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Global Electronic Sports (eSports) Industry Research Report, Competitive Landscape, Market Size, Regional Status and Prospect

February 2023 | 120 pages | ID: G65016A9FE55EN
Maia Research

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The report combines extensive quantitative analysis and exhaustive qualitative analysis, ranges from a macro overview of the total market size, industry chain, and market dynamics to micro details of segment markets by type, application and region, and, as a result, provides a holistic view of, as well as a deep insight into the Electronic Sports (eSports) market covering all its essential aspects.

For the competitive landscape, the report also introduces players in the industry from the perspective of the market share, concentration ratio, etc., and describes the leading companies in detail, with which the readers can get a better idea of their competitors and acquire an in-depth understanding of the competitive situation. Further, mergers & acquisitions, emerging market trends, the impact of COVID-19, and regional conflicts will all be considered.

In a nutshell, this report is a must-read for industry players, investors, researchers, consultants, business strategists, and all those who have any kind of stake or are planning to foray into the market in any manner.

Key players in the global Electronic Sports (eSports) market are covered in Chapter 9:
Electronic Arts (EA)
Turner Broadcasting System
Hi-Rez Studios
CJ Corporation
GungHo Online Entertainment
Tencent
Rovio Entertainment
FACEIT
Alisports
Modern Times Group
Activision Blizzard
Gfinity
Total Entertainment Network
KaBuM
Wargaming Public
Valve Corporation

In Chapter 5 and Chapter 7.3, based on types, the Electronic Sports (eSports) market from 2017 to 2027 is primarily split into:
Media Rights (Subscription & Online Advertisement)
Tickets and Merchandise
Sponsorship & Direct Advertisement
Publisher Fees
Others

In Chapter 6 and Chapter 7.4, based on applications, the Electronic Sports (eSports) market from 2017 to 2027 covers:
Online
Offline

Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historical data and forecast (2017-2027) of the following regions are covered in Chapter 4 and Chapter 7:
United States
Europe
China
Japan
India
Southeast Asia
Latin America
Middle East and Africa

Client Focus
1. Does this report consider the impact of COVID-19 and the Russia-Ukraine war on the Electronic Sports (eSports) market?
Yes. As the COVID-19 and the Russia-Ukraine war are profoundly affecting the global supply chain relationship and raw material price system, we have definitely taken them into consideration throughout the research, and in Chapters 1.7, 2.7, 4.X.1, 7.5, 8.7, we elaborate at full length on the impact of the pandemic and the war on the Electronic Sports (eSports) Industry.

2. How do you determine the list of the key players included in the report?
With the aim of clearly revealing the competitive situation of the industry, we concretely analyze not only the leading enterprises that have a voice on a global scale, but also the regional small and medium-sized companies that play key roles and have plenty of potential growth.
Please find the key player list in Summary.

3. What are your main data sources?
Both Primary and Secondary data sources are being used while compiling the report.
Primary sources include extensive interviews of key opinion leaders and industry experts (such as experienced front-line staff, directors, CEOs, and marketing executives), downstream distributors, as well as end-users.

Secondary sources include the research of the annual and financial reports of the top companies, public files, new journals, etc. We also cooperate with some third-party databases.
Please find a more complete list of data sources in Chapters 11.2.1 & 11.2.2.

4. Can I modify the scope of the report and customize it to suit my requirements?
Yes. Customized requirements of multi-dimensional, deep-level and high-quality can help our customers precisely grasp market opportunities, effortlessly confront market challenges, properly formulate market strategies and act promptly, thus to win them sufficient time and space for market competition.

Outline
Chapter 1 mainly defines the market scope and introduces the macro overview of the industry, with an executive summary of different market segments ((by type, application, region, etc.), including the definition, market size, and trend of each market segment.

Chapter 2 provides a qualitative analysis of the current status and future trends of the market. Industry Entry Barriers, market drivers, market challenges, emerging markets, consumer preference analysis, together with the impact of the COVID-19 outbreak will all be thoroughly explained.

Chapter 3 analyzes the current competitive situation of the market by providing data regarding the players, including their sales volume and revenue with corresponding market shares, price and gross margin. In addition, information about market concentration ratio, mergers, acquisitions, and expansion plans will also be covered.

Chapter 4 focuses on the regional market, presenting detailed data (i.e., sales volume, revenue, price, gross margin) of the most representative regions and countries in the world.

Chapter 5 provides the analysis of various market segments according to product types, covering sales volume, revenue along with market share and growth rate, plus the price analysis of each type.

Chapter 6 shows the breakdown data of different applications, including the consumption and revenue with market share and growth rate, with the aim of helping the readers to take a close-up look at the downstream market.

Chapter 7 provides a combination of quantitative and qualitative analyses of the market size and development trends in the next five years. The forecast information of the whole, as well as the breakdown market, offers the readers a chance to look into the future of the industry.

Chapter 8 is the analysis of the whole market industrial chain, covering key raw materials suppliers and price analysis, manufacturing cost structure analysis, alternative product analysis, also providing information on major distributors, downstream buyers, and the impact of COVID-19 pandemic.

Chapter 9 shares a list of the key players in the market, together with their basic information, product profiles, market performance (i.e., sales volume, price, revenue, gross margin), recent development, SWOT analysis, etc.

Chapter 10 is the conclusion of the report which helps the readers to sum up the main findings and points.

Chapter 11 introduces the market research methods and data sources.

Years considered for this report:
Historical Years: 2017-2021
Base Year: 2021
Estimated Year: 2022
Forecast Period: 2022-2027
1 ELECTRONIC SPORTS (ESPORTS) MARKET OVERVIEW

1.1 Product Overview and Scope of Electronic Sports (eSports) Market
1.2 Electronic Sports (eSports) Market Segment by Type
  1.2.1 Global Electronic Sports (eSports) Market Sales Volume and CAGR (%) Comparison by Type (2017-2027)
1.3 Global Electronic Sports (eSports) Market Segment by Application
  1.3.1 Electronic Sports (eSports) Market Consumption (Sales Volume) Comparison by Application (2017-2027)
1.4 Global Electronic Sports (eSports) Market, Region Wise (2017-2027)
  1.4.1 Global Electronic Sports (eSports) Market Size (Revenue) and CAGR (%) Comparison by Region (2017-2027)
  1.4.2 United States Electronic Sports (eSports) Market Status and Prospect (2017-2027)
  1.4.3 Europe Electronic Sports (eSports) Market Status and Prospect (2017-2027)
  1.4.4 China Electronic Sports (eSports) Market Status and Prospect (2017-2027)
  1.4.5 Japan Electronic Sports (eSports) Market Status and Prospect (2017-2027)
  1.4.6 India Electronic Sports (eSports) Market Status and Prospect (2017-2027)
  1.4.7 Southeast Asia Electronic Sports (eSports) Market Status and Prospect (2017-2027)
  1.4.8 Latin America Electronic Sports (eSports) Market Status and Prospect (2017-2027)
  1.4.9 Middle East and Africa Electronic Sports (eSports) Market Status and Prospect (2017-2027)
1.5 Global Market Size of Electronic Sports (eSports) (2017-2027)
  1.5.1 Global Electronic Sports (eSports) Market Revenue Status and Outlook (2017-2027)
  1.5.2 Global Electronic Sports (eSports) Market Sales Volume Status and Outlook (2017-2027)
1.6 Global Macroeconomic Analysis
1.7 The impact of the Russia-Ukraine war on the Electronic Sports (eSports) Market

2 INDUSTRY OUTLOOK

2.1 Electronic Sports (eSports) Industry Technology Status and Trends
2.2 Industry Entry Barriers
  2.2.1 Analysis of Financial Barriers
  2.2.2 Analysis of Technical Barriers
  2.2.3 Analysis of Talent Barriers
  2.2.4 Analysis of Brand Barrier
2.3 Electronic Sports (eSports) Market Drivers Analysis
2.4 Electronic Sports (eSports) Market Challenges Analysis
2.5 Emerging Market Trends
2.6 Consumer Preference Analysis
2.7 Electronic Sports (eSports) Industry Development Trends under COVID-19 Outbreak
  2.7.1 Global COVID-19 Status Overview
  2.7.2 Influence of COVID-19 Outbreak on Electronic Sports (eSports) Industry Development

3 GLOBAL ELECTRONIC SPORTS (ESPORTS) MARKET LANDSCAPE BY PLAYER

3.1 Global Electronic Sports (eSports) Sales Volume and Share by Player (2017-2022)
3.2 Global Electronic Sports (eSports) Revenue and Market Share by Player (2017-2022)
3.3 Global Electronic Sports (eSports) Average Price by Player (2017-2022)
3.4 Global Electronic Sports (eSports) Gross Margin by Player (2017-2022)
3.5 Electronic Sports (eSports) Market Competitive Situation and Trends
  3.5.1 Electronic Sports (eSports) Market Concentration Rate
  3.5.2 Electronic Sports (eSports) Market Share of Top 3 and Top 6 Players
  3.5.3 Mergers & Acquisitions, Expansion

4 GLOBAL ELECTRONIC SPORTS (ESPORTS) SALES VOLUME AND REVENUE REGION WISE (2017-2022)

4.1 Global Electronic Sports (eSports) Sales Volume and Market Share, Region Wise (2017-2022)
4.2 Global Electronic Sports (eSports) Revenue and Market Share, Region Wise (2017-2022)
4.3 Global Electronic Sports (eSports) Sales Volume, Revenue, Price and Gross Margin (2017-2022)
4.4 United States Electronic Sports (eSports) Sales Volume, Revenue, Price and Gross Margin (2017-2022)
  4.4.1 United States Electronic Sports (eSports) Market Under COVID-19
4.5 Europe Electronic Sports (eSports) Sales Volume, Revenue, Price and Gross Margin (2017-2022)
  4.5.1 Europe Electronic Sports (eSports) Market Under COVID-19
4.6 China Electronic Sports (eSports) Sales Volume, Revenue, Price and Gross Margin (2017-2022)
  4.6.1 China Electronic Sports (eSports) Market Under COVID-19
4.7 Japan Electronic Sports (eSports) Sales Volume, Revenue, Price and Gross Margin (2017-2022)
  4.7.1 Japan Electronic Sports (eSports) Market Under COVID-19
4.8 India Electronic Sports (eSports) Sales Volume, Revenue, Price and Gross Margin (2017-2022)
  4.8.1 India Electronic Sports (eSports) Market Under COVID-19
4.9 Southeast Asia Electronic Sports (eSports) Sales Volume, Revenue, Price and Gross Margin (2017-2022)
  4.9.1 Southeast Asia Electronic Sports (eSports) Market Under COVID-19
4.10 Latin America Electronic Sports (eSports) Sales Volume, Revenue, Price and Gross Margin (2017-2022)
  4.10.1 Latin America Electronic Sports (eSports) Market Under COVID-19
4.11 Middle East and Africa Electronic Sports (eSports) Sales Volume, Revenue, Price and Gross Margin (2017-2022)
  4.11.1 Middle East and Africa Electronic Sports (eSports) Market Under COVID-19

5 GLOBAL ELECTRONIC SPORTS (ESPORTS) SALES VOLUME, REVENUE, PRICE TREND BY TYPE

5.1 Global Electronic Sports (eSports) Sales Volume and Market Share by Type (2017-2022)
5.2 Global Electronic Sports (eSports) Revenue and Market Share by Type (2017-2022)
5.3 Global Electronic Sports (eSports) Price by Type (2017-2022)
5.4 Global Electronic Sports (eSports) Sales Volume, Revenue and Growth Rate by Type (2017-2022)
  5.4.1 Global Electronic Sports (eSports) Sales Volume, Revenue and Growth Rate of Media Rights (Subscription & Online Advertisement) (2017-2022)
  5.4.2 Global Electronic Sports (eSports) Sales Volume, Revenue and Growth Rate of Tickets and Merchandise (2017-2022)
  5.4.3 Global Electronic Sports (eSports) Sales Volume, Revenue and Growth Rate of Sponsorship & Direct Advertisement (2017-2022)
  5.4.4 Global Electronic Sports (eSports) Sales Volume, Revenue and Growth Rate of Publisher Fees (2017-2022)
  5.4.5 Global Electronic Sports (eSports) Sales Volume, Revenue and Growth Rate of Others (2017-2022)

6 GLOBAL ELECTRONIC SPORTS (ESPORTS) MARKET ANALYSIS BY APPLICATION

6.1 Global Electronic Sports (eSports) Consumption and Market Share by Application (2017-2022)
6.2 Global Electronic Sports (eSports) Consumption Revenue and Market Share by Application (2017-2022)
6.3 Global Electronic Sports (eSports) Consumption and Growth Rate by Application (2017-2022)
  6.3.1 Global Electronic Sports (eSports) Consumption and Growth Rate of Online (2017-2022)
  6.3.2 Global Electronic Sports (eSports) Consumption and Growth Rate of Offline (2017-2022)

7 GLOBAL ELECTRONIC SPORTS (ESPORTS) MARKET FORECAST (2022-2027)

7.1 Global Electronic Sports (eSports) Sales Volume, Revenue Forecast (2022-2027)
  7.1.1 Global Electronic Sports (eSports) Sales Volume and Growth Rate Forecast (2022-2027)
  7.1.2 Global Electronic Sports (eSports) Revenue and Growth Rate Forecast (2022-2027)
  7.1.3 Global Electronic Sports (eSports) Price and Trend Forecast (2022-2027)
7.2 Global Electronic Sports (eSports) Sales Volume and Revenue Forecast, Region Wise (2022-2027)
  7.2.1 United States Electronic Sports (eSports) Sales Volume and Revenue Forecast (2022-2027)
  7.2.2 Europe Electronic Sports (eSports) Sales Volume and Revenue Forecast (2022-2027)
  7.2.3 China Electronic Sports (eSports) Sales Volume and Revenue Forecast (2022-2027)
  7.2.4 Japan Electronic Sports (eSports) Sales Volume and Revenue Forecast (2022-2027)
  7.2.5 India Electronic Sports (eSports) Sales Volume and Revenue Forecast (2022-2027)
  7.2.6 Southeast Asia Electronic Sports (eSports) Sales Volume and Revenue Forecast (2022-2027)
  7.2.7 Latin America Electronic Sports (eSports) Sales Volume and Revenue Forecast (2022-2027)
  7.2.8 Middle East and Africa Electronic Sports (eSports) Sales Volume and Revenue Forecast (2022-2027)
7.3 Global Electronic Sports (eSports) Sales Volume, Revenue and Price Forecast by Type (2022-2027)
  7.3.1 Global Electronic Sports (eSports) Revenue and Growth Rate of Media Rights (Subscription & Online Advertisement) (2022-2027)
  7.3.2 Global Electronic Sports (eSports) Revenue and Growth Rate of Tickets and Merchandise (2022-2027)
  7.3.3 Global Electronic Sports (eSports) Revenue and Growth Rate of Sponsorship & Direct Advertisement (2022-2027)
  7.3.4 Global Electronic Sports (eSports) Revenue and Growth Rate of Publisher Fees (2022-2027)
  7.3.5 Global Electronic Sports (eSports) Revenue and Growth Rate of Others (2022-2027)
7.4 Global Electronic Sports (eSports) Consumption Forecast by Application (2022-2027)
  7.4.1 Global Electronic Sports (eSports) Consumption Value and Growth Rate of Online(2022-2027)
  7.4.2 Global Electronic Sports (eSports) Consumption Value and Growth Rate of Offline(2022-2027)
7.5 Electronic Sports (eSports) Market Forecast Under COVID-19

8 ELECTRONIC SPORTS (ESPORTS) MARKET UPSTREAM AND DOWNSTREAM ANALYSIS

8.1 Electronic Sports (eSports) Industrial Chain Analysis
8.2 Key Raw Materials Suppliers and Price Analysis
8.3 Manufacturing Cost Structure Analysis
  8.3.1 Labor Cost Analysis
  8.3.2 Energy Costs Analysis
  8.3.3 R&D Costs Analysis
8.4 Alternative Product Analysis
8.5 Major Distributors of Electronic Sports (eSports) Analysis
8.6 Major Downstream Buyers of Electronic Sports (eSports) Analysis
8.7 Impact of COVID-19 and the Russia-Ukraine war on the Upstream and Downstream in the Electronic Sports (eSports) Industry

9 PLAYERS PROFILES

9.1 Electronic Arts (EA)
  9.1.1 Electronic Arts (EA) Basic Information, Manufacturing Base, Sales Region and Competitors
  9.1.2 Electronic Sports (eSports) Product Profiles, Application and Specification
  9.1.3 Electronic Arts (EA) Market Performance (2017-2022)
  9.1.4 Recent Development
  9.1.5 SWOT Analysis
9.2 Turner Broadcasting System
  9.2.1 Turner Broadcasting System Basic Information, Manufacturing Base, Sales Region and Competitors
  9.2.2 Electronic Sports (eSports) Product Profiles, Application and Specification
  9.2.3 Turner Broadcasting System Market Performance (2017-2022)
  9.2.4 Recent Development
  9.2.5 SWOT Analysis
9.3 Hi-Rez Studios
  9.3.1 Hi-Rez Studios Basic Information, Manufacturing Base, Sales Region and Competitors
  9.3.2 Electronic Sports (eSports) Product Profiles, Application and Specification
  9.3.3 Hi-Rez Studios Market Performance (2017-2022)
  9.3.4 Recent Development
  9.3.5 SWOT Analysis
9.4 CJ Corporation
  9.4.1 CJ Corporation Basic Information, Manufacturing Base, Sales Region and Competitors
  9.4.2 Electronic Sports (eSports) Product Profiles, Application and Specification
  9.4.3 CJ Corporation Market Performance (2017-2022)
  9.4.4 Recent Development
  9.4.5 SWOT Analysis
9.5 GungHo Online Entertainment
  9.5.1 GungHo Online Entertainment Basic Information, Manufacturing Base, Sales Region and Competitors
  9.5.2 Electronic Sports (eSports) Product Profiles, Application and Specification
  9.5.3 GungHo Online Entertainment Market Performance (2017-2022)
  9.5.4 Recent Development
  9.5.5 SWOT Analysis
9.6 Tencent
  9.6.1 Tencent Basic Information, Manufacturing Base, Sales Region and Competitors
  9.6.2 Electronic Sports (eSports) Product Profiles, Application and Specification
  9.6.3 Tencent Market Performance (2017-2022)
  9.6.4 Recent Development
  9.6.5 SWOT Analysis
9.7 Rovio Entertainment
  9.7.1 Rovio Entertainment Basic Information, Manufacturing Base, Sales Region and Competitors
  9.7.2 Electronic Sports (eSports) Product Profiles, Application and Specification
  9.7.3 Rovio Entertainment Market Performance (2017-2022)
  9.7.4 Recent Development
  9.7.5 SWOT Analysis
9.8 FACEIT
  9.8.1 FACEIT Basic Information, Manufacturing Base, Sales Region and Competitors
  9.8.2 Electronic Sports (eSports) Product Profiles, Application and Specification
  9.8.3 FACEIT Market Performance (2017-2022)
  9.8.4 Recent Development
  9.8.5 SWOT Analysis
9.9 Alisports
  9.9.1 Alisports Basic Information, Manufacturing Base, Sales Region and Competitors
  9.9.2 Electronic Sports (eSports) Product Profiles, Application and Specification
  9.9.3 Alisports Market Performance (2017-2022)
  9.9.4 Recent Development
  9.9.5 SWOT Analysis
9.10 Modern Times Group
  9.10.1 Modern Times Group Basic Information, Manufacturing Base, Sales Region and Competitors
  9.10.2 Electronic Sports (eSports) Product Profiles, Application and Specification
  9.10.3 Modern Times Group Market Performance (2017-2022)
  9.10.4 Recent Development
  9.10.5 SWOT Analysis
9.11 Activision Blizzard
  9.11.1 Activision Blizzard Basic Information, Manufacturing Base, Sales Region and Competitors
  9.11.2 Electronic Sports (eSports) Product Profiles, Application and Specification
  9.11.3 Activision Blizzard Market Performance (2017-2022)
  9.11.4 Recent Development
  9.11.5 SWOT Analysis
9.12 Gfinity
  9.12.1 Gfinity Basic Information, Manufacturing Base, Sales Region and Competitors
  9.12.2 Electronic Sports (eSports) Product Profiles, Application and Specification
  9.12.3 Gfinity Market Performance (2017-2022)
  9.12.4 Recent Development
  9.12.5 SWOT Analysis
9.13 Total Entertainment Network
  9.13.1 Total Entertainment Network Basic Information, Manufacturing Base, Sales Region and Competitors
  9.13.2 Electronic Sports (eSports) Product Profiles, Application and Specification
  9.13.3 Total Entertainment Network Market Performance (2017-2022)
  9.13.4 Recent Development
  9.13.5 SWOT Analysis
9.14 KaBuM
  9.14.1 KaBuM Basic Information, Manufacturing Base, Sales Region and Competitors
  9.14.2 Electronic Sports (eSports) Product Profiles, Application and Specification
  9.14.3 KaBuM Market Performance (2017-2022)
  9.14.4 Recent Development
  9.14.5 SWOT Analysis
9.15 Wargaming Public
  9.15.1 Wargaming Public Basic Information, Manufacturing Base, Sales Region and Competitors
  9.15.2 Electronic Sports (eSports) Product Profiles, Application and Specification
  9.15.3 Wargaming Public Market Performance (2017-2022)
  9.15.4 Recent Development
  9.15.5 SWOT Analysis
9.16 Valve Corporation
  9.16.1 Valve Corporation Basic Information, Manufacturing Base, Sales Region and Competitors
  9.16.2 Electronic Sports (eSports) Product Profiles, Application and Specification
  9.16.3 Valve Corporation Market Performance (2017-2022)
  9.16.4 Recent Development
  9.16.5 SWOT Analysis

10 RESEARCH FINDINGS AND CONCLUSION

11 APPENDIX

11.1 Methodology
11.2 Research Data Source

LIST OF TABLES AND FIGURES

Figure Electronic Sports (eSports) Product Picture
Table Global Electronic Sports (eSports) Market Sales Volume and CAGR (%) Comparison by Type
Table Electronic Sports (eSports) Market Consumption (Sales Volume) Comparison by Application (2017-2027)
Figure Global Electronic Sports (eSports) Market Size (Revenue, Million USD) and CAGR (%) (2017-2027)
Figure United States Electronic Sports (eSports) Market Revenue (Million USD) and Growth Rate (2017-2027)
Figure Europe Electronic Sports (eSports) Market Revenue (Million USD) and Growth Rate (2017-2027)
Figure China Electronic Sports (eSports) Market Revenue (Million USD) and Growth Rate (2017-2027)
Figure Japan Electronic Sports (eSports) Market Revenue (Million USD) and Growth Rate (2017-2027)
Figure India Electronic Sports (eSports) Market Revenue (Million USD) and Growth Rate (2017-2027)
Figure Southeast Asia Electronic Sports (eSports) Market Revenue (Million USD) and Growth Rate (2017-2027)
Figure Latin America Electronic Sports (eSports) Market Revenue (Million USD) and Growth Rate (2017-2027)
Figure Middle East and Africa Electronic Sports (eSports) Market Revenue (Million USD) and Growth Rate (2017-2027)
Figure Global Electronic Sports (eSports) Market Sales Volume Status and Outlook (2017-2027)
Table Global Macroeconomic Analysis
Figure Global COVID-19 Status Overview
Table Influence of COVID-19 Outbreak on Electronic Sports (eSports) Industry Development
Table Global Electronic Sports (eSports) Sales Volume by Player (2017-2022)
Table Global Electronic Sports (eSports) Sales Volume Share by Player (2017-2022)
Figure Global Electronic Sports (eSports) Sales Volume Share by Player in 2021
Table Electronic Sports (eSports) Revenue (Million USD) by Player (2017-2022)
Table Electronic Sports (eSports) Revenue Market Share by Player (2017-2022)
Table Electronic Sports (eSports) Price by Player (2017-2022)
Table Electronic Sports (eSports) Gross Margin by Player (2017-2022)
Table Mergers & Acquisitions, Expansion Plans
Table Global Electronic Sports (eSports) Sales Volume, Region Wise (2017-2022)
Table Global Electronic Sports (eSports) Sales Volume Market Share, Region Wise (2017-2022)
Figure Global Electronic Sports (eSports) Sales Volume Market Share, Region Wise (2017-2022)
Figure Global Electronic Sports (eSports) Sales Volume Market Share, Region Wise in 2021
Table Global Electronic Sports (eSports) Revenue (Million USD), Region Wise (2017-2022)
Table Global Electronic Sports (eSports) Revenue Market Share, Region Wise (2017-2022)
Figure Global Electronic Sports (eSports) Revenue Market Share, Region Wise (2017-2022)
Figure Global Electronic Sports (eSports) Revenue Market Share, Region Wise in 2021
Table Global Electronic Sports (eSports) Sales Volume, Revenue (Million USD), Price and Gross Margin (2017-2022)
Table United States Electronic Sports (eSports) Sales Volume, Revenue (Million USD), Price and Gross Margin (2017-2022)
Table Europe Electronic Sports (eSports) Sales Volume, Revenue (Million USD), Price and Gross Margin (2017-2022)
Table China Electronic Sports (eSports) Sales Volume, Revenue (Million USD), Price and Gross Margin (2017-2022)
Table Japan Electronic Sports (eSports) Sales Volume, Revenue (Million USD), Price and Gross Margin (2017-2022)
Table India Electronic Sports (eSports) Sales Volume, Revenue (Million USD), Price and Gross Margin (2017-2022)
Table Southeast Asia Electronic Sports (eSports) Sales Volume, Revenue (Million USD), Price and Gross Margin (2017-2022)
Table Latin America Electronic Sports (eSports) Sales Volume, Revenue (Million USD), Price and Gross Margin (2017-2022)
Table Middle East and Africa Electronic Sports (eSports) Sales Volume, Revenue (Million USD), Price and Gross Margin (2017-2022)
Table Global Electronic Sports (eSports) Sales Volume by Type (2017-2022)
Table Global Electronic Sports (eSports) Sales Volume Market Share by Type (2017-2022)
Figure Global Electronic Sports (eSports) Sales Volume Market Share by Type in 2021
Table Global Electronic Sports (eSports) Revenue (Million USD) by Type (2017-2022)
Table Global Electronic Sports (eSports) Revenue Market Share by Type (2017-2022)
Figure Global Electronic Sports (eSports) Revenue Market Share by Type in 2021
Table Electronic Sports (eSports) Price by Type (2017-2022)
Figure Global Electronic Sports (eSports) Sales Volume and Growth Rate of Media Rights (Subscription & Online Advertisement) (2017-2022)
Figure Global Electronic Sports (eSports) Revenue (Million USD) and Growth Rate of Media Rights (Subscription & Online Advertisement) (2017-2022)
Figure Global Electronic Sports (eSports) Sales Volume and Growth Rate of Tickets and Merchandise (2017-2022)
Figure Global Electronic Sports (eSports) Revenue (Million USD) and Growth Rate of Tickets and Merchandise (2017-2022)
Figure Global Electronic Sports (eSports) Sales Volume and Growth Rate of Sponsorship & Direct Advertisement (2017-2022)
Figure Global Electronic Sports (eSports) Revenue (Million USD) and Growth Rate of Sponsorship & Direct Advertisement (2017-2022)
Figure Global Electronic Sports (eSports) Sales Volume and Growth Rate of Publisher Fees (2017-2022)
Figure Global Electronic Sports (eSports) Revenue (Million USD) and Growth Rate of Publisher Fees (2017-2022)
Figure Global Electronic Sports (eSports) Sales Volume and Growth Rate of Others (2017-2022)
Figure Global Electronic Sports (eSports) Revenue (Million USD) and Growth Rate of Others (2017-2022)
Table Global Electronic Sports (eSports) Consumption by Application (2017-2022)
Table Global Electronic Sports (eSports) Consumption Market Share by Application (2017-2022)
Table Global Electronic Sports (eSports) Consumption Revenue (Million USD) by Application (2017-2022)
Table Global Electronic Sports (eSports) Consumption Revenue Market Share by Application (2017-2022)
Table Global Electronic Sports (eSports) Consumption and Growth Rate of Online (2017-2022)
Table Global Electronic Sports (eSports) Consumption and Growth Rate of Offline (2017-2022)
Figure Global Electronic Sports (eSports) Sales Volume and Growth Rate Forecast (2022-2027)
Figure Global Electronic Sports (eSports) Revenue (Million USD) and Growth Rate Forecast (2022-2027)
Figure Global Electronic Sports (eSports) Price and Trend Forecast (2022-2027)
Figure USA Electronic Sports (eSports) Market Sales Volume and Growth Rate Forecast Analysis (2022-2027)
Figure USA Electronic Sports (eSports) Market Revenue (Million USD) and Growth Rate Forecast Analysis (2022-2027)
Figure Europe Electronic Sports (eSports) Market Sales Volume and Growth Rate Forecast Analysis (2022-2027)
Figure Europe Electronic Sports (eSports) Market Revenue (Million USD) and Growth Rate Forecast Analysis (2022-2027)
Figure China Electronic Sports (eSports) Market Sales Volume and Growth Rate Forecast Analysis (2022-2027)
Figure China Electronic Sports (eSports) Market Revenue (Million USD) and Growth Rate Forecast Analysis (2022-2027)
Figure Japan Electronic Sports (eSports) Market Sales Volume and Growth Rate Forecast Analysis (2022-2027)
Figure Japan Electronic Sports (eSports) Market Revenue (Million USD) and Growth Rate Forecast Analysis (2022-2027)
Figure India Electronic Sports (eSports) Market Sales Volume and Growth Rate Forecast Analysis (2022-2027)
Figure India Electronic Sports (eSports) Market Revenue (Million USD) and Growth Rate Forecast Analysis (2022-2027)
Figure Southeast Asia Electronic Sports (eSports) Market Sales Volume and Growth Rate Forecast Analysis (2022-2027)
Figure Southeast Asia Electronic Sports (eSports) Market Revenue (Million USD) and Growth Rate Forecast Analysis (2022-2027)
Figure Latin America Electronic Sports (eSports) Market Sales Volume and Growth Rate Forecast Analysis (2022-2027)
Figure Latin America Electronic Sports (eSports) Market Revenue (Million USD) and Growth Rate Forecast Analysis (2022-2027)
Figure Middle East and Africa Electronic Sports (eSports) Market Sales Volume and Growth Rate Forecast Analysis (2022-2027)
Figure Middle East and Africa Electronic Sports (eSports) Market Revenue (Million USD) and Growth Rate Forecast Analysis (2022-2027)
Table Global Electronic Sports (eSports) Market Sales Volume Forecast, by Type
Table Global Electronic Sports (eSports) Sales Volume Market Share Forecast, by Type
Table Global Electronic Sports (eSports) Market Revenue (Million USD) Forecast, by Type
Table Global Electronic Sports (eSports) Revenue Market Share Forecast, by Type
Table Global Electronic Sports (eSports) Price Forecast, by Type
Figure Global Electronic Sports (eSports) Revenue (Million USD) and Growth Rate of Media Rights (Subscription & Online Advertisement) (2022-2027)
Figure Global Electronic Sports (eSports) Revenue (Million USD) and Growth Rate of Media Rights (Subscription & Online Advertisement) (2022-2027)
Figure Global Electronic Sports (eSports) Revenue (Million USD) and Growth Rate of Tickets and Merchandise (2022-2027)
Figure Global Electronic Sports (eSports) Revenue (Million USD) and Growth Rate of Tickets and Merchandise (2022-2027)
Figure Global Electronic Sports (eSports) Revenue (Million USD) and Growth Rate of Sponsorship & Direct Advertisement (2022-2027)
Figure Global Electronic Sports (eSports) Revenue (Million USD) and Growth Rate of Sponsorship & Direct Advertisement (2022-2027)
Figure Global Electronic Sports (eSports) Revenue (Million USD) and Growth Rate of Publisher Fees (2022-2027)
Figure Global Electronic Sports (eSports) Revenue (Million USD) and Growth Rate of Publisher Fees (2022-2027)
Figure Global Electronic Sports (eSports) Revenue (Million USD) and Growth Rate of Others (2022-2027)
Figure Global Electronic Sports (eSports) Revenue (Million USD) and Growth Rate of Others (2022-2027)
Table Global Electronic Sports (eSports) Market Consumption Forecast, by Application
Table Global Electronic Sports (eSports) Consumption Market Share Forecast, by Application
Table Global Electronic Sports (eSports) Market Revenue (Million USD) Forecast, by Application
Table Global Electronic Sports (eSports) Revenue Market Share Forecast, by Application
Figure Global Electronic Sports (eSports) Consumption Value (Million USD) and Growth Rate of Online (2022-2027)
Figure Global Electronic Sports (eSports) Consumption Value (Million USD) and Growth Rate of Offline (2022-2027)
Figure Electronic Sports (eSports) Industrial Chain Analysis
Table Key Raw Materials Suppliers and Price Analysis
Figure Manufacturing Cost Structure Analysis
Table Alternative Product Analysis
Table Downstream Distributors
Table Downstream Buyers
Table Electronic Arts (EA) Profile
Table Electronic Arts (EA) Electronic Sports (eSports) Sales Volume, Revenue (Million USD), Price and Gross Margin (2017-2022)
Figure Electronic Arts (EA) Electronic Sports (eSports) Sales Volume and Growth Rate
Figure Electronic Arts (EA) Revenue (Million USD) Market Share 2017-2022
Table Turner Broadcasting System Profile
Table Turner Broadcasting System Electronic Sports (eSports) Sales Volume, Revenue (Million USD), Price and Gross Margin (2017-2022)
Figure Turner Broadcasting System Electronic Sports (eSports) Sales Volume and Growth Rate
Figure Turner Broadcasting System Revenue (Million USD) Market Share 2017-2022
Table Hi-Rez Studios Profile
Table Hi-Rez Studios Electronic Sports (eSports) Sales Volume, Revenue (Million USD), Price and Gross Margin (2017-2022)
Figure Hi-Rez Studios Electronic Sports (eSports) Sales Volume and Growth Rate
Figure Hi-Rez Studios Revenue (Million USD) Market Share 2017-2022
Table CJ Corporation Profile
Table CJ Corporation Electronic Sports (eSports) Sales Volume, Revenue (Million USD), Price and Gross Margin (2017-2022)
Figure CJ Corporation Electronic Sports (eSports) Sales Volume and Growth Rate
Figure CJ Corporation Revenue (Million USD) Market Share 2017-2022
Table GungHo Online Entertainment Profile
Table GungHo Online Entertainment Electronic Sports (eSports) Sales Volume, Revenue (Million USD), Price and Gross Margin (2017-2022)
Figure GungHo Online Entertainment Electronic Sports (eSports) Sales Volume and Growth Rate
Figure GungHo Online Entertainment Revenue (Million USD) Market Share 2017-2022
Table Tencent Profile
Table Tencent Electronic Sports (eSports) Sales Volume, Revenue (Million USD), Price and Gross Margin (2017-2022)
Figure Tencent Electronic Sports (eSports) Sales Volume and Growth Rate
Figure Tencent Revenue (Million USD) Market Share 2017-2022
Table Rovio Entertainment Profile
Table Rovio Entertainment Electronic Sports (eSports) Sales Volume, Revenue (Million USD), Price and Gross Margin (2017-2022)
Figure Rovio Entertainment Electronic Sports (eSports) Sales Volume and Growth Rate
Figure Rovio Entertainment Revenue (Million USD) Market Share 2017-2022
Table FACEIT Profile
Table FACEIT Electronic Sports (eSports) Sales Volume, Revenue (Million USD), Price and Gross Margin (2017-2022)
Figure FACEIT Electronic Sports (eSports) Sales Volume and Growth Rate
Figure FACEIT Revenue (Million USD) Market Share 2017-2022
Table Alisports Profile
Table Alisports Electronic Sports (eSports) Sales Volume, Revenue (Million USD), Price and Gross Margin (2017-2022)
Figure Alisports Electronic Sports (eSports) Sales Volume and Growth Rate
Figure Alisports Revenue (Million USD) Market Share 2017-2022
Table Modern Times Group Profile
Table Modern Times Group Electronic Sports (eSports) Sales Volume, Revenue (Million USD), Price and Gross Margin (2017-2022)
Figure Modern Times Group Electronic Sports (eSports) Sales Volume and Growth Rate
Figure Modern Times Group Revenue (Million USD) Market Share 2017-2022
Table Activision Blizzard Profile
Table Activision Blizzard Electronic Sports (eSports) Sales Volume, Revenue (Million USD), Price and Gross Margin (2017-2022)
Figure Activision Blizzard Electronic Sports (eSports) Sales Volume and Growth Rate
Figure Activision Blizzard Revenue (Million USD) Market Share 2017-2022
Table Gfinity Profile
Table Gfinity Electronic Sports (eSports) Sales Volume, Revenue (Million USD), Price and Gross Margin (2017-2022)
Figure Gfinity Electronic Sports (eSports) Sales Volume and Growth Rate
Figure Gfinity Revenue (Million USD) Market Share 2017-2022
Table Total Entertainment Network Profile
Table Total Entertainment Network Electronic Sports (eSports) Sales Volume, Revenue (Million USD), Price and Gross Margin (2017-2022)
Figure Total Entertainment Network Electronic Sports (eSports) Sales Volume and Growth Rate
Figure Total Entertainment Network Revenue (Million USD) Market Share 2017-2022
Table KaBuM Profile
Table KaBuM Electronic Sports (eSports) Sales Volume, Revenue (Million USD), Price and Gross Margin (2017-2022)
Figure KaBuM Electronic Sports (eSports) Sales Volume and Growth Rate
Figure KaBuM Revenue (Million USD) Market Share 2017-2022
Table Wargaming Public Profile
Table Wargaming Public Electronic Sports (eSports) Sales Volume, Revenue (Million USD), Price and Gross Margin (2017-2022)
Figure Wargaming Public Electronic Sports (eSports) Sales Volume and Growth Rate
Figure Wargaming Public Revenue (Million USD) Market Share 2017-2022
Table Valve Corporation Profile
Table Valve Corporation Electronic Sports (eSports) Sales Volume, Revenue (Million USD), Price and Gross Margin (2017-2022)
Figure Valve Corporation Electronic Sports (eSports) Sales Volume and Growth Rate
Figure Valve Corporation Revenue (Million USD) Market Share 2017-2022




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