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Global E-Sports Market 2024 by Company, Regions, Type and Application, Forecast to 2030

June 2024 | 108 pages | ID: G46D8464E942EN
GlobalInfoResearch

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According to our (Global Info Research) latest study, the global E-Sports market size was valued at USD 799.6 million in 2023 and is forecast to a readjusted size of USD 2056.8 million by 2030 with a CAGR of 14.5% during review period.

E-sports (also known as electronic sports, esports, eSports) are a form of competition using video games.

The MOBA segment dominated the e-sports market and is expected to continue its dominance over the next four years. The availability of different elements of MOBA games such as collecting items, acquiring goods, leveling up, and fighting accompanied by computer-generated units drives the segment’s growth in this global market.

The Global Info Research report includes an overview of the development of the E-Sports industry chain, the market status of Professional (Multiplayer Online Battle Arena (MOBA), First-Person Shooter (FPS)), Amateur (Multiplayer Online Battle Arena (MOBA), First-Person Shooter (FPS)), and key enterprises in developed and developing market, and analysed the cutting-edge technology, patent, hot applications and market trends of E-Sports.

Regionally, the report analyzes the E-Sports markets in key regions. North America and Europe are experiencing steady growth, driven by government initiatives and increasing consumer awareness. Asia-Pacific, particularly China, leads the global E-Sports market, with robust domestic demand, supportive policies, and a strong manufacturing base.

Key Features:

The report presents comprehensive understanding of the E-Sports market. It provides a holistic view of the industry, as well as detailed insights into individual components and stakeholders. The report analysis market dynamics, trends, challenges, and opportunities within the E-Sports industry.

The report involves analyzing the market at a macro level:

Market Sizing and Segmentation: Report collect data on the overall market size, including the revenue generated, and market share of different by Type (e.g., Multiplayer Online Battle Arena (MOBA), First-Person Shooter (FPS)).

Industry Analysis: Report analyse the broader industry trends, such as government policies and regulations, technological advancements, consumer preferences, and market dynamics. This analysis helps in understanding the key drivers and challenges influencing the E-Sports market.

Regional Analysis: The report involves examining the E-Sports market at a regional or national level. Report analyses regional factors such as government incentives, infrastructure development, economic conditions, and consumer behaviour to identify variations and opportunities within different markets.

Market Projections: Report covers the gathered data and analysis to make future projections and forecasts for the E-Sports market. This may include estimating market growth rates, predicting market demand, and identifying emerging trends.

The report also involves a more granular approach to E-Sports:

Company Analysis: Report covers individual E-Sports players, suppliers, and other relevant industry players. This analysis includes studying their financial performance, market positioning, product portfolios, partnerships, and strategies.

Consumer Analysis: Report covers data on consumer behaviour, preferences, and attitudes towards E-Sports This may involve surveys, interviews, and analysis of consumer reviews and feedback from different by Application (Professional, Amateur).

Technology Analysis: Report covers specific technologies relevant to E-Sports. It assesses the current state, advancements, and potential future developments in E-Sports areas.

Competitive Landscape: By analyzing individual companies, suppliers, and consumers, the report present insights into the competitive landscape of the E-Sports market. This analysis helps understand market share, competitive advantages, and potential areas for differentiation among industry players.

Market Validation: The report involves validating findings and projections through primary research, such as surveys, interviews, and focus groups.

Market Segmentation

E-Sports market is split by Type and by Application. For the period 2019-2030, the growth among segments provides accurate calculations and forecasts for consumption value by Type, and by Application in terms of value.

Market segment by Type
  • Multiplayer Online Battle Arena (MOBA)
  • First-Person Shooter (FPS)
  • Real-Time Strategy (RTS)
  • Other
Market segment by Application
  • Professional
  • Amateur
Market segment by players, this report covers
  • Activision Blizzard
  • Epic Games
  • Nintendo
  • Riot Games
  • Valve Corporation
  • Wargaming.Net
  • EA Sports
  • Hi-Rez Studios
  • Microsoft Studios
  • Ubisoft Entertainment
Market segment by regions, regional analysis covers
  • North America (United States, Canada, and Mexico)
  • Europe (Germany, France, UK, Russia, Italy, and Rest of Europe)
  • Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia and Rest of Asia-Pacific)
  • South America (Brazil, Argentina and Rest of South America)
  • Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)
The content of the study subjects, includes a total of 13 chapters:

Chapter 1, to describe E-Sports product scope, market overview, market estimation caveats and base year.

Chapter 2, to profile the top players of E-Sports, with revenue, gross margin and global market share of E-Sports from 2019 to 2024.

Chapter 3, the E-Sports competitive situation, revenue and global market share of top players are analyzed emphatically by landscape contrast.

Chapter 4 and 5, to segment the market size by Type and application, with consumption value and growth rate by Type, application, from 2019 to 2030.

Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2019 to 2024.and E-Sports market forecast, by regions, type and application, with consumption value, from 2025 to 2030.

Chapter 11, market dynamics, drivers, restraints, trends and Porters Five Forces analysis.

Chapter 12, the key raw materials and key suppliers, and industry chain of E-Sports.

Chapter 13, to describe E-Sports research findings and conclusion.
1 MARKET OVERVIEW

1.1 Product Overview and Scope of E-Sports
1.2 Market Estimation Caveats and Base Year
1.3 Classification of E-Sports by Type
  1.3.1 Overview: Global E-Sports Market Size by Type: 2019 Versus 2023 Versus 2030
  1.3.2 Global E-Sports Consumption Value Market Share by Type in 2023
  1.3.3 Multiplayer Online Battle Arena (MOBA)
  1.3.4 First-Person Shooter (FPS)
  1.3.5 Real-Time Strategy (RTS)
  1.3.6 Other
1.4 Global E-Sports Market by Application
  1.4.1 Overview: Global E-Sports Market Size by Application: 2019 Versus 2023 Versus 2030
  1.4.2 Professional
  1.4.3 Amateur
1.5 Global E-Sports Market Size & Forecast
1.6 Global E-Sports Market Size and Forecast by Region
  1.6.1 Global E-Sports Market Size by Region: 2019 VS 2023 VS 2030
  1.6.2 Global E-Sports Market Size by Region, (2019-2030)
  1.6.3 North America E-Sports Market Size and Prospect (2019-2030)
  1.6.4 Europe E-Sports Market Size and Prospect (2019-2030)
  1.6.5 Asia-Pacific E-Sports Market Size and Prospect (2019-2030)
  1.6.6 South America E-Sports Market Size and Prospect (2019-2030)
  1.6.7 Middle East and Africa E-Sports Market Size and Prospect (2019-2030)

2 COMPANY PROFILES

2.1 Activision Blizzard
  2.1.1 Activision Blizzard Details
  2.1.2 Activision Blizzard Major Business
  2.1.3 Activision Blizzard E-Sports Product and Solutions
  2.1.4 Activision Blizzard E-Sports Revenue, Gross Margin and Market Share (2019-2024)
  2.1.5 Activision Blizzard Recent Developments and Future Plans
2.2 Epic Games
  2.2.1 Epic Games Details
  2.2.2 Epic Games Major Business
  2.2.3 Epic Games E-Sports Product and Solutions
  2.2.4 Epic Games E-Sports Revenue, Gross Margin and Market Share (2019-2024)
  2.2.5 Epic Games Recent Developments and Future Plans
2.3 Nintendo
  2.3.1 Nintendo Details
  2.3.2 Nintendo Major Business
  2.3.3 Nintendo E-Sports Product and Solutions
  2.3.4 Nintendo E-Sports Revenue, Gross Margin and Market Share (2019-2024)
  2.3.5 Nintendo Recent Developments and Future Plans
2.4 Riot Games
  2.4.1 Riot Games Details
  2.4.2 Riot Games Major Business
  2.4.3 Riot Games E-Sports Product and Solutions
  2.4.4 Riot Games E-Sports Revenue, Gross Margin and Market Share (2019-2024)
  2.4.5 Riot Games Recent Developments and Future Plans
2.5 Valve Corporation
  2.5.1 Valve Corporation Details
  2.5.2 Valve Corporation Major Business
  2.5.3 Valve Corporation E-Sports Product and Solutions
  2.5.4 Valve Corporation E-Sports Revenue, Gross Margin and Market Share (2019-2024)
  2.5.5 Valve Corporation Recent Developments and Future Plans
2.6 Wargaming.Net
  2.6.1 Wargaming.Net Details
  2.6.2 Wargaming.Net Major Business
  2.6.3 Wargaming.Net E-Sports Product and Solutions
  2.6.4 Wargaming.Net E-Sports Revenue, Gross Margin and Market Share (2019-2024)
  2.6.5 Wargaming.Net Recent Developments and Future Plans
2.7 EA Sports
  2.7.1 EA Sports Details
  2.7.2 EA Sports Major Business
  2.7.3 EA Sports E-Sports Product and Solutions
  2.7.4 EA Sports E-Sports Revenue, Gross Margin and Market Share (2019-2024)
  2.7.5 EA Sports Recent Developments and Future Plans
2.8 Hi-Rez Studios
  2.8.1 Hi-Rez Studios Details
  2.8.2 Hi-Rez Studios Major Business
  2.8.3 Hi-Rez Studios E-Sports Product and Solutions
  2.8.4 Hi-Rez Studios E-Sports Revenue, Gross Margin and Market Share (2019-2024)
  2.8.5 Hi-Rez Studios Recent Developments and Future Plans
2.9 Microsoft Studios
  2.9.1 Microsoft Studios Details
  2.9.2 Microsoft Studios Major Business
  2.9.3 Microsoft Studios E-Sports Product and Solutions
  2.9.4 Microsoft Studios E-Sports Revenue, Gross Margin and Market Share (2019-2024)
  2.9.5 Microsoft Studios Recent Developments and Future Plans
2.10 Ubisoft Entertainment
  2.10.1 Ubisoft Entertainment Details
  2.10.2 Ubisoft Entertainment Major Business
  2.10.3 Ubisoft Entertainment E-Sports Product and Solutions
  2.10.4 Ubisoft Entertainment E-Sports Revenue, Gross Margin and Market Share (2019-2024)
  2.10.5 Ubisoft Entertainment Recent Developments and Future Plans

3 MARKET COMPETITION, BY PLAYERS

3.1 Global E-Sports Revenue and Share by Players (2019-2024)
3.2 Market Share Analysis (2023)
  3.2.1 Market Share of E-Sports by Company Revenue
  3.2.2 Top 3 E-Sports Players Market Share in 2023
  3.2.3 Top 6 E-Sports Players Market Share in 2023
3.3 E-Sports Market: Overall Company Footprint Analysis
  3.3.1 E-Sports Market: Region Footprint
  3.3.2 E-Sports Market: Company Product Type Footprint
  3.3.3 E-Sports Market: Company Product Application Footprint
3.4 New Market Entrants and Barriers to Market Entry
3.5 Mergers, Acquisition, Agreements, and Collaborations

4 MARKET SIZE SEGMENT BY TYPE

4.1 Global E-Sports Consumption Value and Market Share by Type (2019-2024)
4.2 Global E-Sports Market Forecast by Type (2025-2030)

5 MARKET SIZE SEGMENT BY APPLICATION

5.1 Global E-Sports Consumption Value Market Share by Application (2019-2024)
5.2 Global E-Sports Market Forecast by Application (2025-2030)

6 NORTH AMERICA

6.1 North America E-Sports Consumption Value by Type (2019-2030)
6.2 North America E-Sports Consumption Value by Application (2019-2030)
6.3 North America E-Sports Market Size by Country
  6.3.1 North America E-Sports Consumption Value by Country (2019-2030)
  6.3.2 United States E-Sports Market Size and Forecast (2019-2030)
  6.3.3 Canada E-Sports Market Size and Forecast (2019-2030)
  6.3.4 Mexico E-Sports Market Size and Forecast (2019-2030)

7 EUROPE

7.1 Europe E-Sports Consumption Value by Type (2019-2030)
7.2 Europe E-Sports Consumption Value by Application (2019-2030)
7.3 Europe E-Sports Market Size by Country
  7.3.1 Europe E-Sports Consumption Value by Country (2019-2030)
  7.3.2 Germany E-Sports Market Size and Forecast (2019-2030)
  7.3.3 France E-Sports Market Size and Forecast (2019-2030)
  7.3.4 United Kingdom E-Sports Market Size and Forecast (2019-2030)
  7.3.5 Russia E-Sports Market Size and Forecast (2019-2030)
  7.3.6 Italy E-Sports Market Size and Forecast (2019-2030)

8 ASIA-PACIFIC

8.1 Asia-Pacific E-Sports Consumption Value by Type (2019-2030)
8.2 Asia-Pacific E-Sports Consumption Value by Application (2019-2030)
8.3 Asia-Pacific E-Sports Market Size by Region
  8.3.1 Asia-Pacific E-Sports Consumption Value by Region (2019-2030)
  8.3.2 China E-Sports Market Size and Forecast (2019-2030)
  8.3.3 Japan E-Sports Market Size and Forecast (2019-2030)
  8.3.4 South Korea E-Sports Market Size and Forecast (2019-2030)
  8.3.5 India E-Sports Market Size and Forecast (2019-2030)
  8.3.6 Southeast Asia E-Sports Market Size and Forecast (2019-2030)
  8.3.7 Australia E-Sports Market Size and Forecast (2019-2030)

9 SOUTH AMERICA

9.1 South America E-Sports Consumption Value by Type (2019-2030)
9.2 South America E-Sports Consumption Value by Application (2019-2030)
9.3 South America E-Sports Market Size by Country
  9.3.1 South America E-Sports Consumption Value by Country (2019-2030)
  9.3.2 Brazil E-Sports Market Size and Forecast (2019-2030)
  9.3.3 Argentina E-Sports Market Size and Forecast (2019-2030)

10 MIDDLE EAST & AFRICA

10.1 Middle East & Africa E-Sports Consumption Value by Type (2019-2030)
10.2 Middle East & Africa E-Sports Consumption Value by Application (2019-2030)
10.3 Middle East & Africa E-Sports Market Size by Country
  10.3.1 Middle East & Africa E-Sports Consumption Value by Country (2019-2030)
  10.3.2 Turkey E-Sports Market Size and Forecast (2019-2030)
  10.3.3 Saudi Arabia E-Sports Market Size and Forecast (2019-2030)
  10.3.4 UAE E-Sports Market Size and Forecast (2019-2030)

11 MARKET DYNAMICS

11.1 E-Sports Market Drivers
11.2 E-Sports Market Restraints
11.3 E-Sports Trends Analysis
11.4 Porters Five Forces Analysis
  11.4.1 Threat of New Entrants
  11.4.2 Bargaining Power of Suppliers
  11.4.3 Bargaining Power of Buyers
  11.4.4 Threat of Substitutes
  11.4.5 Competitive Rivalry

12 INDUSTRY CHAIN ANALYSIS

12.1 E-Sports Industry Chain
12.2 E-Sports Upstream Analysis
12.3 E-Sports Midstream Analysis
12.4 E-Sports Downstream Analysis

13 RESEARCH FINDINGS AND CONCLUSION


14 APPENDIX

14.1 Methodology
14.2 Research Process and Data Source
14.3 Disclaimer

LIST OF TABLES

Table 1. Global E-Sports Consumption Value by Type, (USD Million), 2019 & 2023 & 2030
Table 2. Global E-Sports Consumption Value by Application, (USD Million), 2019 & 2023 & 2030
Table 3. Global E-Sports Consumption Value by Region (2019-2024) & (USD Million)
Table 4. Global E-Sports Consumption Value by Region (2025-2030) & (USD Million)
Table 5. Activision Blizzard Company Information, Head Office, and Major Competitors
Table 6. Activision Blizzard Major Business
Table 7. Activision Blizzard E-Sports Product and Solutions
Table 8. Activision Blizzard E-Sports Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 9. Activision Blizzard Recent Developments and Future Plans
Table 10. Epic Games Company Information, Head Office, and Major Competitors
Table 11. Epic Games Major Business
Table 12. Epic Games E-Sports Product and Solutions
Table 13. Epic Games E-Sports Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 14. Epic Games Recent Developments and Future Plans
Table 15. Nintendo Company Information, Head Office, and Major Competitors
Table 16. Nintendo Major Business
Table 17. Nintendo E-Sports Product and Solutions
Table 18. Nintendo E-Sports Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 19. Nintendo Recent Developments and Future Plans
Table 20. Riot Games Company Information, Head Office, and Major Competitors
Table 21. Riot Games Major Business
Table 22. Riot Games E-Sports Product and Solutions
Table 23. Riot Games E-Sports Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 24. Riot Games Recent Developments and Future Plans
Table 25. Valve Corporation Company Information, Head Office, and Major Competitors
Table 26. Valve Corporation Major Business
Table 27. Valve Corporation E-Sports Product and Solutions
Table 28. Valve Corporation E-Sports Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 29. Valve Corporation Recent Developments and Future Plans
Table 30. Wargaming.Net Company Information, Head Office, and Major Competitors
Table 31. Wargaming.Net Major Business
Table 32. Wargaming.Net E-Sports Product and Solutions
Table 33. Wargaming.Net E-Sports Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 34. Wargaming.Net Recent Developments and Future Plans
Table 35. EA Sports Company Information, Head Office, and Major Competitors
Table 36. EA Sports Major Business
Table 37. EA Sports E-Sports Product and Solutions
Table 38. EA Sports E-Sports Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 39. EA Sports Recent Developments and Future Plans
Table 40. Hi-Rez Studios Company Information, Head Office, and Major Competitors
Table 41. Hi-Rez Studios Major Business
Table 42. Hi-Rez Studios E-Sports Product and Solutions
Table 43. Hi-Rez Studios E-Sports Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 44. Hi-Rez Studios Recent Developments and Future Plans
Table 45. Microsoft Studios Company Information, Head Office, and Major Competitors
Table 46. Microsoft Studios Major Business
Table 47. Microsoft Studios E-Sports Product and Solutions
Table 48. Microsoft Studios E-Sports Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 49. Microsoft Studios Recent Developments and Future Plans
Table 50. Ubisoft Entertainment Company Information, Head Office, and Major Competitors
Table 51. Ubisoft Entertainment Major Business
Table 52. Ubisoft Entertainment E-Sports Product and Solutions
Table 53. Ubisoft Entertainment E-Sports Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 54. Ubisoft Entertainment Recent Developments and Future Plans
Table 55. Global E-Sports Revenue (USD Million) by Players (2019-2024)
Table 56. Global E-Sports Revenue Share by Players (2019-2024)
Table 57. Breakdown of E-Sports by Company Type (Tier 1, Tier 2, and Tier 3)
Table 58. Market Position of Players in E-Sports, (Tier 1, Tier 2, and Tier 3), Based on Revenue in 2023
Table 59. Head Office of Key E-Sports Players
Table 60. E-Sports Market: Company Product Type Footprint
Table 61. E-Sports Market: Company Product Application Footprint
Table 62. E-Sports New Market Entrants and Barriers to Market Entry
Table 63. E-Sports Mergers, Acquisition, Agreements, and Collaborations
Table 64. Global E-Sports Consumption Value (USD Million) by Type (2019-2024)
Table 65. Global E-Sports Consumption Value Share by Type (2019-2024)
Table 66. Global E-Sports Consumption Value Forecast by Type (2025-2030)
Table 67. Global E-Sports Consumption Value by Application (2019-2024)
Table 68. Global E-Sports Consumption Value Forecast by Application (2025-2030)
Table 69. North America E-Sports Consumption Value by Type (2019-2024) & (USD Million)
Table 70. North America E-Sports Consumption Value by Type (2025-2030) & (USD Million)
Table 71. North America E-Sports Consumption Value by Application (2019-2024) & (USD Million)
Table 72. North America E-Sports Consumption Value by Application (2025-2030) & (USD Million)
Table 73. North America E-Sports Consumption Value by Country (2019-2024) & (USD Million)
Table 74. North America E-Sports Consumption Value by Country (2025-2030) & (USD Million)
Table 75. Europe E-Sports Consumption Value by Type (2019-2024) & (USD Million)
Table 76. Europe E-Sports Consumption Value by Type (2025-2030) & (USD Million)
Table 77. Europe E-Sports Consumption Value by Application (2019-2024) & (USD Million)
Table 78. Europe E-Sports Consumption Value by Application (2025-2030) & (USD Million)
Table 79. Europe E-Sports Consumption Value by Country (2019-2024) & (USD Million)
Table 80. Europe E-Sports Consumption Value by Country (2025-2030) & (USD Million)
Table 81. Asia-Pacific E-Sports Consumption Value by Type (2019-2024) & (USD Million)
Table 82. Asia-Pacific E-Sports Consumption Value by Type (2025-2030) & (USD Million)
Table 83. Asia-Pacific E-Sports Consumption Value by Application (2019-2024) & (USD Million)
Table 84. Asia-Pacific E-Sports Consumption Value by Application (2025-2030) & (USD Million)
Table 85. Asia-Pacific E-Sports Consumption Value by Region (2019-2024) & (USD Million)
Table 86. Asia-Pacific E-Sports Consumption Value by Region (2025-2030) & (USD Million)
Table 87. South America E-Sports Consumption Value by Type (2019-2024) & (USD Million)
Table 88. South America E-Sports Consumption Value by Type (2025-2030) & (USD Million)
Table 89. South America E-Sports Consumption Value by Application (2019-2024) & (USD Million)
Table 90. South America E-Sports Consumption Value by Application (2025-2030) & (USD Million)
Table 91. South America E-Sports Consumption Value by Country (2019-2024) & (USD Million)
Table 92. South America E-Sports Consumption Value by Country (2025-2030) & (USD Million)
Table 93. Middle East & Africa E-Sports Consumption Value by Type (2019-2024) & (USD Million)
Table 94. Middle East & Africa E-Sports Consumption Value by Type (2025-2030) & (USD Million)
Table 95. Middle East & Africa E-Sports Consumption Value by Application (2019-2024) & (USD Million)
Table 96. Middle East & Africa E-Sports Consumption Value by Application (2025-2030) & (USD Million)
Table 97. Middle East & Africa E-Sports Consumption Value by Country (2019-2024) & (USD Million)
Table 98. Middle East & Africa E-Sports Consumption Value by Country (2025-2030) & (USD Million)
Table 99. E-Sports Raw Material
Table 100. Key Suppliers of E-Sports Raw Materials

LIST OF FIGURES

Figure 1. E-Sports Picture
Figure 2. Global E-Sports Consumption Value by Type, (USD Million), 2019 & 2023 & 2030
Figure 3. Global E-Sports Consumption Value Market Share by Type in 2023
Figure 4. Multiplayer Online Battle Arena (MOBA)
Figure 5. First-Person Shooter (FPS)
Figure 6. Real-Time Strategy (RTS)
Figure 7. Other
Figure 8. Global E-Sports Consumption Value by Type, (USD Million), 2019 & 2023 & 2030
Figure 9. E-Sports Consumption Value Market Share by Application in 2023
Figure 10. Professional Picture
Figure 11. Amateur Picture
Figure 12. Global E-Sports Consumption Value, (USD Million): 2019 & 2023 & 2030
Figure 13. Global E-Sports Consumption Value and Forecast (2019-2030) & (USD Million)
Figure 14. Global Market E-Sports Consumption Value (USD Million) Comparison by Region (2019 & 2023 & 2030)
Figure 15. Global E-Sports Consumption Value Market Share by Region (2019-2030)
Figure 16. Global E-Sports Consumption Value Market Share by Region in 2023
Figure 17. North America E-Sports Consumption Value (2019-2030) & (USD Million)
Figure 18. Europe E-Sports Consumption Value (2019-2030) & (USD Million)
Figure 19. Asia-Pacific E-Sports Consumption Value (2019-2030) & (USD Million)
Figure 20. South America E-Sports Consumption Value (2019-2030) & (USD Million)
Figure 21. Middle East and Africa E-Sports Consumption Value (2019-2030) & (USD Million)
Figure 22. Global E-Sports Revenue Share by Players in 2023
Figure 23. E-Sports Market Share by Company Type (Tier 1, Tier 2 and Tier 3) in 2023
Figure 24. Global Top 3 Players E-Sports Market Share in 2023
Figure 25. Global Top 6 Players E-Sports Market Share in 2023
Figure 26. Global E-Sports Consumption Value Share by Type (2019-2024)
Figure 27. Global E-Sports Market Share Forecast by Type (2025-2030)
Figure 28. Global E-Sports Consumption Value Share by Application (2019-2024)
Figure 29. Global E-Sports Market Share Forecast by Application (2025-2030)
Figure 30. North America E-Sports Consumption Value Market Share by Type (2019-2030)
Figure 31. North America E-Sports Consumption Value Market Share by Application (2019-2030)
Figure 32. North America E-Sports Consumption Value Market Share by Country (2019-2030)
Figure 33. United States E-Sports Consumption Value (2019-2030) & (USD Million)
Figure 34. Canada E-Sports Consumption Value (2019-2030) & (USD Million)
Figure 35. Mexico E-Sports Consumption Value (2019-2030) & (USD Million)
Figure 36. Europe E-Sports Consumption Value Market Share by Type (2019-2030)
Figure 37. Europe E-Sports Consumption Value Market Share by Application (2019-2030)
Figure 38. Europe E-Sports Consumption Value Market Share by Country (2019-2030)
Figure 39. Germany E-Sports Consumption Value (2019-2030) & (USD Million)
Figure 40. France E-Sports Consumption Value (2019-2030) & (USD Million)
Figure 41. United Kingdom E-Sports Consumption Value (2019-2030) & (USD Million)
Figure 42. Russia E-Sports Consumption Value (2019-2030) & (USD Million)
Figure 43. Italy E-Sports Consumption Value (2019-2030) & (USD Million)
Figure 44. Asia-Pacific E-Sports Consumption Value Market Share by Type (2019-2030)
Figure 45. Asia-Pacific E-Sports Consumption Value Market Share by Application (2019-2030)
Figure 46. Asia-Pacific E-Sports Consumption Value Market Share by Region (2019-2030)
Figure 47. China E-Sports Consumption Value (2019-2030) & (USD Million)
Figure 48. Japan E-Sports Consumption Value (2019-2030) & (USD Million)
Figure 49. South Korea E-Sports Consumption Value (2019-2030) & (USD Million)
Figure 50. India E-Sports Consumption Value (2019-2030) & (USD Million)
Figure 51. Southeast Asia E-Sports Consumption Value (2019-2030) & (USD Million)
Figure 52. Australia E-Sports Consumption Value (2019-2030) & (USD Million)
Figure 53. South America E-Sports Consumption Value Market Share by Type (2019-2030)
Figure 54. South America E-Sports Consumption Value Market Share by Application (2019-2030)
Figure 55. South America E-Sports Consumption Value Market Share by Country (2019-2030)
Figure 56. Brazil E-Sports Consumption Value (2019-2030) & (USD Million)
Figure 57. Argentina E-Sports Consumption Value (2019-2030) & (USD Million)
Figure 58. Middle East and Africa E-Sports Consumption Value Market Share by Type (2019-2030)
Figure 59. Middle East and Africa E-Sports Consumption Value Market Share by Application (2019-2030)
Figure 60. Middle East and Africa E-Sports Consumption Value Market Share by Country (2019-2030)
Figure 61. Turkey E-Sports Consumption Value (2019-2030) & (USD Million)
Figure 62. Saudi Arabia E-Sports Consumption Value (2019-2030) & (USD Million)
Figure 63. UAE E-Sports Consumption Value (2019-2030) & (USD Million)
Figure 64. E-Sports Market Drivers
Figure 65. E-Sports Market Restraints
Figure 66. E-Sports Market Trends
Figure 67. Porters Five Forces Analysis
Figure 68. Manufacturing Cost Structure Analysis of E-Sports in 2023
Figure 69. Manufacturing Process Analysis of E-Sports
Figure 70. E-Sports Industrial Chain
Figure 71. Methodology
Figure 72. Research Process and Data Source


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