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Global Esports and Gaming Market Research Report 2025
Published Date: July 2025
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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 2025

Code: QYRE-Auto-32S7579
Report
July 2025
Pages:85
QYResearch
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DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES

Esports and Gaming Market

The global market for Esports and Gaming 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.
A new type of electronic games that aim to compitition.
North American market for Esports and Gaming 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 and Gaming 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 and Gaming in Clubs 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 and Gaming include Modern Times Group (Sweden), Activision Blizzard, FACEIT, Total Entertainment Network, Gfinity, Turner Broadcasting System, CJ Corporation, Valve Corporation, Tencent, Electronic Arts (EA) (US), 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 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.
The Esports and Gaming 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 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 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 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 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: 2020 VS 2024 VS 2031
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: 2020 VS 2024 VS 2031
1.3.2 Clubs
1.3.3 Associations and Organizations
1.3.4 Others
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Esports and Gaming Market Perspective (2020-2031)
2.2 Global Esports and Gaming Growth Trends by Region
2.2.1 Global Esports and Gaming Market Size by Region: 2020 VS 2024 VS 2031
2.2.2 Esports and Gaming Historic Market Size by Region (2020-2025)
2.2.3 Esports and Gaming Forecasted Market Size by Region (2026-2031)
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 (2020-2025)
3.1.2 Global Esports and Gaming Revenue Market Share by Players (2020-2025)
3.2 Global Esports and Gaming Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players 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 2024
3.5 Global Key Players of Esports and Gaming Head office and Area Served
3.6 Global Key Players of Esports and Gaming, Product and Application
3.7 Global Key Players of Esports and Gaming, Date of Enter into This Industry
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 (2020-2025)
4.2 Global Esports and Gaming Forecasted Market Size by Type (2026-2031)
5 Esports and Gaming Breakdown Data by Application
5.1 Global Esports and Gaming Historic Market Size by Application (2020-2025)
5.2 Global Esports and Gaming Forecasted Market Size by Application (2026-2031)
6 North America
6.1 North America Esports and Gaming Market Size (2020-2031)
6.2 North America Esports and Gaming Market Growth Rate by Country: 2020 VS 2024 VS 2031
6.3 North America Esports and Gaming Market Size by Country (2020-2025)
6.4 North America Esports and Gaming Market Size by Country (2026-2031)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Esports and Gaming Market Size (2020-2031)
7.2 Europe Esports and Gaming Market Growth Rate by Country: 2020 VS 2024 VS 2031
7.3 Europe Esports and Gaming Market Size by Country (2020-2025)
7.4 Europe Esports and Gaming 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 and Gaming Market Size (2020-2031)
8.2 Asia-Pacific Esports and Gaming Market Growth Rate by Region: 2020 VS 2024 VS 2031
8.3 Asia-Pacific Esports and Gaming Market Size by Region (2020-2025)
8.4 Asia-Pacific Esports and Gaming 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 and Gaming Market Size (2020-2031)
9.2 Latin America Esports and Gaming Market Growth Rate by Country: 2020 VS 2024 VS 2031
9.3 Latin America Esports and Gaming Market Size by Country (2020-2025)
9.4 Latin America Esports and Gaming Market Size by Country (2026-2031)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Esports and Gaming Market Size (2020-2031)
10.2 Middle East & Africa Esports and Gaming Market Growth Rate by Country: 2020 VS 2024 VS 2031
10.3 Middle East & Africa Esports and Gaming Market Size by Country (2020-2025)
10.4 Middle East & Africa Esports and Gaming 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 and Gaming Introduction
11.1.4 Modern Times Group (Sweden) Revenue in Esports and Gaming 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 and Gaming Introduction
11.2.4 Activision Blizzard Revenue in Esports and Gaming 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 and Gaming Introduction
11.3.4 FACEIT Revenue in Esports and Gaming Business (2020-2025)
11.3.5 FACEIT Recent Development
11.4 Total Entertainment Network
11.4.1 Total Entertainment Network Company Details
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 (2020-2025)
11.4.5 Total Entertainment Network Recent Development
11.5 Gfinity
11.5.1 Gfinity Company Details
11.5.2 Gfinity Business Overview
11.5.3 Gfinity Esports and Gaming Introduction
11.5.4 Gfinity Revenue in Esports and Gaming Business (2020-2025)
11.5.5 Gfinity Recent Development
11.6 Turner Broadcasting System
11.6.1 Turner Broadcasting System Company Details
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 (2020-2025)
11.6.5 Turner Broadcasting System 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 and Gaming Introduction
11.7.4 CJ Corporation Revenue in Esports and Gaming 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 and Gaming Introduction
11.8.4 Valve Corporation Revenue in Esports and Gaming 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 and Gaming Introduction
11.9.4 Tencent Revenue in Esports and Gaming Business (2020-2025)
11.9.5 Tencent Recent Development
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) Esports and Gaming Introduction
11.10.4 Electronic Arts (EA) (US) Revenue in Esports and Gaming Business (2020-2025)
11.10.5 Electronic Arts (EA) (US) 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 and Gaming Introduction
11.11.4 Hi-Rez Studios Revenue in Esports and Gaming 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 and Gaming Introduction
11.12.4 KaBuM Revenue in Esports and Gaming Business (2020-2025)
11.12.5 KaBuM Recent Development
11.13 Wargaming Public
11.13.1 Wargaming Public Company Details
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 (2020-2025)
11.13.5 Wargaming Public Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.1.1 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 and Gaming Market Size Growth Rate by Type (US$ Million): 2020 VS 2024 VS 2031
 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): 2020 VS 2024 VS 2031
 Table 6. Global Esports and Gaming Market Size by Region (US$ Million): 2020 VS 2024 VS 2031
 Table 7. Global Esports and Gaming Market Size by Region (2020-2025) & (US$ Million)
 Table 8. Global Esports and Gaming Market Share by Region (2020-2025)
 Table 9. Global Esports and Gaming Forecasted Market Size by Region (2026-2031) & (US$ Million)
 Table 10. Global Esports and Gaming Market Share by Region (2026-2031)
 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 (2020-2025) & (US$ Million)
 Table 16. Global Esports and Gaming Market Share by Players (2020-2025)
 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 2024)
 Table 18. Ranking of Global Top Esports and Gaming Companies by Revenue (US$ Million) in 2024
 Table 19. Global 5 Largest Players Market Share by Esports and Gaming Revenue (CR5 and HHI) & (2020-2025)
 Table 20. Global Key Players of Esports and Gaming, Headquarters and Area Served
 Table 21. Global Key Players of Esports and Gaming, Product and Application
 Table 22. Global Key Players of Esports and Gaming, Date of Enter into This Industry
 Table 23. Mergers & Acquisitions, Expansion Plans
 Table 24. Global Esports and Gaming Market Size by Type (2020-2025) & (US$ Million)
 Table 25. Global Esports and Gaming Revenue Market Share by Type (2020-2025)
 Table 26. Global Esports and Gaming Forecasted Market Size by Type (2026-2031) & (US$ Million)
 Table 27. Global Esports and Gaming Revenue Market Share by Type (2026-2031)
 Table 28. Global Esports and Gaming Market Size by Application (2020-2025) & (US$ Million)
 Table 29. Global Esports and Gaming Revenue Market Share by Application (2020-2025)
 Table 30. Global Esports and Gaming Forecasted Market Size by Application (2026-2031) & (US$ Million)
 Table 31. Global Esports and Gaming Revenue Market Share by Application (2026-2031)
 Table 32. North America Esports and Gaming Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 33. North America Esports and Gaming Market Size by Country (2020-2025) & (US$ Million)
 Table 34. North America Esports and Gaming Market Size by Country (2026-2031) & (US$ Million)
 Table 35. Europe Esports and Gaming Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 36. Europe Esports and Gaming Market Size by Country (2020-2025) & (US$ Million)
 Table 37. Europe Esports and Gaming Market Size by Country (2026-2031) & (US$ Million)
 Table 38. Asia-Pacific Esports and Gaming Market Size Growth Rate by Region (US$ Million): 2020 VS 2024 VS 2031
 Table 39. Asia-Pacific Esports and Gaming Market Size by Region (2020-2025) & (US$ Million)
 Table 40. Asia-Pacific Esports and Gaming Market Size by Region (2026-2031) & (US$ Million)
 Table 41. Latin America Esports and Gaming Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 42. Latin America Esports and Gaming Market Size by Country (2020-2025) & (US$ Million)
 Table 43. Latin America Esports and Gaming Market Size by Country (2026-2031) & (US$ Million)
 Table 44. Middle East & Africa Esports and Gaming Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 45. Middle East & Africa Esports and Gaming Market Size by Country (2020-2025) & (US$ Million)
 Table 46. Middle East & Africa Esports and Gaming Market Size by Country (2026-2031) & (US$ Million)
 Table 47. Modern Times Group (Sweden) Company Details
 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 (2020-2025) & (US$ Million)
 Table 51. Modern Times Group (Sweden) Recent Development
 Table 52. Activision Blizzard Company Details
 Table 53. Activision Blizzard Business Overview
 Table 54. Activision Blizzard Esports and Gaming Product
 Table 55. Activision Blizzard Revenue in Esports and Gaming Business (2020-2025) & (US$ Million)
 Table 56. Activision Blizzard Recent Development
 Table 57. FACEIT Company Details
 Table 58. FACEIT Business Overview
 Table 59. FACEIT Esports and Gaming Product
 Table 60. FACEIT Revenue in Esports and Gaming Business (2020-2025) & (US$ Million)
 Table 61. FACEIT Recent Development
 Table 62. Total Entertainment Network Company Details
 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 (2020-2025) & (US$ Million)
 Table 66. Total Entertainment Network Recent Development
 Table 67. Gfinity Company Details
 Table 68. Gfinity Business Overview
 Table 69. Gfinity Esports and Gaming Product
 Table 70. Gfinity Revenue in Esports and Gaming Business (2020-2025) & (US$ Million)
 Table 71. Gfinity Recent Development
 Table 72. Turner Broadcasting System Company Details
 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 (2020-2025) & (US$ Million)
 Table 76. Turner Broadcasting System Recent Development
 Table 77. CJ Corporation Company Details
 Table 78. CJ Corporation Business Overview
 Table 79. CJ Corporation Esports and Gaming Product
 Table 80. CJ Corporation Revenue in Esports and Gaming Business (2020-2025) & (US$ Million)
 Table 81. CJ Corporation Recent Development
 Table 82. Valve Corporation Company Details
 Table 83. Valve Corporation Business Overview
 Table 84. Valve Corporation Esports and Gaming Product
 Table 85. Valve Corporation Revenue in Esports and Gaming Business (2020-2025) & (US$ Million)
 Table 86. Valve Corporation Recent Development
 Table 87. Tencent Company Details
 Table 88. Tencent Business Overview
 Table 89. Tencent Esports and Gaming Product
 Table 90. Tencent Revenue in Esports and Gaming Business (2020-2025) & (US$ Million)
 Table 91. Tencent Recent Development
 Table 92. Electronic Arts (EA) (US) Company Details
 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 (2020-2025) & (US$ Million)
 Table 96. Electronic Arts (EA) (US) Recent Development
 Table 97. Hi-Rez Studios Company Details
 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 (2020-2025) & (US$ Million)
 Table 101. Hi-Rez Studios Recent Development
 Table 102. KaBuM Company Details
 Table 103. KaBuM Business Overview
 Table 104. KaBuM Esports and Gaming Product
 Table 105. KaBuM Revenue in Esports and Gaming Business (2020-2025) & (US$ Million)
 Table 106. KaBuM Recent Development
 Table 107. Wargaming Public Company Details
 Table 108. Wargaming Public Business Overview
 Table 109. Wargaming Public Esports and Gaming Product
 Table 110. Wargaming Public Revenue in Esports and Gaming Business (2020-2025) & (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
 Table 115. Authors List of This Report


List of Figures
 Figure 1. Esports and Gaming Picture
 Figure 2. Global Esports and Gaming Market Size Comparison by Type (2020-2031) & (US$ Million)
 Figure 3. Global Esports and Gaming Market Share by Type: 2024 VS 2031
 Figure 4. Single Player Games Features
 Figure 5. Competitive Games Features
 Figure 6. Online Games Features
 Figure 7. Global Esports and Gaming Market Size by Application (2020-2031) & (US$ Million)
 Figure 8. Global Esports and Gaming Market Share by Application: 2024 VS 2031
 Figure 9. Clubs Case Studies
 Figure 10. Associations and Organizations Case Studies
 Figure 11. Others Case Studies
 Figure 12. Esports and Gaming Report Years Considered
 Figure 13. Global Esports and Gaming Market Size (US$ Million), Year-over-Year: 2020-2031
 Figure 14. Global Esports and Gaming Market Size, (US$ Million), 2020 VS 2024 VS 2031
 Figure 15. Global Esports and Gaming Market Share by Region: 2024 VS 2031
 Figure 16. Global Esports and Gaming Market Share by Players in 2024
 Figure 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 2024)
 Figure 18. The Top 10 and 5 Players Market Share by Esports and Gaming Revenue in 2024
 Figure 19. North America Esports and Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 20. North America Esports and Gaming Market Share by Country (2020-2031)
 Figure 21. United States Esports and Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 22. Canada Esports and Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 23. Europe Esports and Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 24. Europe Esports and Gaming Market Share by Country (2020-2031)
 Figure 25. Germany Esports and Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 26. France Esports and Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 27. U.K. Esports and Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 28. Italy Esports and Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 29. Russia Esports and Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 30. Nordic Countries Esports and Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 31. Asia-Pacific Esports and Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 32. Asia-Pacific Esports and Gaming Market Share by Region (2020-2031)
 Figure 33. China Esports and Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 34. Japan Esports and Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 35. South Korea Esports and Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 36. Southeast Asia Esports and Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 37. India Esports and Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 38. Australia Esports and Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 39. Latin America Esports and Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 40. Latin America Esports and Gaming Market Share by Country (2020-2031)
 Figure 41. Mexico Esports and Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 42. Brazil Esports and Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 43. Middle East & Africa Esports and Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 44. Middle East & Africa Esports and Gaming Market Share by Country (2020-2031)
 Figure 45. Turkey Esports and Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 46. Saudi Arabia Esports and Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 47. UAE Esports and Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 48. Modern Times Group (Sweden) Revenue Growth Rate in Esports and Gaming Business (2020-2025)
 Figure 49. Activision Blizzard Revenue Growth Rate in Esports and Gaming Business (2020-2025)
 Figure 50. FACEIT Revenue Growth Rate in Esports and Gaming Business (2020-2025)
 Figure 51. Total Entertainment Network Revenue Growth Rate in Esports and Gaming Business (2020-2025)
 Figure 52. Gfinity Revenue Growth Rate in Esports and Gaming Business (2020-2025)
 Figure 53. Turner Broadcasting System Revenue Growth Rate in Esports and Gaming Business (2020-2025)
 Figure 54. CJ Corporation Revenue Growth Rate in Esports and Gaming Business (2020-2025)
 Figure 55. Valve Corporation Revenue Growth Rate in Esports and Gaming Business (2020-2025)
 Figure 56. Tencent Revenue Growth Rate in Esports and Gaming Business (2020-2025)
 Figure 57. Electronic Arts (EA) (US) Revenue Growth Rate in Esports and Gaming Business (2020-2025)
 Figure 58. Hi-Rez Studios Revenue Growth Rate in Esports and Gaming Business (2020-2025)
 Figure 59. KaBuM Revenue Growth Rate in Esports and Gaming Business (2020-2025)
 Figure 60. Wargaming Public Revenue Growth Rate in Esports and Gaming Business (2020-2025)
 Figure 61. Bottom-up and Top-down Approaches for This Report
 Figure 62. Data Triangulation
 Figure 63. Key Executives Interviewed
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Code: QYRE-Auto-33E19706
Thu Sep 11 00:00:00 UTC 2025

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Global PC Games Market Research Report 2025

120 Pages
Type: Report
Code: QYRE-Auto-38Y6009
Thu Sep 11 00:00:00 UTC 2025

Add to Cart