europe Sports Video Gaming Revenue by Type (2016-2021) & (USD Million)
Table 64. Europe Sports Video Gaming Revenue by Type (2021-2026) & (USD Million)
Table 65. Europe Sports Video Gaming Revenue by Application (2016-2021) & (USD Million)
Table 66. Europe Sports Video Gaming Revenue by Application (2021-2026) & (USD Million)
Table 67. Europe Sports Video Gaming Revenue by Country (2016-2021) & (USD Million)
Table 68. Europe Sports Video Gaming Revenue by Country (2021-2026) & (USD Million)
Table 69. Asia-Pacific Sports Video Gaming Revenue by Type (2016-2021) & (USD Million)
Table 70. Asia-Pacific Sports Video Gaming Revenue by Type (2021-2026) & (USD Million)
Table 71. Asia-Pacific Sports Video Gaming Revenue by Application (2016-2021) & (USD Million)
Table 72. Asia-Pacific Sports Video Gaming Revenue by Application (2021-2026) & (USD Million)
Table 73. Asia-Pacific Sports Video Gaming Revenue by Region (2016-2021) & (USD Million)
Table 74. Asia-Pacific Sports Video Gaming Revenue by Region (2021-2026) & (USD Million)
Table 75. South America Sports Video Gaming Revenue by Type (2016-2021) & (USD Million)
Table 76. South America Sports Video Gaming Revenue by Type (2021-2026) & (USD Million)
Table 77. South America Sports Video Gaming Revenue by Application (2016-2021) & (USD Million)
Table 78. South America Sports Video Gaming Revenue by Application (2021-2026) & (USD Million)
Table 79. South America Sports Video Gaming Revenue by Country (2016-2021) & (USD Million)
Table 80. South America Sports Video Gaming Revenue by Country (2021-2026) & (USD Million)
Table 81. Middle East & Africa Sports Video Gaming Revenue by Type (2016-2021) & (USD Million)
Table 82. Middle East & Africa Sports Video Gaming Revenue by Type (2021-2026) & (USD Million)
Table 83. Middle East & Africa Sports Video Gaming Revenue by Application (2016-2021) & (USD Million)
Table 84. Middle East & Africa Sports Video Gaming Revenue by Application (2021-2026) & (USD Million)
Table 85. Middle East & Africa Sports Video Gaming Revenue by Country (2016-2021) & (USD Million)
Table 86. Middle East & Africa Sports Video Gaming Revenue by Country (2021-2026) & (USD Million)
List of Figures
Figure 1. Sports Video Gaming Picture
Figure 2. Global Sports Video Gaming Revenue Market Share by Type in 2020
Figure 3. Racing Car
Figure 4. Fighting
Figure 5. Other
Figure 6. Sports Video Gaming Revenue Market Share by Application in 2020
Figure 7. Desktop Picture
Figure 8. Notebook Picture
Figure 9. Console Picture
Figure 10. Others Picture
Figure 11. Global Sports Video Gaming Revenue, (USD Million): 2020 VS 2021 VS 2026
Figure 12. Global Sports Video Gaming Revenue and Forecast (2016-2026) & (USD Million)
Figure 13. Global Sports Video Gaming Revenue Market Share by Region (2016-2026)
Figure 14. Global Sports Video Gaming Revenue Market Share by Region in 2020
Figure 15. North America Sports Video Gaming Revenue (USD Million) and Growth Rate (2016-2026)
Figure 16. Europe Sports Video Gaming Revenue (USD Million) and Growth Rate (2016-2026)
Figure 17. Asia-Pacific Sports Video Gaming Revenue (USD Million) and Growth Rate (2016-2026)
Figure 18. South America Sports Video Gaming Revenue (USD Million) and Growth Rate (2016-2026)
Figure 19. Middle East and Africa Sports Video Gaming Revenue (USD Million) and Growth Rate (2016-2026)
Figure 20. Sports Video Gaming Market Drivers
Figure 21. Sports Video Gaming Market Restraints
Figure 22. Sports Video Gaming Market Trends
Figure 23. ElectronicArts Recent Developments and Future Plans
Figure 24. Activision Blizzard Recent Developments and Future Plans
Figure 25. 2K Games Recent Developments and Future Plans
Figure 26. NINTENDO Recent Developments and Future Plans
Figure 27. SONY Recent Developments and Future Plans
Figure 28. Ubisoft Recent Developments and Future Plans
Figure 29. KONAMI Recent Developments and Future Plans
Figure 30. CAPCOM Recent Developments and Future Plans
Figure 31. SQUARE ENIX Recent Developments and Future Plans
Figure 32. SEGA Recent Developments and Future Plans
Figure 33. Global Sports Video Gaming Revenue Share by Players in 2020
Figure 34. Sports Video Gaming Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
Figure 35. Global Top 3 Players Sports Video Gaming Revenue Market Share in 2020
Figure 36. Global Top 10 Players Sports Video Gaming Revenue Market Share in 2020
Figure 37. Key Players Market Share Trend (Top 3 Market Share: 2019 VS 2020 VS 2021)
Figure 38. Global Sports Video Gaming Revenue Share by Type in 2020
Figure 39. Global Sports Video Gaming Market Share Forecast by Type (2021-2026)
Figure 40. Global Sports Video Gaming Revenue Share by Application in 2020
Figure 41. Global Sports Video Gaming Market Share Forecast by Application (2021-2026)
Figure 42. North America Sports Video Gaming Sales Market Share by Type (2016-2026)
Figure 43. North America Sports Video Gaming Sales Market Share by Application (2016-2026)
Figure 44. North America Sports Video Gaming Revenue Market Share by Country (2016-2026)
Figure 45. United States Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 46. Canada Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 47. Mexico Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 48. Europe Sports Video Gaming Sales Market Share by Type (2016-2026)
Figure 49. Europe Sports Video Gaming Sales Market Share by Application (2016-2026)
Figure 50. Europe Sports Video Gaming Revenue Market Share by Country (2016-2026)
Figure 51. Germany Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 52. France Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 53. United Kingdom Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 54. Russia Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 55. Italy Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 56. Asia-Pacific Sports Video Gaming Sales Market Share by Type (2016-2026)
Figure 57. Asia-Pacific Sports Video Gaming Sales Market Share by Application (2016-2026)
Figure 58. Asia-Pacific Sports Video Gaming Revenue Market Share by Region (2016-2026)
Figure 59. China Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 60. Japan Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 61. South Korea Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 62. India Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 63. Southeast Asia Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 64. Australia Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 65. South America Sports Video Gaming Sales Market Share by Type (2016-2026)
Figure 66. South America Sports Video Gaming Sales Market Share by Application (2016-2026)
Figure 67. South America Sports Video Gaming Revenue Market Share by Country (2016-2026)
Figure 68. Brazil Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 69. Argentina Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 70. Middle East and Africa Sports Video Gaming Sales Market Share by Type (2016-2026)
Figure 71. Middle East and Africa Sports Video Gaming Sales Market Share by Application (2016-2026)
Figure 72. Middle East and Africa Sports Video Gaming Revenue Market Share by Country (2016-2026)
Figure 73. Turkey Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 74. Saudi Arabia Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 75. UAE Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 76. Methodology
Figure 77. Research Process and Data Source
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Research Methodology

Client Requirements

yuan2

Review and analyze client requirements

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Discussion of all the project requirements and queries

Flexibility Check

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Project Feasibility Analysis

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Finalizing tentative research programme

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Structuring project proposal with scope, timeline, and costs

Analyzing Market Dynamics

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Determination of key drivers, restraints, challenge, and opportunity

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Identifies market needs and trends

Market Size Estimation & Forecast

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Estimation of historical data based on secondary and primary data

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Anticipating market recast by assigning weightage to market forces (drivers, restraints, opportunities)

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Freezing historical and forecast market size estimations based on evolution, trends, outlook, and strategies

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Consideration of geography, region-specific product/service demand for region segments

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Consideration of product utilization rates, product demand outlook for segments by application or end-user.

tuBiao1

Data Source

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Secondary Source
Data collections from annual reports, presentations,associations, journals, analyst reports, paid database, press releases, blogs, newsletters,and GIR repositories.

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Primary Source
Research discussion with manufacturers, distributors, suppliers, end user, industry experts to verify insights.

Validation and
triangulation of
secondary and primary source.

yuan2

Collection of data

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Cumulating and collating the essential qualitative and quantitative data

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Generation of report in client requested format by research analysts

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Reviews by expert analysts

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Final quality check

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Clarifying queries

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Receiving feedback

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Ensuring satisfaction

  • yuan01
    liuCheng01

    01 Identification of data

    This step involves identification of several primary and secondary data research sources, including Global Info Research's internal data sources. The primary sources consist of in-depth discussions and interviews with policy makers, industry experts, and data evaluators, whereas secondary sources include a thorough study of market journals, press releases, annual reports, and government and non-government agencies websites.

  • yuan01
    liuCheng01

    02 Evaluation of Market Dynamic

    This phase includes a detailed evaluation of several factors that are likely to affect the market dynamics. It involves a comprehensive assessment of major market pain points, drivers, and trends. It also comprises a detailed study of research plans and methodology.

  • yuan01
    liuCheng01

    03 Collection of Data

    This process consists of gathering data, accessing proprietary databases, and reaching out to key industry participants that operate in the market across the value chain. It also involves studying several patterns in the historical data and comparing it with the current scenario.

  • yuan01
    liuCheng01

    04 Collaboration of Data

    This stage involves the validation of data and arrival at actual statistics, and evolution of the market over the years. It entails the study and analyzes various segments and verticals of the market. An impact analysis is also performed to observe which factors will affect the market in the next few years.

  • yuan01
    liuCheng01

    05 Verification and Analysis

    This is the final stage, which involves both quantity and quality checks. Although the process of data verification is an integral part of the research process, all data points and statistics and figures are re-checked to uphold their authenticity and validity.

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Companies Mentioned

ElectronicArts
Activision Blizzard
2K Games
NINTENDO
SONY
Ubisoft
KONAMI
CAPCOM
SQUARE ENIX
SEGA
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Global Sports Video Gaming Market 2021 by Company, Regions, Type and Application, Forecast to 2026

Global Sports Video Gaming Market 2021 by Company, Regions, Type and Application, Forecast to 2026

Page: 92

Published Date: 03 Jul 2021

Category: Service & Software

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Description

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Description

The Sports Video Gaming market report provides a detailed analysis of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, sales analysis, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.

According to our latest research, the global Sports Video Gaming size is estimated to be USD xx million in 2026 from USD xx million in 2020, with a change XX% between 2020 and 2021. The global Sports Video Gaming market size is expected to grow at a CAGR of xx% for the next five years.

Market segmentation
Sports Video Gaming market is split by Type and by Application. For the period 2016-2026, the growth among segments provide accurate calculations and forecasts for revenue by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.

Market segment by Type, covers
Racing Car
Fighting
Other

Market segment by Application, can be divided into
Desktop
Notebook
Console
Others

Market segment by players, this report covers
ElectronicArts
Activision Blizzard
2K Games
NINTENDO
SONY
Ubisoft
KONAMI
CAPCOM
SQUARE ENIX
SEGA

Market segment by regions, regional analysis covers
North America (United States, Canada, and Mexico)
Europe (Germany, France, UK, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia, and Rest of Asia-Pacific)
South America (Brazil, Argentina, Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)

The content of the study subjects, includes a total of 12 chapters:
Chapter 1, to describe Sports Video Gaming product scope, market overview, market opportunities, market driving force and market risks.
Chapter 2, to profile the top players of Sports Video Gaming, with revenue, gross margin and global market share of Sports Video Gaming from 2019 to 2021.
Chapter 3, the Sports Video Gaming competitive situation, revenue and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by type and application, with revenue and growth rate by type, application, from 2016 to 2026.
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2016 to 2021.and Sports Video Gaming market forecast, by regions, type and application, with revenue, from 2021 to 2026.
Chapter 11 and 12, to describe Sports Video Gaming research findings and conclusion, appendix and data source.
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Table of Contents

1 Market Overview
1.1 Product Overview and Scope of Sports Video Gaming
1.2 Classification of Sports Video Gaming by Type
1.2.1 Overview: Global Sports Video Gaming Market Size by Type: 2020 Versus 2021 Versus 2026
1.2.2 Global Sports Video Gaming Revenue Market Share by Type in 2020
1.2.3 Racing Car
1.2.4 Fighting
1.2.5 Other
1.3 Global Sports Video Gaming Market by Application
1.3.1 Overview: Global Sports Video Gaming Market Size by Application: 2020 Versus 2021 Versus 2026
1.3.2 Desktop
1.3.3 Notebook
1.3.4 Console
1.3.5 Others
1.4 Global Sports Video Gaming Market Size & Forecast
1.5 Global Sports Video Gaming Market Size and Forecast by Region
1.5.1 Global Sports Video Gaming Market Size by Region: 2016 VS 2021 VS 2026
1.5.2 Global Sports Video Gaming Market Size by Region, (2016-2021)
1.5.3 North America Sports Video Gaming Market Size and Prospect (2016-2026)
1.5.4 Europe Sports Video Gaming Market Size and Prospect (2016-2026)
1.5.5 Asia-Pacific Sports Video Gaming Market Size and Prospect (2016-2026)
1.5.6 South America Sports Video Gaming Market Size and Prospect (2016-2026)
1.5.7 Middle East and Africa Sports Video Gaming Market Size and Prospect (2016-2026)
1.6 Market Drivers, Restraints and Trends
1.6.1 Sports Video Gaming Market Drivers
1.6.2 Sports Video Gaming Market Restraints
1.6.3 Sports Video Gaming Trends Analysis

2 Company Profiles
2.1 ElectronicArts
2.1.1 ElectronicArts Details
2.1.2 ElectronicArts Major Business
2.1.3 ElectronicArts Sports Video Gaming Product and Solutions
2.1.4 ElectronicArts Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2021)
2.1.5 ElectronicArts Recent Developments and Future Plans
2.2 Activision Blizzard
2.2.1 Activision Blizzard Details
2.2.2 Activision Blizzard Major Business
2.2.3 Activision Blizzard Sports Video Gaming Product and Solutions
2.2.4 Activision Blizzard Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2021)
2.2.5 Activision Blizzard Recent Developments and Future Plans
2.3 2K Games
2.3.1 2K Games Details
2.3.2 2K Games Major Business
2.3.3 2K Games Sports Video Gaming Product and Solutions
2.3.4 2K Games Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2021)
2.3.5 2K Games Recent Developments and Future Plans
2.4 NINTENDO
2.4.1 NINTENDO Details
2.4.2 NINTENDO Major Business
2.4.3 NINTENDO Sports Video Gaming Product and Solutions
2.4.4 NINTENDO Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2021)
2.4.5 NINTENDO Recent Developments and Future Plans
2.5 SONY
2.5.1 SONY Details
2.5.2 SONY Major Business
2.5.3 SONY Sports Video Gaming Product and Solutions
2.5.4 SONY Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2021)
2.5.5 SONY Recent Developments and Future Plans
2.6 Ubisoft
2.6.1 Ubisoft Details
2.6.2 Ubisoft Major Business
2.6.3 Ubisoft Sports Video Gaming Product and Solutions
2.6.4 Ubisoft Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2021)
2.6.5 Ubisoft Recent Developments and Future Plans
2.7 KONAMI
2.7.1 KONAMI Details
2.7.2 KONAMI Major Business
2.7.3 KONAMI Sports Video Gaming Product and Solutions
2.7.4 KONAMI Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2021)
2.7.5 KONAMI Recent Developments and Future Plans
2.8 CAPCOM
2.8.1 CAPCOM Details
2.8.2 CAPCOM Major Business
2.8.3 CAPCOM Sports Video Gaming Product and Solutions
2.8.4 CAPCOM Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2021)
2.8.5 CAPCOM Recent Developments and Future Plans
2.9 SQUARE ENIX
2.9.1 SQUARE ENIX Details
2.9.2 SQUARE ENIX Major Business
2.9.3 SQUARE ENIX Sports Video Gaming Product and Solutions
2.9.4 SQUARE ENIX Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2021)
2.9.5 SQUARE ENIX Recent Developments and Future Plans
2.10 SEGA
2.10.1 SEGA Details
2.10.2 SEGA Major Business
2.10.3 SEGA Sports Video Gaming Product and Solutions
2.10.4 SEGA Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2021)
2.10.5 SEGA Recent Developments and Future Plans

3 Market Competition, by Players
3.1 Global Sports Video Gaming Revenue and Share by Players (2019-2021)
3.2 Market Concentration Rate
3.2.1 Top 3 Sports Video Gaming Players Market Share
3.2.2 Top 10 Sports Video Gaming Players Market Share
3.2.3 Market Competition Trend
3.3 Sports Video Gaming Players Head Office, Products and Services Provided
3.4 Mergers & Acquisitions
3.5 New Entrants and Expansion Plans

4 Market Size Segment by Type
4.1 Global Sports Video Gaming Revenue and Market Share by Type (2016-2021)
4.2 Global Sports Video Gaming Market Forecast by Type (2021-2026)

5 Market Size Segment by Application
5.1 Global Sports Video Gaming Revenue Market Share by Application (2016-2021)
5.2 Sports Video Gaming Market Forecast by Application (2021-2026)

6 North America by Country, by Type, and by Application
6.1 North America Sports Video Gaming Revenue by Type (2016-2026)
6.2 North America Sports Video Gaming Revenue by Application (2016-2026)
6.3 North America Sports Video Gaming Market Size by Country
6.3.1 North America Sports Video Gaming Revenue by Country (2016-2026)
6.3.2 United States Sports Video Gaming Market Size and Forecast (2016-2026)
6.3.3 Canada Sports Video Gaming Market Size and Forecast (2016-2026)
6.3.4 Mexico Sports Video Gaming Market Size and Forecast (2016-2026)

7 Europe by Country, by Type, and by Application
7.1 Europe Sports Video Gaming Revenue by Type (2016-2026)
7.2 Europe Sports Video Gaming Revenue by Application (2016-2026)
7.3 Europe Sports Video Gaming Market Size by Country
7.3.1 Europe Sports Video Gaming Revenue by Country (2016-2026)
7.3.2 Germany Sports Video Gaming Market Size and Forecast (2016-2026)
7.3.3 France Sports Video Gaming Market Size and Forecast (2016-2026)
7.3.4 United Kingdom Sports Video Gaming Market Size and Forecast (2016-2026)
7.3.5 Russia Sports Video Gaming Market Size and Forecast (2016-2026)
7.3.6 Italy Sports Video Gaming Market Size and Forecast (2016-2026)

8 Asia-Pacific by Region, by Type, and by Application
8.1 Asia-Pacific Sports Video Gaming Revenue by Type (2016-2026)
8.2 Asia-Pacific Sports Video Gaming Revenue by Application (2016-2026)
8.3 Asia-Pacific Sports Video Gaming Market Size by Region
8.3.1 Asia-Pacific Sports Video Gaming Revenue by Region (2016-2026)
8.3.2 China Sports Video Gaming Market Size and Forecast (2016-2026)
8.3.3 Japan Sports Video Gaming Market Size and Forecast (2016-2026)
8.3.4 South Korea Sports Video Gaming Market Size and Forecast (2016-2026)
8.3.5 India Sports Video Gaming Market Size and Forecast (2016-2026)
8.3.6 Southeast Asia Sports Video Gaming Market Size and Forecast (2016-2026)
8.3.7 Australia Sports Video Gaming Market Size and Forecast (2016-2026)

9 South America by Country, by Type, and by Application
9.1 South America Sports Video Gaming Revenue by Type (2016-2026)
9.2 South America Sports Video Gaming Revenue by Application (2016-2026)
9.3 South America Sports Video Gaming Market Size by Country
9.3.1 South America Sports Video Gaming Revenue by Country (2016-2026)
9.3.2 Brazil Sports Video Gaming Market Size and Forecast (2016-2026)
9.3.3 Argentina Sports Video Gaming Market Size and Forecast (2016-2026)

10 Middle East & Africa by Country, by Type, and by Application
10.1 Middle East & Africa Sports Video Gaming Revenue by Type (2016-2026)
10.2 Middle East & Africa Sports Video Gaming Revenue by Application (2016-2026)
10.3 Middle East & Africa Sports Video Gaming Market Size by Country
10.3.1 Middle East & Africa Sports Video Gaming Revenue by Country (2016-2026)
10.3.2 Turkey Sports Video Gaming Market Size and Forecast (2016-2026)
10.3.3 Saudi Arabia Sports Video Gaming Market Size and Forecast (2016-2026)
10.3.4 UAE Sports Video Gaming Market Size and Forecast (2016-2026)

11 Research Findings and Conclusion

12 Appendix
12.1 Methodology
12.2 Research Process and Data Source
12.3 Disclaimer
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Table of Figures

List of Tables
Table 1. Global Sports Video Gaming Revenue by Type, (USD Million), 2020 VS 2021 VS 2026
Table 2. Global Sports Video Gaming Revenue by Application, (USD Million), 2020 VS 2021 VS 2026
Table 3. Global Market Sports Video Gaming Revenue (Million USD) Comparison by Region (2016 VS 2021 VS 2026)
Table 4. Global Sports Video Gaming Revenue (USD Million) by Region (2016-2021)
Table 5. Global Sports Video Gaming Revenue Market Share by Region (2021-2026)
Table 6. ElectronicArts Corporate Information, Head Office, and Major Competitors
Table 7. ElectronicArts Major Business
Table 8. ElectronicArts Sports Video Gaming Product and Solutions
Table 9. ElectronicArts Sports Video Gaming Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 10. Activision Blizzard Corporate Information, Head Office, and Major Competitors
Table 11. Activision Blizzard Major Business
Table 12. Activision Blizzard Sports Video Gaming Product and Solutions
Table 13. Activision Blizzard Sports Video Gaming Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 14. 2K Games Corporate Information, Head Office, and Major Competitors
Table 15. 2K Games Major Business
Table 16. 2K Games Sports Video Gaming Product and Solutions
Table 17. 2K Games Sports Video Gaming Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 18. NINTENDO Corporate Information, Head Office, and Major Competitors
Table 19. NINTENDO Major Business
Table 20. NINTENDO Sports Video Gaming Product and Solutions
Table 21. NINTENDO Sports Video Gaming Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 22. SONY Corporate Information, Head Office, and Major Competitors
Table 23. SONY Major Business
Table 24. SONY Sports Video Gaming Product and Solutions
Table 25. SONY Sports Video Gaming Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 26. Ubisoft Corporate Information, Head Office, and Major Competitors
Table 27. Ubisoft Major Business
Table 28. Ubisoft Sports Video Gaming Product and Solutions
Table 29. Ubisoft Sports Video Gaming Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 30. KONAMI Corporate Information, Head Office, and Major Competitors
Table 31. KONAMI Major Business
Table 32. KONAMI Sports Video Gaming Product and Solutions
Table 33. KONAMI Sports Video Gaming Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 34. CAPCOM Corporate Information, Head Office, and Major Competitors
Table 35. CAPCOM Major Business
Table 36. CAPCOM Sports Video Gaming Product and Solutions
Table 37. CAPCOM Sports Video Gaming Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 38. SQUARE ENIX Corporate Information, Head Office, and Major Competitors
Table 39. SQUARE ENIX Major Business
Table 40. SQUARE ENIX Sports Video Gaming Product and Solutions
Table 41. SQUARE ENIX Sports Video Gaming Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 42. SEGA Corporate Information, Head Office, and Major Competitors
Table 43. SEGA Major Business
Table 44. SEGA Sports Video Gaming Product and Solutions
Table 45. SEGA Sports Video Gaming Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 46. Global Sports Video Gaming Revenue (USD Million) by Players (2019-2021)
Table 47. Global Sports Video Gaming Revenue Share by Players (2019-2021)
Table 48. Breakdown of Sports Video Gaming by Company Type (Tier 1, Tier 2 and Tier 3)
Table 49. Sports Video Gaming Players Head Office, Products and Services Provided
Table 50. Sports Video Gaming Mergers & Acquisitions in the Past Five Years
Table 51. Sports Video Gaming New Entrants and Expansion Plans
Table 52. Global Sports Video Gaming Revenue (USD Million) by Type (2016-2021)
Table 53. Global Sports Video Gaming Revenue Share by Type (2016-2021)
Table 54. Global Sports Video Gaming Revenue Forecast by Type (2021-2026)
Table 55. Global Sports Video Gaming Revenue by Application (2016-2021)
Table 56. Global Sports Video Gaming Revenue Forecast by Application (2021-2026)
Table 57. North America Sports Video Gaming Revenue by Type (2016-2021) & (USD Million)
Table 58. North America Sports Video Gaming Revenue by Type (2021-2026) & (USD Million)
Table 59. North America Sports Video Gaming Revenue by Application (2016-2021) & (USD Million)
Table 60. North America Sports Video Gaming Revenue by Application (2021-2026) & (USD Million)
Table 61. North America Sports Video Gaming Revenue by Country (2016-2021) & (USD Million)
Table 62. North America Sports Video Gaming Revenue by Country (2021-2026) & (USD Million)
Table 63. Europe Sports Video Gaming Revenue by Type (2016-2021) & (USD Million)
Table 64. Europe Sports Video Gaming Revenue by Type (2021-2026) & (USD Million)
Table 65. Europe Sports Video Gaming Revenue by Application (2016-2021) & (USD Million)
Table 66. Europe Sports Video Gaming Revenue by Application (2021-2026) & (USD Million)
Table 67. Europe Sports Video Gaming Revenue by Country (2016-2021) & (USD Million)
Table 68. Europe Sports Video Gaming Revenue by Country (2021-2026) & (USD Million)
Table 69. Asia-Pacific Sports Video Gaming Revenue by Type (2016-2021) & (USD Million)
Table 70. Asia-Pacific Sports Video Gaming Revenue by Type (2021-2026) & (USD Million)
Table 71. Asia-Pacific Sports Video Gaming Revenue by Application (2016-2021) & (USD Million)
Table 72. Asia-Pacific Sports Video Gaming Revenue by Application (2021-2026) & (USD Million)
Table 73. Asia-Pacific Sports Video Gaming Revenue by Region (2016-2021) & (USD Million)
Table 74. Asia-Pacific Sports Video Gaming Revenue by Region (2021-2026) & (USD Million)
Table 75. South America Sports Video Gaming Revenue by Type (2016-2021) & (USD Million)
Table 76. South America Sports Video Gaming Revenue by Type (2021-2026) & (USD Million)
Table 77. South America Sports Video Gaming Revenue by Application (2016-2021) & (USD Million)
Table 78. South America Sports Video Gaming Revenue by Application (2021-2026) & (USD Million)
Table 79. South America Sports Video Gaming Revenue by Country (2016-2021) & (USD Million)
Table 80. South America Sports Video Gaming Revenue by Country (2021-2026) & (USD Million)
Table 81. Middle East & Africa Sports Video Gaming Revenue by Type (2016-2021) & (USD Million)
Table 82. Middle East & Africa Sports Video Gaming Revenue by Type (2021-2026) & (USD Million)
Table 83. Middle East & Africa Sports Video Gaming Revenue by Application (2016-2021) & (USD Million)
Table 84. Middle East & Africa Sports Video Gaming Revenue by Application (2021-2026) & (USD Million)
Table 85. Middle East & Africa Sports Video Gaming Revenue by Country (2016-2021) & (USD Million)
Table 86. Middle East & Africa Sports Video Gaming Revenue by Country (2021-2026) & (USD Million)
List of Figures
Figure 1. Sports Video Gaming Picture
Figure 2. Global Sports Video Gaming Revenue Market Share by Type in 2020
Figure 3. Racing Car
Figure 4. Fighting
Figure 5. Other
Figure 6. Sports Video Gaming Revenue Market Share by Application in 2020
Figure 7. Desktop Picture
Figure 8. Notebook Picture
Figure 9. Console Picture
Figure 10. Others Picture
Figure 11. Global Sports Video Gaming Revenue, (USD Million): 2020 VS 2021 VS 2026
Figure 12. Global Sports Video Gaming Revenue and Forecast (2016-2026) & (USD Million)
Figure 13. Global Sports Video Gaming Revenue Market Share by Region (2016-2026)
Figure 14. Global Sports Video Gaming Revenue Market Share by Region in 2020
Figure 15. North America Sports Video Gaming Revenue (USD Million) and Growth Rate (2016-2026)
Figure 16. Europe Sports Video Gaming Revenue (USD Million) and Growth Rate (2016-2026)
Figure 17. Asia-Pacific Sports Video Gaming Revenue (USD Million) and Growth Rate (2016-2026)
Figure 18. South America Sports Video Gaming Revenue (USD Million) and Growth Rate (2016-2026)
Figure 19. Middle East and Africa Sports Video Gaming Revenue (USD Million) and Growth Rate (2016-2026)
Figure 20. Sports Video Gaming Market Drivers
Figure 21. Sports Video Gaming Market Restraints
Figure 22. Sports Video Gaming Market Trends
Figure 23. ElectronicArts Recent Developments and Future Plans
Figure 24. Activision Blizzard Recent Developments and Future Plans
Figure 25. 2K Games Recent Developments and Future Plans
Figure 26. NINTENDO Recent Developments and Future Plans
Figure 27. SONY Recent Developments and Future Plans
Figure 28. Ubisoft Recent Developments and Future Plans
Figure 29. KONAMI Recent Developments and Future Plans
Figure 30. CAPCOM Recent Developments and Future Plans
Figure 31. SQUARE ENIX Recent Developments and Future Plans
Figure 32. SEGA Recent Developments and Future Plans
Figure 33. Global Sports Video Gaming Revenue Share by Players in 2020
Figure 34. Sports Video Gaming Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
Figure 35. Global Top 3 Players Sports Video Gaming Revenue Market Share in 2020
Figure 36. Global Top 10 Players Sports Video Gaming Revenue Market Share in 2020
Figure 37. Key Players Market Share Trend (Top 3 Market Share: 2019 VS 2020 VS 2021)
Figure 38. Global Sports Video Gaming Revenue Share by Type in 2020
Figure 39. Global Sports Video Gaming Market Share Forecast by Type (2021-2026)
Figure 40. Global Sports Video Gaming Revenue Share by Application in 2020
Figure 41. Global Sports Video Gaming Market Share Forecast by Application (2021-2026)
Figure 42. North America Sports Video Gaming Sales Market Share by Type (2016-2026)
Figure 43. North America Sports Video Gaming Sales Market Share by Application (2016-2026)
Figure 44. North America Sports Video Gaming Revenue Market Share by Country (2016-2026)
Figure 45. United States Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 46. Canada Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 47. Mexico Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 48. Europe Sports Video Gaming Sales Market Share by Type (2016-2026)
Figure 49. Europe Sports Video Gaming Sales Market Share by Application (2016-2026)
Figure 50. Europe Sports Video Gaming Revenue Market Share by Country (2016-2026)
Figure 51. Germany Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 52. France Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 53. United Kingdom Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 54. Russia Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 55. Italy Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 56. Asia-Pacific Sports Video Gaming Sales Market Share by Type (2016-2026)
Figure 57. Asia-Pacific Sports Video Gaming Sales Market Share by Application (2016-2026)
Figure 58. Asia-Pacific Sports Video Gaming Revenue Market Share by Region (2016-2026)
Figure 59. China Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 60. Japan Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 61. South Korea Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 62. India Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 63. Southeast Asia Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 64. Australia Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 65. South America Sports Video Gaming Sales Market Share by Type (2016-2026)
Figure 66. South America Sports Video Gaming Sales Market Share by Application (2016-2026)
Figure 67. South America Sports Video Gaming Revenue Market Share by Country (2016-2026)
Figure 68. Brazil Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 69. Argentina Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 70. Middle East and Africa Sports Video Gaming Sales Market Share by Type (2016-2026)
Figure 71. Middle East and Africa Sports Video Gaming Sales Market Share by Application (2016-2026)
Figure 72. Middle East and Africa Sports Video Gaming Revenue Market Share by Country (2016-2026)
Figure 73. Turkey Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 74. Saudi Arabia Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 75. UAE Sports Video Gaming Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 76. Methodology
Figure 77. Research Process and Data Source
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Research Methodology

Client Requirements

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Review and analyze client requirements

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Discussion of all the project requirements and queries

Flexibility Check

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Project Feasibility Analysis

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Finalizing tentative research programme

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Structuring project proposal with scope, timeline, and costs

Analyzing Market Dynamics

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Determination of key drivers, restraints, challenge, and opportunity

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Identifies market needs and trends

Market Size Estimation & Forecast

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Estimation of historical data based on secondary and primary data

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Anticipating market recast by assigning weightage to market forces (drivers, restraints, opportunities)

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Freezing historical and forecast market size estimations based on evolution, trends, outlook, and strategies

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Consideration of geography, region-specific product/service demand for region segments

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Consideration of product utilization rates, product demand outlook for segments by application or end-user.

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Data Source

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Secondary Source
Data collections from annual reports, presentations,associations, journals, analyst reports, paid database, press releases, blogs, newsletters,and GIR repositories.

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Discussion of all the project requirements and queries

Validation and triangulation of secondary and primary source.

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Collection of data

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Cumulating and collating the essential qualitative and quantitative data

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Generation of report in client requested format by research analysts

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Reviews by expert analysts

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Final quality check

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Clarifying queries

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Receiving feedback

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Ensuring satisfaction

  • yuan01
    liuCheng01

    01 Identification of data

    This step involves identification of several primary and secondary data research sources, including Global Info Research's internal data sources. The primary sources consist of in-depth discussions and interviews with policy makers, industry experts, and data evaluators, whereas secondary sources include a thorough study of market journals, press releases, annual reports, and government and non-government agencies websites.

  • yuan01
    liuCheng01

    02 Evaluation of Market Dynamic

    This phase includes a detailed evaluation of several factors that are likely to affect the market dynamics. It involves a comprehensive assessment of major market pain points, drivers, and trends. It also comprises a detailed study of research plans and methodology.

  • yuan01
    liuCheng01

    03 Collection of Data

    This process consists of gathering data, accessing proprietary databases, and reaching out to key industry participants that operate in the market across the value chain. It also involves studying several patterns in the historical data and comparing it with the current scenario.

  • yuan01
    liuCheng01

    04 Collaboration of Data

    This stage involves the validation of data and arrival at actual statistics, and evolution of the market over the years. It entails the study and analyzes various segments and verticals of the market. An impact analysis is also performed to observe which factors will affect the market in the next few years.

  • yuan01
    liuCheng01

    05 Verification and Analysis

    This is the final stage, which involves both quantity and quality checks. Although the process of data verification is an integral part of the research process, all data points and statistics and figures are re-checked to uphold their authenticity and validity.

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Companies Mentioned

ElectronicArts
Activision Blizzard
2K Games
NINTENDO
SONY
Ubisoft
KONAMI
CAPCOM
SQUARE ENIX
SEGA
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