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Global Electronic Sports (eSports) Market 2024 by Company, Regions, Type and Application, Forecast to 2030

June 2024 | 147 pages | ID: G8016CA5906EN
GlobalInfoResearch

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According to our (Global Info Research) latest study, the global Electronic Sports (eSports) market size was valued at USD 1440.5 million in 2023 and is forecast to a readjusted size of USD 4681.1 million by 2030 with a CAGR of 18.3% during review period.

eSports can be termed as the electronic sports, professional video gaming or pro-gaming. It is an advanced form of competitive video gaming with competition at a professional level and in an organized format with a specific goal. The majority of the eSports played are team based games played in leagues or tournaments throughout the year.

The growing trend of live streaming of games, gaming investments, rising viewership, ticket sales, engagement activity, and demand for league tournament infrastructure are the factors influencing the esports market growth. The market is benefiting from growing revenue opportunities from increased participation of gamers, organizers, influencers, and game developers. Attractive international prize money and opportunities to earn high income have made eSports a professional career choice among youngsters. Additionally, colleges and universities have begun offering dedicated programs to develop gaming skills among students. For instance, In March 2023, U.S.-based Syracuse University announced that it will soon offer a new degree course dedicated to electronic sports. Through this program, the university aims to offer new excellence for upcoming tools and trends.

The Global Info Research report includes an overview of the development of the Electronic Sports (eSports) industry chain, the market status of Online (Media Rights (Subscription & Online Advertisement), Tickets and Merchandise), Offline (Media Rights (Subscription & Online Advertisement), Tickets and Merchandise), and key enterprises in developed and developing market, and analysed the cutting-edge technology, patent, hot applications and market trends of Electronic Sports (eSports).

Regionally, the report analyzes the Electronic Sports (eSports) 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 Electronic Sports (eSports) market, with robust domestic demand, supportive policies, and a strong manufacturing base.

Key Features:

The report presents comprehensive understanding of the Electronic Sports (eSports) 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 Electronic Sports (eSports) 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., Media Rights (Subscription & Online Advertisement), Tickets and Merchandise).

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 Electronic Sports (eSports) market.

Regional Analysis: The report involves examining the Electronic Sports (eSports) 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 Electronic Sports (eSports) market. This may include estimating market growth rates, predicting market demand, and identifying emerging trends.

The report also involves a more granular approach to Electronic Sports (eSports):

Company Analysis: Report covers individual Electronic Sports (eSports) 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 Electronic Sports (eSports) This may involve surveys, interviews, and analysis of consumer reviews and feedback from different by Application (Online, Offline).

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

Competitive Landscape: By analyzing individual companies, suppliers, and consumers, the report present insights into the competitive landscape of the Electronic Sports (eSports) 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

Electronic Sports (eSports) 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
  • Media Rights (Subscription & Online Advertisement)
  • Tickets and Merchandise
  • Sponsorship & Direct Advertisement
  • Publisher Fees
  • Others
Market segment by Application
  • Online
  • Offline
Market segment by players, this report covers
  • Modern Times Group
  • Activision Blizzard
  • FACEIT
  • Total Entertainment Network
  • Gfinity
  • Turner Broadcasting System
  • CJ Corporation
  • Valve Corporation
  • Tencent
  • Electronic Arts (EA)
  • Hi-Rez Studios
  • KaBuM
  • Wargaming Public
  • Rovio Entertainment
  • GungHo Online Entertainment
  • Alisports
  • Twitch Interactive, Inc
  • Riot Games, Inc
  • Sony Corporation
  • X1 Esports and Entertainment Ltd
  • Loco (Stoughton Street Tech Labs Private Limited)
  • Caffeine
  • DLive Entertainment Pte. Ltd
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 Electronic Sports (eSports) product scope, market overview, market estimation caveats and base year.

Chapter 2, to profile the top players of Electronic Sports (eSports), with revenue, gross margin and global market share of Electronic Sports (eSports) from 2019 to 2024.

Chapter 3, the Electronic Sports (eSports) 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 Electronic Sports (eSports) 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 Electronic Sports (eSports).

Chapter 13, to describe Electronic Sports (eSports) research findings and conclusion.
1 MARKET OVERVIEW

1.1 Product Overview and Scope of Electronic Sports (eSports)
1.2 Market Estimation Caveats and Base Year
1.3 Classification of Electronic Sports (eSports) by Type
  1.3.1 Overview: Global Electronic Sports (eSports) Market Size by Type: 2019 Versus 2023 Versus 2030
  1.3.2 Global Electronic Sports (eSports) Consumption Value Market Share by Type in 2023
  1.3.3 Media Rights (Subscription & Online Advertisement)
  1.3.4 Tickets and Merchandise
  1.3.5 Sponsorship & Direct Advertisement
  1.3.6 Publisher Fees
  1.3.7 Others
1.4 Global Electronic Sports (eSports) Market by Application
  1.4.1 Overview: Global Electronic Sports (eSports) Market Size by Application: 2019 Versus 2023 Versus 2030
  1.4.2 Online
  1.4.3 Offline
1.5 Global Electronic Sports (eSports) Market Size & Forecast
1.6 Global Electronic Sports (eSports) Market Size and Forecast by Region
  1.6.1 Global Electronic Sports (eSports) Market Size by Region: 2019 VS 2023 VS 2030
  1.6.2 Global Electronic Sports (eSports) Market Size by Region, (2019-2030)
  1.6.3 North America Electronic Sports (eSports) Market Size and Prospect (2019-2030)
  1.6.4 Europe Electronic Sports (eSports) Market Size and Prospect (2019-2030)
  1.6.5 Asia-Pacific Electronic Sports (eSports) Market Size and Prospect (2019-2030)
  1.6.6 South America Electronic Sports (eSports) Market Size and Prospect (2019-2030)
  1.6.7 Middle East and Africa Electronic Sports (eSports) Market Size and Prospect (2019-2030)

2 COMPANY PROFILES

2.1 Modern Times Group
  2.1.1 Modern Times Group Details
  2.1.2 Modern Times Group Major Business
  2.1.3 Modern Times Group Electronic Sports (eSports) Product and Solutions
  2.1.4 Modern Times Group Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
  2.1.5 Modern Times Group Recent Developments and Future Plans
2.2 Activision Blizzard
  2.2.1 Activision Blizzard Details
  2.2.2 Activision Blizzard Major Business
  2.2.3 Activision Blizzard Electronic Sports (eSports) Product and Solutions
  2.2.4 Activision Blizzard Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
  2.2.5 Activision Blizzard Recent Developments and Future Plans
2.3 FACEIT
  2.3.1 FACEIT Details
  2.3.2 FACEIT Major Business
  2.3.3 FACEIT Electronic Sports (eSports) Product and Solutions
  2.3.4 FACEIT Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
  2.3.5 FACEIT Recent Developments and Future Plans
2.4 Total Entertainment Network
  2.4.1 Total Entertainment Network Details
  2.4.2 Total Entertainment Network Major Business
  2.4.3 Total Entertainment Network Electronic Sports (eSports) Product and Solutions
  2.4.4 Total Entertainment Network Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
  2.4.5 Total Entertainment Network Recent Developments and Future Plans
2.5 Gfinity
  2.5.1 Gfinity Details
  2.5.2 Gfinity Major Business
  2.5.3 Gfinity Electronic Sports (eSports) Product and Solutions
  2.5.4 Gfinity Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
  2.5.5 Gfinity Recent Developments and Future Plans
2.6 Turner Broadcasting System
  2.6.1 Turner Broadcasting System Details
  2.6.2 Turner Broadcasting System Major Business
  2.6.3 Turner Broadcasting System Electronic Sports (eSports) Product and Solutions
  2.6.4 Turner Broadcasting System Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
  2.6.5 Turner Broadcasting System Recent Developments and Future Plans
2.7 CJ Corporation
  2.7.1 CJ Corporation Details
  2.7.2 CJ Corporation Major Business
  2.7.3 CJ Corporation Electronic Sports (eSports) Product and Solutions
  2.7.4 CJ Corporation Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
  2.7.5 CJ Corporation Recent Developments and Future Plans
2.8 Valve Corporation
  2.8.1 Valve Corporation Details
  2.8.2 Valve Corporation Major Business
  2.8.3 Valve Corporation Electronic Sports (eSports) Product and Solutions
  2.8.4 Valve Corporation Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
  2.8.5 Valve Corporation Recent Developments and Future Plans
2.9 Tencent
  2.9.1 Tencent Details
  2.9.2 Tencent Major Business
  2.9.3 Tencent Electronic Sports (eSports) Product and Solutions
  2.9.4 Tencent Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
  2.9.5 Tencent Recent Developments and Future Plans
2.10 Electronic Arts (EA)
  2.10.1 Electronic Arts (EA) Details
  2.10.2 Electronic Arts (EA) Major Business
  2.10.3 Electronic Arts (EA) Electronic Sports (eSports) Product and Solutions
  2.10.4 Electronic Arts (EA) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
  2.10.5 Electronic Arts (EA) Recent Developments and Future Plans
2.11 Hi-Rez Studios
  2.11.1 Hi-Rez Studios Details
  2.11.2 Hi-Rez Studios Major Business
  2.11.3 Hi-Rez Studios Electronic Sports (eSports) Product and Solutions
  2.11.4 Hi-Rez Studios Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
  2.11.5 Hi-Rez Studios Recent Developments and Future Plans
2.12 KaBuM
  2.12.1 KaBuM Details
  2.12.2 KaBuM Major Business
  2.12.3 KaBuM Electronic Sports (eSports) Product and Solutions
  2.12.4 KaBuM Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
  2.12.5 KaBuM Recent Developments and Future Plans
2.13 Wargaming Public
  2.13.1 Wargaming Public Details
  2.13.2 Wargaming Public Major Business
  2.13.3 Wargaming Public Electronic Sports (eSports) Product and Solutions
  2.13.4 Wargaming Public Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
  2.13.5 Wargaming Public Recent Developments and Future Plans
2.14 Rovio Entertainment
  2.14.1 Rovio Entertainment Details
  2.14.2 Rovio Entertainment Major Business
  2.14.3 Rovio Entertainment Electronic Sports (eSports) Product and Solutions
  2.14.4 Rovio Entertainment Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
  2.14.5 Rovio Entertainment Recent Developments and Future Plans
2.15 GungHo Online Entertainment
  2.15.1 GungHo Online Entertainment Details
  2.15.2 GungHo Online Entertainment Major Business
  2.15.3 GungHo Online Entertainment Electronic Sports (eSports) Product and Solutions
  2.15.4 GungHo Online Entertainment Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
  2.15.5 GungHo Online Entertainment Recent Developments and Future Plans
2.16 Alisports
  2.16.1 Alisports Details
  2.16.2 Alisports Major Business
  2.16.3 Alisports Electronic Sports (eSports) Product and Solutions
  2.16.4 Alisports Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
  2.16.5 Alisports Recent Developments and Future Plans
2.17 Twitch Interactive, Inc
  2.17.1 Twitch Interactive, Inc Details
  2.17.2 Twitch Interactive, Inc Major Business
  2.17.3 Twitch Interactive, Inc Electronic Sports (eSports) Product and Solutions
  2.17.4 Twitch Interactive, Inc Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
  2.17.5 Twitch Interactive, Inc Recent Developments and Future Plans
2.18 Riot Games, Inc
  2.18.1 Riot Games, Inc Details
  2.18.2 Riot Games, Inc Major Business
  2.18.3 Riot Games, Inc Electronic Sports (eSports) Product and Solutions
  2.18.4 Riot Games, Inc Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
  2.18.5 Riot Games, Inc Recent Developments and Future Plans
2.19 Sony Corporation
  2.19.1 Sony Corporation Details
  2.19.2 Sony Corporation Major Business
  2.19.3 Sony Corporation Electronic Sports (eSports) Product and Solutions
  2.19.4 Sony Corporation Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
  2.19.5 Sony Corporation Recent Developments and Future Plans
2.20 X1 Esports and Entertainment Ltd
  2.20.1 X1 Esports and Entertainment Ltd Details
  2.20.2 X1 Esports and Entertainment Ltd Major Business
  2.20.3 X1 Esports and Entertainment Ltd Electronic Sports (eSports) Product and Solutions
  2.20.4 X1 Esports and Entertainment Ltd Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
  2.20.5 X1 Esports and Entertainment Ltd Recent Developments and Future Plans
2.21 Loco (Stoughton Street Tech Labs Private Limited)
  2.21.1 Loco (Stoughton Street Tech Labs Private Limited) Details
  2.21.2 Loco (Stoughton Street Tech Labs Private Limited) Major Business
  2.21.3 Loco (Stoughton Street Tech Labs Private Limited) Electronic Sports (eSports) Product and Solutions
  2.21.4 Loco (Stoughton Street Tech Labs Private Limited) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
  2.21.5 Loco (Stoughton Street Tech Labs Private Limited) Recent Developments and Future Plans
2.22 Caffeine
  2.22.1 Caffeine Details
  2.22.2 Caffeine Major Business
  2.22.3 Caffeine Electronic Sports (eSports) Product and Solutions
  2.22.4 Caffeine Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
  2.22.5 Caffeine Recent Developments and Future Plans
2.23 DLive Entertainment Pte. Ltd
  2.23.1 DLive Entertainment Pte. Ltd Details
  2.23.2 DLive Entertainment Pte. Ltd Major Business
  2.23.3 DLive Entertainment Pte. Ltd Electronic Sports (eSports) Product and Solutions
  2.23.4 DLive Entertainment Pte. Ltd Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
  2.23.5 DLive Entertainment Pte. Ltd Recent Developments and Future Plans

3 MARKET COMPETITION, BY PLAYERS

3.1 Global Electronic Sports (eSports) Revenue and Share by Players (2019-2024)
3.2 Market Share Analysis (2023)
  3.2.1 Market Share of Electronic Sports (eSports) by Company Revenue
  3.2.2 Top 3 Electronic Sports (eSports) Players Market Share in 2023
  3.2.3 Top 6 Electronic Sports (eSports) Players Market Share in 2023
3.3 Electronic Sports (eSports) Market: Overall Company Footprint Analysis
  3.3.1 Electronic Sports (eSports) Market: Region Footprint
  3.3.2 Electronic Sports (eSports) Market: Company Product Type Footprint
  3.3.3 Electronic Sports (eSports) 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 Electronic Sports (eSports) Consumption Value and Market Share by Type (2019-2024)
4.2 Global Electronic Sports (eSports) Market Forecast by Type (2025-2030)

5 MARKET SIZE SEGMENT BY APPLICATION

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

6 NORTH AMERICA

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

7 EUROPE

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

8 ASIA-PACIFIC

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

9 SOUTH AMERICA

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

10 MIDDLE EAST & AFRICA

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

11 MARKET DYNAMICS

11.1 Electronic Sports (eSports) Market Drivers
11.2 Electronic Sports (eSports) Market Restraints
11.3 Electronic Sports (eSports) 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 Electronic Sports (eSports) Industry Chain
12.2 Electronic Sports (eSports) Upstream Analysis
12.3 Electronic Sports (eSports) Midstream Analysis
12.4 Electronic Sports (eSports) 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 Electronic Sports (eSports) Consumption Value by Type, (USD Million), 2019 & 2023 & 2030
Table 2. Global Electronic Sports (eSports) Consumption Value by Application, (USD Million), 2019 & 2023 & 2030
Table 3. Global Electronic Sports (eSports) Consumption Value by Region (2019-2024) & (USD Million)
Table 4. Global Electronic Sports (eSports) Consumption Value by Region (2025-2030) & (USD Million)
Table 5. Modern Times Group Company Information, Head Office, and Major Competitors
Table 6. Modern Times Group Major Business
Table 7. Modern Times Group Electronic Sports (eSports) Product and Solutions
Table 8. Modern Times Group Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 9. Modern Times Group Recent Developments and Future Plans
Table 10. Activision Blizzard Company Information, Head Office, and Major Competitors
Table 11. Activision Blizzard Major Business
Table 12. Activision Blizzard Electronic Sports (eSports) Product and Solutions
Table 13. Activision Blizzard Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 14. Activision Blizzard Recent Developments and Future Plans
Table 15. FACEIT Company Information, Head Office, and Major Competitors
Table 16. FACEIT Major Business
Table 17. FACEIT Electronic Sports (eSports) Product and Solutions
Table 18. FACEIT Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 19. FACEIT Recent Developments and Future Plans
Table 20. Total Entertainment Network Company Information, Head Office, and Major Competitors
Table 21. Total Entertainment Network Major Business
Table 22. Total Entertainment Network Electronic Sports (eSports) Product and Solutions
Table 23. Total Entertainment Network Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 24. Total Entertainment Network Recent Developments and Future Plans
Table 25. Gfinity Company Information, Head Office, and Major Competitors
Table 26. Gfinity Major Business
Table 27. Gfinity Electronic Sports (eSports) Product and Solutions
Table 28. Gfinity Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 29. Gfinity Recent Developments and Future Plans
Table 30. Turner Broadcasting System Company Information, Head Office, and Major Competitors
Table 31. Turner Broadcasting System Major Business
Table 32. Turner Broadcasting System Electronic Sports (eSports) Product and Solutions
Table 33. Turner Broadcasting System Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 34. Turner Broadcasting System Recent Developments and Future Plans
Table 35. CJ Corporation Company Information, Head Office, and Major Competitors
Table 36. CJ Corporation Major Business
Table 37. CJ Corporation Electronic Sports (eSports) Product and Solutions
Table 38. CJ Corporation Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 39. CJ Corporation Recent Developments and Future Plans
Table 40. Valve Corporation Company Information, Head Office, and Major Competitors
Table 41. Valve Corporation Major Business
Table 42. Valve Corporation Electronic Sports (eSports) Product and Solutions
Table 43. Valve Corporation Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 44. Valve Corporation Recent Developments and Future Plans
Table 45. Tencent Company Information, Head Office, and Major Competitors
Table 46. Tencent Major Business
Table 47. Tencent Electronic Sports (eSports) Product and Solutions
Table 48. Tencent Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 49. Tencent Recent Developments and Future Plans
Table 50. Electronic Arts (EA) Company Information, Head Office, and Major Competitors
Table 51. Electronic Arts (EA) Major Business
Table 52. Electronic Arts (EA) Electronic Sports (eSports) Product and Solutions
Table 53. Electronic Arts (EA) Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 54. Electronic Arts (EA) Recent Developments and Future Plans
Table 55. Hi-Rez Studios Company Information, Head Office, and Major Competitors
Table 56. Hi-Rez Studios Major Business
Table 57. Hi-Rez Studios Electronic Sports (eSports) Product and Solutions
Table 58. Hi-Rez Studios Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 59. Hi-Rez Studios Recent Developments and Future Plans
Table 60. KaBuM Company Information, Head Office, and Major Competitors
Table 61. KaBuM Major Business
Table 62. KaBuM Electronic Sports (eSports) Product and Solutions
Table 63. KaBuM Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 64. KaBuM Recent Developments and Future Plans
Table 65. Wargaming Public Company Information, Head Office, and Major Competitors
Table 66. Wargaming Public Major Business
Table 67. Wargaming Public Electronic Sports (eSports) Product and Solutions
Table 68. Wargaming Public Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 69. Wargaming Public Recent Developments and Future Plans
Table 70. Rovio Entertainment Company Information, Head Office, and Major Competitors
Table 71. Rovio Entertainment Major Business
Table 72. Rovio Entertainment Electronic Sports (eSports) Product and Solutions
Table 73. Rovio Entertainment Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 74. Rovio Entertainment Recent Developments and Future Plans
Table 75. GungHo Online Entertainment Company Information, Head Office, and Major Competitors
Table 76. GungHo Online Entertainment Major Business
Table 77. GungHo Online Entertainment Electronic Sports (eSports) Product and Solutions
Table 78. GungHo Online Entertainment Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 79. GungHo Online Entertainment Recent Developments and Future Plans
Table 80. Alisports Company Information, Head Office, and Major Competitors
Table 81. Alisports Major Business
Table 82. Alisports Electronic Sports (eSports) Product and Solutions
Table 83. Alisports Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 84. Alisports Recent Developments and Future Plans
Table 85. Twitch Interactive, Inc Company Information, Head Office, and Major Competitors
Table 86. Twitch Interactive, Inc Major Business
Table 87. Twitch Interactive, Inc Electronic Sports (eSports) Product and Solutions
Table 88. Twitch Interactive, Inc Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 89. Twitch Interactive, Inc Recent Developments and Future Plans
Table 90. Riot Games, Inc Company Information, Head Office, and Major Competitors
Table 91. Riot Games, Inc Major Business
Table 92. Riot Games, Inc Electronic Sports (eSports) Product and Solutions
Table 93. Riot Games, Inc Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 94. Riot Games, Inc Recent Developments and Future Plans
Table 95. Sony Corporation Company Information, Head Office, and Major Competitors
Table 96. Sony Corporation Major Business
Table 97. Sony Corporation Electronic Sports (eSports) Product and Solutions
Table 98. Sony Corporation Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 99. Sony Corporation Recent Developments and Future Plans
Table 100. X1 Esports and Entertainment Ltd Company Information, Head Office, and Major Competitors
Table 101. X1 Esports and Entertainment Ltd Major Business
Table 102. X1 Esports and Entertainment Ltd Electronic Sports (eSports) Product and Solutions
Table 103. X1 Esports and Entertainment Ltd Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 104. X1 Esports and Entertainment Ltd Recent Developments and Future Plans
Table 105. Loco (Stoughton Street Tech Labs Private Limited) Company Information, Head Office, and Major Competitors
Table 106. Loco (Stoughton Street Tech Labs Private Limited) Major Business
Table 107. Loco (Stoughton Street Tech Labs Private Limited) Electronic Sports (eSports) Product and Solutions
Table 108. Loco (Stoughton Street Tech Labs Private Limited) Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 109. Loco (Stoughton Street Tech Labs Private Limited) Recent Developments and Future Plans
Table 110. Caffeine Company Information, Head Office, and Major Competitors
Table 111. Caffeine Major Business
Table 112. Caffeine Electronic Sports (eSports) Product and Solutions
Table 113. Caffeine Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 114. Caffeine Recent Developments and Future Plans
Table 115. DLive Entertainment Pte. Ltd Company Information, Head Office, and Major Competitors
Table 116. DLive Entertainment Pte. Ltd Major Business
Table 117. DLive Entertainment Pte. Ltd Electronic Sports (eSports) Product and Solutions
Table 118. DLive Entertainment Pte. Ltd Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 119. DLive Entertainment Pte. Ltd Recent Developments and Future Plans
Table 120. Global Electronic Sports (eSports) Revenue (USD Million) by Players (2019-2024)
Table 121. Global Electronic Sports (eSports) Revenue Share by Players (2019-2024)
Table 122. Breakdown of Electronic Sports (eSports) by Company Type (Tier 1, Tier 2, and Tier 3)
Table 123. Market Position of Players in Electronic Sports (eSports), (Tier 1, Tier 2, and Tier 3), Based on Revenue in 2023
Table 124. Head Office of Key Electronic Sports (eSports) Players
Table 125. Electronic Sports (eSports) Market: Company Product Type Footprint
Table 126. Electronic Sports (eSports) Market: Company Product Application Footprint
Table 127. Electronic Sports (eSports) New Market Entrants and Barriers to Market Entry
Table 128. Electronic Sports (eSports) Mergers, Acquisition, Agreements, and Collaborations
Table 129. Global Electronic Sports (eSports) Consumption Value (USD Million) by Type (2019-2024)
Table 130. Global Electronic Sports (eSports) Consumption Value Share by Type (2019-2024)
Table 131. Global Electronic Sports (eSports) Consumption Value Forecast by Type (2025-2030)
Table 132. Global Electronic Sports (eSports) Consumption Value by Application (2019-2024)
Table 133. Global Electronic Sports (eSports) Consumption Value Forecast by Application (2025-2030)
Table 134. North America Electronic Sports (eSports) Consumption Value by Type (2019-2024) & (USD Million)
Table 135. North America Electronic Sports (eSports) Consumption Value by Type (2025-2030) & (USD Million)
Table 136. North America Electronic Sports (eSports) Consumption Value by Application (2019-2024) & (USD Million)
Table 137. North America Electronic Sports (eSports) Consumption Value by Application (2025-2030) & (USD Million)
Table 138. North America Electronic Sports (eSports) Consumption Value by Country (2019-2024) & (USD Million)
Table 139. North America Electronic Sports (eSports) Consumption Value by Country (2025-2030) & (USD Million)
Table 140. Europe Electronic Sports (eSports) Consumption Value by Type (2019-2024) & (USD Million)
Table 141. Europe Electronic Sports (eSports) Consumption Value by Type (2025-2030) & (USD Million)
Table 142. Europe Electronic Sports (eSports) Consumption Value by Application (2019-2024) & (USD Million)
Table 143. Europe Electronic Sports (eSports) Consumption Value by Application (2025-2030) & (USD Million)
Table 144. Europe Electronic Sports (eSports) Consumption Value by Country (2019-2024) & (USD Million)
Table 145. Europe Electronic Sports (eSports) Consumption Value by Country (2025-2030) & (USD Million)
Table 146. Asia-Pacific Electronic Sports (eSports) Consumption Value by Type (2019-2024) & (USD Million)
Table 147. Asia-Pacific Electronic Sports (eSports) Consumption Value by Type (2025-2030) & (USD Million)
Table 148. Asia-Pacific Electronic Sports (eSports) Consumption Value by Application (2019-2024) & (USD Million)
Table 149. Asia-Pacific Electronic Sports (eSports) Consumption Value by Application (2025-2030) & (USD Million)
Table 150. Asia-Pacific Electronic Sports (eSports) Consumption Value by Region (2019-2024) & (USD Million)
Table 151. Asia-Pacific Electronic Sports (eSports) Consumption Value by Region (2025-2030) & (USD Million)
Table 152. South America Electronic Sports (eSports) Consumption Value by Type (2019-2024) & (USD Million)
Table 153. South America Electronic Sports (eSports) Consumption Value by Type (2025-2030) & (USD Million)
Table 154. South America Electronic Sports (eSports) Consumption Value by Application (2019-2024) & (USD Million)
Table 155. South America Electronic Sports (eSports) Consumption Value by Application (2025-2030) & (USD Million)
Table 156. South America Electronic Sports (eSports) Consumption Value by Country (2019-2024) & (USD Million)
Table 157. South America Electronic Sports (eSports) Consumption Value by Country (2025-2030) & (USD Million)
Table 158. Middle East & Africa Electronic Sports (eSports) Consumption Value by Type (2019-2024) & (USD Million)
Table 159. Middle East & Africa Electronic Sports (eSports) Consumption Value by Type (2025-2030) & (USD Million)
Table 160. Middle East & Africa Electronic Sports (eSports) Consumption Value by Application (2019-2024) & (USD Million)
Table 161. Middle East & Africa Electronic Sports (eSports) Consumption Value by Application (2025-2030) & (USD Million)
Table 162. Middle East & Africa Electronic Sports (eSports) Consumption Value by Country (2019-2024) & (USD Million)
Table 163. Middle East & Africa Electronic Sports (eSports) Consumption Value by Country (2025-2030) & (USD Million)
Table 164. Electronic Sports (eSports) Raw Material
Table 165. Key Suppliers of Electronic Sports (eSports) Raw Materials

LIST OF FIGURES

Figure 1. Electronic Sports (eSports) Picture
Figure 2. Global Electronic Sports (eSports) Consumption Value by Type, (USD Million), 2019 & 2023 & 2030
Figure 3. Global Electronic Sports (eSports) Consumption Value Market Share by Type in 2023
Figure 4. Media Rights (Subscription & Online Advertisement)
Figure 5. Tickets and Merchandise
Figure 6. Sponsorship & Direct Advertisement
Figure 7. Publisher Fees
Figure 8. Others
Figure 9. Global Electronic Sports (eSports) Consumption Value by Type, (USD Million), 2019 & 2023 & 2030
Figure 10. Electronic Sports (eSports) Consumption Value Market Share by Application in 2023
Figure 11. Online Picture
Figure 12. Offline Picture
Figure 13. Global Electronic Sports (eSports) Consumption Value, (USD Million): 2019 & 2023 & 2030
Figure 14. Global Electronic Sports (eSports) Consumption Value and Forecast (2019-2030) & (USD Million)
Figure 15. Global Market Electronic Sports (eSports) Consumption Value (USD Million) Comparison by Region (2019 & 2023 & 2030)
Figure 16. Global Electronic Sports (eSports) Consumption Value Market Share by Region (2019-2030)
Figure 17. Global Electronic Sports (eSports) Consumption Value Market Share by Region in 2023
Figure 18. North America Electronic Sports (eSports) Consumption Value (2019-2030) & (USD Million)
Figure 19. Europe Electronic Sports (eSports) Consumption Value (2019-2030) & (USD Million)
Figure 20. Asia-Pacific Electronic Sports (eSports) Consumption Value (2019-2030) & (USD Million)
Figure 21. South America Electronic Sports (eSports) Consumption Value (2019-2030) & (USD Million)
Figure 22. Middle East and Africa Electronic Sports (eSports) Consumption Value (2019-2030) & (USD Million)
Figure 23. Global Electronic Sports (eSports) Revenue Share by Players in 2023
Figure 24. Electronic Sports (eSports) Market Share by Company Type (Tier 1, Tier 2 and Tier 3) in 2023
Figure 25. Global Top 3 Players Electronic Sports (eSports) Market Share in 2023
Figure 26. Global Top 6 Players Electronic Sports (eSports) Market Share in 2023
Figure 27. Global Electronic Sports (eSports) Consumption Value Share by Type (2019-2024)
Figure 28. Global Electronic Sports (eSports) Market Share Forecast by Type (2025-2030)
Figure 29. Global Electronic Sports (eSports) Consumption Value Share by Application (2019-2024)
Figure 30. Global Electronic Sports (eSports) Market Share Forecast by Application (2025-2030)
Figure 31. North America Electronic Sports (eSports) Consumption Value Market Share by Type (2019-2030)
Figure 32. North America Electronic Sports (eSports) Consumption Value Market Share by Application (2019-2030)
Figure 33. North America Electronic Sports (eSports) Consumption Value Market Share by Country (2019-2030)
Figure 34. United States Electronic Sports (eSports) Consumption Value (2019-2030) & (USD Million)
Figure 35. Canada Electronic Sports (eSports) Consumption Value (2019-2030) & (USD Million)
Figure 36. Mexico Electronic Sports (eSports) Consumption Value (2019-2030) & (USD Million)
Figure 37. Europe Electronic Sports (eSports) Consumption Value Market Share by Type (2019-2030)
Figure 38. Europe Electronic Sports (eSports) Consumption Value Market Share by Application (2019-2030)
Figure 39. Europe Electronic Sports (eSports) Consumption Value Market Share by Country (2019-2030)
Figure 40. Germany Electronic Sports (eSports) Consumption Value (2019-2030) & (USD Million)
Figure 41. France Electronic Sports (eSports) Consumption Value (2019-2030) & (USD Million)
Figure 42. United Kingdom Electronic Sports (eSports) Consumption Value (2019-2030) & (USD Million)
Figure 43. Russia Electronic Sports (eSports) Consumption Value (2019-2030) & (USD Million)
Figure 44. Italy Electronic Sports (eSports) Consumption Value (2019-2030) & (USD Million)
Figure 45. Asia-Pacific Electronic Sports (eSports) Consumption Value Market Share by Type (2019-2030)
Figure 46. Asia-Pacific Electronic Sports (eSports) Consumption Value Market Share by Application (2019-2030)
Figure 47. Asia-Pacific Electronic Sports (eSports) Consumption Value Market Share by Region (2019-2030)
Figure 48. China Electronic Sports (eSports) Consumption Value (2019-2030) & (USD Million)
Figure 49. Japan Electronic Sports (eSports) Consumption Value (2019-2030) & (USD Million)
Figure 50. South Korea Electronic Sports (eSports) Consumption Value (2019-2030) & (USD Million)
Figure 51. India Electronic Sports (eSports) Consumption Value (2019-2030) & (USD Million)
Figure 52. Southeast Asia Electronic Sports (eSports) Consumption Value (2019-2030) & (USD Million)
Figure 53. Australia Electronic Sports (eSports) Consumption Value (2019-2030) & (USD Million)
Figure 54. South America Electronic Sports (eSports) Consumption Value Market Share by Type (2019-2030)
Figure 55. South America Electronic Sports (eSports) Consumption Value Market Share by Application (2019-2030)
Figure 56. South America Electronic Sports (eSports) Consumption Value Market Share by Country (2019-2030)
Figure 57. Brazil Electronic Sports (eSports) Consumption Value (2019-2030) & (USD Million)
Figure 58. Argentina Electronic Sports (eSports) Consumption Value (2019-2030) & (USD Million)
Figure 59. Middle East and Africa Electronic Sports (eSports) Consumption Value Market Share by Type (2019-2030)
Figure 60. Middle East and Africa Electronic Sports (eSports) Consumption Value Market Share by Application (2019-2030)
Figure 61. Middle East and Africa Electronic Sports (eSports) Consumption Value Market Share by Country (2019-2030)
Figure 62. Turkey Electronic Sports (eSports) Consumption Value (2019-2030) & (USD Million)
Figure 63. Saudi Arabia Electronic Sports (eSports) Consumption Value (2019-2030) & (USD Million)
Figure 64. UAE Electronic Sports (eSports) Consumption Value (2019-2030) & (USD Million)
Figure 65. Electronic Sports (eSports) Market Drivers
Figure 66. Electronic Sports (eSports) Market Restraints
Figure 67. Electronic Sports (eSports) Market Trends
Figure 68. Porters Five Forces Analysis
Figure 69. Manufacturing Cost Structure Analysis of Electronic Sports (eSports) in 2023
Figure 70. Manufacturing Process Analysis of Electronic Sports (eSports)
Figure 71. Electronic Sports (eSports) Industrial Chain
Figure 72. Methodology
Figure 73. Research Process and Data Source


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