0
U.S. (TOLL FREE)
+1 (315) 215-3225
Automative

0
U.S. (TOLL FREE)
+1 (315) 215-3225
Global E-Sports Market Insights and Forecast to 2028
Published Date: February 2022
|
Report Code: QYRE-Auto-17H3082
Home | Market Reports | Games | Computer & Video Games | Strategy Games
Global E Sports Market Size Status and Forecast 2020 2026

Global E-Sports Market Insights and Forecast to 2028

Code: QYRE-Auto-17H3082
Report
February 2022
Pages:114
QYResearch
Description
Table of Content
Tables & Figures

E-Sports Market Outlook - 2028

Global E-Sports market size, valued at USD 777.1 million in 2021 is projected to expand at a CAGR of 15.1% over 2022-2028, and reach a valuation of USD 2141.1 million by the end of the forecast period 2028. Key drivers of the esports market include the rising popularity of video games, mobile gaming, and rapid advancements in gaming technology. E-sports (also known as electronic sports, esports, eSports) is a form of competition using video games.

E-Sports Market Outlook 2028, Research Report

In addition to it, huge investments, and sponsorships, by key market players will drive the growth of the esports market during the forecast period. Further, the advent of online streaming platforms and changes in consumer entertainment preferences will boost the market growth in the coming years.

Growing Popularity Of Video Games, Mobile Gaming, And Advancements In Gaming Technology

The popularity of video games and mobile gaming is increasing rapidly. The easy access to the internet, rising smartphone penetration, and advancements in gaming technology are contributing to the growth of the industry. Facial recognition, gesture control, high definition displays, and advanced graphics are some of the features which attract consumers to video games. Thus the expanding popularity of video games and technological advancements will drive the growth of the esports market during the forecast period.

Huge Investments Made By Key Market Players

The Esports industry will grow tremendously in the coming years. Key market players such as Riot Games and other companies are investing heavily in the form of licensing, ticket sales, advertising, merchandising, and broadcast rights. Huge gaming tournaments in the form of independent sports leagues are being held with international cash prizes. Further, a new breed of professional video gamers is emerging who either compete individually or in teams on a global scale through live events. Thus the increasing investments by key market players will create lucrative opportunities for the growth of the esports market during the forecast period.

Advent Of Online Streaming Platforms And Changes In Consumer Viewing Habits

Online streaming platforms such as youtube, twitch, and social media allow viewers to watch their favorite e-sport players compete live against each other. The rise in income levels and growing internet access have enabled viewers to watch online gaming tournaments live on their screens. Players can interact directly with their fans through these platforms or in person at tournaments. People around the world are changing their viewing patterns and esports has emerged as a full-fledged industry on its own. Thus the advent of online streaming platforms and change in users’ viewing habits will accelerate the growth of the esports market in the future.

E-Sports Market, By Region

Based on region, North America is expected to provide lucrative opportunities for growth in the esports market share due to the presence of key market players, huge investments in the esports industry with game creators, leagues, TV networks, and other stakeholders. However, the APAC region is expected to grow at the fastest CAGR during the forecast period due to increasing internet penetration and smartphone use and the gradual rise of the esports industry.

E-Sports Market, By Type

Based on type, the MOBA segment is expected to provide lucrative opportunities for growth in the esports market share during the forecast period as MOBA(Multiplayer Online Battle Arena) has different elements such as fighting, collection of items, leveling up, etc which draws the attention of players quickly thereby propelling demand.

E-Sports Market Report Coverage

Report Metric

Details

Base Year:

2021

Market Size in 2021:

USD 777.1 Million

Forecast Period:

2022 to 2028

Forecast Period 2022 to 2028 CAGR:

15.1%

2028 Value Projection:

USD 2141.1 Million

No. of Pages:

114

Tables & Figures

131

Segments covered:

Type, Application, Region

Frequently Asked Questions About This Report

1. Which region will provide lucrative opportunities of E-Sports during forecast period?

Ans. North America is expected to provide lucrative opportunities for growth in the esports market share.

2. What was the value of the global E-Sports market in 2021?

Ans. Global E-Sports market size, valued at USD 777.1 million in 2021 is projected to expand at a CAGR of 15.1%

3. What is the major market driver for esports?

Ans. Key drivers of the esports market include the rising popularity of video games, mobile gaming, and rapid advancements in gaming technology.

4. Which is the leading segment based on type in the esports market?

Ans. Based on type, the MOBA segment is expected to provide lucrative opportunities for growth in the esports market share.

1 Report Business Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global E-Sports Market Size Growth Rate by Type, 2017 VS 2021 VS 2028
1.2.2 Multiplayer Online Battle Arena (MOBA)
1.2.3 First-Person Shooter (FPS)
1.2.4 Real-Time Strategy (RTS)
1.2.5 Other
1.3 Market by Application
1.3.1 Global E-Sports Market Size Growth Rate by Application, 2017 VS 2021 VS 2028
1.3.2 Professional
1.3.3 Amateur
1.4 Study Objectives
1.5 Years Considered
2 Global Growth Trends
2.1 Global E-Sports Market Perspective (2017-2028)
2.2 E-Sports Growth Trends by Region
2.2.1 E-Sports Market Size by Region: 2017 VS 2021 VS 2028
2.2.2 E-Sports Historic Market Size by Region (2017-2022)
2.2.3 E-Sports Forecasted Market Size by Region (2023-2028)
2.3 E-Sports Market Dynamics
2.3.1 E-Sports Industry Trends
2.3.2 E-Sports Market Drivers
2.3.3 E-Sports Market Challenges
2.3.4 E-Sports Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top E-Sports Players by Revenue
3.1.1 Global Top E-Sports Players by Revenue (2017-2022)
3.1.2 Global E-Sports Revenue Market Share by Players (2017-2022)
3.2 Global E-Sports Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by E-Sports Revenue
3.4 Global E-Sports Market Concentration Ratio
3.4.1 Global E-Sports Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by E-Sports Revenue in 2021
3.5 E-Sports Key Players Head office and Area Served
3.6 Key Players E-Sports Product Solution and Service
3.7 Date of Enter into E-Sports Market
3.8 Mergers & Acquisitions, Expansion Plans
4 E-Sports Breakdown Data by Type
4.1 Global E-Sports Historic Market Size by Type (2017-2022)
4.2 Global E-Sports Forecasted Market Size by Type (2023-2028)
5 E-Sports Breakdown Data by Application
5.1 Global E-Sports Historic Market Size by Application (2017-2022)
5.2 Global E-Sports Forecasted Market Size by Application (2023-2028)
6 North America
6.1 North America E-Sports Market Size (2017-2028)
6.2 North America E-Sports Market Size by Type
6.2.1 North America E-Sports Market Size by Type (2017-2022)
6.2.2 North America E-Sports Market Size by Type (2023-2028)
6.2.3 North America E-Sports Market Share by Type (2017-2028)
6.3 North America E-Sports Market Size by Application
6.3.1 North America E-Sports Market Size by Application (2017-2022)
6.3.2 North America E-Sports Market Size by Application (2023-2028)
6.3.3 North America E-Sports Market Share by Application (2017-2028)
6.4 North America E-Sports Market Size by Country
6.4.1 North America E-Sports Market Size by Country (2017-2022)
6.4.2 North America E-Sports Market Size by Country (2023-2028)
6.4.3 U.S.
6.4.4 Canada
7 Europe
7.1 Europe E-Sports Market Size (2017-2028)
7.2 Europe E-Sports Market Size by Type
7.2.1 Europe E-Sports Market Size by Type (2017-2022)
7.2.2 Europe E-Sports Market Size by Type (2023-2028)
7.2.3 Europe E-Sports Market Share by Type (2017-2028)
7.3 Europe E-Sports Market Size by Application
7.3.1 Europe E-Sports Market Size by Application (2017-2022)
7.3.2 Europe E-Sports Market Size by Application (2023-2028)
7.3.3 Europe E-Sports Market Share by Application (2017-2028)
7.4 Europe E-Sports Market Size by Country
7.4.1 Europe E-Sports Market Size by Country (2017-2022)
7.4.2 Europe E-Sports Market Size by Country (2023-2028)
7.4.3 Germany
7.4.4 France
7.4.5 U.K.
7.4.6 Italy
7.4.7 Russia
7.4.8 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific E-Sports Market Size (2017-2028)
8.2 Asia-Pacific E-Sports Market Size by Type
8.2.1 Asia-Pacific E-Sports Market Size by Type (2017-2022)
8.2.2 Asia-Pacific E-Sports Market Size by Type (2023-2028)
8.2.3 Asia-Pacific E-Sports Market Share by Type (2017-2028)
8.3 Asia-Pacific E-Sports Market Size by Application
8.3.1 Asia-Pacific E-Sports Market Size by Application (2017-2022)
8.3.2 Asia-Pacific E-Sports Market Size by Application (2023-2028)
8.3.3 Asia-Pacific E-Sports Market Share by Application (2017-2028)
8.4 Asia-Pacific E-Sports Market Size by Region
8.4.1 Asia-Pacific E-Sports Market Size by Region (2017-2022)
8.4.2 Asia-Pacific E-Sports Market Size by Region (2023-2028)
8.4.3 China
8.4.4 Japan
8.4.5 South Korea
8.4.6 Southeast Asia
8.4.7 India
8.4.8 Australia
9 Latin America
9.1 Latin America E-Sports Market Size (2017-2028)
9.2 Latin America E-Sports Market Size by Type
9.2.1 Latin America E-Sports Market Size by Type (2017-2022)
9.2.2 Latin America E-Sports Market Size by Type (2023-2028)
9.2.3 Latin America E-Sports Market Share by Type (2017-2028)
9.3 Latin America E-Sports Market Size by Application
9.3.1 Latin America E-Sports Market Size by Application (2017-2022)
9.3.2 Latin America E-Sports Market Size by Application (2023-2028)
9.3.3 Latin America E-Sports Market Share by Application (2017-2028)
9.4 Latin America E-Sports Market Size by Country
9.4.1 Latin America E-Sports Market Size by Country (2017-2022)
9.4.2 Latin America E-Sports Market Size by Country (2023-2028)
9.4.3 Mexico
9.4.4 Brazil
10 Middle East & Africa
10.1 Middle East & Africa E-Sports Market Size (2017-2028)
10.2 Middle East & Africa E-Sports Market Size by Type
10.2.1 Middle East & Africa E-Sports Market Size by Type (2017-2022)
10.2.2 Middle East & Africa E-Sports Market Size by Type (2023-2028)
10.2.3 Middle East & Africa E-Sports Market Share by Type (2017-2028)
10.3 Middle East & Africa E-Sports Market Size by Application
10.3.1 Middle East & Africa E-Sports Market Size by Application (2017-2022)
10.3.2 Middle East & Africa E-Sports Market Size by Application (2023-2028)
10.3.3 Middle East & Africa E-Sports Market Share by Application (2017-2028)
10.4 Middle East & Africa E-Sports Market Size by Country
10.4.1 Middle East & Africa E-Sports Market Size by Country (2017-2022)
10.4.2 Middle East & Africa E-Sports Market Size by Country (2023-2028)
10.4.3 Turkey
10.4.4 Saudi Arabia
10.4.5 UAE
11 Key Players Profiles
11.1 Activision Blizzard
11.1.1 Activision Blizzard Company Details
11.1.2 Activision Blizzard Business Overview
11.1.3 Activision Blizzard E-Sports Introduction
11.1.4 Activision Blizzard Revenue in E-Sports Business (2017-2022)
11.1.5 Activision Blizzard Recent Developments
11.2 Epic Games
11.2.1 Epic Games Company Details
11.2.2 Epic Games Business Overview
11.2.3 Epic Games E-Sports Introduction
11.2.4 Epic Games Revenue in E-Sports Business (2017-2022)
11.2.5 Epic Games Recent Developments
11.3 Nintendo
11.3.1 Nintendo Company Details
11.3.2 Nintendo Business Overview
11.3.3 Nintendo E-Sports Introduction
11.3.4 Nintendo Revenue in E-Sports Business (2017-2022)
11.3.5 Nintendo Recent Developments
11.4 Riot Games
11.4.1 Riot Games Company Details
11.4.2 Riot Games Business Overview
11.4.3 Riot Games E-Sports Introduction
11.4.4 Riot Games Revenue in E-Sports Business (2017-2022)
11.4.5 Riot Games Recent Developments
11.5 Valve Corporation
11.5.1 Valve Corporation Company Details
11.5.2 Valve Corporation Business Overview
11.5.3 Valve Corporation E-Sports Introduction
11.5.4 Valve Corporation Revenue in E-Sports Business (2017-2022)
11.5.5 Valve Corporation Recent Developments
11.6 Wargaming.Net
11.6.1 Wargaming.Net Company Details
11.6.2 Wargaming.Net Business Overview
11.6.3 Wargaming.Net E-Sports Introduction
11.6.4 Wargaming.Net Revenue in E-Sports Business (2017-2022)
11.6.5 Wargaming.Net Recent Developments
11.7 EA Sports
11.7.1 EA Sports Company Details
11.7.2 EA Sports Business Overview
11.7.3 EA Sports E-Sports Introduction
11.7.4 EA Sports Revenue in E-Sports Business (2017-2022)
11.7.5 EA Sports Recent Developments
11.8 Hi-Rez Studios
11.8.1 Hi-Rez Studios Company Details
11.8.2 Hi-Rez Studios Business Overview
11.8.3 Hi-Rez Studios E-Sports Introduction
11.8.4 Hi-Rez Studios Revenue in E-Sports Business (2017-2022)
11.8.5 Hi-Rez Studios Recent Developments
11.9 Microsoft Studios
11.9.1 Microsoft Studios Company Details
11.9.2 Microsoft Studios Business Overview
11.9.3 Microsoft Studios E-Sports Introduction
11.9.4 Microsoft Studios Revenue in E-Sports Business (2017-2022)
11.9.5 Microsoft Studios Recent Developments
11.10 Ubisoft Entertainment
11.10.1 Ubisoft Entertainment Company Details
11.10.2 Ubisoft Entertainment Business Overview
11.10.3 Ubisoft Entertainment E-Sports Introduction
11.10.4 Ubisoft Entertainment Revenue in E-Sports Business (2017-2022)
11.10.5 Ubisoft Entertainment Recent Developments
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Author Details
13.3 Disclaimer
List of Tables
    Table 1. Global E-Sports Market Size Growth Rate by Type (US$ Million), 2017 VS 2021 VS 2028
    Table 2. Key Players of Multiplayer Online Battle Arena (MOBA)
    Table 3. Key Players of First-Person Shooter (FPS)
    Table 4. Key Players of Real-Time Strategy (RTS)
    Table 5. Key Players of Other
    Table 6. Global E-Sports Market Size Growth Rate by Application (US$ Million), 2017 VS 2021 VS 2028
    Table 7. Global E-Sports Market Size by Region (US$ Million): 2017 VS 2021 VS 2028
    Table 8. Global E-Sports Market Size by Region (2017-2022) & (US$ Million)
    Table 9. Global E-Sports Market Share by Region (2017-2022)
    Table 10. Global E-Sports Forecasted Market Size by Region (2023-2028) & (US$ Million)
    Table 11. Global E-Sports Market Share by Region (2023-2028)
    Table 12. E-Sports Market Trends
    Table 13. E-Sports Market Drivers
    Table 14. E-Sports Market Challenges
    Table 15. E-Sports Market Restraints
    Table 16. Global E-Sports Revenue by Players (2017-2022) & (US$ Million)
    Table 17. Global E-Sports Revenue Share by Players (2017-2022)
    Table 18. Global Top E-Sports by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in E-Sports as of 2021)
    Table 19. Ranking of Global Top E-Sports Companies by Revenue (US$ Million) in 2021
    Table 20. Global 5 Largest Players Market Share by E-Sports Revenue (CR5 and HHI) & (2017-2022)
    Table 21. Key Players Headquarters and Area Served
    Table 22. Key Players E-Sports Product Solution and Service
    Table 23. Date of Enter into E-Sports Market
    Table 24. Mergers & Acquisitions, Expansion Plans
    Table 25. Global E-Sports Market Size by Type (2017-2022) & (US$ Million)
    Table 26. Global E-Sports Revenue Market Share by Type (2017-2022)
    Table 27. Global E-Sports Forecasted Market Size by Type (2023-2028) & (US$ Million)
    Table 28. Global E-Sports Revenue Market Share by Type (2023-2028)
    Table 29. Global E-Sports Market Size by Application (2017-2022) & (US$ Million)
    Table 30. Global E-Sports Revenue Share by Application (2017-2022)
    Table 31. Global E-Sports Forecasted Market Size by Application (2023-2028) & (US$ Million)
    Table 32. Global E-Sports Revenue Share by Application (2023-2028)
    Table 33. North America E-Sports Market Size by Type (2017-2022) & (US$ Million)
    Table 34. North America E-Sports Market Size by Type (2023-2028) & (US$ Million)
    Table 35. North America E-Sports Market Size by Application (2017-2022) & (US$ Million)
    Table 36. North America E-Sports Market Size by Application (2023-2028) & (US$ Million)
    Table 37. North America E-Sports Market Size by Country (2017-2022) & (US$ Million)
    Table 38. North America E-Sports Market Size by Country (2023-2028) & (US$ Million)
    Table 39. Europe E-Sports Market Size by Type (2017-2022) & (US$ Million)
    Table 40. Europe E-Sports Market Size by Type (2023-2028) & (US$ Million)
    Table 41. Europe E-Sports Market Size by Application (2017-2022) & (US$ Million)
    Table 42. Europe E-Sports Market Size by Application (2023-2028) & (US$ Million)
    Table 43. Europe E-Sports Market Size by Country (2017-2022) & (US$ Million)
    Table 44. Europe E-Sports Market Size by Country (2023-2028) & (US$ Million)
    Table 45. Asia Pacific E-Sports Market Size by Type (2017-2022) & (US$ Million)
    Table 46. Asia Pacific E-Sports Market Size by Type (2023-2028) & (US$ Million)
    Table 47. Asia Pacific E-Sports Market Size by Application (2017-2022) & (US$ Million)
    Table 48. Asia Pacific E-Sports Market Size by Application (2023-2028) & (US$ Million)
    Table 49. Asia Pacific E-Sports Market Size by Region (2017-2022) & (US$ Million)
    Table 50. Asia Pacific E-Sports Market Size by Region (2023-2028) & (US$ Million)
    Table 51. Latin America E-Sports Market Size by Type (2017-2022) & (US$ Million)
    Table 52. Latin America E-Sports Market Size by Type (2023-2028) & (US$ Million)
    Table 53. Latin America E-Sports Market Size by Application (2017-2022) & (US$ Million)
    Table 54. Latin America E-Sports Market Size by Application (2023-2028) & (US$ Million)
    Table 55. Latin America E-Sports Market Size by Country (2017-2022) & (US$ Million)
    Table 56. Latin America E-Sports Market Size by Country (2023-2028) & (US$ Million)
    Table 57. Middle East and Africa E-Sports Market Size by Type (2017-2022) & (US$ Million)
    Table 58. Middle East and Africa E-Sports Market Size by Type (2023-2028) & (US$ Million)
    Table 59. Middle East and Africa E-Sports Market Size by Application (2017-2022) & (US$ Million)
    Table 60. Middle East and Africa E-Sports Market Size by Application (2023-2028) & (US$ Million)
    Table 61. Middle East and Africa E-Sports Market Size by Country (2017-2022) & (US$ Million)
    Table 62. Middle East and Africa E-Sports Market Size by Country (2023-2028) & (US$ Million)
    Table 63. Activision Blizzard Company Details
    Table 64. Activision Blizzard Business Overview
    Table 65. Activision Blizzard E-Sports Product
    Table 66. Activision Blizzard Revenue in E-Sports Business (2017-2022) & (US$ Million)
    Table 67. Activision Blizzard Recent Developments
    Table 68. Epic Games Company Details
    Table 69. Epic Games Business Overview
    Table 70. Epic Games E-Sports Product
    Table 71. Epic Games Revenue in E-Sports Business (2017-2022) & (US$ Million)
    Table 72. Epic Games Recent Developments
    Table 73. Nintendo Company Details
    Table 74. Nintendo Business Overview
    Table 75. Nintendo E-Sports Product
    Table 76. Nintendo Revenue in E-Sports Business (2017-2022) & (US$ Million)
    Table 77. Nintendo Recent Developments
    Table 78. Riot Games Company Details
    Table 79. Riot Games Business Overview
    Table 80. Riot Games E-Sports Product
    Table 81. Riot Games Revenue in E-Sports Business (2017-2022) & (US$ Million)
    Table 82. Riot Games Recent Developments
    Table 83. Valve Corporation Company Details
    Table 84. Valve Corporation Business Overview
    Table 85. Valve Corporation E-Sports Product
    Table 86. Valve Corporation Revenue in E-Sports Business (2017-2022) & (US$ Million)
    Table 87. Valve Corporation Recent Developments
    Table 88. Wargaming.Net Company Details
    Table 89. Wargaming.Net Business Overview
    Table 90. Wargaming.Net E-Sports Product
    Table 91. Wargaming.Net Revenue in E-Sports Business (2017-2022) & (US$ Million)
    Table 92. Wargaming.Net Recent Developments
    Table 93. EA Sports Company Details
    Table 94. EA Sports Business Overview
    Table 95. EA Sports E-Sports Product
    Table 96. EA Sports Revenue in E-Sports Business (2017-2022) & (US$ Million)
    Table 97. EA Sports Recent Developments
    Table 98. Hi-Rez Studios Company Details
    Table 99. Hi-Rez Studios Business Overview
    Table 100. Hi-Rez Studios E-Sports Product
    Table 101. Hi-Rez Studios Revenue in E-Sports Business (2017-2022) & (US$ Million)
    Table 102. Hi-Rez Studios Recent Developments
    Table 103. Microsoft Studios Company Details
    Table 104. Microsoft Studios Business Overview
    Table 105. Microsoft Studios E-Sports Product
    Table 106. Microsoft Studios Revenue in E-Sports Business (2017-2022) & (US$ Million)
    Table 107. Microsoft Studios Recent Developments
    Table 108. Ubisoft Entertainment Company Details
    Table 109. Ubisoft Entertainment Business Overview
    Table 110. Ubisoft Entertainment E-Sports Product
    Table 111. Ubisoft Entertainment Revenue in E-Sports Business (2017-2022) & (US$ Million)
    Table 112. Ubisoft Entertainment Recent Developments
    Table 113. Research Programs/Design for This Report
    Table 114. Key Data Information from Secondary Sources
    Table 115. Key Data Information from Primary Sources
List of Figures
    Figure 1. Global E-Sports Market Share by Type: 2021 VS 2028
    Figure 2. Multiplayer Online Battle Arena (MOBA) Features
    Figure 3. First-Person Shooter (FPS) Features
    Figure 4. Real-Time Strategy (RTS) Features
    Figure 5. Other Features
    Figure 6. Global E-Sports Market Share by Application: 2021 VS 2028
    Figure 7. Professional Case Studies
    Figure 8. Amateur Case Studies
    Figure 9. E-Sports Report Years Considered
    Figure 10. Global E-Sports Market Size (US$ Million), Year-over-Year: 2017-2028
    Figure 11. Global E-Sports Market Size, (US$ Million), 2017 VS 2021 VS 2028
    Figure 12. Global E-Sports Market Share by Region: 2021 VS 2028
    Figure 13. Global E-Sports Market Share by Players in 2021
    Figure 14. Global Top E-Sports Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in E-Sports as of 2021)
    Figure 15. The Top 10 and 5 Players Market Share by E-Sports Revenue in 2021
    Figure 16. North America E-Sports Market Size YoY (2017-2028) & (US$ Million)
    Figure 17. North America E-Sports Market Size Market Share by Type (2017-2028)
    Figure 18. North America E-Sports Market Size Market Share by Application (2017-2028)
    Figure 19. North America E-Sports Market Size Share by Country (2017-2028)
    Figure 20. United States E-Sports Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 21. Canada E-Sports Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 22. Europe E-Sports Market Size YoY (2017-2028) & (US$ Million)
    Figure 23. Europe E-Sports Market Size Market Share by Type (2017-2028)
    Figure 24. Europe E-Sports Market Size Market Share by Application (2017-2028)
    Figure 25. Europe E-Sports Market Size Share by Country (2017-2028)
    Figure 26. Germany E-Sports Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 27. France E-Sports Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 28. U.K. E-Sports Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 29. Italy E-Sports Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 30. Russia E-Sports Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 31. Nordic Countries E-Sports Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 32. Asia-Pacific E-Sports Market Size YoY (2017-2028) & (US$ Million)
    Figure 33. Asia Pacific E-Sports Market Size Market Share by Type (2017-2028)
    Figure 34. Asia Pacific E-Sports Market Size Market Share by Application (2017-2028)
    Figure 35. Asia Pacific E-Sports Market Size Share by Region (2017-2028)
    Figure 36. China E-Sports Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 37. Japan E-Sports Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 38. South Korea E-Sports Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 39. Southeast Asia E-Sports Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 40. India E-Sports Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 41. Australia E-Sports Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 42. Latin America E-Sports Market Size YoY (2017-2028) & (US$ Million)
    Figure 43. Latin America E-Sports Market Size Market Share by Type (2017-2028)
    Figure 44. Latin America E-Sports Market Size Market Share by Application (2017-2028)
    Figure 45. Latin America E-Sports Market Size Share by Country (2017-2028)
    Figure 46. Mexico E-Sports Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 47. Brazil E-Sports Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 48. Middle East & Africa E-Sports Market Size YoY (2017-2028) & (US$ Million)
    Figure 49. Middle East and Africa E-Sports Market Size Market Share by Type (2017-2028)
    Figure 50. Middle East and Africa E-Sports Market Size Market Share by Application (2017-2028)
    Figure 51. Middle East and Africa E-Sports Market Size Share by Country (2017-2028)
    Figure 52. Turkey E-Sports Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 53. Saudi Arabia E-Sports Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 54. UAE E-Sports Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 55. Activision Blizzard Revenue Growth Rate in E-Sports Business (2017-2022)
    Figure 56. Epic Games Revenue Growth Rate in E-Sports Business (2017-2022)
    Figure 57. Nintendo Revenue Growth Rate in E-Sports Business (2017-2022)
    Figure 58. Riot Games Revenue Growth Rate in E-Sports Business (2017-2022)
    Figure 59. Valve Corporation Revenue Growth Rate in E-Sports Business (2017-2022)
    Figure 60. Wargaming.Net Revenue Growth Rate in E-Sports Business (2017-2022)
    Figure 61. EA Sports Revenue Growth Rate in E-Sports Business (2017-2022)
    Figure 62. Hi-Rez Studios Revenue Growth Rate in E-Sports Business (2017-2022)
    Figure 63. Microsoft Studios Revenue Growth Rate in E-Sports Business (2017-2022)
    Figure 64. Ubisoft Entertainment Revenue Growth Rate in E-Sports Business (2017-2022)
    Figure 65. Bottom-up and Top-down Approaches for This Report
    Figure 66. Data Triangulation
    Figure 67. Key Executives Interviewed
SELECT A FORMAT
Added to Cart
Electronic (PDF)

$4900

This license allows only one user(purchaser of the report) to access the PDF.
Electronic (PDF)

$7350

This license allows 1 - 5 user to access the PDF, license is suitable for small groups of 5 users working together
Electronic (PDF)

$9800

This license allows users/teams in a same Enterprise to use this report, various departments within an enterpise can use this report
Add to Cart
Buy Now (10% Discount)
OUR CUSTOMER
Bioinformatics Barcelona