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Global Esports and Gaming Market Research Report 2024
Published Date: February 2024
|
Report Code: QYRE-Auto-32S7579
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Global Esports and Gaming Market Insights Forecast to 2028
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Global Esports and Gaming Market Research Report 2024

Code: QYRE-Auto-32S7579
Report
February 2024
Pages:87
QYResearch
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DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES

Esports and Gaming Market

A new type of electronic games that aim to compitition.
The global Esports and Gaming market was valued at US$ million in 2023 and is anticipated to reach US$ million by 2030, witnessing a CAGR of % during the forecast period 2024-2030.
North American market for Esports and Gaming is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for Esports and Gaming is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The global market for Esports and Gaming in Clubs is estimated to increase from $ million in 2023 to $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The major global companies of Esports and Gaming include Modern Times Group (Sweden), Activision Blizzard, FACEIT, Total Entertainment Network, Gfinity, Turner Broadcasting System, CJ Corporation, Valve Corporation and Tencent, etc. In 2023, 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 and Gaming, 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 and Gaming.

Report Scope

The Esports and Gaming market size, estimations, and forecasts are provided in terms of revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Esports and Gaming 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 and Gaming companies, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price 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 and Gaming Market Report

Report Metric Details
Report Name Esports and Gaming Market
Segment by Type
  • Single Player Games
  • Competitive Games
  • Online Games
Segment by Application
  • Clubs
  • Associations and Organizations
  • Others
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, Gfinity, Turner Broadcasting System, CJ Corporation, Valve Corporation, Tencent, Electronic Arts (EA) (US), Hi-Rez Studios, KaBuM, Wargaming Public
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 and Gaming companies’ 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 and Gaming Market report?

Ans: The main players in the Esports and Gaming Market are Modern Times Group (Sweden), Activision Blizzard, FACEIT, Total Entertainment Network, Gfinity, Turner Broadcasting System, CJ Corporation, Valve Corporation, Tencent, Electronic Arts (EA) (US), Hi-Rez Studios, KaBuM, Wargaming Public

What are the Application segmentation covered in the Esports and Gaming Market report?

Ans: The Applications covered in the Esports and Gaming Market report are Clubs, Associations and Organizations, Others

What are the Type segmentation covered in the Esports and Gaming Market report?

Ans: The Types covered in the Esports and Gaming Market report are Single Player Games, Competitive Games, Online Games

1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Esports and Gaming Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Single Player Games
1.2.3 Competitive Games
1.2.4 Online Games
1.3 Market by Application
1.3.1 Global Esports and Gaming Market Growth by Application: 2019 VS 2023 VS 2030
1.3.2 Clubs
1.3.3 Associations and Organizations
1.3.4 Others
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Esports and Gaming Market Perspective (2019-2030)
2.2 Esports and Gaming Growth Trends by Region
2.2.1 Global Esports and Gaming Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Esports and Gaming Historic Market Size by Region (2019-2024)
2.2.3 Esports and Gaming Forecasted Market Size by Region (2025-2030)
2.3 Esports and Gaming Market Dynamics
2.3.1 Esports and Gaming Industry Trends
2.3.2 Esports and Gaming Market Drivers
2.3.3 Esports and Gaming Market Challenges
2.3.4 Esports and Gaming Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Esports and Gaming Players by Revenue
3.1.1 Global Top Esports and Gaming Players by Revenue (2019-2024)
3.1.2 Global Esports and Gaming Revenue Market Share by Players (2019-2024)
3.2 Global Esports and Gaming Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Esports and Gaming Revenue
3.4 Global Esports and Gaming Market Concentration Ratio
3.4.1 Global Esports and Gaming Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Esports and Gaming Revenue in 2023
3.5 Esports and Gaming Key Players Head office and Area Served
3.6 Key Players Esports and Gaming Product Solution and Service
3.7 Date of Enter into Esports and Gaming Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Esports and Gaming Breakdown Data by Type
4.1 Global Esports and Gaming Historic Market Size by Type (2019-2024)
4.2 Global Esports and Gaming Forecasted Market Size by Type (2025-2030)
5 Esports and Gaming Breakdown Data by Application
5.1 Global Esports and Gaming Historic Market Size by Application (2019-2024)
5.2 Global Esports and Gaming Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Esports and Gaming Market Size (2019-2030)
6.2 North America Esports and Gaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America Esports and Gaming Market Size by Country (2019-2024)
6.4 North America Esports and Gaming Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Esports and Gaming Market Size (2019-2030)
7.2 Europe Esports and Gaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe Esports and Gaming Market Size by Country (2019-2024)
7.4 Europe Esports and Gaming Market Size by Country (2025-2030)
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 and Gaming Market Size (2019-2030)
8.2 Asia-Pacific Esports and Gaming Market Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific Esports and Gaming Market Size by Region (2019-2024)
8.4 Asia-Pacific Esports and Gaming Market Size by Region (2025-2030)
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 and Gaming Market Size (2019-2030)
9.2 Latin America Esports and Gaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America Esports and Gaming Market Size by Country (2019-2024)
9.4 Latin America Esports and Gaming Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Esports and Gaming Market Size (2019-2030)
10.2 Middle East & Africa Esports and Gaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa Esports and Gaming Market Size by Country (2019-2024)
10.4 Middle East & Africa Esports and Gaming Market Size by Country (2025-2030)
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 Detail
11.1.2 Modern Times Group (Sweden) Business Overview
11.1.3 Modern Times Group (Sweden) Esports and Gaming Introduction
11.1.4 Modern Times Group (Sweden) Revenue in Esports and Gaming Business (2019-2024)
11.1.5 Modern Times Group (Sweden) Recent Development
11.2 Activision Blizzard
11.2.1 Activision Blizzard Company Detail
11.2.2 Activision Blizzard Business Overview
11.2.3 Activision Blizzard Esports and Gaming Introduction
11.2.4 Activision Blizzard Revenue in Esports and Gaming Business (2019-2024)
11.2.5 Activision Blizzard Recent Development
11.3 FACEIT
11.3.1 FACEIT Company Detail
11.3.2 FACEIT Business Overview
11.3.3 FACEIT Esports and Gaming Introduction
11.3.4 FACEIT Revenue in Esports and Gaming Business (2019-2024)
11.3.5 FACEIT Recent Development
11.4 Total Entertainment Network
11.4.1 Total Entertainment Network Company Detail
11.4.2 Total Entertainment Network Business Overview
11.4.3 Total Entertainment Network Esports and Gaming Introduction
11.4.4 Total Entertainment Network Revenue in Esports and Gaming Business (2019-2024)
11.4.5 Total Entertainment Network Recent Development
11.5 Gfinity
11.5.1 Gfinity Company Detail
11.5.2 Gfinity Business Overview
11.5.3 Gfinity Esports and Gaming Introduction
11.5.4 Gfinity Revenue in Esports and Gaming Business (2019-2024)
11.5.5 Gfinity Recent Development
11.6 Turner Broadcasting System
11.6.1 Turner Broadcasting System Company Detail
11.6.2 Turner Broadcasting System Business Overview
11.6.3 Turner Broadcasting System Esports and Gaming Introduction
11.6.4 Turner Broadcasting System Revenue in Esports and Gaming Business (2019-2024)
11.6.5 Turner Broadcasting System Recent Development
11.7 CJ Corporation
11.7.1 CJ Corporation Company Detail
11.7.2 CJ Corporation Business Overview
11.7.3 CJ Corporation Esports and Gaming Introduction
11.7.4 CJ Corporation Revenue in Esports and Gaming Business (2019-2024)
11.7.5 CJ Corporation Recent Development
11.8 Valve Corporation
11.8.1 Valve Corporation Company Detail
11.8.2 Valve Corporation Business Overview
11.8.3 Valve Corporation Esports and Gaming Introduction
11.8.4 Valve Corporation Revenue in Esports and Gaming Business (2019-2024)
11.8.5 Valve Corporation Recent Development
11.9 Tencent
11.9.1 Tencent Company Detail
11.9.2 Tencent Business Overview
11.9.3 Tencent Esports and Gaming Introduction
11.9.4 Tencent Revenue in Esports and Gaming Business (2019-2024)
11.9.5 Tencent Recent Development
11.10 Electronic Arts (EA) (US)
11.10.1 Electronic Arts (EA) (US) Company Detail
11.10.2 Electronic Arts (EA) (US) Business Overview
11.10.3 Electronic Arts (EA) (US) Esports and Gaming Introduction
11.10.4 Electronic Arts (EA) (US) Revenue in Esports and Gaming Business (2019-2024)
11.10.5 Electronic Arts (EA) (US) Recent Development
11.11 Hi-Rez Studios
11.11.1 Hi-Rez Studios Company Detail
11.11.2 Hi-Rez Studios Business Overview
11.11.3 Hi-Rez Studios Esports and Gaming Introduction
11.11.4 Hi-Rez Studios Revenue in Esports and Gaming Business (2019-2024)
11.11.5 Hi-Rez Studios Recent Development
11.12 KaBuM
11.12.1 KaBuM Company Detail
11.12.2 KaBuM Business Overview
11.12.3 KaBuM Esports and Gaming Introduction
11.12.4 KaBuM Revenue in Esports and Gaming Business (2019-2024)
11.12.5 KaBuM Recent Development
11.13 Wargaming Public
11.13.1 Wargaming Public Company Detail
11.13.2 Wargaming Public Business Overview
11.13.3 Wargaming Public Esports and Gaming Introduction
11.13.4 Wargaming Public Revenue in Esports and Gaming Business (2019-2024)
11.13.5 Wargaming Public Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
List of Tables
    Table 1. Global Esports and Gaming Market Size Growth Rate by Type (US$ Million): 2019 VS 2023 VS 2030
    Table 2. Key Players of Single Player Games
    Table 3. Key Players of Competitive Games
    Table 4. Key Players of Online Games
    Table 5. Global Esports and Gaming Market Size Growth by Application (US$ Million): 2019 VS 2023 VS 2030
    Table 6. Global Esports and Gaming Market Size by Region (US$ Million): 2019 VS 2023 VS 2030
    Table 7. Global Esports and Gaming Market Size by Region (2019-2024) & (US$ Million)
    Table 8. Global Esports and Gaming Market Share by Region (2019-2024)
    Table 9. Global Esports and Gaming Forecasted Market Size by Region (2025-2030) & (US$ Million)
    Table 10. Global Esports and Gaming Market Share by Region (2025-2030)
    Table 11. Esports and Gaming Market Trends
    Table 12. Esports and Gaming Market Drivers
    Table 13. Esports and Gaming Market Challenges
    Table 14. Esports and Gaming Market Restraints
    Table 15. Global Esports and Gaming Revenue by Players (2019-2024) & (US$ Million)
    Table 16. Global Esports and Gaming Market Share by Players (2019-2024)
    Table 17. Global Top Esports and Gaming Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Esports and Gaming as of 2023)
    Table 18. Ranking of Global Top Esports and Gaming Companies by Revenue (US$ Million) in 2023
    Table 19. Global 5 Largest Players Market Share by Esports and Gaming Revenue (CR5 and HHI) & (2019-2024)
    Table 20. Key Players Headquarters and Area Served
    Table 21. Key Players Esports and Gaming Product Solution and Service
    Table 22. Date of Enter into Esports and Gaming Market
    Table 23. Mergers & Acquisitions, Expansion Plans
    Table 24. Global Esports and Gaming Market Size by Type (2019-2024) & (US$ Million)
    Table 25. Global Esports and Gaming Revenue Market Share by Type (2019-2024)
    Table 26. Global Esports and Gaming Forecasted Market Size by Type (2025-2030) & (US$ Million)
    Table 27. Global Esports and Gaming Revenue Market Share by Type (2025-2030)
    Table 28. Global Esports and Gaming Market Size by Application (2019-2024) & (US$ Million)
    Table 29. Global Esports and Gaming Revenue Market Share by Application (2019-2024)
    Table 30. Global Esports and Gaming Forecasted Market Size by Application (2025-2030) & (US$ Million)
    Table 31. Global Esports and Gaming Revenue Market Share by Application (2025-2030)
    Table 32. North America Esports and Gaming Market Size Growth Rate by Country (US$ Million): 2019 VS 2023 VS 2030
    Table 33. North America Esports and Gaming Market Size by Country (2019-2024) & (US$ Million)
    Table 34. North America Esports and Gaming Market Size by Country (2025-2030) & (US$ Million)
    Table 35. Europe Esports and Gaming Market Size Growth Rate by Country (US$ Million): 2019 VS 2023 VS 2030
    Table 36. Europe Esports and Gaming Market Size by Country (2019-2024) & (US$ Million)
    Table 37. Europe Esports and Gaming Market Size by Country (2025-2030) & (US$ Million)
    Table 38. Asia-Pacific Esports and Gaming Market Size Growth Rate by Region (US$ Million): 2019 VS 2023 VS 2030
    Table 39. Asia-Pacific Esports and Gaming Market Size by Region (2019-2024) & (US$ Million)
    Table 40. Asia-Pacific Esports and Gaming Market Size by Region (2025-2030) & (US$ Million)
    Table 41. Latin America Esports and Gaming Market Size Growth Rate by Country (US$ Million): 2019 VS 2023 VS 2030
    Table 42. Latin America Esports and Gaming Market Size by Country (2019-2024) & (US$ Million)
    Table 43. Latin America Esports and Gaming Market Size by Country (2025-2030) & (US$ Million)
    Table 44. Middle East & Africa Esports and Gaming Market Size Growth Rate by Country (US$ Million): 2019 VS 2023 VS 2030
    Table 45. Middle East & Africa Esports and Gaming Market Size by Country (2019-2024) & (US$ Million)
    Table 46. Middle East & Africa Esports and Gaming Market Size by Country (2025-2030) & (US$ Million)
    Table 47. Modern Times Group (Sweden) Company Detail
    Table 48. Modern Times Group (Sweden) Business Overview
    Table 49. Modern Times Group (Sweden) Esports and Gaming Product
    Table 50. Modern Times Group (Sweden) Revenue in Esports and Gaming Business (2019-2024) & (US$ Million)
    Table 51. Modern Times Group (Sweden) Recent Development
    Table 52. Activision Blizzard Company Detail
    Table 53. Activision Blizzard Business Overview
    Table 54. Activision Blizzard Esports and Gaming Product
    Table 55. Activision Blizzard Revenue in Esports and Gaming Business (2019-2024) & (US$ Million)
    Table 56. Activision Blizzard Recent Development
    Table 57. FACEIT Company Detail
    Table 58. FACEIT Business Overview
    Table 59. FACEIT Esports and Gaming Product
    Table 60. FACEIT Revenue in Esports and Gaming Business (2019-2024) & (US$ Million)
    Table 61. FACEIT Recent Development
    Table 62. Total Entertainment Network Company Detail
    Table 63. Total Entertainment Network Business Overview
    Table 64. Total Entertainment Network Esports and Gaming Product
    Table 65. Total Entertainment Network Revenue in Esports and Gaming Business (2019-2024) & (US$ Million)
    Table 66. Total Entertainment Network Recent Development
    Table 67. Gfinity Company Detail
    Table 68. Gfinity Business Overview
    Table 69. Gfinity Esports and Gaming Product
    Table 70. Gfinity Revenue in Esports and Gaming Business (2019-2024) & (US$ Million)
    Table 71. Gfinity Recent Development
    Table 72. Turner Broadcasting System Company Detail
    Table 73. Turner Broadcasting System Business Overview
    Table 74. Turner Broadcasting System Esports and Gaming Product
    Table 75. Turner Broadcasting System Revenue in Esports and Gaming Business (2019-2024) & (US$ Million)
    Table 76. Turner Broadcasting System Recent Development
    Table 77. CJ Corporation Company Detail
    Table 78. CJ Corporation Business Overview
    Table 79. CJ Corporation Esports and Gaming Product
    Table 80. CJ Corporation Revenue in Esports and Gaming Business (2019-2024) & (US$ Million)
    Table 81. CJ Corporation Recent Development
    Table 82. Valve Corporation Company Detail
    Table 83. Valve Corporation Business Overview
    Table 84. Valve Corporation Esports and Gaming Product
    Table 85. Valve Corporation Revenue in Esports and Gaming Business (2019-2024) & (US$ Million)
    Table 86. Valve Corporation Recent Development
    Table 87. Tencent Company Detail
    Table 88. Tencent Business Overview
    Table 89. Tencent Esports and Gaming Product
    Table 90. Tencent Revenue in Esports and Gaming Business (2019-2024) & (US$ Million)
    Table 91. Tencent Recent Development
    Table 92. Electronic Arts (EA) (US) Company Detail
    Table 93. Electronic Arts (EA) (US) Business Overview
    Table 94. Electronic Arts (EA) (US) Esports and Gaming Product
    Table 95. Electronic Arts (EA) (US) Revenue in Esports and Gaming Business (2019-2024) & (US$ Million)
    Table 96. Electronic Arts (EA) (US) Recent Development
    Table 97. Hi-Rez Studios Company Detail
    Table 98. Hi-Rez Studios Business Overview
    Table 99. Hi-Rez Studios Esports and Gaming Product
    Table 100. Hi-Rez Studios Revenue in Esports and Gaming Business (2019-2024) & (US$ Million)
    Table 101. Hi-Rez Studios Recent Development
    Table 102. KaBuM Company Detail
    Table 103. KaBuM Business Overview
    Table 104. KaBuM Esports and Gaming Product
    Table 105. KaBuM Revenue in Esports and Gaming Business (2019-2024) & (US$ Million)
    Table 106. KaBuM Recent Development
    Table 107. Wargaming Public Company Detail
    Table 108. Wargaming Public Business Overview
    Table 109. Wargaming Public Esports and Gaming Product
    Table 110. Wargaming Public Revenue in Esports and Gaming Business (2019-2024) & (US$ Million)
    Table 111. Wargaming Public Recent Development
    Table 112. Research Programs/Design for This Report
    Table 113. Key Data Information from Secondary Sources
    Table 114. Key Data Information from Primary Sources
List of Figures
    Figure 1. Global Esports and Gaming Market Size Comparison by Type (2024-2030) & (US$ Million)
    Figure 2. Global Esports and Gaming Market Share by Type: 2023 VS 2030
    Figure 3. Single Player Games Features
    Figure 4. Competitive Games Features
    Figure 5. Online Games Features
    Figure 6. Global Esports and Gaming Market Size Comparison by Application (2024-2030) & (US$ Million)
    Figure 7. Global Esports and Gaming Market Share by Application: 2023 VS 2030
    Figure 8. Clubs Case Studies
    Figure 9. Associations and Organizations Case Studies
    Figure 10. Others Case Studies
    Figure 11. Esports and Gaming Report Years Considered
    Figure 12. Global Esports and Gaming Market Size (US$ Million), Year-over-Year: 2019-2030
    Figure 13. Global Esports and Gaming Market Size, (US$ Million), 2019 VS 2023 VS 2030
    Figure 14. Global Esports and Gaming Market Share by Region: 2023 VS 2030
    Figure 15. Global Esports and Gaming Market Share by Players in 2023
    Figure 16. Global Top Esports and Gaming Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Esports and Gaming as of 2023)
    Figure 17. The Top 10 and 5 Players Market Share by Esports and Gaming Revenue in 2023
    Figure 18. North America Esports and Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 19. North America Esports and Gaming Market Share by Country (2019-2030)
    Figure 20. United States Esports and Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 21. Canada Esports and Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 22. Europe Esports and Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 23. Europe Esports and Gaming Market Share by Country (2019-2030)
    Figure 24. Germany Esports and Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 25. France Esports and Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 26. U.K. Esports and Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 27. Italy Esports and Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 28. Russia Esports and Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 29. Nordic Countries Esports and Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 30. Asia-Pacific Esports and Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 31. Asia-Pacific Esports and Gaming Market Share by Region (2019-2030)
    Figure 32. China Esports and Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 33. Japan Esports and Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 34. South Korea Esports and Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 35. Southeast Asia Esports and Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 36. India Esports and Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 37. Australia Esports and Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 38. Latin America Esports and Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 39. Latin America Esports and Gaming Market Share by Country (2019-2030)
    Figure 40. Mexico Esports and Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 41. Brazil Esports and Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 42. Middle East & Africa Esports and Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 43. Middle East & Africa Esports and Gaming Market Share by Country (2019-2030)
    Figure 44. Turkey Esports and Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 45. Saudi Arabia Esports and Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 46. Modern Times Group (Sweden) Revenue Growth Rate in Esports and Gaming Business (2019-2024)
    Figure 47. Activision Blizzard Revenue Growth Rate in Esports and Gaming Business (2019-2024)
    Figure 48. FACEIT Revenue Growth Rate in Esports and Gaming Business (2019-2024)
    Figure 49. Total Entertainment Network Revenue Growth Rate in Esports and Gaming Business (2019-2024)
    Figure 50. Gfinity Revenue Growth Rate in Esports and Gaming Business (2019-2024)
    Figure 51. Turner Broadcasting System Revenue Growth Rate in Esports and Gaming Business (2019-2024)
    Figure 52. CJ Corporation Revenue Growth Rate in Esports and Gaming Business (2019-2024)
    Figure 53. Valve Corporation Revenue Growth Rate in Esports and Gaming Business (2019-2024)
    Figure 54. Tencent Revenue Growth Rate in Esports and Gaming Business (2019-2024)
    Figure 55. Electronic Arts (EA) (US) Revenue Growth Rate in Esports and Gaming Business (2019-2024)
    Figure 56. Hi-Rez Studios Revenue Growth Rate in Esports and Gaming Business (2019-2024)
    Figure 57. KaBuM Revenue Growth Rate in Esports and Gaming Business (2019-2024)
    Figure 58. Wargaming Public Revenue Growth Rate in Esports and Gaming Business (2019-2024)
    Figure 59. Bottom-up and Top-down Approaches for This Report
    Figure 60. Data Triangulation
    Figure 61. Key Executives Interviewed
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