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Global Esports (egames) Market Research Report 2025
Published Date: July 2025
|
Report Code: QYRE-Auto-25O9812
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Global Esports egames Market Insights and Forecast to 2028
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Global Esports (egames) Market Research Report 2025

Code: QYRE-Auto-25O9812
Report
July 2025
Pages:102
QYResearch
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DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES

Esports (egames) Market

The global market for Esports (egames) was valued at US$ million in the year 2024 and is projected to reach a revised size of US$ million by 2031, growing at a CAGR of %during the forecast period.
Esports (egames) is an activity in which a video game competition reaches the level of "competition".Electronic sports is the use of electronic equipment as sports equipment, interpersonal intellectual confrontation sports.Through sports, participants" thinking ability, reaction ability, coordination ability of heart, eyes and limbs and willpower can be exercised and improved, and team spirit can be cultivated.
North American market for Esports (egames) is estimated to increase from $ million in 2024 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.
Asia-Pacific market for Esports (egames) is estimated to increase from $ million in 2024 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.
The global market for Esports (egames) in Amateur Players is estimated to increase from $ million in 2024 to $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.
The major global companies of Esports (egames) include Modern Times Group (Sweden), Activision Blizzard, FACEIT, Total Entertainment Network (US), Gfinity, Turner Broadcasting System (US), CJ Corporation, Valve Corporation, Tencent, Electronic Arts, etc. In 2024, the world's top three vendors accounted for approximately % of the revenue.
This report aims to provide a comprehensive presentation of the global market for Esports (egames), with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Esports (egames).
The Esports (egames) market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. This report segments the global Esports (egames) market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Esports (egames) companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Market Segmentation

Scope of Esports (egames) Market Report

Report Metric Details
Report Name Esports (egames) Market
Segment by Type
  • by Game
  • by Revenue Stream
Segment by Application
  • Amateur Players
  • Professional Players
  • Club
  • Associations And Organizations
  • Other
By Region
  • North America (United States, Canada)
  • Europe (Germany, France, UK, Italy, Russia) Rest of Europe
  • Nordic Countries
  • Asia-Pacific (China, Japan, South Korea)
  • Southeast Asia (India, Australia)
  • Rest of Asia
  • Latin America (Mexico, Brazil)
  • Rest of Latin America
  • Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of MEA)
By Company Modern Times Group (Sweden), Activision Blizzard, FACEIT, Total Entertainment Network (US), Gfinity, Turner Broadcasting System (US), CJ Corporation, Valve Corporation, Tencent, Electronic Arts, Hi-Rez Studios, KaBuM, Wargaming, Rovio Entertainment (Finland), GungHo Online Entertainment (Japan), Alisports (Alibaba Group), EA Sports, Epic Games, Nintendo, Riot Games, Microsoft Studios
Forecast units USD million in value
Report coverage Revenue and volume forecast, company share, competitive landscape, growth factors and trends

Chapter Outline

  • Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
  • Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
  • Chapter 3: Detailed analysis of Esports (egames) company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
  • Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
  • Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
  • Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
  • Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
  • Chapter 12: The main points and conclusions of the report.

FAQ for this report

Who are the main players in the Esports (egames) Market report?

Ans: The main players in the Esports (egames) Market are Modern Times Group (Sweden), Activision Blizzard, FACEIT, Total Entertainment Network (US), Gfinity, Turner Broadcasting System (US), CJ Corporation, Valve Corporation, Tencent, Electronic Arts, Hi-Rez Studios, KaBuM, Wargaming, Rovio Entertainment (Finland), GungHo Online Entertainment (Japan), Alisports (Alibaba Group), EA Sports, Epic Games, Nintendo, Riot Games, Microsoft Studios

What are the Application segmentation covered in the Esports (egames) Market report?

Ans: The Applications covered in the Esports (egames) Market report are Amateur Players, Professional Players, Club, Associations And Organizations, Other

What are the Type segmentation covered in the Esports (egames) Market report?

Ans: The Types covered in the Esports (egames) Market report are by Game, by Revenue Stream

1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Esports (egames) Market Size Growth Rate by Type: 2020 VS 2024 VS 2031
1.2.2 by Game
1.2.3 by Revenue Stream
1.3 Market by Application
1.3.1 Global Esports (egames) Market Growth by Application: 2020 VS 2024 VS 2031
1.3.2 Amateur Players
1.3.3 Professional Players
1.3.4 Club
1.3.5 Associations And Organizations
1.3.6 Other
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Esports (egames) Market Perspective (2020-2031)
2.2 Global Esports (egames) Growth Trends by Region
2.2.1 Global Esports (egames) Market Size by Region: 2020 VS 2024 VS 2031
2.2.2 Esports (egames) Historic Market Size by Region (2020-2025)
2.2.3 Esports (egames) Forecasted Market Size by Region (2026-2031)
2.3 Esports (egames) Market Dynamics
2.3.1 Esports (egames) Industry Trends
2.3.2 Esports (egames) Market Drivers
2.3.3 Esports (egames) Market Challenges
2.3.4 Esports (egames) Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Esports (egames) Players by Revenue
3.1.1 Global Top Esports (egames) Players by Revenue (2020-2025)
3.1.2 Global Esports (egames) Revenue Market Share by Players (2020-2025)
3.2 Global Esports (egames) Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players Ranking by Esports (egames) Revenue
3.4 Global Esports (egames) Market Concentration Ratio
3.4.1 Global Esports (egames) Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Esports (egames) Revenue in 2024
3.5 Global Key Players of Esports (egames) Head office and Area Served
3.6 Global Key Players of Esports (egames), Product and Application
3.7 Global Key Players of Esports (egames), Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 Esports (egames) Breakdown Data by Type
4.1 Global Esports (egames) Historic Market Size by Type (2020-2025)
4.2 Global Esports (egames) Forecasted Market Size by Type (2026-2031)
5 Esports (egames) Breakdown Data by Application
5.1 Global Esports (egames) Historic Market Size by Application (2020-2025)
5.2 Global Esports (egames) Forecasted Market Size by Application (2026-2031)
6 North America
6.1 North America Esports (egames) Market Size (2020-2031)
6.2 North America Esports (egames) Market Growth Rate by Country: 2020 VS 2024 VS 2031
6.3 North America Esports (egames) Market Size by Country (2020-2025)
6.4 North America Esports (egames) Market Size by Country (2026-2031)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Esports (egames) Market Size (2020-2031)
7.2 Europe Esports (egames) Market Growth Rate by Country: 2020 VS 2024 VS 2031
7.3 Europe Esports (egames) Market Size by Country (2020-2025)
7.4 Europe Esports (egames) Market Size by Country (2026-2031)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Esports (egames) Market Size (2020-2031)
8.2 Asia-Pacific Esports (egames) Market Growth Rate by Region: 2020 VS 2024 VS 2031
8.3 Asia-Pacific Esports (egames) Market Size by Region (2020-2025)
8.4 Asia-Pacific Esports (egames) Market Size by Region (2026-2031)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Esports (egames) Market Size (2020-2031)
9.2 Latin America Esports (egames) Market Growth Rate by Country: 2020 VS 2024 VS 2031
9.3 Latin America Esports (egames) Market Size by Country (2020-2025)
9.4 Latin America Esports (egames) Market Size by Country (2026-2031)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Esports (egames) Market Size (2020-2031)
10.2 Middle East & Africa Esports (egames) Market Growth Rate by Country: 2020 VS 2024 VS 2031
10.3 Middle East & Africa Esports (egames) Market Size by Country (2020-2025)
10.4 Middle East & Africa Esports (egames) Market Size by Country (2026-2031)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Modern Times Group (Sweden)
11.1.1 Modern Times Group (Sweden) Company Details
11.1.2 Modern Times Group (Sweden) Business Overview
11.1.3 Modern Times Group (Sweden) Esports (egames) Introduction
11.1.4 Modern Times Group (Sweden) Revenue in Esports (egames) Business (2020-2025)
11.1.5 Modern Times Group (Sweden) Recent Development
11.2 Activision Blizzard
11.2.1 Activision Blizzard Company Details
11.2.2 Activision Blizzard Business Overview
11.2.3 Activision Blizzard Esports (egames) Introduction
11.2.4 Activision Blizzard Revenue in Esports (egames) Business (2020-2025)
11.2.5 Activision Blizzard Recent Development
11.3 FACEIT
11.3.1 FACEIT Company Details
11.3.2 FACEIT Business Overview
11.3.3 FACEIT Esports (egames) Introduction
11.3.4 FACEIT Revenue in Esports (egames) Business (2020-2025)
11.3.5 FACEIT Recent Development
11.4 Total Entertainment Network (US)
11.4.1 Total Entertainment Network (US) Company Details
11.4.2 Total Entertainment Network (US) Business Overview
11.4.3 Total Entertainment Network (US) Esports (egames) Introduction
11.4.4 Total Entertainment Network (US) Revenue in Esports (egames) Business (2020-2025)
11.4.5 Total Entertainment Network (US) Recent Development
11.5 Gfinity
11.5.1 Gfinity Company Details
11.5.2 Gfinity Business Overview
11.5.3 Gfinity Esports (egames) Introduction
11.5.4 Gfinity Revenue in Esports (egames) Business (2020-2025)
11.5.5 Gfinity Recent Development
11.6 Turner Broadcasting System (US)
11.6.1 Turner Broadcasting System (US) Company Details
11.6.2 Turner Broadcasting System (US) Business Overview
11.6.3 Turner Broadcasting System (US) Esports (egames) Introduction
11.6.4 Turner Broadcasting System (US) Revenue in Esports (egames) Business (2020-2025)
11.6.5 Turner Broadcasting System (US) Recent Development
11.7 CJ Corporation
11.7.1 CJ Corporation Company Details
11.7.2 CJ Corporation Business Overview
11.7.3 CJ Corporation Esports (egames) Introduction
11.7.4 CJ Corporation Revenue in Esports (egames) Business (2020-2025)
11.7.5 CJ Corporation Recent Development
11.8 Valve Corporation
11.8.1 Valve Corporation Company Details
11.8.2 Valve Corporation Business Overview
11.8.3 Valve Corporation Esports (egames) Introduction
11.8.4 Valve Corporation Revenue in Esports (egames) Business (2020-2025)
11.8.5 Valve Corporation Recent Development
11.9 Tencent
11.9.1 Tencent Company Details
11.9.2 Tencent Business Overview
11.9.3 Tencent Esports (egames) Introduction
11.9.4 Tencent Revenue in Esports (egames) Business (2020-2025)
11.9.5 Tencent Recent Development
11.10 Electronic Arts
11.10.1 Electronic Arts Company Details
11.10.2 Electronic Arts Business Overview
11.10.3 Electronic Arts Esports (egames) Introduction
11.10.4 Electronic Arts Revenue in Esports (egames) Business (2020-2025)
11.10.5 Electronic Arts Recent Development
11.11 Hi-Rez Studios
11.11.1 Hi-Rez Studios Company Details
11.11.2 Hi-Rez Studios Business Overview
11.11.3 Hi-Rez Studios Esports (egames) Introduction
11.11.4 Hi-Rez Studios Revenue in Esports (egames) Business (2020-2025)
11.11.5 Hi-Rez Studios Recent Development
11.12 KaBuM
11.12.1 KaBuM Company Details
11.12.2 KaBuM Business Overview
11.12.3 KaBuM Esports (egames) Introduction
11.12.4 KaBuM Revenue in Esports (egames) Business (2020-2025)
11.12.5 KaBuM Recent Development
11.13 Wargaming
11.13.1 Wargaming Company Details
11.13.2 Wargaming Business Overview
11.13.3 Wargaming Esports (egames) Introduction
11.13.4 Wargaming Revenue in Esports (egames) Business (2020-2025)
11.13.5 Wargaming Recent Development
11.14 Rovio Entertainment (Finland)
11.14.1 Rovio Entertainment (Finland) Company Details
11.14.2 Rovio Entertainment (Finland) Business Overview
11.14.3 Rovio Entertainment (Finland) Esports (egames) Introduction
11.14.4 Rovio Entertainment (Finland) Revenue in Esports (egames) Business (2020-2025)
11.14.5 Rovio Entertainment (Finland) Recent Development
11.15 GungHo Online Entertainment (Japan)
11.15.1 GungHo Online Entertainment (Japan) Company Details
11.15.2 GungHo Online Entertainment (Japan) Business Overview
11.15.3 GungHo Online Entertainment (Japan) Esports (egames) Introduction
11.15.4 GungHo Online Entertainment (Japan) Revenue in Esports (egames) Business (2020-2025)
11.15.5 GungHo Online Entertainment (Japan) Recent Development
11.16 Alisports (Alibaba Group)
11.16.1 Alisports (Alibaba Group) Company Details
11.16.2 Alisports (Alibaba Group) Business Overview
11.16.3 Alisports (Alibaba Group) Esports (egames) Introduction
11.16.4 Alisports (Alibaba Group) Revenue in Esports (egames) Business (2020-2025)
11.16.5 Alisports (Alibaba Group) Recent Development
11.17 EA Sports
11.17.1 EA Sports Company Details
11.17.2 EA Sports Business Overview
11.17.3 EA Sports Esports (egames) Introduction
11.17.4 EA Sports Revenue in Esports (egames) Business (2020-2025)
11.17.5 EA Sports Recent Development
11.18 Epic Games
11.18.1 Epic Games Company Details
11.18.2 Epic Games Business Overview
11.18.3 Epic Games Esports (egames) Introduction
11.18.4 Epic Games Revenue in Esports (egames) Business (2020-2025)
11.18.5 Epic Games Recent Development
11.19 Nintendo
11.19.1 Nintendo Company Details
11.19.2 Nintendo Business Overview
11.19.3 Nintendo Esports (egames) Introduction
11.19.4 Nintendo Revenue in Esports (egames) Business (2020-2025)
11.19.5 Nintendo Recent Development
11.20 Riot Games
11.20.1 Riot Games Company Details
11.20.2 Riot Games Business Overview
11.20.3 Riot Games Esports (egames) Introduction
11.20.4 Riot Games Revenue in Esports (egames) Business (2020-2025)
11.20.5 Riot Games Recent Development
11.21 Microsoft Studios
11.21.1 Microsoft Studios Company Details
11.21.2 Microsoft Studios Business Overview
11.21.3 Microsoft Studios Esports (egames) Introduction
11.21.4 Microsoft Studios Revenue in Esports (egames) Business (2020-2025)
11.21.5 Microsoft Studios Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.1.1 Research Programs/Design
13.1.1.2 Market Size Estimation
13.1.1.3 Market Breakdown and Data Triangulation
13.1.2 Data Source
13.1.2.1 Secondary Sources
13.1.2.2 Primary Sources
13.2 Author Details
13.3 Disclaimer
List of Tables
 Table 1. Global Esports (egames) Market Size Growth Rate by Type (US$ Million): 2020 VS 2024 VS 2031
 Table 2. Key Players of by Game
 Table 3. Key Players of by Revenue Stream
 Table 4. Global Esports (egames) Market Size Growth by Application (US$ Million): 2020 VS 2024 VS 2031
 Table 5. Global Esports (egames) Market Size by Region (US$ Million): 2020 VS 2024 VS 2031
 Table 6. Global Esports (egames) Market Size by Region (2020-2025) & (US$ Million)
 Table 7. Global Esports (egames) Market Share by Region (2020-2025)
 Table 8. Global Esports (egames) Forecasted Market Size by Region (2026-2031) & (US$ Million)
 Table 9. Global Esports (egames) Market Share by Region (2026-2031)
 Table 10. Esports (egames) Market Trends
 Table 11. Esports (egames) Market Drivers
 Table 12. Esports (egames) Market Challenges
 Table 13. Esports (egames) Market Restraints
 Table 14. Global Esports (egames) Revenue by Players (2020-2025) & (US$ Million)
 Table 15. Global Esports (egames) Market Share by Players (2020-2025)
 Table 16. Global Top Esports (egames) Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Esports (egames) as of 2024)
 Table 17. Ranking of Global Top Esports (egames) Companies by Revenue (US$ Million) in 2024
 Table 18. Global 5 Largest Players Market Share by Esports (egames) Revenue (CR5 and HHI) & (2020-2025)
 Table 19. Global Key Players of Esports (egames), Headquarters and Area Served
 Table 20. Global Key Players of Esports (egames), Product and Application
 Table 21. Global Key Players of Esports (egames), Date of Enter into This Industry
 Table 22. Mergers & Acquisitions, Expansion Plans
 Table 23. Global Esports (egames) Market Size by Type (2020-2025) & (US$ Million)
 Table 24. Global Esports (egames) Revenue Market Share by Type (2020-2025)
 Table 25. Global Esports (egames) Forecasted Market Size by Type (2026-2031) & (US$ Million)
 Table 26. Global Esports (egames) Revenue Market Share by Type (2026-2031)
 Table 27. Global Esports (egames) Market Size by Application (2020-2025) & (US$ Million)
 Table 28. Global Esports (egames) Revenue Market Share by Application (2020-2025)
 Table 29. Global Esports (egames) Forecasted Market Size by Application (2026-2031) & (US$ Million)
 Table 30. Global Esports (egames) Revenue Market Share by Application (2026-2031)
 Table 31. North America Esports (egames) Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 32. North America Esports (egames) Market Size by Country (2020-2025) & (US$ Million)
 Table 33. North America Esports (egames) Market Size by Country (2026-2031) & (US$ Million)
 Table 34. Europe Esports (egames) Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 35. Europe Esports (egames) Market Size by Country (2020-2025) & (US$ Million)
 Table 36. Europe Esports (egames) Market Size by Country (2026-2031) & (US$ Million)
 Table 37. Asia-Pacific Esports (egames) Market Size Growth Rate by Region (US$ Million): 2020 VS 2024 VS 2031
 Table 38. Asia-Pacific Esports (egames) Market Size by Region (2020-2025) & (US$ Million)
 Table 39. Asia-Pacific Esports (egames) Market Size by Region (2026-2031) & (US$ Million)
 Table 40. Latin America Esports (egames) Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 41. Latin America Esports (egames) Market Size by Country (2020-2025) & (US$ Million)
 Table 42. Latin America Esports (egames) Market Size by Country (2026-2031) & (US$ Million)
 Table 43. Middle East & Africa Esports (egames) Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 44. Middle East & Africa Esports (egames) Market Size by Country (2020-2025) & (US$ Million)
 Table 45. Middle East & Africa Esports (egames) Market Size by Country (2026-2031) & (US$ Million)
 Table 46. Modern Times Group (Sweden) Company Details
 Table 47. Modern Times Group (Sweden) Business Overview
 Table 48. Modern Times Group (Sweden) Esports (egames) Product
 Table 49. Modern Times Group (Sweden) Revenue in Esports (egames) Business (2020-2025) & (US$ Million)
 Table 50. Modern Times Group (Sweden) Recent Development
 Table 51. Activision Blizzard Company Details
 Table 52. Activision Blizzard Business Overview
 Table 53. Activision Blizzard Esports (egames) Product
 Table 54. Activision Blizzard Revenue in Esports (egames) Business (2020-2025) & (US$ Million)
 Table 55. Activision Blizzard Recent Development
 Table 56. FACEIT Company Details
 Table 57. FACEIT Business Overview
 Table 58. FACEIT Esports (egames) Product
 Table 59. FACEIT Revenue in Esports (egames) Business (2020-2025) & (US$ Million)
 Table 60. FACEIT Recent Development
 Table 61. Total Entertainment Network (US) Company Details
 Table 62. Total Entertainment Network (US) Business Overview
 Table 63. Total Entertainment Network (US) Esports (egames) Product
 Table 64. Total Entertainment Network (US) Revenue in Esports (egames) Business (2020-2025) & (US$ Million)
 Table 65. Total Entertainment Network (US) Recent Development
 Table 66. Gfinity Company Details
 Table 67. Gfinity Business Overview
 Table 68. Gfinity Esports (egames) Product
 Table 69. Gfinity Revenue in Esports (egames) Business (2020-2025) & (US$ Million)
 Table 70. Gfinity Recent Development
 Table 71. Turner Broadcasting System (US) Company Details
 Table 72. Turner Broadcasting System (US) Business Overview
 Table 73. Turner Broadcasting System (US) Esports (egames) Product
 Table 74. Turner Broadcasting System (US) Revenue in Esports (egames) Business (2020-2025) & (US$ Million)
 Table 75. Turner Broadcasting System (US) Recent Development
 Table 76. CJ Corporation Company Details
 Table 77. CJ Corporation Business Overview
 Table 78. CJ Corporation Esports (egames) Product
 Table 79. CJ Corporation Revenue in Esports (egames) Business (2020-2025) & (US$ Million)
 Table 80. CJ Corporation Recent Development
 Table 81. Valve Corporation Company Details
 Table 82. Valve Corporation Business Overview
 Table 83. Valve Corporation Esports (egames) Product
 Table 84. Valve Corporation Revenue in Esports (egames) Business (2020-2025) & (US$ Million)
 Table 85. Valve Corporation Recent Development
 Table 86. Tencent Company Details
 Table 87. Tencent Business Overview
 Table 88. Tencent Esports (egames) Product
 Table 89. Tencent Revenue in Esports (egames) Business (2020-2025) & (US$ Million)
 Table 90. Tencent Recent Development
 Table 91. Electronic Arts Company Details
 Table 92. Electronic Arts Business Overview
 Table 93. Electronic Arts Esports (egames) Product
 Table 94. Electronic Arts Revenue in Esports (egames) Business (2020-2025) & (US$ Million)
 Table 95. Electronic Arts Recent Development
 Table 96. Hi-Rez Studios Company Details
 Table 97. Hi-Rez Studios Business Overview
 Table 98. Hi-Rez Studios Esports (egames) Product
 Table 99. Hi-Rez Studios Revenue in Esports (egames) Business (2020-2025) & (US$ Million)
 Table 100. Hi-Rez Studios Recent Development
 Table 101. KaBuM Company Details
 Table 102. KaBuM Business Overview
 Table 103. KaBuM Esports (egames) Product
 Table 104. KaBuM Revenue in Esports (egames) Business (2020-2025) & (US$ Million)
 Table 105. KaBuM Recent Development
 Table 106. Wargaming Company Details
 Table 107. Wargaming Business Overview
 Table 108. Wargaming Esports (egames) Product
 Table 109. Wargaming Revenue in Esports (egames) Business (2020-2025) & (US$ Million)
 Table 110. Wargaming Recent Development
 Table 111. Rovio Entertainment (Finland) Company Details
 Table 112. Rovio Entertainment (Finland) Business Overview
 Table 113. Rovio Entertainment (Finland) Esports (egames) Product
 Table 114. Rovio Entertainment (Finland) Revenue in Esports (egames) Business (2020-2025) & (US$ Million)
 Table 115. Rovio Entertainment (Finland) Recent Development
 Table 116. GungHo Online Entertainment (Japan) Company Details
 Table 117. GungHo Online Entertainment (Japan) Business Overview
 Table 118. GungHo Online Entertainment (Japan) Esports (egames) Product
 Table 119. GungHo Online Entertainment (Japan) Revenue in Esports (egames) Business (2020-2025) & (US$ Million)
 Table 120. GungHo Online Entertainment (Japan) Recent Development
 Table 121. Alisports (Alibaba Group) Company Details
 Table 122. Alisports (Alibaba Group) Business Overview
 Table 123. Alisports (Alibaba Group) Esports (egames) Product
 Table 124. Alisports (Alibaba Group) Revenue in Esports (egames) Business (2020-2025) & (US$ Million)
 Table 125. Alisports (Alibaba Group) Recent Development
 Table 126. EA Sports Company Details
 Table 127. EA Sports Business Overview
 Table 128. EA Sports Esports (egames) Product
 Table 129. EA Sports Revenue in Esports (egames) Business (2020-2025) & (US$ Million)
 Table 130. EA Sports Recent Development
 Table 131. Epic Games Company Details
 Table 132. Epic Games Business Overview
 Table 133. Epic Games Esports (egames) Product
 Table 134. Epic Games Revenue in Esports (egames) Business (2020-2025) & (US$ Million)
 Table 135. Epic Games Recent Development
 Table 136. Nintendo Company Details
 Table 137. Nintendo Business Overview
 Table 138. Nintendo Esports (egames) Product
 Table 139. Nintendo Revenue in Esports (egames) Business (2020-2025) & (US$ Million)
 Table 140. Nintendo Recent Development
 Table 141. Riot Games Company Details
 Table 142. Riot Games Business Overview
 Table 143. Riot Games Esports (egames) Product
 Table 144. Riot Games Revenue in Esports (egames) Business (2020-2025) & (US$ Million)
 Table 145. Riot Games Recent Development
 Table 146. Microsoft Studios Company Details
 Table 147. Microsoft Studios Business Overview
 Table 148. Microsoft Studios Esports (egames) Product
 Table 149. Microsoft Studios Revenue in Esports (egames) Business (2020-2025) & (US$ Million)
 Table 150. Microsoft Studios Recent Development
 Table 151. Research Programs/Design for This Report
 Table 152. Key Data Information from Secondary Sources
 Table 153. Key Data Information from Primary Sources
 Table 154. Authors List of This Report


List of Figures
 Figure 1. Esports (egames) Picture
 Figure 2. Global Esports (egames) Market Size Comparison by Type (2020-2031) & (US$ Million)
 Figure 3. Global Esports (egames) Market Share by Type: 2024 VS 2031
 Figure 4. by Game Features
 Figure 5. by Revenue Stream Features
 Figure 6. Global Esports (egames) Market Size by Application (2020-2031) & (US$ Million)
 Figure 7. Global Esports (egames) Market Share by Application: 2024 VS 2031
 Figure 8. Amateur Players Case Studies
 Figure 9. Professional Players Case Studies
 Figure 10. Club Case Studies
 Figure 11. Associations And Organizations Case Studies
 Figure 12. Other Case Studies
 Figure 13. Esports (egames) Report Years Considered
 Figure 14. Global Esports (egames) Market Size (US$ Million), Year-over-Year: 2020-2031
 Figure 15. Global Esports (egames) Market Size, (US$ Million), 2020 VS 2024 VS 2031
 Figure 16. Global Esports (egames) Market Share by Region: 2024 VS 2031
 Figure 17. Global Esports (egames) Market Share by Players in 2024
 Figure 18. Global Top Esports (egames) Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Esports (egames) as of 2024)
 Figure 19. The Top 10 and 5 Players Market Share by Esports (egames) Revenue in 2024
 Figure 20. North America Esports (egames) Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 21. North America Esports (egames) Market Share by Country (2020-2031)
 Figure 22. United States Esports (egames) Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 23. Canada Esports (egames) Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 24. Europe Esports (egames) Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 25. Europe Esports (egames) Market Share by Country (2020-2031)
 Figure 26. Germany Esports (egames) Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 27. France Esports (egames) Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 28. U.K. Esports (egames) Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 29. Italy Esports (egames) Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 30. Russia Esports (egames) Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 31. Nordic Countries Esports (egames) Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 32. Asia-Pacific Esports (egames) Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 33. Asia-Pacific Esports (egames) Market Share by Region (2020-2031)
 Figure 34. China Esports (egames) Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 35. Japan Esports (egames) Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 36. South Korea Esports (egames) Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 37. Southeast Asia Esports (egames) Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 38. India Esports (egames) Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 39. Australia Esports (egames) Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 40. Latin America Esports (egames) Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 41. Latin America Esports (egames) Market Share by Country (2020-2031)
 Figure 42. Mexico Esports (egames) Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 43. Brazil Esports (egames) Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 44. Middle East & Africa Esports (egames) Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 45. Middle East & Africa Esports (egames) Market Share by Country (2020-2031)
 Figure 46. Turkey Esports (egames) Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 47. Saudi Arabia Esports (egames) Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 48. UAE Esports (egames) Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 49. Modern Times Group (Sweden) Revenue Growth Rate in Esports (egames) Business (2020-2025)
 Figure 50. Activision Blizzard Revenue Growth Rate in Esports (egames) Business (2020-2025)
 Figure 51. FACEIT Revenue Growth Rate in Esports (egames) Business (2020-2025)
 Figure 52. Total Entertainment Network (US) Revenue Growth Rate in Esports (egames) Business (2020-2025)
 Figure 53. Gfinity Revenue Growth Rate in Esports (egames) Business (2020-2025)
 Figure 54. Turner Broadcasting System (US) Revenue Growth Rate in Esports (egames) Business (2020-2025)
 Figure 55. CJ Corporation Revenue Growth Rate in Esports (egames) Business (2020-2025)
 Figure 56. Valve Corporation Revenue Growth Rate in Esports (egames) Business (2020-2025)
 Figure 57. Tencent Revenue Growth Rate in Esports (egames) Business (2020-2025)
 Figure 58. Electronic Arts Revenue Growth Rate in Esports (egames) Business (2020-2025)
 Figure 59. Hi-Rez Studios Revenue Growth Rate in Esports (egames) Business (2020-2025)
 Figure 60. KaBuM Revenue Growth Rate in Esports (egames) Business (2020-2025)
 Figure 61. Wargaming Revenue Growth Rate in Esports (egames) Business (2020-2025)
 Figure 62. Rovio Entertainment (Finland) Revenue Growth Rate in Esports (egames) Business (2020-2025)
 Figure 63. GungHo Online Entertainment (Japan) Revenue Growth Rate in Esports (egames) Business (2020-2025)
 Figure 64. Alisports (Alibaba Group) Revenue Growth Rate in Esports (egames) Business (2020-2025)
 Figure 65. EA Sports Revenue Growth Rate in Esports (egames) Business (2020-2025)
 Figure 66. Epic Games Revenue Growth Rate in Esports (egames) Business (2020-2025)
 Figure 67. Nintendo Revenue Growth Rate in Esports (egames) Business (2020-2025)
 Figure 68. Riot Games Revenue Growth Rate in Esports (egames) Business (2020-2025)
 Figure 69. Microsoft Studios Revenue Growth Rate in Esports (egames) Business (2020-2025)
 Figure 70. Bottom-up and Top-down Approaches for This Report
 Figure 71. Data Triangulation
 Figure 72. Key Executives Interviewed
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