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Global Electronic Sports (eSports) Market Insights and Forecast to 2028
Published Date: January 2022
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Report Code: QYRE-Auto-29K977
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Global Electronic Sports eSports Market Insights and Forecast to 2028

Global Electronic Sports (eSports) Market Insights and Forecast to 2028

Code: QYRE-Auto-29K977
Report
January 2022
Pages:113
QYResearch
Description
Table of Content
Tables & Figures
eSports can be termed as the electronic sports, professional video gaming or pro-gaming. It is an advanced form of competitive video gaming with competition at a professional level and in an organized format with a specific goal. The majority of the eSports played are team based games played in leagues or tournaments throughout the year.
Market Analysis and Insights: Global Electronic Sports (eSports) Market

The global Electronic Sports (eSports) market size is projected to reach US$ million by 2028, from US$ million in 2021, at a CAGR of % during 2022-2028.

The market is mainly driven by the increasing popularity of video games and growing awareness about esports.
With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global Electronic Sports (eSports) market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global Electronic Sports (eSports) market in terms of revenue.
Overall, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global Electronic Sports (eSports) market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global Electronic Sports (eSports) market.
Global Electronic Sports (eSports) Scope and Market Size
Electronic Sports (eSports) market is segmented by players, region (country), by Type and by Application. Players, stakeholders, and other participants in the global Electronic Sports (eSports) market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application for the period 2017-2028.

Segment by Type

Media Rights (Subscription & Online Advertisement)
Tickets and Merchandise
Sponsorship & Direct Advertisement
Publisher Fees
Others

Segment by Application

Online
Offline

BY COMPANY

Modern Times Group (Sweden)
Activision Blizzard (US)
FACEIT (UK)
Total Entertainment Network (US)
Gfinity (UK)
Turner Broadcasting System (US)
CJ Corporation (South Korea)
Valve Corporation (US)
Tencent (China)
Electronic Arts (EA) (US)
Hi-Rez Studios (US)
KaBuM (Canada)
Wargaming Public (Cyprus)
Rovio Entertainment (Finland)
GungHo Online Entertainment (Japan)
Alisports (China)

BY REGION

North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
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
1 Report Business Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Electronic Sports (eSports) Market Size Growth Rate by Type, 2017 VS 2021 VS 2028
1.2.2 Media Rights (Subscription & Online Advertisement)
1.2.3 Tickets and Merchandise
1.2.4 Sponsorship & Direct Advertisement
1.2.5 Publisher Fees
1.2.6 Others
1.3 Market by Application
1.3.1 Global Electronic Sports (eSports) Market Size Growth Rate by Application, 2017 VS 2021 VS 2028
1.3.2 Online
1.3.3 Offline
1.4 Study Objectives
1.5 Years Considered
2 Global Growth Trends
2.1 Global Electronic Sports (eSports) Market Perspective (2017-2028)
2.2 Electronic Sports (eSports) Growth Trends by Region
2.2.1 Electronic Sports (eSports) Market Size by Region: 2017 VS 2021 VS 2028
2.2.2 Electronic Sports (eSports) Historic Market Size by Region (2017-2022)
2.2.3 Electronic Sports (eSports) Forecasted Market Size by Region (2023-2028)
2.3 Electronic Sports (eSports) Market Dynamics
2.3.1 Electronic Sports (eSports) Industry Trends
2.3.2 Electronic Sports (eSports) Market Drivers
2.3.3 Electronic Sports (eSports) Market Challenges
2.3.4 Electronic Sports (eSports) Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Electronic Sports (eSports) Players by Revenue
3.1.1 Global Top Electronic Sports (eSports) Players by Revenue (2017-2022)
3.1.2 Global Electronic Sports (eSports) Revenue Market Share by Players (2017-2022)
3.2 Global Electronic Sports (eSports) Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Electronic Sports (eSports) Revenue
3.4 Global Electronic Sports (eSports) Market Concentration Ratio
3.4.1 Global Electronic Sports (eSports) Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Electronic Sports (eSports) Revenue in 2021
3.5 Electronic Sports (eSports) Key Players Head office and Area Served
3.6 Key Players Electronic Sports (eSports) Product Solution and Service
3.7 Date of Enter into Electronic Sports (eSports) Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Electronic Sports (eSports) Breakdown Data by Type
4.1 Global Electronic Sports (eSports) Historic Market Size by Type (2017-2022)
4.2 Global Electronic Sports (eSports) Forecasted Market Size by Type (2023-2028)
5 Electronic Sports (eSports) Breakdown Data by Application
5.1 Global Electronic Sports (eSports) Historic Market Size by Application (2017-2022)
5.2 Global Electronic Sports (eSports) Forecasted Market Size by Application (2023-2028)
6 North America
6.1 North America Electronic Sports (eSports) Market Size (2017-2028)
6.2 North America Electronic Sports (eSports) Market Size by Type
6.2.1 North America Electronic Sports (eSports) Market Size by Type (2017-2022)
6.2.2 North America Electronic Sports (eSports) Market Size by Type (2023-2028)
6.2.3 North America Electronic Sports (eSports) Market Share by Type (2017-2028)
6.3 North America Electronic Sports (eSports) Market Size by Application
6.3.1 North America Electronic Sports (eSports) Market Size by Application (2017-2022)
6.3.2 North America Electronic Sports (eSports) Market Size by Application (2023-2028)
6.3.3 North America Electronic Sports (eSports) Market Share by Application (2017-2028)
6.4 North America Electronic Sports (eSports) Market Size by Country
6.4.1 North America Electronic Sports (eSports) Market Size by Country (2017-2022)
6.4.2 North America Electronic Sports (eSports) Market Size by Country (2023-2028)
6.4.3 U.S.
6.4.4 Canada
7 Europe
7.1 Europe Electronic Sports (eSports) Market Size (2017-2028)
7.2 Europe Electronic Sports (eSports) Market Size by Type
7.2.1 Europe Electronic Sports (eSports) Market Size by Type (2017-2022)
7.2.2 Europe Electronic Sports (eSports) Market Size by Type (2023-2028)
7.2.3 Europe Electronic Sports (eSports) Market Share by Type (2017-2028)
7.3 Europe Electronic Sports (eSports) Market Size by Application
7.3.1 Europe Electronic Sports (eSports) Market Size by Application (2017-2022)
7.3.2 Europe Electronic Sports (eSports) Market Size by Application (2023-2028)
7.3.3 Europe Electronic Sports (eSports) Market Share by Application (2017-2028)
7.4 Europe Electronic Sports (eSports) Market Size by Country
7.4.1 Europe Electronic Sports (eSports) Market Size by Country (2017-2022)
7.4.2 Europe Electronic Sports (eSports) 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 Electronic Sports (eSports) Market Size (2017-2028)
8.2 Asia-Pacific Electronic Sports (eSports) Market Size by Type
8.2.1 Asia-Pacific Electronic Sports (eSports) Market Size by Type (2017-2022)
8.2.2 Asia-Pacific Electronic Sports (eSports) Market Size by Type (2023-2028)
8.2.3 Asia-Pacific Electronic Sports (eSports) Market Share by Type (2017-2028)
8.3 Asia-Pacific Electronic Sports (eSports) Market Size by Application
8.3.1 Asia-Pacific Electronic Sports (eSports) Market Size by Application (2017-2022)
8.3.2 Asia-Pacific Electronic Sports (eSports) Market Size by Application (2023-2028)
8.3.3 Asia-Pacific Electronic Sports (eSports) Market Share by Application (2017-2028)
8.4 Asia-Pacific Electronic Sports (eSports) Market Size by Region
8.4.1 Asia-Pacific Electronic Sports (eSports) Market Size by Region (2017-2022)
8.4.2 Asia-Pacific Electronic Sports (eSports) 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 Electronic Sports (eSports) Market Size (2017-2028)
9.2 Latin America Electronic Sports (eSports) Market Size by Type
9.2.1 Latin America Electronic Sports (eSports) Market Size by Type (2017-2022)
9.2.2 Latin America Electronic Sports (eSports) Market Size by Type (2023-2028)
9.2.3 Latin America Electronic Sports (eSports) Market Share by Type (2017-2028)
9.3 Latin America Electronic Sports (eSports) Market Size by Application
9.3.1 Latin America Electronic Sports (eSports) Market Size by Application (2017-2022)
9.3.2 Latin America Electronic Sports (eSports) Market Size by Application (2023-2028)
9.3.3 Latin America Electronic Sports (eSports) Market Share by Application (2017-2028)
9.4 Latin America Electronic Sports (eSports) Market Size by Country
9.4.1 Latin America Electronic Sports (eSports) Market Size by Country (2017-2022)
9.4.2 Latin America Electronic Sports (eSports) Market Size by Country (2023-2028)
9.4.3 Mexico
9.4.4 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Electronic Sports (eSports) Market Size (2017-2028)
10.2 Middle East & Africa Electronic Sports (eSports) Market Size by Type
10.2.1 Middle East & Africa Electronic Sports (eSports) Market Size by Type (2017-2022)
10.2.2 Middle East & Africa Electronic Sports (eSports) Market Size by Type (2023-2028)
10.2.3 Middle East & Africa Electronic Sports (eSports) Market Share by Type (2017-2028)
10.3 Middle East & Africa Electronic Sports (eSports) Market Size by Application
10.3.1 Middle East & Africa Electronic Sports (eSports) Market Size by Application (2017-2022)
10.3.2 Middle East & Africa Electronic Sports (eSports) Market Size by Application (2023-2028)
10.3.3 Middle East & Africa Electronic Sports (eSports) Market Share by Application (2017-2028)
10.4 Middle East & Africa Electronic Sports (eSports) Market Size by Country
10.4.1 Middle East & Africa Electronic Sports (eSports) Market Size by Country (2017-2022)
10.4.2 Middle East & Africa Electronic Sports (eSports) 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 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) Electronic Sports (eSports) Introduction
11.1.4 Modern Times Group (Sweden) Revenue in Electronic Sports (eSports) Business (2017-2022)
11.1.5 Modern Times Group (Sweden) Recent Developments
11.2 Activision Blizzard (US)
11.2.1 Activision Blizzard (US) Company Details
11.2.2 Activision Blizzard (US) Business Overview
11.2.3 Activision Blizzard (US) Electronic Sports (eSports) Introduction
11.2.4 Activision Blizzard (US) Revenue in Electronic Sports (eSports) Business (2017-2022)
11.2.5 Activision Blizzard (US) Recent Developments
11.3 FACEIT (UK)
11.3.1 FACEIT (UK) Company Details
11.3.2 FACEIT (UK) Business Overview
11.3.3 FACEIT (UK) Electronic Sports (eSports) Introduction
11.3.4 FACEIT (UK) Revenue in Electronic Sports (eSports) Business (2017-2022)
11.3.5 FACEIT (UK) Recent Developments
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) Electronic Sports (eSports) Introduction
11.4.4 Total Entertainment Network (US) Revenue in Electronic Sports (eSports) Business (2017-2022)
11.4.5 Total Entertainment Network (US) Recent Developments
11.5 Gfinity (UK)
11.5.1 Gfinity (UK) Company Details
11.5.2 Gfinity (UK) Business Overview
11.5.3 Gfinity (UK) Electronic Sports (eSports) Introduction
11.5.4 Gfinity (UK) Revenue in Electronic Sports (eSports) Business (2017-2022)
11.5.5 Gfinity (UK) Recent Developments
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) Electronic Sports (eSports) Introduction
11.6.4 Turner Broadcasting System (US) Revenue in Electronic Sports (eSports) Business (2017-2022)
11.6.5 Turner Broadcasting System (US) Recent Developments
11.7 CJ Corporation (South Korea)
11.7.1 CJ Corporation (South Korea) Company Details
11.7.2 CJ Corporation (South Korea) Business Overview
11.7.3 CJ Corporation (South Korea) Electronic Sports (eSports) Introduction
11.7.4 CJ Corporation (South Korea) Revenue in Electronic Sports (eSports) Business (2017-2022)
11.7.5 CJ Corporation (South Korea) Recent Developments
11.8 Valve Corporation (US)
11.8.1 Valve Corporation (US) Company Details
11.8.2 Valve Corporation (US) Business Overview
11.8.3 Valve Corporation (US) Electronic Sports (eSports) Introduction
11.8.4 Valve Corporation (US) Revenue in Electronic Sports (eSports) Business (2017-2022)
11.8.5 Valve Corporation (US) Recent Developments
11.9 Tencent (China)
11.9.1 Tencent (China) Company Details
11.9.2 Tencent (China) Business Overview
11.9.3 Tencent (China) Electronic Sports (eSports) Introduction
11.9.4 Tencent (China) Revenue in Electronic Sports (eSports) Business (2017-2022)
11.9.5 Tencent (China) Recent Developments
11.10 Electronic Arts (EA) (US)
11.10.1 Electronic Arts (EA) (US) Company Details
11.10.2 Electronic Arts (EA) (US) Business Overview
11.10.3 Electronic Arts (EA) (US) Electronic Sports (eSports) Introduction
11.10.4 Electronic Arts (EA) (US) Revenue in Electronic Sports (eSports) Business (2017-2022)
11.10.5 Electronic Arts (EA) (US) Recent Developments
11.11 Hi-Rez Studios (US)
11.11.1 Hi-Rez Studios (US) Company Details
11.11.2 Hi-Rez Studios (US) Business Overview
11.11.3 Hi-Rez Studios (US) Electronic Sports (eSports) Introduction
11.11.4 Hi-Rez Studios (US) Revenue in Electronic Sports (eSports) Business (2017-2022)
11.11.5 Hi-Rez Studios (US) Recent Developments
11.12 KaBuM (Canada)
11.12.1 KaBuM (Canada) Company Details
11.12.2 KaBuM (Canada) Business Overview
11.12.3 KaBuM (Canada) Electronic Sports (eSports) Introduction
11.12.4 KaBuM (Canada) Revenue in Electronic Sports (eSports) Business (2017-2022)
11.12.5 KaBuM (Canada) Recent Developments
11.13 Wargaming Public (Cyprus)
11.13.1 Wargaming Public (Cyprus) Company Details
11.13.2 Wargaming Public (Cyprus) Business Overview
11.13.3 Wargaming Public (Cyprus) Electronic Sports (eSports) Introduction
11.13.4 Wargaming Public (Cyprus) Revenue in Electronic Sports (eSports) Business (2017-2022)
11.13.5 Wargaming Public (Cyprus) Recent Developments
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) Electronic Sports (eSports) Introduction
11.14.4 Rovio Entertainment (Finland) Revenue in Electronic Sports (eSports) Business (2017-2022)
11.14.5 Rovio Entertainment (Finland) Recent Developments
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) Electronic Sports (eSports) Introduction
11.15.4 GungHo Online Entertainment (Japan) Revenue in Electronic Sports (eSports) Business (2017-2022)
11.15.5 GungHo Online Entertainment (Japan) Recent Developments
11.16 Alisports (China)
11.16.1 Alisports (China) Company Details
11.16.2 Alisports (China) Business Overview
11.16.3 Alisports (China) Electronic Sports (eSports) Introduction
11.16.4 Alisports (China) Revenue in Electronic Sports (eSports) Business (2017-2022)
11.16.5 Alisports (China) 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 Electronic Sports (eSports) Market Size Growth Rate by Type (US$ Million), 2017 VS 2021 VS 2028
    Table 2. Key Players of Media Rights (Subscription & Online Advertisement)
    Table 3. Key Players of Tickets and Merchandise
    Table 4. Key Players of Sponsorship & Direct Advertisement
    Table 5. Key Players of Publisher Fees
    Table 6. Key Players of Others
    Table 7. Global Electronic Sports (eSports) Market Size Growth Rate by Application (US$ Million), 2017 VS 2021 VS 2028
    Table 8. Global Electronic Sports (eSports) Market Size by Region (US$ Million): 2017 VS 2021 VS 2028
    Table 9. Global Electronic Sports (eSports) Market Size by Region (2017-2022) & (US$ Million)
    Table 10. Global Electronic Sports (eSports) Market Share by Region (2017-2022)
    Table 11. Global Electronic Sports (eSports) Forecasted Market Size by Region (2023-2028) & (US$ Million)
    Table 12. Global Electronic Sports (eSports) Market Share by Region (2023-2028)
    Table 13. Electronic Sports (eSports) Market Trends
    Table 14. Electronic Sports (eSports) Market Drivers
    Table 15. Electronic Sports (eSports) Market Challenges
    Table 16. Electronic Sports (eSports) Market Restraints
    Table 17. Global Electronic Sports (eSports) Revenue by Players (2017-2022) & (US$ Million)
    Table 18. Global Electronic Sports (eSports) Revenue Share by Players (2017-2022)
    Table 19. Global Top Electronic Sports (eSports) by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Electronic Sports (eSports) as of 2021)
    Table 20. Ranking of Global Top Electronic Sports (eSports) Companies by Revenue (US$ Million) in 2021
    Table 21. Global 5 Largest Players Market Share by Electronic Sports (eSports) Revenue (CR5 and HHI) & (2017-2022)
    Table 22. Key Players Headquarters and Area Served
    Table 23. Key Players Electronic Sports (eSports) Product Solution and Service
    Table 24. Date of Enter into Electronic Sports (eSports) Market
    Table 25. Mergers & Acquisitions, Expansion Plans
    Table 26. Global Electronic Sports (eSports) Market Size by Type (2017-2022) & (US$ Million)
    Table 27. Global Electronic Sports (eSports) Revenue Market Share by Type (2017-2022)
    Table 28. Global Electronic Sports (eSports) Forecasted Market Size by Type (2023-2028) & (US$ Million)
    Table 29. Global Electronic Sports (eSports) Revenue Market Share by Type (2023-2028)
    Table 30. Global Electronic Sports (eSports) Market Size by Application (2017-2022) & (US$ Million)
    Table 31. Global Electronic Sports (eSports) Revenue Share by Application (2017-2022)
    Table 32. Global Electronic Sports (eSports) Forecasted Market Size by Application (2023-2028) & (US$ Million)
    Table 33. Global Electronic Sports (eSports) Revenue Share by Application (2023-2028)
    Table 34. North America Electronic Sports (eSports) Market Size by Type (2017-2022) & (US$ Million)
    Table 35. North America Electronic Sports (eSports) Market Size by Type (2023-2028) & (US$ Million)
    Table 36. North America Electronic Sports (eSports) Market Size by Application (2017-2022) & (US$ Million)
    Table 37. North America Electronic Sports (eSports) Market Size by Application (2023-2028) & (US$ Million)
    Table 38. North America Electronic Sports (eSports) Market Size by Country (2017-2022) & (US$ Million)
    Table 39. North America Electronic Sports (eSports) Market Size by Country (2023-2028) & (US$ Million)
    Table 40. Europe Electronic Sports (eSports) Market Size by Type (2017-2022) & (US$ Million)
    Table 41. Europe Electronic Sports (eSports) Market Size by Type (2023-2028) & (US$ Million)
    Table 42. Europe Electronic Sports (eSports) Market Size by Application (2017-2022) & (US$ Million)
    Table 43. Europe Electronic Sports (eSports) Market Size by Application (2023-2028) & (US$ Million)
    Table 44. Europe Electronic Sports (eSports) Market Size by Country (2017-2022) & (US$ Million)
    Table 45. Europe Electronic Sports (eSports) Market Size by Country (2023-2028) & (US$ Million)
    Table 46. Asia Pacific Electronic Sports (eSports) Market Size by Type (2017-2022) & (US$ Million)
    Table 47. Asia Pacific Electronic Sports (eSports) Market Size by Type (2023-2028) & (US$ Million)
    Table 48. Asia Pacific Electronic Sports (eSports) Market Size by Application (2017-2022) & (US$ Million)
    Table 49. Asia Pacific Electronic Sports (eSports) Market Size by Application (2023-2028) & (US$ Million)
    Table 50. Asia Pacific Electronic Sports (eSports) Market Size by Region (2017-2022) & (US$ Million)
    Table 51. Asia Pacific Electronic Sports (eSports) Market Size by Region (2023-2028) & (US$ Million)
    Table 52. Latin America Electronic Sports (eSports) Market Size by Type (2017-2022) & (US$ Million)
    Table 53. Latin America Electronic Sports (eSports) Market Size by Type (2023-2028) & (US$ Million)
    Table 54. Latin America Electronic Sports (eSports) Market Size by Application (2017-2022) & (US$ Million)
    Table 55. Latin America Electronic Sports (eSports) Market Size by Application (2023-2028) & (US$ Million)
    Table 56. Latin America Electronic Sports (eSports) Market Size by Country (2017-2022) & (US$ Million)
    Table 57. Latin America Electronic Sports (eSports) Market Size by Country (2023-2028) & (US$ Million)
    Table 58. Middle East and Africa Electronic Sports (eSports) Market Size by Type (2017-2022) & (US$ Million)
    Table 59. Middle East and Africa Electronic Sports (eSports) Market Size by Type (2023-2028) & (US$ Million)
    Table 60. Middle East and Africa Electronic Sports (eSports) Market Size by Application (2017-2022) & (US$ Million)
    Table 61. Middle East and Africa Electronic Sports (eSports) Market Size by Application (2023-2028) & (US$ Million)
    Table 62. Middle East and Africa Electronic Sports (eSports) Market Size by Country (2017-2022) & (US$ Million)
    Table 63. Middle East and Africa Electronic Sports (eSports) Market Size by Country (2023-2028) & (US$ Million)
    Table 64. Modern Times Group (Sweden) Company Details
    Table 65. Modern Times Group (Sweden) Business Overview
    Table 66. Modern Times Group (Sweden) Electronic Sports (eSports) Product
    Table 67. Modern Times Group (Sweden) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million)
    Table 68. Modern Times Group (Sweden) Recent Developments
    Table 69. Activision Blizzard (US) Company Details
    Table 70. Activision Blizzard (US) Business Overview
    Table 71. Activision Blizzard (US) Electronic Sports (eSports) Product
    Table 72. Activision Blizzard (US) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million)
    Table 73. Activision Blizzard (US) Recent Developments
    Table 74. FACEIT (UK) Company Details
    Table 75. FACEIT (UK) Business Overview
    Table 76. FACEIT (UK) Electronic Sports (eSports) Product
    Table 77. FACEIT (UK) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million)
    Table 78. FACEIT (UK) Recent Developments
    Table 79. Total Entertainment Network (US) Company Details
    Table 80. Total Entertainment Network (US) Business Overview
    Table 81. Total Entertainment Network (US) Electronic Sports (eSports) Product
    Table 82. Total Entertainment Network (US) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million)
    Table 83. Total Entertainment Network (US) Recent Developments
    Table 84. Gfinity (UK) Company Details
    Table 85. Gfinity (UK) Business Overview
    Table 86. Gfinity (UK) Electronic Sports (eSports) Product
    Table 87. Gfinity (UK) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million)
    Table 88. Gfinity (UK) Recent Developments
    Table 89. Turner Broadcasting System (US) Company Details
    Table 90. Turner Broadcasting System (US) Business Overview
    Table 91. Turner Broadcasting System (US) Electronic Sports (eSports) Product
    Table 92. Turner Broadcasting System (US) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million)
    Table 93. Turner Broadcasting System (US) Recent Developments
    Table 94. CJ Corporation (South Korea) Company Details
    Table 95. CJ Corporation (South Korea) Business Overview
    Table 96. CJ Corporation (South Korea) Electronic Sports (eSports) Product
    Table 97. CJ Corporation (South Korea) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million)
    Table 98. CJ Corporation (South Korea) Recent Developments
    Table 99. Valve Corporation (US) Company Details
    Table 100. Valve Corporation (US) Business Overview
    Table 101. Valve Corporation (US) Electronic Sports (eSports) Product
    Table 102. Valve Corporation (US) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million)
    Table 103. Valve Corporation (US) Recent Developments
    Table 104. Tencent (China) Company Details
    Table 105. Tencent (China) Business Overview
    Table 106. Tencent (China) Electronic Sports (eSports) Product
    Table 107. Tencent (China) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million)
    Table 108. Tencent (China) Recent Developments
    Table 109. Electronic Arts (EA) (US) Company Details
    Table 110. Electronic Arts (EA) (US) Business Overview
    Table 111. Electronic Arts (EA) (US) Electronic Sports (eSports) Product
    Table 112. Electronic Arts (EA) (US) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million)
    Table 113. Electronic Arts (EA) (US) Recent Developments
    Table 114. Hi-Rez Studios (US) Company Details
    Table 115. Hi-Rez Studios (US) Business Overview
    Table 116. Hi-Rez Studios (US) Electronic Sports (eSports) Product
    Table 117. Hi-Rez Studios (US) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million)
    Table 118. Hi-Rez Studios (US) Recent Developments
    Table 119. KaBuM (Canada) Company Details
    Table 120. KaBuM (Canada) Business Overview
    Table 121. KaBuM (Canada) Electronic Sports (eSports) Product
    Table 122. KaBuM (Canada) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million)
    Table 123. KaBuM (Canada) Recent Developments
    Table 124. Wargaming Public (Cyprus) Company Details
    Table 125. Wargaming Public (Cyprus) Business Overview
    Table 126. Wargaming Public (Cyprus) Electronic Sports (eSports) Product
    Table 127. Wargaming Public (Cyprus) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million)
    Table 128. Wargaming Public (Cyprus) Recent Developments
    Table 129. Rovio Entertainment (Finland) Company Details
    Table 130. Rovio Entertainment (Finland) Business Overview
    Table 131. Rovio Entertainment (Finland) Electronic Sports (eSports) Product
    Table 132. Rovio Entertainment (Finland) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million)
    Table 133. Rovio Entertainment (Finland) Recent Developments
    Table 134. GungHo Online Entertainment (Japan) Company Details
    Table 135. GungHo Online Entertainment (Japan) Business Overview
    Table 136. GungHo Online Entertainment (Japan) Electronic Sports (eSports) Product
    Table 137. GungHo Online Entertainment (Japan) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million)
    Table 138. GungHo Online Entertainment (Japan) Recent Developments
    Table 139. Alisports (China) Company Details
    Table 140. Alisports (China) Business Overview
    Table 141. Alisports (China) Electronic Sports (eSports) Product
    Table 142. Alisports (China) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million)
    Table 143. Alisports (China) Recent Developments
    Table 144. Research Programs/Design for This Report
    Table 145. Key Data Information from Secondary Sources
    Table 146. Key Data Information from Primary Sources
List of Figures
    Figure 1. Global Electronic Sports (eSports) Market Share by Type: 2021 VS 2028
    Figure 2. Media Rights (Subscription & Online Advertisement) Features
    Figure 3. Tickets and Merchandise Features
    Figure 4. Sponsorship & Direct Advertisement Features
    Figure 5. Publisher Fees Features
    Figure 6. Others Features
    Figure 7. Global Electronic Sports (eSports) Market Share by Application: 2021 VS 2028
    Figure 8. Online Case Studies
    Figure 9. Offline Case Studies
    Figure 10. Electronic Sports (eSports) Report Years Considered
    Figure 11. Global Electronic Sports (eSports) Market Size (US$ Million), Year-over-Year: 2017-2028
    Figure 12. Global Electronic Sports (eSports) Market Size, (US$ Million), 2017 VS 2021 VS 2028
    Figure 13. Global Electronic Sports (eSports) Market Share by Region: 2021 VS 2028
    Figure 14. Global Electronic Sports (eSports) Market Share by Players in 2021
    Figure 15. Global Top Electronic Sports (eSports) Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Electronic Sports (eSports) as of 2021)
    Figure 16. The Top 10 and 5 Players Market Share by Electronic Sports (eSports) Revenue in 2021
    Figure 17. North America Electronic Sports (eSports) Market Size YoY (2017-2028) & (US$ Million)
    Figure 18. North America Electronic Sports (eSports) Market Size Market Share by Type (2017-2028)
    Figure 19. North America Electronic Sports (eSports) Market Size Market Share by Application (2017-2028)
    Figure 20. North America Electronic Sports (eSports) Market Size Share by Country (2017-2028)
    Figure 21. United States Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 22. Canada Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 23. Europe Electronic Sports (eSports) Market Size YoY (2017-2028) & (US$ Million)
    Figure 24. Europe Electronic Sports (eSports) Market Size Market Share by Type (2017-2028)
    Figure 25. Europe Electronic Sports (eSports) Market Size Market Share by Application (2017-2028)
    Figure 26. Europe Electronic Sports (eSports) Market Size Share by Country (2017-2028)
    Figure 27. Germany Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 28. France Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 29. U.K. Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 30. Italy Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 31. Russia Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 32. Nordic Countries Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 33. Asia-Pacific Electronic Sports (eSports) Market Size YoY (2017-2028) & (US$ Million)
    Figure 34. Asia Pacific Electronic Sports (eSports) Market Size Market Share by Type (2017-2028)
    Figure 35. Asia Pacific Electronic Sports (eSports) Market Size Market Share by Application (2017-2028)
    Figure 36. Asia Pacific Electronic Sports (eSports) Market Size Share by Region (2017-2028)
    Figure 37. China Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 38. Japan Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 39. South Korea Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 40. Southeast Asia Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 41. India Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 42. Australia Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 43. Latin America Electronic Sports (eSports) Market Size YoY (2017-2028) & (US$ Million)
    Figure 44. Latin America Electronic Sports (eSports) Market Size Market Share by Type (2017-2028)
    Figure 45. Latin America Electronic Sports (eSports) Market Size Market Share by Application (2017-2028)
    Figure 46. Latin America Electronic Sports (eSports) Market Size Share by Country (2017-2028)
    Figure 47. Mexico Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 48. Brazil Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 49. Middle East & Africa Electronic Sports (eSports) Market Size YoY (2017-2028) & (US$ Million)
    Figure 50. Middle East and Africa Electronic Sports (eSports) Market Size Market Share by Type (2017-2028)
    Figure 51. Middle East and Africa Electronic Sports (eSports) Market Size Market Share by Application (2017-2028)
    Figure 52. Middle East and Africa Electronic Sports (eSports) Market Size Share by Country (2017-2028)
    Figure 53. Turkey Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 54. Saudi Arabia Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 55. UAE Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 56. Modern Times Group (Sweden) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022)
    Figure 57. Activision Blizzard (US) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022)
    Figure 58. FACEIT (UK) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022)
    Figure 59. Total Entertainment Network (US) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022)
    Figure 60. Gfinity (UK) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022)
    Figure 61. Turner Broadcasting System (US) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022)
    Figure 62. CJ Corporation (South Korea) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022)
    Figure 63. Valve Corporation (US) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022)
    Figure 64. Tencent (China) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022)
    Figure 65. Electronic Arts (EA) (US) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022)
    Figure 66. Hi-Rez Studios (US) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022)
    Figure 67. KaBuM (Canada) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022)
    Figure 68. Wargaming Public (Cyprus) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022)
    Figure 69. Rovio Entertainment (Finland) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022)
    Figure 70. GungHo Online Entertainment (Japan) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022)
    Figure 71. Alisports (China) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022)
    Figure 72. Bottom-up and Top-down Approaches for This Report
    Figure 73. Data Triangulation
    Figure 74. Key Executives Interviewed
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