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Esports (egames) Market - Global Outlook and Forecast 2022-2028

March 2022 | 113 pages | ID: E743E4B07067EN
Market Monitor Global

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Esports (egames) is an activity in which a video game competition reaches the level of 'competition'.Electronic sports is the use of electronic equipment as sports equipment, interpersonal intellectual confrontation sports.Through sports, participants' thinking ability, reaction ability, coordination ability of heart, eyes and limbs and willpower can be exercised and improved, and team spirit can be cultivated.

This report contains market size and forecasts of Esports (egames) in Global, including the following market information:

Global Esports (egames) Market Revenue, 2017-2022, 2023-2028, ($ millions)

Global top five companies in 2021 (%)

The global Esports (egames) market was valued at 1365.1 million in 2021 and is projected to reach US$ 3741.7 million by 2028, at a CAGR of 15.5% during the forecast period.

The U.S. Market is Estimated at $ Million in 2021, While China is Forecast to Reach $ Million by 2028.

by Game Segment to Reach $ Million by 2028, with a % CAGR in next six years.

The global key manufacturers of Esports (egames) include Modern Times Group (Sweden), Activision Blizzard, FACEIT, Total Entertainment Network (US), Gfinity, Turner Broadcasting System (US), CJ Corporation, Valve Corporation and Tencent, etc. In 2021, the global top five players have a share approximately % in terms of revenue.

MARKET MONITOR GLOBAL, INC (MMG) has surveyed the Esports (egames) companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.

Total Market by Segment:

Global Esports (egames) Market, by Type, 2017-2022, 2023-2028 ($ millions)

Global Esports (egames) Market Segment Percentages, by Type, 2021 (%)
  • by Game
    • Multiplayer Online Battle Arena (MOBA)
    • First-Person Shooter (FPS)
    • Real-Time Strategy (RTS)
    • Other
  • by Revenue Stream
    • Media (Subscription And Online Advertising)
    • Tickets And Merchandise
    • Sponsorship And Direct Advertising
    • Publisher Fee
    • Other
Global Esports (egames) Market, by Application, 2017-2022, 2023-2028 ($ millions)

Global Esports (egames) Market Segment Percentages, by Application, 2021 (%)
  • Amateur Players
  • Professional Players
  • Club
  • Associations And Organizations
  • Other
Global Esports (egames) Market, By Region and Country, 2017-2022, 2023-2028 ($ Millions)

Global Esports (egames) Market Segment Percentages, By Region and Country, 2021 (%)
  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • France
    • U.K.
    • Italy
    • Russia
    • Nordic Countries
    • Benelux
    • Rest of Europe
  • Asia
    • China
    • Japan
    • South Korea
    • Southeast Asia
    • India
    • Rest of Asia
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Middle East & Africa
    • Turkey
    • Israel
    • Saudi Arabia
    • UAE
    • Rest of Middle East & Africa
Competitor Analysis

The report also provides analysis of leading market participants including:

Key companies Esports (egames) revenues in global market, 2017-2022 (estimated), ($ millions)

Key companies Esports (egames) revenues share in global market, 2021 (%)

Further, the report presents profiles of competitors in the market, key players include:
  • Modern Times Group (Sweden)
  • Activision Blizzard
  • FACEIT
  • Total Entertainment Network (US)
  • Gfinity
  • Turner Broadcasting System (US)
  • CJ Corporation
  • Valve Corporation
  • Tencent
  • Electronic Arts
  • Hi-Rez Studios
  • KaBuM
  • Wargaming
  • Rovio Entertainment (Finland)
  • GungHo Online Entertainment (Japan)
  • Alisports (Alibaba Group)
  • EA Sports
  • Epic Games
  • Nintendo
  • Riot Games
  • Microsoft Studios
1 INTRODUCTION TO RESEARCH & ANALYSIS REPORTS

1.1 Esports (egames) Market Definition
1.2 Market Segments
  1.2.1 Market by Type
  1.2.2 Market by Application
1.3 Global Esports (egames) Market Overview
1.4 Features & Benefits of This Report
1.5 Methodology & Sources of Information
  1.5.1 Research Methodology
  1.5.2 Research Process
  1.5.3 Base Year
  1.5.4 Report Assumptions & Caveats

2 GLOBAL ESPORTS (EGAMES) OVERALL MARKET SIZE

2.1 Global Esports (egames) Market Size: 2021 VS 2028
2.2 Global Esports (egames) Market Size, Prospects & Forecasts: 2017-2028
2.3 Key Market Trends, Opportunity, Drivers and Restraints
  2.3.1 Market Opportunities & Trends
  2.3.2 Market Drivers
  2.3.3 Market Restraints

3 COMPANY LANDSCAPE

3.1 Top Esports (egames) Players in Global Market
3.2 Top Global Esports (egames) Companies Ranked by Revenue
3.3 Global Esports (egames) Revenue by Companies
3.4 Top 3 and Top 5 Esports (egames) Companies in Global Market, by Revenue in 2021
3.5 Global Companies Esports (egames) Product Type
3.6 Tier 1, Tier 2 and Tier 3 Esports (egames) Players in Global Market
  3.6.1 List of Global Tier 1 Esports (egames) Companies
  3.6.2 List of Global Tier 2 and Tier 3 Esports (egames) Companies

4 MARKET SIGHTS BY PRODUCT

4.1 Overview
  4.1.1 by Type - Global Esports (egames) Market Size Markets, 2021 & 2028
  4.1.2 Multiplayer Online Battle Arena (MOBA)
  4.1.3 First-Person Shooter (FPS)
  4.1.4 Real-Time Strategy (RTS)
  4.1.5 Other
4.2 By Type - Global Esports (egames) Revenue & Forecasts
  4.2.1 By Type - Global Esports (egames) Revenue, 2017-2022
  4.2.2 By Type - Global Esports (egames) Revenue, 2023-2028
  4.2.3 By Type - Global Esports (egames) Revenue Market Share, 2017-2028

5 SIGHTS BY APPLICATION

5.1 Overview
  5.1.1 By Application - Global Esports (egames) Market Size, 2021 & 2028
  5.1.2 Amateur Players
  5.1.3 Professional Players
  5.1.4 Club
  5.1.5 Associations And Organizations
  5.1.6 Other
5.2 By Application - Global Esports (egames) Revenue & Forecasts
  5.2.1 By Application - Global Esports (egames) Revenue, 2017-2022
  5.2.2 By Application - Global Esports (egames) Revenue, 2023-2028
  5.2.3 By Application - Global Esports (egames) Revenue Market Share, 2017-2028

6 SIGHTS BY REGION

6.1 By Region - Global Esports (egames) Market Size, 2021 & 2028
6.2 By Region - Global Esports (egames) Revenue & Forecasts
  6.2.1 By Region - Global Esports (egames) Revenue, 2017-2022
  6.2.2 By Region - Global Esports (egames) Revenue, 2023-2028
  6.2.3 By Region - Global Esports (egames) Revenue Market Share, 2017-2028
6.3 North America
  6.3.1 By Country - North America Esports (egames) Revenue, 2017-2028
  6.3.2 US Esports (egames) Market Size, 2017-2028
  6.3.3 Canada Esports (egames) Market Size, 2017-2028
  6.3.4 Mexico Esports (egames) Market Size, 2017-2028
6.4 Europe
  6.4.1 By Country - Europe Esports (egames) Revenue, 2017-2028
  6.4.2 Germany Esports (egames) Market Size, 2017-2028
  6.4.3 France Esports (egames) Market Size, 2017-2028
  6.4.4 U.K. Esports (egames) Market Size, 2017-2028
  6.4.5 Italy Esports (egames) Market Size, 2017-2028
  6.4.6 Russia Esports (egames) Market Size, 2017-2028
  6.4.7 Nordic Countries Esports (egames) Market Size, 2017-2028
  6.4.8 Benelux Esports (egames) Market Size, 2017-2028
6.5 Asia
  6.5.1 By Region - Asia Esports (egames) Revenue, 2017-2028
  6.5.2 China Esports (egames) Market Size, 2017-2028
  6.5.3 Japan Esports (egames) Market Size, 2017-2028
  6.5.4 South Korea Esports (egames) Market Size, 2017-2028
  6.5.5 Southeast Asia Esports (egames) Market Size, 2017-2028
  6.5.6 India Esports (egames) Market Size, 2017-2028
6.6 South America
  6.6.1 By Country - South America Esports (egames) Revenue, 2017-2028
  6.6.2 Brazil Esports (egames) Market Size, 2017-2028
  6.6.3 Argentina Esports (egames) Market Size, 2017-2028
6.7 Middle East & Africa
  6.7.1 By Country - Middle East & Africa Esports (egames) Revenue, 2017-2028
  6.7.2 Turkey Esports (egames) Market Size, 2017-2028
  6.7.3 Israel Esports (egames) Market Size, 2017-2028
  6.7.4 Saudi Arabia Esports (egames) Market Size, 2017-2028
  6.7.5 UAE Esports (egames) Market Size, 2017-2028

7 PLAYERS PROFILES

7.1 Modern Times Group (Sweden)
  7.1.1 Modern Times Group (Sweden) Corporate Summary
  7.1.2 Modern Times Group (Sweden) Business Overview
  7.1.3 Modern Times Group (Sweden) Esports (egames) Major Product Offerings
  7.1.4 Modern Times Group (Sweden) Esports (egames) Revenue in Global Market (2017-2022)
  7.1.5 Modern Times Group (Sweden) Key News
7.2 Activision Blizzard
  7.2.1 Activision Blizzard Corporate Summary
  7.2.2 Activision Blizzard Business Overview
  7.2.3 Activision Blizzard Esports (egames) Major Product Offerings
  7.2.4 Activision Blizzard Esports (egames) Revenue in Global Market (2017-2022)
  7.2.5 Activision Blizzard Key News
7.3 FACEIT
  7.3.1 FACEIT Corporate Summary
  7.3.2 FACEIT Business Overview
  7.3.3 FACEIT Esports (egames) Major Product Offerings
  7.3.4 FACEIT Esports (egames) Revenue in Global Market (2017-2022)
  7.3.5 FACEIT Key News
7.4 Total Entertainment Network (US)
  7.4.1 Total Entertainment Network (US) Corporate Summary
  7.4.2 Total Entertainment Network (US) Business Overview
  7.4.3 Total Entertainment Network (US) Esports (egames) Major Product Offerings
  7.4.4 Total Entertainment Network (US) Esports (egames) Revenue in Global Market (2017-2022)
  7.4.5 Total Entertainment Network (US) Key News
7.5 Gfinity
  7.5.1 Gfinity Corporate Summary
  7.5.2 Gfinity Business Overview
  7.5.3 Gfinity Esports (egames) Major Product Offerings
  7.5.4 Gfinity Esports (egames) Revenue in Global Market (2017-2022)
  7.5.5 Gfinity Key News
7.6 Turner Broadcasting System (US)
  7.6.1 Turner Broadcasting System (US) Corporate Summary
  7.6.2 Turner Broadcasting System (US) Business Overview
  7.6.3 Turner Broadcasting System (US) Esports (egames) Major Product Offerings
  7.6.4 Turner Broadcasting System (US) Esports (egames) Revenue in Global Market (2017-2022)
  7.6.5 Turner Broadcasting System (US) Key News
7.7 CJ Corporation
  7.7.1 CJ Corporation Corporate Summary
  7.7.2 CJ Corporation Business Overview
  7.7.3 CJ Corporation Esports (egames) Major Product Offerings
  7.7.4 CJ Corporation Esports (egames) Revenue in Global Market (2017-2022)
  7.7.5 CJ Corporation Key News
7.8 Valve Corporation
  7.8.1 Valve Corporation Corporate Summary
  7.8.2 Valve Corporation Business Overview
  7.8.3 Valve Corporation Esports (egames) Major Product Offerings
  7.8.4 Valve Corporation Esports (egames) Revenue in Global Market (2017-2022)
  7.8.5 Valve Corporation Key News
7.9 Tencent
  7.9.1 Tencent Corporate Summary
  7.9.2 Tencent Business Overview
  7.9.3 Tencent Esports (egames) Major Product Offerings
  7.9.4 Tencent Esports (egames) Revenue in Global Market (2017-2022)
  7.9.5 Tencent Key News
7.10 Electronic Arts
  7.10.1 Electronic Arts Corporate Summary
  7.10.2 Electronic Arts Business Overview
  7.10.3 Electronic Arts Esports (egames) Major Product Offerings
  7.10.4 Electronic Arts Esports (egames) Revenue in Global Market (2017-2022)
  7.10.5 Electronic Arts Key News
7.11 Hi-Rez Studios
  7.11.1 Hi-Rez Studios Corporate Summary
  7.11.2 Hi-Rez Studios Business Overview
  7.11.3 Hi-Rez Studios Esports (egames) Major Product Offerings
  7.11.4 Hi-Rez Studios Esports (egames) Revenue in Global Market (2017-2022)
  7.11.5 Hi-Rez Studios Key News
7.12 KaBuM
  7.12.1 KaBuM Corporate Summary
  7.12.2 KaBuM Business Overview
  7.12.3 KaBuM Esports (egames) Major Product Offerings
  7.12.4 KaBuM Esports (egames) Revenue in Global Market (2017-2022)
  7.12.5 KaBuM Key News
7.13 Wargaming
  7.13.1 Wargaming Corporate Summary
  7.13.2 Wargaming Business Overview
  7.13.3 Wargaming Esports (egames) Major Product Offerings
  7.13.4 Wargaming Esports (egames) Revenue in Global Market (2017-2022)
  7.13.5 Wargaming Key News
7.14 Rovio Entertainment (Finland)
  7.14.1 Rovio Entertainment (Finland) Corporate Summary
  7.14.2 Rovio Entertainment (Finland) Business Overview
  7.14.3 Rovio Entertainment (Finland) Esports (egames) Major Product Offerings
  7.14.4 Rovio Entertainment (Finland) Esports (egames) Revenue in Global Market (2017-2022)
  7.14.5 Rovio Entertainment (Finland) Key News
7.15 GungHo Online Entertainment (Japan)
  7.15.1 GungHo Online Entertainment (Japan) Corporate Summary
  7.15.2 GungHo Online Entertainment (Japan) Business Overview
  7.15.3 GungHo Online Entertainment (Japan) Esports (egames) Major Product Offerings
  7.15.4 GungHo Online Entertainment (Japan) Esports (egames) Revenue in Global Market (2017-2022)
  7.15.5 GungHo Online Entertainment (Japan) Key News
7.16 Alisports (Alibaba Group)
  7.16.1 Alisports (Alibaba Group) Corporate Summary
  7.16.2 Alisports (Alibaba Group) Business Overview
  7.16.3 Alisports (Alibaba Group) Esports (egames) Major Product Offerings
  7.16.4 Alisports (Alibaba Group) Esports (egames) Revenue in Global Market (2017-2022)
  7.16.5 Alisports (Alibaba Group) Key News
7.17 EA Sports
  7.17.1 EA Sports Corporate Summary
  7.17.2 EA Sports Business Overview
  7.17.3 EA Sports Esports (egames) Major Product Offerings
  7.17.4 EA Sports Esports (egames) Revenue in Global Market (2017-2022)
  7.17.5 EA Sports Key News
7.18 Epic Games
  7.18.1 Epic Games Corporate Summary
  7.18.2 Epic Games Business Overview
  7.18.3 Epic Games Esports (egames) Major Product Offerings
  7.18.4 Epic Games Esports (egames) Revenue in Global Market (2017-2022)
  7.18.5 Epic Games Key News
7.19 Nintendo
  7.19.1 Nintendo Corporate Summary
  7.19.2 Nintendo Business Overview
  7.19.3 Nintendo Esports (egames) Major Product Offerings
  7.19.4 Nintendo Esports (egames) Revenue in Global Market (2017-2022)
  7.19.5 Nintendo Key News
7.20 Riot Games
  7.20.1 Riot Games Corporate Summary
  7.20.2 Riot Games Business Overview
  7.20.3 Riot Games Esports (egames) Major Product Offerings
  7.20.4 Riot Games Esports (egames) Revenue in Global Market (2017-2022)
  7.20.5 Riot Games Key News
7.21 Microsoft Studios
  7.21.1 Microsoft Studios Corporate Summary
  7.21.2 Microsoft Studios Business Overview
  7.21.3 Microsoft Studios Esports (egames) Major Product Offerings
  7.21.4 Microsoft Studios Esports (egames) Revenue in Global Market (2017-2022)
  7.21.5 Microsoft Studios Key News

8 CONCLUSION

9 APPENDIX

9.1 Note
9.2 Examples of Clients
9.3 Disclaimer

LIST OF TABLES

Table 1. Esports (egames) Market Opportunities & Trends in Global Market
Table 2. Esports (egames) Market Drivers in Global Market
Table 3. Esports (egames) Market Restraints in Global Market
Table 4. Key Players of Esports (egames) in Global Market
Table 5. Top Esports (egames) Players in Global Market, Ranking by Revenue (2021)
Table 6. Global Esports (egames) Revenue by Companies, (US$, Mn), 2017-2022
Table 7. Global Esports (egames) Revenue Share by Companies, 2017-2022
Table 8. Global Companies Esports (egames) Product Type
Table 9. List of Global Tier 1 Esports (egames) Companies, Revenue (US$, Mn) in 2021 and Market Share
Table 10. List of Global Tier 2 and Tier 3 Esports (egames) Companies, Revenue (US$, Mn) in 2021 and Market Share
Table 11. By Type – Global Esports (egames) Revenue, (US$, Mn), 2021 & 2028
Table 12. By Type - Esports (egames) Revenue in Global (US$, Mn), 2017-2022
Table 13. By Type - Esports (egames) Revenue in Global (US$, Mn), 2023-2028
Table 14. By Application – Global Esports (egames) Revenue, (US$, Mn), 2021 & 2028
Table 15. By Application - Esports (egames) Revenue in Global (US$, Mn), 2017-2022
Table 16. By Application - Esports (egames) Revenue in Global (US$, Mn), 2023-2028
Table 17. By Region – Global Esports (egames) Revenue, (US$, Mn), 2021 & 2028
Table 18. By Region - Global Esports (egames) Revenue (US$, Mn), 2017-2022
Table 19. By Region - Global Esports (egames) Revenue (US$, Mn), 2023-2028
Table 20. By Country - North America Esports (egames) Revenue, (US$, Mn), 2017-2022
Table 21. By Country - North America Esports (egames) Revenue, (US$, Mn), 2023-2028
Table 22. By Country - Europe Esports (egames) Revenue, (US$, Mn), 2017-2022
Table 23. By Country - Europe Esports (egames) Revenue, (US$, Mn), 2023-2028
Table 24. By Region - Asia Esports (egames) Revenue, (US$, Mn), 2017-2022
Table 25. By Region - Asia Esports (egames) Revenue, (US$, Mn), 2023-2028
Table 26. By Country - South America Esports (egames) Revenue, (US$, Mn), 2017-2022
Table 27. By Country - South America Esports (egames) Revenue, (US$, Mn), 2023-2028
Table 28. By Country - Middle East & Africa Esports (egames) Revenue, (US$, Mn), 2017-2022
Table 29. By Country - Middle East & Africa Esports (egames) Revenue, (US$, Mn), 2023-2028
Table 30. Modern Times Group (Sweden) Corporate Summary
Table 31. Modern Times Group (Sweden) Esports (egames) Product Offerings
Table 32. Modern Times Group (Sweden) Esports (egames) Revenue (US$, Mn), (2017-2022)
Table 33. Activision Blizzard Corporate Summary
Table 34. Activision Blizzard Esports (egames) Product Offerings
Table 35. Activision Blizzard Esports (egames) Revenue (US$, Mn), (2017-2022)
Table 36. FACEIT Corporate Summary
Table 37. FACEIT Esports (egames) Product Offerings
Table 38. FACEIT Esports (egames) Revenue (US$, Mn), (2017-2022)
Table 39. Total Entertainment Network (US) Corporate Summary
Table 40. Total Entertainment Network (US) Esports (egames) Product Offerings
Table 41. Total Entertainment Network (US) Esports (egames) Revenue (US$, Mn), (2017-2022)
Table 42. Gfinity Corporate Summary
Table 43. Gfinity Esports (egames) Product Offerings
Table 44. Gfinity Esports (egames) Revenue (US$, Mn), (2017-2022)
Table 45. Turner Broadcasting System (US) Corporate Summary
Table 46. Turner Broadcasting System (US) Esports (egames) Product Offerings
Table 47. Turner Broadcasting System (US) Esports (egames) Revenue (US$, Mn), (2017-2022)
Table 48. CJ Corporation Corporate Summary
Table 49. CJ Corporation Esports (egames) Product Offerings
Table 50. CJ Corporation Esports (egames) Revenue (US$, Mn), (2017-2022)
Table 51. Valve Corporation Corporate Summary
Table 52. Valve Corporation Esports (egames) Product Offerings
Table 53. Valve Corporation Esports (egames) Revenue (US$, Mn), (2017-2022)
Table 54. Tencent Corporate Summary
Table 55. Tencent Esports (egames) Product Offerings
Table 56. Tencent Esports (egames) Revenue (US$, Mn), (2017-2022)
Table 57. Electronic Arts Corporate Summary
Table 58. Electronic Arts Esports (egames) Product Offerings
Table 59. Electronic Arts Esports (egames) Revenue (US$, Mn), (2017-2022)
Table 60. Hi-Rez Studios Corporate Summary
Table 61. Hi-Rez Studios Esports (egames) Product Offerings
Table 62. Hi-Rez Studios Esports (egames) Revenue (US$, Mn), (2017-2022)
Table 63. KaBuM Corporate Summary
Table 64. KaBuM Esports (egames) Product Offerings
Table 65. KaBuM Esports (egames) Revenue (US$, Mn), (2017-2022)
Table 66. Wargaming Corporate Summary
Table 67. Wargaming Esports (egames) Product Offerings
Table 68. Wargaming Esports (egames) Revenue (US$, Mn), (2017-2022)
Table 69. Rovio Entertainment (Finland) Corporate Summary
Table 70. Rovio Entertainment (Finland) Esports (egames) Product Offerings
Table 71. Rovio Entertainment (Finland) Esports (egames) Revenue (US$, Mn), (2017-2022)
Table 72. GungHo Online Entertainment (Japan) Corporate Summary
Table 73. GungHo Online Entertainment (Japan) Esports (egames) Product Offerings
Table 74. GungHo Online Entertainment (Japan) Esports (egames) Revenue (US$, Mn), (2017-2022)
Table 75. Alisports (Alibaba Group) Corporate Summary
Table 76. Alisports (Alibaba Group) Esports (egames) Product Offerings
Table 77. Alisports (Alibaba Group) Esports (egames) Revenue (US$, Mn), (2017-2022)
Table 78. EA Sports Corporate Summary
Table 79. EA Sports Esports (egames) Product Offerings
Table 80. EA Sports Esports (egames) Revenue (US$, Mn), (2017-2022)
Table 81. Epic Games Corporate Summary
Table 82. Epic Games Esports (egames) Product Offerings
Table 83. Epic Games Esports (egames) Revenue (US$, Mn), (2017-2022)
Table 84. Nintendo Corporate Summary
Table 85. Nintendo Esports (egames) Product Offerings
Table 86. Nintendo Esports (egames) Revenue (US$, Mn), (2017-2022)
Table 87. Riot Games Corporate Summary
Table 88. Riot Games Esports (egames) Product Offerings
Table 89. Riot Games Esports (egames) Revenue (US$, Mn), (2017-2022)
Table 90. Microsoft Studios Corporate Summary
Table 91. Microsoft Studios Esports (egames) Product Offerings
Table 92. Microsoft Studios Esports (egames) Revenue (US$, Mn), (2017-2022)

LIST OF FIGURES

Figure 1. Esports (egames) Segment by Type in 2021
Figure 2. Esports (egames) Segment by Application in 2021
Figure 3. Global Esports (egames) Market Overview: 2021
Figure 4. Key Caveats
Figure 5. Global Esports (egames) Market Size: 2021 VS 2028 (US$, Mn)
Figure 6. Global Esports (egames) Revenue, 2017-2028 (US$, Mn)
Figure 7. The Top 3 and 5 Players Market Share by Esports (egames) Revenue in 2021
Figure 8. By Type - Global Esports (egames) Revenue Market Share, 2017-2028
Figure 9. By Application - Global Esports (egames) Revenue Market Share, 2017-2028
Figure 10. By Region - Global Esports (egames) Revenue Market Share, 2017-2028
Figure 11. By Country - North America Esports (egames) Revenue Market Share, 2017-2028
Figure 12. US Esports (egames) Revenue, (US$, Mn), 2017-2028
Figure 13. Canada Esports (egames) Revenue, (US$, Mn), 2017-2028
Figure 14. Mexico Esports (egames) Revenue, (US$, Mn), 2017-2028
Figure 15. By Country - Europe Esports (egames) Revenue Market Share, 2017-2028
Figure 16. Germany Esports (egames) Revenue, (US$, Mn), 2017-2028
Figure 17. France Esports (egames) Revenue, (US$, Mn), 2017-2028
Figure 18. U.K. Esports (egames) Revenue, (US$, Mn), 2017-2028
Figure 19. Italy Esports (egames) Revenue, (US$, Mn), 2017-2028
Figure 20. Russia Esports (egames) Revenue, (US$, Mn), 2017-2028
Figure 21. Nordic Countries Esports (egames) Revenue, (US$, Mn), 2017-2028
Figure 22. Benelux Esports (egames) Revenue, (US$, Mn), 2017-2028
Figure 23. By Region - Asia Esports (egames) Revenue Market Share, 2017-2028
Figure 24. China Esports (egames) Revenue, (US$, Mn), 2017-2028
Figure 25. Japan Esports (egames) Revenue, (US$, Mn), 2017-2028
Figure 26. South Korea Esports (egames) Revenue, (US$, Mn), 2017-2028
Figure 27. Southeast Asia Esports (egames) Revenue, (US$, Mn), 2017-2028
Figure 28. India Esports (egames) Revenue, (US$, Mn), 2017-2028
Figure 29. By Country - South America Esports (egames) Revenue Market Share, 2017-2028
Figure 30. Brazil Esports (egames) Revenue, (US$, Mn), 2017-2028
Figure 31. Argentina Esports (egames) Revenue, (US$, Mn), 2017-2028
Figure 32. By Country - Middle East & Africa Esports (egames) Revenue Market Share, 2017-2028
Figure 33. Turkey Esports (egames) Revenue, (US$, Mn), 2017-2028
Figure 34. Israel Esports (egames) Revenue, (US$, Mn), 2017-2028
Figure 35. Saudi Arabia Esports (egames) Revenue, (US$, Mn), 2017-2028
Figure 36. UAE Esports (egames) Revenue, (US$, Mn), 2017-2028
Figure 37. Modern Times Group (Sweden) Esports (egames) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 38. Activision Blizzard Esports (egames) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 39. FACEIT Esports (egames) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 40. Total Entertainment Network (US) Esports (egames) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 41. Gfinity Esports (egames) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 42. Turner Broadcasting System (US) Esports (egames) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 43. CJ Corporation Esports (egames) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 44. Valve Corporation Esports (egames) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 45. Tencent Esports (egames) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 46. Electronic Arts Esports (egames) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 47. Hi-Rez Studios Esports (egames) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 48. KaBuM Esports (egames) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 49. Wargaming Esports (egames) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 50. Rovio Entertainment (Finland) Esports (egames) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 51. GungHo Online Entertainment (Japan) Esports (egames) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 52. Alisports (Alibaba Group) Esports (egames) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 53. EA Sports Esports (egames) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 54. Epic Games Esports (egames) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 55. Nintendo Esports (egames) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 56. Riot Games Esports (egames) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 57. Microsoft Studios Esports (egames) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)



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