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eSports Organization-Global Market Insights and Sales Trends 2025

eSports Organization-Global Market Insights and Sales Trends 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1846721

No of Pages : 124

Synopsis
League of Legends World Championship, an annual League of Legends tournament, known for rotating its venues across different major countries and regions each year
Esports (also known as electronic sports, e-sports, or eSports) is a form of competition using video games. Most commonly, esports takes the form of organized, multiplayer video game competitions, particularly between professional players. Although organized online and offline competitions have long been a part of video game culture, these were largely between amateurs until the late 2000s, when participation by professional gamers and spectatorship in these events through live streaming saw a large surge in popularity. By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing toward a professional esports subculture.
The global eSports Organization market size is expected to reach US$ million by 2029, growing at a CAGR of % from 2023 to 2029. The market is mainly driven by the significant applications of eSports Organization in various end use industries. The expanding demands from the Professional and Amateur, are propelling eSports Organization market. LOL, one of the segments analysed in this report, is projected to record % CAGR and reach US$ million by the end of the analysis period. Growth in the PUBG segment is estimated at % CAGR for the next seven-year period.
Asia Pacific shows high growth potential for eSports Organization market, driven by demand from China, the second largest economy with some signs of stabilising, the eSports Organization market in China is forecast to reach US$ million by 2029, trailing a CAGR of % over the 2023-2029 period, while the U.S. market will reach US$ million by 2029, exhibiting a CAGR of % during the same period.
Report Objectives
This report provides market insight on the different segments, by players, by Type, by Application. Market size and forecast (2018-2029) has been provided in the report. The primary objectives of this report are to provide 1) global market size and forecasts, growth rates, market dynamics, industry structure and developments, market situation, trends; 2) global market share and ranking by company; 3) comprehensive presentation of the global market for eSports Organization, with both quantitative and qualitative analysis through detailed segmentation; 4) detailed value chain analysis and review of growth factors essential for the existing market players and new entrants; 5) emerging opportunities in the market and the future impact of major drivers and restraints of the market.
Key Features of The Study:
This report provides in-depth analysis of the global eSports Organization market, and provides market size (US$ million) and CAGR for the forecast period (2023-2029), considering 2022 as the base year.
This report profiles key players in the global eSports Organization market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, eSports Organization sales data, market share and ranking.
This report elucidates potential market opportunities across different segments and explains attractive investment proposition matrices for this market.
This report illustrates key insights about market drivers, restraints, opportunities, market trends, regional outlook.
Key companies of eSports Organization covered in this report include Fnatic, C9, SKT, Samsung, RNG, EDG, Invictus, OG and LGD, etc.
The global eSports Organization market report caters to various stakeholders in this industry including investors, suppliers, product players, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
Fnatic
C9
SKT
Samsung
RNG
EDG
Invictus
OG
LGD
G2
TSM
CLG
Team Liquid
Echo Fox
100 Thieves
Clutch Gaming
Optic
GGS
Flyquest
Splyce
Misfits
Schalke 04
Counter Logic Gaming
Global eSports Organization market, by region:
North America (U.S., Canada, Mexico)
Europe (Germany, France, UK, Italy, etc.)
Asia Pacific (China, Japan, South Korea, Southeast Asia, India, etc.)
South America (Brazil, etc.)
Middle East and Africa (Turkey, GCC Countries, Africa, etc.)
Global eSports Organization market, Segment by Type:
LOL
PUBG
StarCraft
Fortnite
CS:GO
Other
Global eSports Organization market, by Application
Professional
Amateur
Core Chapters
Chapter One: Introduces the report scope of the report, executive summary of global and regional market size and CAGR for the history and forecast period (2018-2023, 2024-2029). It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter Two: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter Three: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter Four: Detailed analysis of eSports Organization companies’ competitive landscape, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Five: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product introduction, revenue, recent development, etc.
Chapter Six, Seven, Eight, Nine and Ten: North America, Europe, Asia Pacific, Latin America, Middle East & Africa, revenue by country.
Chapter Eleven: this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter Twelve: Research Finding/Conclusion
Index
1 Market Overview of eSports Organization
1.1 eSports Organization Market Overview
1.1.1 eSports Organization Product Scope
1.1.2 eSports Organization Market Status and Outlook
1.2 Global eSports Organization Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global eSports Organization Market Size by Region (2018-2029)
1.4 Global eSports Organization Historic Market Size by Region (2018-2023)
1.5 Global eSports Organization Market Size Forecast by Region (2024-2029)
1.6 Key Regions, eSports Organization Market Size (2018-2029)
1.6.1 North America eSports Organization Market Size (2018-2029)
1.6.2 Europe eSports Organization Market Size (2018-2029)
1.6.3 Asia-Pacific eSports Organization Market Size (2018-2029)
1.6.4 Latin America eSports Organization Market Size (2018-2029)
1.6.5 Middle East & Africa eSports Organization Market Size (2018-2029)
2 eSports Organization Market by Type
2.1 Introduction
2.1.1 LOL
2.1.2 PUBG
2.1.3 StarCraft
2.1.4 Fortnite
2.1.5 CS:GO
2.1.6 Other
2.2 Global eSports Organization Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global eSports Organization Historic Market Size by Type (2018-2023)
2.2.2 Global eSports Organization Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America eSports Organization Revenue Breakdown by Type (2018-2029)
2.3.2 Europe eSports Organization Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific eSports Organization Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America eSports Organization Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa eSports Organization Revenue Breakdown by Type (2018-2029)
3 eSports Organization Market Overview by Application
3.1 Introduction
3.1.1 Professional
3.1.2 Amateur
3.2 Global eSports Organization Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global eSports Organization Historic Market Size by Application (2018-2023)
3.2.2 Global eSports Organization Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America eSports Organization Revenue Breakdown by Application (2018-2029)
3.3.2 Europe eSports Organization Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific eSports Organization Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America eSports Organization Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa eSports Organization Revenue Breakdown by Application (2018-2029)
4 eSports Organization Competition Analysis by Players
4.1 Global eSports Organization Market Size by Players (2018-2023)
4.2 Global Top Players by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in eSports Organization as of 2022)
4.3 Date of Key Players Enter into eSports Organization Market
4.4 Global Top Players eSports Organization Headquarters and Area Served
4.5 Key Players eSports Organization Product Solution and Service
4.6 Competitive Status
4.6.1 eSports Organization Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 Fnatic
5.1.1 Fnatic Profile
5.1.2 Fnatic Main Business
5.1.3 Fnatic eSports Organization Products, Services and Solutions
5.1.4 Fnatic eSports Organization Revenue (US$ Million) & (2018-2023)
5.1.5 Fnatic Recent Developments
5.2 C9
5.2.1 C9 Profile
5.2.2 C9 Main Business
5.2.3 C9 eSports Organization Products, Services and Solutions
5.2.4 C9 eSports Organization Revenue (US$ Million) & (2018-2023)
5.2.5 C9 Recent Developments
5.3 SKT
5.3.1 SKT Profile
5.3.2 SKT Main Business
5.3.3 SKT eSports Organization Products, Services and Solutions
5.3.4 SKT eSports Organization Revenue (US$ Million) & (2018-2023)
5.3.5 Samsung Recent Developments
5.4 Samsung
5.4.1 Samsung Profile
5.4.2 Samsung Main Business
5.4.3 Samsung eSports Organization Products, Services and Solutions
5.4.4 Samsung eSports Organization Revenue (US$ Million) & (2018-2023)
5.4.5 Samsung Recent Developments
5.5 RNG
5.5.1 RNG Profile
5.5.2 RNG Main Business
5.5.3 RNG eSports Organization Products, Services and Solutions
5.5.4 RNG eSports Organization Revenue (US$ Million) & (2018-2023)
5.5.5 RNG Recent Developments
5.6 EDG
5.6.1 EDG Profile
5.6.2 EDG Main Business
5.6.3 EDG eSports Organization Products, Services and Solutions
5.6.4 EDG eSports Organization Revenue (US$ Million) & (2018-2023)
5.6.5 EDG Recent Developments
5.7 Invictus
5.7.1 Invictus Profile
5.7.2 Invictus Main Business
5.7.3 Invictus eSports Organization Products, Services and Solutions
5.7.4 Invictus eSports Organization Revenue (US$ Million) & (2018-2023)
5.7.5 Invictus Recent Developments
5.8 OG
5.8.1 OG Profile
5.8.2 OG Main Business
5.8.3 OG eSports Organization Products, Services and Solutions
5.8.4 OG eSports Organization Revenue (US$ Million) & (2018-2023)
5.8.5 OG Recent Developments
5.9 LGD
5.9.1 LGD Profile
5.9.2 LGD Main Business
5.9.3 LGD eSports Organization Products, Services and Solutions
5.9.4 LGD eSports Organization Revenue (US$ Million) & (2018-2023)
5.9.5 LGD Recent Developments
5.10 G2
5.10.1 G2 Profile
5.10.2 G2 Main Business
5.10.3 G2 eSports Organization Products, Services and Solutions
5.10.4 G2 eSports Organization Revenue (US$ Million) & (2018-2023)
5.10.5 G2 Recent Developments
5.11 TSM
5.11.1 TSM Profile
5.11.2 TSM Main Business
5.11.3 TSM eSports Organization Products, Services and Solutions
5.11.4 TSM eSports Organization Revenue (US$ Million) & (2018-2023)
5.11.5 TSM Recent Developments
5.12 CLG
5.12.1 CLG Profile
5.12.2 CLG Main Business
5.12.3 CLG eSports Organization Products, Services and Solutions
5.12.4 CLG eSports Organization Revenue (US$ Million) & (2018-2023)
5.12.5 CLG Recent Developments
5.13 Team Liquid
5.13.1 Team Liquid Profile
5.13.2 Team Liquid Main Business
5.13.3 Team Liquid eSports Organization Products, Services and Solutions
5.13.4 Team Liquid eSports Organization Revenue (US$ Million) & (2018-2023)
5.13.5 Team Liquid Recent Developments
5.14 Echo Fox
5.14.1 Echo Fox Profile
5.14.2 Echo Fox Main Business
5.14.3 Echo Fox eSports Organization Products, Services and Solutions
5.14.4 Echo Fox eSports Organization Revenue (US$ Million) & (2018-2023)
5.14.5 Echo Fox Recent Developments
5.15 100 Thieves
5.15.1 100 Thieves Profile
5.15.2 100 Thieves Main Business
5.15.3 100 Thieves eSports Organization Products, Services and Solutions
5.15.4 100 Thieves eSports Organization Revenue (US$ Million) & (2018-2023)
5.15.5 100 Thieves Recent Developments
5.16 Clutch Gaming
5.16.1 Clutch Gaming Profile
5.16.2 Clutch Gaming Main Business
5.16.3 Clutch Gaming eSports Organization Products, Services and Solutions
5.16.4 Clutch Gaming eSports Organization Revenue (US$ Million) & (2018-2023)
5.16.5 Clutch Gaming Recent Developments
5.17 Optic
5.17.1 Optic Profile
5.17.2 Optic Main Business
5.17.3 Optic eSports Organization Products, Services and Solutions
5.17.4 Optic eSports Organization Revenue (US$ Million) & (2018-2023)
5.17.5 Optic Recent Developments
5.18 GGS
5.18.1 GGS Profile
5.18.2 GGS Main Business
5.18.3 GGS eSports Organization Products, Services and Solutions
5.18.4 GGS eSports Organization Revenue (US$ Million) & (2018-2023)
5.18.5 GGS Recent Developments
5.19 Flyquest
5.19.1 Flyquest Profile
5.19.2 Flyquest Main Business
5.19.3 Flyquest eSports Organization Products, Services and Solutions
5.19.4 Flyquest eSports Organization Revenue (US$ Million) & (2018-2023)
5.19.5 Flyquest Recent Developments
5.20 Splyce
5.20.1 Splyce Profile
5.20.2 Splyce Main Business
5.20.3 Splyce eSports Organization Products, Services and Solutions
5.20.4 Splyce eSports Organization Revenue (US$ Million) & (2018-2023)
5.20.5 Splyce Recent Developments
5.21 Misfits
5.21.1 Misfits Profile
5.21.2 Misfits Main Business
5.21.3 Misfits eSports Organization Products, Services and Solutions
5.21.4 Misfits eSports Organization Revenue (US$ Million) & (2018-2023)
5.21.5 Misfits Recent Developments
5.22 Schalke 04
5.22.1 Schalke 04 Profile
5.22.2 Schalke 04 Main Business
5.22.3 Schalke 04 eSports Organization Products, Services and Solutions
5.22.4 Schalke 04 eSports Organization Revenue (US$ Million) & (2018-2023)
5.22.5 Schalke 04 Recent Developments
5.23 Counter Logic Gaming
5.23.1 Counter Logic Gaming Profile
5.23.2 Counter Logic Gaming Main Business
5.23.3 Counter Logic Gaming eSports Organization Products, Services and Solutions
5.23.4 Counter Logic Gaming eSports Organization Revenue (US$ Million) & (2018-2023)
5.23.5 Counter Logic Gaming Recent Developments
6 North America
6.1 North America eSports Organization Market Size by Country (2018-2029)
6.2 U.S.
6.3 Canada
7 Europe
7.1 Europe eSports Organization Market Size by Country (2018-2029)
7.2 Germany
7.3 France
7.4 U.K.
7.5 Italy
7.6 Russia
7.7 Nordic Countries
7.8 Rest of Europe
8 Asia-Pacific
8.1 Asia-Pacific eSports Organization Market Size by Region (2018-2029)
8.2 China
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
8.6 India
8.7 Australia
8.8 Rest of Asia-Pacific
9 Latin America
9.1 Latin America eSports Organization Market Size by Country (2018-2029)
9.2 Mexico
9.3 Brazil
9.4 Rest of Latin America
10 Middle East & Africa
10.1 Middle East & Africa eSports Organization Market Size by Country (2018-2029)
10.2 Turkey
10.3 Saudi Arabia
10.4 UAE
10.5 Rest of Middle East & Africa
11 eSports Organization Market Dynamics
11.1 eSports Organization Industry Trends
11.2 eSports Organization Market Drivers
11.3 eSports Organization Market Challenges
11.4 eSports Organization Market Restraints
12 Research Finding /Conclusion
13 Methodology and Data Source
13.1 Methodology/Research Approach
13.1.1 Research Programs/Design
13.1.2 Market Size Estimation
13.1.3 Market Breakdown and Data Triangulation
13.2 Data Source
13.2.1 Secondary Sources
13.2.2 Primary Sources
13.3 Disclaimer
13.4 Author List

Published By : QY Research

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