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Global Esports Education Market Outlook, In‑Depth Analysis & Forecast to 2031
Published Date: October 2025
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Report Code: QYRE-Auto-6Z20201
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Global Esports Education Market Outlook In Depth Analysis Forecast to 2031
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Global Esports Education Market Outlook, In‑Depth Analysis & Forecast to 2031

Code: QYRE-Auto-6Z20201
Report
October 2025
Pages:160
QYResearch
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DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES

Esports Education Market

The global Esports Education market is projected to grow from US$ million in 2024 to US$ million by 2031, at a CAGR of %(2025-2031), driven by critical product segments and diverse end‑use applications.
The Esports Education Industry is a rapidly growing sector that focuses on developing educational programs, training, and resources related to electronic sports (esports). It encompasses a wide range of activities aimed at preparing individuals for careers in the esports ecosystem, including professional gaming, team management, event organization, content creation, marketing, and esports-related technology.
From a downstream perspective, Professional Gaming accounted for % of 2024 revenue, surging to US$ million by 2031 (CAGR: % from 2025–2031).
Esports Education leading manufacturers including eFuse, Gamer Sensei, ECA, NASEF, UCI Esports, TESports, Hero Academy, CEEDA, Full Sail University, ESL Academy, etc., dominate supply; the top five capture approximately % of global revenue, with eFuse leading 2024 sales at US$ million.
Regional Outlook:
North America rose from US$ million in 2024 to a forecast US$ million by 2031 (CAGR %).
Asia‑Pacific will expand from US$ million to US$ million (CAGR  %), led by China (US$ million in 2024, % share rising to % by 2031), Japan (CAGR %), South Korea (CAGR %), and Southeast Asia (CAGR %).
Europe is set to grow from US$ million to US$ million (CAGR %), with Germany projected to hit US$ million by 2031 (CAGR %).

Report Includes:

This definitive report equips CEOs, marketing directors, and investors with a 360° view of the global Esports Education market across value chain. It analyzes historical revenue data (2020–2024) and delivers forecasts through 2031, illuminating demand trends and growth drivers.
By segmenting the market by Type and by Application, the study quantifies market size, growth rates, niche opportunities, and substitution risks, and analyzes downstream customers distribution pattern.
Granular regional insights cover five major markets—North America, Europe, APAC, South America, and MEA—with in‑depth analysis of 20+ countries, detailing dominant products, competitive landscape, and downstream demand trends.
Critical competitive intelligence profiles players—revenue, margins, pricing strategies, and major customers—and dissects the top-player positioning across product lines, applications, and regions to reveal strategic strengths.
A concise Industry‑chain overview maps upstream, middlestream, and downstream distribution dynamics to identify strategic gaps and unmet demand.
Market Segmentation

Scope of Esports Education Market Report

Report Metric Details
Report Name Esports Education Market
Segment by Type
  • Online Teaching
  • Offline Teaching
Segment by Application
  • Professional Gaming
  • Non-Professional Gamer
  • Others
Sales 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 eFuse, Gamer Sensei, ECA, NASEF, UCI Esports, TESports, Hero Academy, CEEDA, Full Sail University, ESL Academy, EPA, XP League, 1HP, Uconnect Esports, Learn2Esport, Ggtech, Chaojing Education, Perfect World Education, Zhejiang Wangjing Education, Taidu Intelligent Technology
Forecast units USD million in value
Report coverage Revenue and volume forecast, company share, competitive landscape, growth factors and trends

Chapter Outline

  • Chapter 1: Defines the Esports Education study scope, segments the market by Type and by Application, etc, highlights segment size and growth potential.
  • Chapter 2: Offers current market state, projects global revenue and sales to 2031, pinpointing high consumption regions and emerging market catalysts
  • Chapter 3: Dissects the player landscape—ranks by revenue and profitability, details Player performance by product type and evaluates concentration alongside M&A moves.
  • Chapter 4: Unlocks high margin product segments—compares revenue, ASP, and technology differentiators, highlighting growth niches and substitution risks
  • Chapter 5: Targets downstream market opportunities—evaluates market size by Application, identifies emerging use cases, and profiles leading customers by region and by Application.
  • Chapter 6: North America—breaks down market size by Type, by Application and country, profiles key players and assesses growth drivers and barriers.
  • Chapter 7: Europe—analyses regional market by Type, by Application and players, flagging drivers and barriers.
  • Chapter 8: Asia Pacific—quantifies market size by Type, by Application, and region/country, profiles top players, and uncovers high potential expansion areas.
  • Chapter 9: Central & South America—measures market size by Type, by Application, and country, profiles top players, and identifies investment opportunities and challenges.
  • Chapter 10: Middle East and Africa—evaluates market size by Type, by Application, and country, profiles key players, and outlines investment prospects and market hurdles
  • Chapter 11: Profiles players in depth—details product specs, revenue, margins; Top-tier players 2024 sales breakdowns by Product type, by Application, by region SWOT analysis, and recent strategic developments.
  • Chapter 12: Industry chain—analyses upstream, cost drivers, plus downstream channels.
  • Chapter 13: Market dynamics—explores drivers, restraints, regulatory impacts, and risk mitigation strategies.
  • Chapter 14: Actionable conclusions and strategic recommendations.
  • Why This Report:
  • Beyond standard market data, this analysis provides a clear profitability roadmap—empowering you to:
  • Allocate capital strategically to high growth regions (Chapters 6–10) and margin rich segments (Chapter 5).
  • Negotiate from strength with suppliers (Chapter 12) and customers (Chapter 5) using cost and demand intelligence.
  • Outmaneuver competitors with granular insights into their operations, margins, and strategies (Chapters 3 and 11).
  • Capitalize on the projected billion‑dollar opportunity with data‑driven regional and segment tactics (Chapter 12-14).
  • Leverage this 360° intelligence to turn market complexity into actionable competitive advantage.

FAQ for this report

Who are the main players in the Esports Education Market report?

Ans: The main players in the Esports Education Market are eFuse, Gamer Sensei, ECA, NASEF, UCI Esports, TESports, Hero Academy, CEEDA, Full Sail University, ESL Academy, EPA, XP League, 1HP, Uconnect Esports, Learn2Esport, Ggtech, Chaojing Education, Perfect World Education, Zhejiang Wangjing Education, Taidu Intelligent Technology

What are the Application segmentation covered in the Esports Education Market report?

Ans: The Applications covered in the Esports Education Market report are Professional Gaming, Non-Professional Gamer, Others

What are the Type segmentation covered in the Esports Education Market report?

Ans: The Types covered in the Esports Education Market report are Online Teaching, Offline Teaching

1 Study Coverage
1.1 Introduction to Esports Education: Definition, Properties, and Key Attributes
1.2 Market Segmentation by Type
1.2.1 Global Esports Education Market Size by Type, 2020 VS 2024 VS 2031
1.2.2 Online Teaching
1.2.3 Offline Teaching
1.3 Market Segmentation by Application
1.3.1 Global Esports Education Market Size by Application, 2020 VS 2024 VS 2031
1.3.2 Professional Gaming
1.3.3 Non-Professional Gamer
1.3.4 Others
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Executive Summary
2.1 Global Esports Education Revenue Estimates and Forecasts 2020-2031
2.2 Global Esports Education Revenue by Region
2.2.1 Revenue Comparison: 2020 VS 2024 VS 2031
2.2.2 Historical and Forecasted Revenue by Region (2020-2031)
2.2.3 Global Revenue Market Share by Region (2020-2031)
2.2.4 Emerging Market Focus: Growth Drivers & Investment Trends
3 Competition by Players
3.1 Global Esports Education Player Revenue Rankings and Profitability
3.1.1 Global Revenue (Value) by Players (2020-2025)
3.1.2 Global Key Player Revenue Ranking (2023 vs. 2024)
3.1.3 Revenue-Based Tier Segmentation (Tier 1, Tier 2, and Tier 3)
3.1.4 Gross Margin by Top Player (2020 VS 2024)
3.2 Global Esports Education Companies Headquarters and Service Footprint
3.3 Main Product Type Market Size by Players
3.3.1 Online Teaching Market Size by Players
3.3.2 Offline Teaching Market Size by Players
3.4 Global Esports Education Market Concentration and Dynamics
3.4.1 Global Market Concentration (CR5 and HHI)
3.4.2 Entrant/Exit Impact Analysis
3.4.3 Strategic Moves: M&A, Expansion, R&D Investment
4 Global Product Segmentation Analysis
4.1 Global Esports Education Revenue Trends by Type
4.1.1 Global Historical and Forecasted Revenue by Type (2020-2031)
4.1.2 Global Revenue Market Share by Type (2020-2031)
4.2 Key Product Attributes and Differentiation
4.3 Subtype Dynamics: Growth Leaders, Profitability and Risk
4.3.1 High-Growth Niches and Adoption Drivers
4.3.2 Profitability Hotspots and Cost Drivers
4.3.3 Substitution Threats
5 Global Downstream Application Analysis
5.1 Global Esports Education Revenue by Application
5.1.1 Global Historical and Forecasted Revenue by Application (2020-2031)
5.1.2 Revenue Market Share by Application (2020-2031)
5.1.3 High-Growth Application Identification
5.1.4 Emerging Application Case Studies
5.2 Downstream Customer Analysis
5.2.1 Top Customers by Region
5.2.2 Top Customers by Application
6 North America
6.1 North America Market Size (2020-2031)
6.2 North America Key Players Revenue in 2024
6.3 North America Esports Education Market Size by Type (2020-2031)
6.4 North America Esports Education Market Size by Application (2020-2031)
6.5 North America Growth Accelerators and Market Barriers
6.6 North America Esports Education Market Size by Country
6.6.1 North America Revenue Trends by Country
6.6.2 US
6.6.3 Canada
6.6.4 Mexico
7 Europe
7.1 Europe Market Size (2020-2031)
7.2 Europe Key Players Revenue in 2024
7.3 Europe Esports Education Market Size by Type (2020-2031)
7.4 Europe Esports Education Market Size by Application (2020-2031)
7.5 Europe Growth Accelerators and Market Barriers
7.6 Europe Esports Education Market Size by Country
7.6.1 Europe Revenue Trends by Country
7.6.2 Germany
7.6.3 France
7.6.4 U.K.
7.6.5 Italy
7.6.6 Russia
8 Asia-Pacific
8.1 Asia-Pacific Market Size (2020-2031)
8.2 Asia-Pacific Key Players Revenue in 2024
8.3 Asia-Pacific Esports Education Market Size by Type (2020-2031)
8.4 Asia-Pacific Esports Education Market Size by Application (2020-2031)
8.5 Asia-Pacific Growth Accelerators and Market Barriers
8.6 Asia-Pacific Esports Education Market Size by Region
8.6.1 Asia-Pacific Revenue Trends by Region
8.7 China
8.8 Japan
8.9 South Korea
8.10 Australia
8.11 India
8.12 Southeast Asia
8.12.1 Indonesia
8.12.2 Vietnam
8.12.3 Malaysia
8.12.4 Philippines
8.12.5 Singapore
9 Central and South America
9.1 Central and South America Market Size (2020-2031)
9.2 Central and South America Key Players Revenue in 2024
9.3 Central and South America Esports Education Market Size by Type (2020-2031)
9.4 Central and South America Esports Education Market Size by Application (2020-2031)
9.5 Central and South America Investment Opportunities and Key Challenges
9.6 Central and South America Esports Education Market Size by Country
9.6.1 Central and South America Revenue Trends by Country (2020 VS 2024 VS 2031)
9.6.2 Brazil
9.6.3 Argentina
10 Middle East and Africa
10.1 Middle East and Africa Market Size (2020-2031)
10.2 Middle East and Africa Key Players Revenue in 2024
10.3 Middle East and Africa Esports Education Market Size by Type (2020-2031)
10.4 Middle East and Africa Esports Education Market Size by Application (2020-2031)
10.5 Middle East and Africa Investment Opportunities and Key Challenges
10.6 Middle East and Africa Esports Education Market Size by Country
10.6.1 Middle East and Africa Revenue Trends by Country (2020 VS 2024 VS 2031)
10.6.2 GCC Countries
10.6.3 Israel
10.6.4 Egypt
10.6.5 South Africa
11 Corporate Profile
11.1 eFuse
11.1.1 eFuse Corporation Information
11.1.2 eFuse Business Overview
11.1.3 eFuse Esports Education Product Features and Attributes
11.1.4 eFuse Esports Education Revenue and Gross Margin (2020-2025)
11.1.5 eFuse Esports Education Revenue by Product in 2024
11.1.6 eFuse Esports Education Revenue by Application in 2024
11.1.7 eFuse Esports Education Revenue by Geographic Area in 2024
11.1.8 eFuse Esports Education SWOT Analysis
11.1.9 eFuse Recent Developments
11.2 Gamer Sensei
11.2.1 Gamer Sensei Corporation Information
11.2.2 Gamer Sensei Business Overview
11.2.3 Gamer Sensei Esports Education Product Features and Attributes
11.2.4 Gamer Sensei Esports Education Revenue and Gross Margin (2020-2025)
11.2.5 Gamer Sensei Esports Education Revenue by Product in 2024
11.2.6 Gamer Sensei Esports Education Revenue by Application in 2024
11.2.7 Gamer Sensei Esports Education Revenue by Geographic Area in 2024
11.2.8 Gamer Sensei Esports Education SWOT Analysis
11.2.9 Gamer Sensei Recent Developments
11.3 ECA
11.3.1 ECA Corporation Information
11.3.2 ECA Business Overview
11.3.3 ECA Esports Education Product Features and Attributes
11.3.4 ECA Esports Education Revenue and Gross Margin (2020-2025)
11.3.5 ECA Esports Education Revenue by Product in 2024
11.3.6 ECA Esports Education Revenue by Application in 2024
11.3.7 ECA Esports Education Revenue by Geographic Area in 2024
11.3.8 ECA Esports Education SWOT Analysis
11.3.9 ECA Recent Developments
11.4 NASEF
11.4.1 NASEF Corporation Information
11.4.2 NASEF Business Overview
11.4.3 NASEF Esports Education Product Features and Attributes
11.4.4 NASEF Esports Education Revenue and Gross Margin (2020-2025)
11.4.5 NASEF Esports Education Revenue by Product in 2024
11.4.6 NASEF Esports Education Revenue by Application in 2024
11.4.7 NASEF Esports Education Revenue by Geographic Area in 2024
11.4.8 NASEF Esports Education SWOT Analysis
11.4.9 NASEF Recent Developments
11.5 UCI Esports
11.5.1 UCI Esports Corporation Information
11.5.2 UCI Esports Business Overview
11.5.3 UCI Esports Esports Education Product Features and Attributes
11.5.4 UCI Esports Esports Education Revenue and Gross Margin (2020-2025)
11.5.5 UCI Esports Esports Education Revenue by Product in 2024
11.5.6 UCI Esports Esports Education Revenue by Application in 2024
11.5.7 UCI Esports Esports Education Revenue by Geographic Area in 2024
11.5.8 UCI Esports Esports Education SWOT Analysis
11.5.9 UCI Esports Recent Developments
11.6 TESports
11.6.1 TESports Corporation Information
11.6.2 TESports Business Overview
11.6.3 TESports Esports Education Product Features and Attributes
11.6.4 TESports Esports Education Revenue and Gross Margin (2020-2025)
11.6.5 TESports Recent Developments
11.7 Hero Academy
11.7.1 Hero Academy Corporation Information
11.7.2 Hero Academy Business Overview
11.7.3 Hero Academy Esports Education Product Features and Attributes
11.7.4 Hero Academy Esports Education Revenue and Gross Margin (2020-2025)
11.7.5 Hero Academy Recent Developments
11.8 CEEDA
11.8.1 CEEDA Corporation Information
11.8.2 CEEDA Business Overview
11.8.3 CEEDA Esports Education Product Features and Attributes
11.8.4 CEEDA Esports Education Revenue and Gross Margin (2020-2025)
11.8.5 CEEDA Recent Developments
11.9 Full Sail University
11.9.1 Full Sail University Corporation Information
11.9.2 Full Sail University Business Overview
11.9.3 Full Sail University Esports Education Product Features and Attributes
11.9.4 Full Sail University Esports Education Revenue and Gross Margin (2020-2025)
11.9.5 Full Sail University Recent Developments
11.10 ESL Academy
11.10.1 ESL Academy Corporation Information
11.10.2 ESL Academy Business Overview
11.10.3 ESL Academy Esports Education Product Features and Attributes
11.10.4 ESL Academy Esports Education Revenue and Gross Margin (2020-2025)
11.10.5 Company Ten Recent Developments
11.11 EPA
11.11.1 EPA Corporation Information
11.11.2 EPA Business Overview
11.11.3 EPA Esports Education Product Features and Attributes
11.11.4 EPA Esports Education Revenue and Gross Margin (2020-2025)
11.11.5 EPA Recent Developments
11.12 XP League
11.12.1 XP League Corporation Information
11.12.2 XP League Business Overview
11.12.3 XP League Esports Education Product Features and Attributes
11.12.4 XP League Esports Education Revenue and Gross Margin (2020-2025)
11.12.5 XP League Recent Developments
11.13 1HP
11.13.1 1HP Corporation Information
11.13.2 1HP Business Overview
11.13.3 1HP Esports Education Product Features and Attributes
11.13.4 1HP Esports Education Revenue and Gross Margin (2020-2025)
11.13.5 1HP Recent Developments
11.14 Uconnect Esports
11.14.1 Uconnect Esports Corporation Information
11.14.2 Uconnect Esports Business Overview
11.14.3 Uconnect Esports Esports Education Product Features and Attributes
11.14.4 Uconnect Esports Esports Education Revenue and Gross Margin (2020-2025)
11.14.5 Uconnect Esports Recent Developments
11.15 Learn2Esport
11.15.1 Learn2Esport Corporation Information
11.15.2 Learn2Esport Business Overview
11.15.3 Learn2Esport Esports Education Product Features and Attributes
11.15.4 Learn2Esport Esports Education Revenue and Gross Margin (2020-2025)
11.15.5 Learn2Esport Recent Developments
11.16 Ggtech
11.16.1 Ggtech Corporation Information
11.16.2 Ggtech Business Overview
11.16.3 Ggtech Esports Education Product Features and Attributes
11.16.4 Ggtech Esports Education Revenue and Gross Margin (2020-2025)
11.16.5 Ggtech Recent Developments
11.17 Chaojing Education
11.17.1 Chaojing Education Corporation Information
11.17.2 Chaojing Education Business Overview
11.17.3 Chaojing Education Esports Education Product Features and Attributes
11.17.4 Chaojing Education Esports Education Revenue and Gross Margin (2020-2025)
11.17.5 Chaojing Education Recent Developments
11.18 Perfect World Education
11.18.1 Perfect World Education Corporation Information
11.18.2 Perfect World Education Business Overview
11.18.3 Perfect World Education Esports Education Product Features and Attributes
11.18.4 Perfect World Education Esports Education Revenue and Gross Margin (2020-2025)
11.18.5 Perfect World Education Recent Developments
11.19 Zhejiang Wangjing Education
11.19.1 Zhejiang Wangjing Education Corporation Information
11.19.2 Zhejiang Wangjing Education Business Overview
11.19.3 Zhejiang Wangjing Education Esports Education Product Features and Attributes
11.19.4 Zhejiang Wangjing Education Esports Education Revenue and Gross Margin (2020-2025)
11.19.5 Zhejiang Wangjing Education Recent Developments
11.20 Taidu Intelligent Technology
11.20.1 Taidu Intelligent Technology Corporation Information
11.20.2 Taidu Intelligent Technology Business Overview
11.20.3 Taidu Intelligent Technology Esports Education Product Features and Attributes
11.20.4 Taidu Intelligent Technology Esports Education Revenue and Gross Margin (2020-2025)
11.20.5 Taidu Intelligent Technology Recent Developments
12 Esports EducationIndustry Chain Analysis
12.1 Esports Education Industry Chain
12.2 Upstream Analysis
12.2.1 Upstream Key Suppliers
12.3 Middlestream Analysis
12.4 Downstream Sales Model and Distribution Networks
12.4.1 Sales Channels
12.4.2 Distributors
13 Esports Education Market Dynamics
13.1 Industry Trends and Evolution
13.2 Market Growth Drivers and Emerging Opportunities
13.3 Market Challenges, Risks, and Restraints
14 Key Findings in the Global Esports Education Study
15 Appendix
15.1 Research Methodology
15.1.1 Methodology/Research Approach
15.1.1.1 Research Programs/Design
15.1.1.2 Market Size Estimation
15.1.1.3 Market Breakdown and Data Triangulation
15.1.2 Data Source
15.1.2.1 Secondary Sources
15.1.2.2 Primary Sources
15.2 Author Details
List of Tables
 Table 1. Global Esports Education Market Size Growth Rate by Type, 2020 VS 2024 VS 2031 (US$ Million)
 Table 2. Global Esports Education Market Size Growth Rate by Application, 2020 VS 2024 VS 2031 (US$ Million)
 Table 3. Global Esports Education Revenue Grow Rate (CAGR) by Region: 2020 VS 2024 VS 2031 (US$ Million)
 Table 4. Global Esports Education Revenue by Region (2020-2025) & (US$ Million)
 Table 5. Global Esports Education Revenue by Region (2026-2031) & (US$ Million)
 Table 6. Emerging Market Revenue Grow Rate (CAGR) by Country (2020 VS 2024 VS 2031) (US$ Million)
 Table 7. Global Esports Education Revenue by Players (2020-2025) & (US$ Million)
 Table 8. Global Esports Education Revenue Market Share by Players (2020-2025)
 Table 9. Global Key Players’Ranking Shift (2023 vs. 2024) (Based on Revenue)
 Table 10. Global Esports Education by Player Tier (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Esports Education as of 2024)
 Table 11. Global Esports Education Average Gross Margin (%) by Player (2020 VS 2024)
 Table 12. Global Esports Education Companies Headquarters
 Table 13. Global Esports Education Market Concentration Ratio (CR5 and HHI)
 Table 14. Key Market Entrant/Exit (2020-2024) – Drivers & Impact Analysis
 Table 15. Key Mergers & Acquisitions, Expansion Plans, R&D Investment
 Table 16. Global Esports Education Revenue by Type (2020-2025) & (US$ Million)
 Table 17. Global Esports Education Revenue by Type (2026-2031) & (US$ Million)
 Table 18. Key Product Attributes and Differentiation
 Table 19. Global Esports Education Revenue by Application (2020-2025) & (US$ Million)
 Table 20. Global Esports Education Revenue by Application (2026-2031) & (US$ Million)
 Table 21. Esports Education High-Growth Sectors Demand CAGR (2024-2031)
 Table 22. Top Customers by Region
 Table 23. Top Customers by Application
 Table 24. North America Esports Education Growth Accelerators and Market Barriers
 Table 25. North America Esports Education Revenue Grow Rate (CAGR) by Country (2020 VS 2024 VS 2031) (US$ Million)
 Table 26. Europe Esports Education Growth Accelerators and Market Barriers
 Table 27. Europe Esports Education Revenue Grow Rate (CAGR) by Country: 2020 VS 2024 VS 2031 (US$ Million)
 Table 28. Asia-Pacific Esports Education Growth Accelerators and Market Barriers
 Table 29. Asia-Pacific Esports Education Revenue Grow Rate (CAGR) by Region: 2020 VS 2024 VS 2031 (US$ Million)
 Table 30. Central and South America Esports Education Investment Opportunities and Key Challenges
 Table 31. Central and South America Esports Education Revenue Grow Rate (CAGR) by Country (2020 VS 2024 VS 2031) (US$ Million)
 Table 32. Middle East and Africa Esports Education Investment Opportunities and Key Challenges
 Table 33. Middle East and Africa Esports Education Revenue Grow Rate (CAGR) by Country (2020 VS 2024 VS 2031) (US$ Million)
 Table 34. eFuse Corporation Information
 Table 35. eFuse Description and Major Businesses
 Table 36. eFuse Product Features and Attributes
 Table 37. eFuse Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 38. eFuse Revenue Proportion by Product in 2024
 Table 39. eFuse Revenue Proportion by Application in 2024
 Table 40. eFuse Revenue Proportion by Geographic Area in 2024
 Table 41. eFuse Esports Education SWOT Analysis
 Table 42. eFuse Recent Developments
 Table 43. Gamer Sensei Corporation Information
 Table 44. Gamer Sensei Description and Major Businesses
 Table 45. Gamer Sensei Product Features and Attributes
 Table 46. Gamer Sensei Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 47. Gamer Sensei Revenue Proportion by Product in 2024
 Table 48. Gamer Sensei Revenue Proportion by Application in 2024
 Table 49. Gamer Sensei Revenue Proportion by Geographic Area in 2024
 Table 50. Gamer Sensei Esports Education SWOT Analysis
 Table 51. Gamer Sensei Recent Developments
 Table 52. ECA Corporation Information
 Table 53. ECA Description and Major Businesses
 Table 54. ECA Product Features and Attributes
 Table 55. ECA Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 56. ECA Revenue Proportion by Product in 2024
 Table 57. ECA Revenue Proportion by Application in 2024
 Table 58. ECA Revenue Proportion by Geographic Area in 2024
 Table 59. ECA Esports Education SWOT Analysis
 Table 60. ECA Recent Developments
 Table 61. NASEF Corporation Information
 Table 62. NASEF Description and Major Businesses
 Table 63. NASEF Product Features and Attributes
 Table 64. NASEF Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 65. NASEF Revenue Proportion by Product in 2024
 Table 66. NASEF Revenue Proportion by Application in 2024
 Table 67. NASEF Revenue Proportion by Geographic Area in 2024
 Table 68. NASEF Esports Education SWOT Analysis
 Table 69. NASEF Recent Developments
 Table 70. UCI Esports Corporation Information
 Table 71. UCI Esports Description and Major Businesses
 Table 72. UCI Esports Product Features and Attributes
 Table 73. UCI Esports Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 74. UCI Esports Revenue Proportion by Product in 2024
 Table 75. UCI Esports Revenue Proportion by Application in 2024
 Table 76. UCI Esports Revenue Proportion by Geographic Area in 2024
 Table 77. UCI Esports Esports Education SWOT Analysis
 Table 78. UCI Esports Recent Developments
 Table 79. TESports Corporation Information
 Table 80. TESports Description and Major Businesses
 Table 81. TESports Product Features and Attributes
 Table 82. TESports Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 83. TESports Recent Developments
 Table 84. Hero Academy Corporation Information
 Table 85. Hero Academy Description and Major Businesses
 Table 86. Hero Academy Product Features and Attributes
 Table 87. Hero Academy Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 88. Hero Academy Recent Developments
 Table 89. CEEDA Corporation Information
 Table 90. CEEDA Description and Major Businesses
 Table 91. CEEDA Product Features and Attributes
 Table 92. CEEDA Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 93. CEEDA Recent Developments
 Table 94. Full Sail University Corporation Information
 Table 95. Full Sail University Description and Major Businesses
 Table 96. Full Sail University Product Features and Attributes
 Table 97. Full Sail University Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 98. Full Sail University Recent Developments
 Table 99. ESL Academy Corporation Information
 Table 100. ESL Academy Description and Major Businesses
 Table 101. ESL Academy Product Features and Attributes
 Table 102. ESL Academy Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 103. ESL Academy Recent Developments
 Table 104. EPA Corporation Information
 Table 105. EPA Description and Major Businesses
 Table 106. EPA Product Features and Attributes
 Table 107. EPA Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 108. EPA Recent Developments
 Table 109. XP League Corporation Information
 Table 110. XP League Description and Major Businesses
 Table 111. XP League Product Features and Attributes
 Table 112. XP League Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 113. XP League Recent Developments
 Table 114. 1HP Corporation Information
 Table 115. 1HP Description and Major Businesses
 Table 116. 1HP Product Features and Attributes
 Table 117. 1HP Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 118. 1HP Recent Developments
 Table 119. Uconnect Esports Corporation Information
 Table 120. Uconnect Esports Description and Major Businesses
 Table 121. Uconnect Esports Product Features and Attributes
 Table 122. Uconnect Esports Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 123. Uconnect Esports Recent Developments
 Table 124. Learn2Esport Corporation Information
 Table 125. Learn2Esport Description and Major Businesses
 Table 126. Learn2Esport Product Features and Attributes
 Table 127. Learn2Esport Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 128. Learn2Esport Recent Developments
 Table 129. Ggtech Corporation Information
 Table 130. Ggtech Description and Major Businesses
 Table 131. Ggtech Product Features and Attributes
 Table 132. Ggtech Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 133. Ggtech Recent Developments
 Table 134. Chaojing Education Corporation Information
 Table 135. Chaojing Education Description and Major Businesses
 Table 136. Chaojing Education Product Features and Attributes
 Table 137. Chaojing Education Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 138. Chaojing Education Recent Developments
 Table 139. Perfect World Education Corporation Information
 Table 140. Perfect World Education Description and Major Businesses
 Table 141. Perfect World Education Product Features and Attributes
 Table 142. Perfect World Education Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 143. Perfect World Education Recent Developments
 Table 144. Zhejiang Wangjing Education Corporation Information
 Table 145. Zhejiang Wangjing Education Description and Major Businesses
 Table 146. Zhejiang Wangjing Education Product Features and Attributes
 Table 147. Zhejiang Wangjing Education Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 148. Zhejiang Wangjing Education Recent Developments
 Table 149. Taidu Intelligent Technology Corporation Information
 Table 150. Taidu Intelligent Technology Description and Major Businesses
 Table 151. Taidu Intelligent Technology Product Features and Attributes
 Table 152. Taidu Intelligent Technology Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 153. Taidu Intelligent Technology Recent Developments
 Table 154. Raw Materials Key Suppliers
 Table 155. Distributors List
 Table 156. Market Trends and Market Evolution
 Table 157. Market Drivers and Opportunities
 Table 158. Market Challenges, Risks, and Restraints
 Table 159. Research Programs/Design for This Report
 Table 160. Key Data Information from Secondary Sources
 Table 161. Key Data Information from Primary Sources


List of Figures
 Figure 1. Esports Education Product Picture
 Figure 2. Global Esports Education Market Size Growth Rate by Type, 2020 VS 2024 VS 2031 (US$ Million)
 Figure 3. Online Teaching Product Picture
 Figure 4. Offline Teaching Product Picture
 Figure 5. Global Esports Education Market Size Growth Rate by Application, 2020 VS 2024 VS 2031 (US$ Million)
 Figure 6. Professional Gaming
 Figure 7. Non-Professional Gamer
 Figure 8. Others
 Figure 9. Esports Education Report Years Considered
 Figure 10. Global Esports Education Revenue, (US$ Million), 2020 VS 2024 VS 2031
 Figure 11. Global Esports Education Revenue (2020-2031) & (US$ Million)
 Figure 12. Global Esports Education Revenue (CAGR) by Region: 2020 VS 2024 VS 2031 (US$ Million)
 Figure 13. Global Esports Education Revenue Market Share by Region (2020-2031)
 Figure 14. Global Esports Education Revenue Market Share Ranking (2024)
 Figure 15. Tier Distribution by Revenue Contribution (2020 VS 2024)
 Figure 16. Online Teaching Revenue Market Share by Player in 2024
 Figure 17. Offline Teaching Revenue Market Share by Player in 2024
 Figure 18. Global Esports Education Revenue Market Share by Type (2020-2031)
 Figure 19. Global Esports Education Revenue Market Share by Application (2020-2031)
 Figure 20. North America Esports Education Revenue YoY (2020-2031) & (US$ Million)
 Figure 21. North America Top 5 Players Esports Education Revenue (US$ Million) in 2024
 Figure 22. North America Esports Education Revenue (US$ Million) by Type (2020 - 2031)
 Figure 23. North America Esports Education Revenue (US$ Million) by Application (2020-2031)
 Figure 24. US Esports Education Revenue (2020-2031) & (US$ Million)
 Figure 25. Canada Esports Education Revenue (2020-2031) & (US$ Million)
 Figure 26. Mexico Esports Education Revenue (2020-2031) & (US$ Million)
 Figure 27. Europe Esports Education Revenue YoY (2020-2031) & (US$ Million)
 Figure 28. Europe Top 5 Players Esports Education Revenue (US$ Million) in 2024
 Figure 29. Europe Esports Education Revenue (US$ Million) by Type (2020-2031)
 Figure 30. Europe Esports Education Revenue (US$ Million) by Application (2020-2031)
 Figure 31. Germany Esports Education Revenue (2020-2031) & (US$ Million)
 Figure 32. France Esports Education Revenue (2020-2031) & (US$ Million)
 Figure 33. U.K. Esports Education Revenue (2020-2031) & (US$ Million)
 Figure 34. Italy Esports Education Revenue (2020-2031) & (US$ Million)
 Figure 35. Russia Esports Education Revenue (2020-2031) & (US$ Million)
 Figure 36. Asia-Pacific Esports Education Revenue YoY (2020-2031) & (US$ Million)
 Figure 37. Asia-Pacific Top 8 Players Esports Education Revenue (US$ Million) in 2024
 Figure 38. Asia-Pacific Esports Education Revenue (US$ Million) by Type (2020-2031)
 Figure 39. Asia-Pacific Esports Education Revenue (US$ Million) by Application (2020-2031)
 Figure 40. Indonesia Esports Education Revenue (2020-2031) & (US$ Million)
 Figure 41. Japan Esports Education Revenue (2020-2031) & (US$ Million)
 Figure 42. South Korea Esports Education Revenue (2020-2031) & (US$ Million)
 Figure 43. Australia Esports Education Revenue (2020-2031) & (US$ Million)
 Figure 44. India Esports Education Revenue (2020-2031) & (US$ Million)
 Figure 45. Indonesia Esports Education Revenue (2020-2031) & (US$ Million)
 Figure 46. Vietnam Esports Education Revenue (2020-2031) & (US$ Million)
 Figure 47. Malaysia Esports Education Revenue (2020-2031) & (US$ Million)
 Figure 48. Philippines Esports Education Revenue (2020-2031) & (US$ Million)
 Figure 49. Singapore Esports Education Revenue (2020-2031) & (US$ Million)
 Figure 50. Central and South America Esports Education Revenue YoY (2020-2031) & (US$ Million)
 Figure 51. Central and South America Top 5 Players Esports Education Revenue (US$ Million) in 2024
 Figure 52. Central and South America Esports Education Revenue (US$ Million) by Type (2020-2031)
 Figure 53. Central and South America Esports Education Revenue (US$ Million) by Application (2020-2031)
 Figure 54. Brazil Esports Education Revenue (2020-2025) & (US$ Million)
 Figure 55. Argentina Esports Education Revenue (2020-2025) & (US$ Million)
 Figure 56. Middle East and Africa Esports Education Revenue YoY (2020-2031) & (US$ Million)
 Figure 57. Middle East and Africa Top 5 Players Esports Education Revenue (US$ Million) in 2024
 Figure 58. South America Esports Education Revenue (US$ Million) by Type (2020-2031)
 Figure 59. Middle East and Africa Esports Education Revenue (US$ Million) by Application (2020-2031)
 Figure 60. GCC Countries Esports Education Revenue (2020-2025) & (US$ Million)
 Figure 61. Israel Esports Education Revenue (2020-2025) & (US$ Million)
 Figure 62. Egypt Esports Education Revenue (2020-2025) & (US$ Million)
 Figure 63. South Africa Esports Education Revenue (2020-2025) & (US$ Million)
 Figure 64. Esports Education Industry Chain Mapping
 Figure 65. Channels of Distribution (Direct Vs Distribution)
 Figure 66. Bottom-up and Top-down Approaches for This Report
 Figure 67. Data Triangulation
 Figure 68. Key Executives Interviewed
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