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Global Electronic Sports (eSports) Market Research Report 2025

Global Electronic Sports (eSports) Market Research Report 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1707422

No of Pages : 109

Synopsis
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 global Electronic Sports (eSports) market was valued at US$ 1400 million in 2023 and is anticipated to reach US$ 4849.5 million by 2030, witnessing a CAGR of 19.2% during the forecast period 2024-2030.

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.

This report aims to provide a comprehensive presentation of the global market for Electronic Sports (eSports), with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Electronic Sports (eSports).

Report Scope

The Electronic Sports (eSports) market size, estimations, and forecasts are provided in terms of revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Electronic Sports (eSports) market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.

For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.

The report will help the Electronic Sports (eSports) companies, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.

Market Segmentation

By Company

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

Segment by Type

Media Rights (Subscription & Online Advertisement)

Tickets and Merchandise

Sponsorship & Direct Advertisement

Publisher Fees

Others

Segment by Application

Online

Offline

By Region

North America

United States

Canada

Europe

Germany

France

UK

Italy

Russia

Nordic Countries

Rest of Europe

Asia-Pacific

China

Japan

South Korea

Southeast Asia

India

Australia

Rest of Asia

Latin America

Mexico

Brazil

Rest of Latin America

Middle East & Africa

Turkey

Saudi Arabia

UAE

Rest of MEA

Chapter Outline

Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. 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 2: Introduces executive summary of global market size, regional market size, 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 3: Detailed analysis of Electronic Sports (eSports) companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.

Chapter 4: 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 5: 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 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.

Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.

Chapter 12: The main points and conclusions of the report.
Index
1 Report Overview

1.1 Study Scope

1.2 Market Analysis by Type

1.2.1 Global Electronic Sports (eSports) Market Size Growth Rate by Type: 2019 VS 2023 VS 2030

1.2.2 Media Rights (Subscription & Online Advertisement)

1.2.3 Tickets and Merchandise

1.2.4 Sponsorship & Direct Advertisement

1.2.5 Publisher Fees

1.2.6 Others

1.3 Market by Application

1.3.1 Global Electronic Sports (eSports) Market Growth by Application: 2019 VS 2023 VS 2030

1.3.2 Online

1.3.3 Offline

1.4 Study Objectives

1.5 Years Considered

1.6 Years Considered

2 Global Growth Trends

2.1 Global Electronic Sports (eSports) Market Perspective (2019-2030)

2.2 Electronic Sports (eSports) Growth Trends by Region

2.2.1 Global Electronic Sports (eSports) Market Size by Region: 2019 VS 2023 VS 2030

2.2.2 Electronic Sports (eSports) Historic Market Size by Region (2019-2024)

2.2.3 Electronic Sports (eSports) Forecasted Market Size by Region (2025-2030)

2.3 Electronic Sports (eSports) Market Dynamics

2.3.1 Electronic Sports (eSports) Industry Trends

2.3.2 Electronic Sports (eSports) Market Drivers

2.3.3 Electronic Sports (eSports) Market Challenges

2.3.4 Electronic Sports (eSports) Market Restraints

3 Competition Landscape by Key Players

3.1 Global Top Electronic Sports (eSports) Players by Revenue

3.1.1 Global Top Electronic Sports (eSports) Players by Revenue (2019-2024)

3.1.2 Global Electronic Sports (eSports) Revenue Market Share by Players (2019-2024)

3.2 Global Electronic Sports (eSports) Market Share by Company Type (Tier 1, Tier 2, and Tier 3)

3.3 Players Covered: Ranking by Electronic Sports (eSports) Revenue

3.4 Global Electronic Sports (eSports) Market Concentration Ratio

3.4.1 Global Electronic Sports (eSports) Market Concentration Ratio (CR5 and HHI)

3.4.2 Global Top 10 and Top 5 Companies by Electronic Sports (eSports) Revenue in 2023

3.5 Electronic Sports (eSports) Key Players Head office and Area Served

3.6 Key Players Electronic Sports (eSports) Product Solution and Service

3.7 Date of Enter into Electronic Sports (eSports) Market

3.8 Mergers & Acquisitions, Expansion Plans

4 Electronic Sports (eSports) Breakdown Data by Type

4.1 Global Electronic Sports (eSports) Historic Market Size by Type (2019-2024)

4.2 Global Electronic Sports (eSports) Forecasted Market Size by Type (2025-2030)

5 Electronic Sports (eSports) Breakdown Data by Application

5.1 Global Electronic Sports (eSports) Historic Market Size by Application (2019-2024)

5.2 Global Electronic Sports (eSports) Forecasted Market Size by Application (2025-2030)

6 North America

6.1 North America Electronic Sports (eSports) Market Size (2019-2030)

6.2 North America Electronic Sports (eSports) Market Growth Rate by Country: 2019 VS 2023 VS 2030

6.3 North America Electronic Sports (eSports) Market Size by Country (2019-2024)

6.4 North America Electronic Sports (eSports) Market Size by Country (2025-2030)

6.5 United States

6.6 Canada

7 Europe

7.1 Europe Electronic Sports (eSports) Market Size (2019-2030)

7.2 Europe Electronic Sports (eSports) Market Growth Rate by Country: 2019 VS 2023 VS 2030

7.3 Europe Electronic Sports (eSports) Market Size by Country (2019-2024)

7.4 Europe Electronic Sports (eSports) Market Size by Country (2025-2030)

7.5 Germany

7.6 France

7.7 U.K.

7.8 Italy

7.9 Russia

7.10 Nordic Countries

8 Asia-Pacific

8.1 Asia-Pacific Electronic Sports (eSports) Market Size (2019-2030)

8.2 Asia-Pacific Electronic Sports (eSports) Market Growth Rate by Region: 2019 VS 2023 VS 2030

8.3 Asia-Pacific Electronic Sports (eSports) Market Size by Region (2019-2024)

8.4 Asia-Pacific Electronic Sports (eSports) Market Size by Region (2025-2030)

8.5 China

8.6 Japan

8.7 South Korea

8.8 Southeast Asia

8.9 India

8.10 Australia

9 Latin America

9.1 Latin America Electronic Sports (eSports) Market Size (2019-2030)

9.2 Latin America Electronic Sports (eSports) Market Growth Rate by Country: 2019 VS 2023 VS 2030

9.3 Latin America Electronic Sports (eSports) Market Size by Country (2019-2024)

9.4 Latin America Electronic Sports (eSports) Market Size by Country (2025-2030)

9.5 Mexico

9.6 Brazil

10 Middle East & Africa

10.1 Middle East & Africa Electronic Sports (eSports) Market Size (2019-2030)

10.2 Middle East & Africa Electronic Sports (eSports) Market Growth Rate by Country: 2019 VS 2023 VS 2030

10.3 Middle East & Africa Electronic Sports (eSports) Market Size by Country (2019-2024)

10.4 Middle East & Africa Electronic Sports (eSports) Market Size by Country (2025-2030)

10.5 Turkey

10.6 Saudi Arabia

10.7 UAE

11 Key Players Profiles

11.1 Modern Times Group

11.1.1 Modern Times Group Company Detail

11.1.2 Modern Times Group Business Overview

11.1.3 Modern Times Group Electronic Sports (eSports) Introduction

11.1.4 Modern Times Group Revenue in Electronic Sports (eSports) Business (2019-2024)

11.1.5 Modern Times Group Recent Development

11.2 Activision Blizzard

11.2.1 Activision Blizzard Company Detail

11.2.2 Activision Blizzard Business Overview

11.2.3 Activision Blizzard Electronic Sports (eSports) Introduction

11.2.4 Activision Blizzard Revenue in Electronic Sports (eSports) Business (2019-2024)

11.2.5 Activision Blizzard Recent Development

11.3 FACEIT

11.3.1 FACEIT Company Detail

11.3.2 FACEIT Business Overview

11.3.3 FACEIT Electronic Sports (eSports) Introduction

11.3.4 FACEIT Revenue in Electronic Sports (eSports) Business (2019-2024)

11.3.5 FACEIT Recent Development

11.4 Total Entertainment Network

11.4.1 Total Entertainment Network Company Detail

11.4.2 Total Entertainment Network Business Overview

11.4.3 Total Entertainment Network Electronic Sports (eSports) Introduction

11.4.4 Total Entertainment Network Revenue in Electronic Sports (eSports) Business (2019-2024)

11.4.5 Total Entertainment Network Recent Development

11.5 Gfinity

11.5.1 Gfinity Company Detail

11.5.2 Gfinity Business Overview

11.5.3 Gfinity Electronic Sports (eSports) Introduction

11.5.4 Gfinity Revenue in Electronic Sports (eSports) Business (2019-2024)

11.5.5 Gfinity Recent Development

11.6 Turner Broadcasting System

11.6.1 Turner Broadcasting System Company Detail

11.6.2 Turner Broadcasting System Business Overview

11.6.3 Turner Broadcasting System Electronic Sports (eSports) Introduction

11.6.4 Turner Broadcasting System Revenue in Electronic Sports (eSports) Business (2019-2024)

11.6.5 Turner Broadcasting System Recent Development

11.7 CJ Corporation

11.7.1 CJ Corporation Company Detail

11.7.2 CJ Corporation Business Overview

11.7.3 CJ Corporation Electronic Sports (eSports) Introduction

11.7.4 CJ Corporation Revenue in Electronic Sports (eSports) Business (2019-2024)

11.7.5 CJ Corporation Recent Development

11.8 Valve Corporation

11.8.1 Valve Corporation Company Detail

11.8.2 Valve Corporation Business Overview

11.8.3 Valve Corporation Electronic Sports (eSports) Introduction

11.8.4 Valve Corporation Revenue in Electronic Sports (eSports) Business (2019-2024)

11.8.5 Valve Corporation Recent Development

11.9 Tencent

11.9.1 Tencent Company Detail

11.9.2 Tencent Business Overview

11.9.3 Tencent Electronic Sports (eSports) Introduction

11.9.4 Tencent Revenue in Electronic Sports (eSports) Business (2019-2024)

11.9.5 Tencent Recent Development

11.10 Electronic Arts (EA)

11.10.1 Electronic Arts (EA) Company Detail

11.10.2 Electronic Arts (EA) Business Overview

11.10.3 Electronic Arts (EA) Electronic Sports (eSports) Introduction

11.10.4 Electronic Arts (EA) Revenue in Electronic Sports (eSports) Business (2019-2024)

11.10.5 Electronic Arts (EA) Recent Development

11.11 Hi-Rez Studios

11.11.1 Hi-Rez Studios Company Detail

11.11.2 Hi-Rez Studios Business Overview

11.11.3 Hi-Rez Studios Electronic Sports (eSports) Introduction

11.11.4 Hi-Rez Studios Revenue in Electronic Sports (eSports) Business (2019-2024)

11.11.5 Hi-Rez Studios Recent Development

11.12 KaBuM

11.12.1 KaBuM Company Detail

11.12.2 KaBuM Business Overview

11.12.3 KaBuM Electronic Sports (eSports) Introduction

11.12.4 KaBuM Revenue in Electronic Sports (eSports) Business (2019-2024)

11.12.5 KaBuM Recent Development

11.13 Wargaming Public

11.13.1 Wargaming Public Company Detail

11.13.2 Wargaming Public Business Overview

11.13.3 Wargaming Public Electronic Sports (eSports) Introduction

11.13.4 Wargaming Public Revenue in Electronic Sports (eSports) Business (2019-2024)

11.13.5 Wargaming Public Recent Development

11.14 Rovio Entertainment

11.14.1 Rovio Entertainment Company Detail

11.14.2 Rovio Entertainment Business Overview

11.14.3 Rovio Entertainment Electronic Sports (eSports) Introduction

11.14.4 Rovio Entertainment Revenue in Electronic Sports (eSports) Business (2019-2024)

11.14.5 Rovio Entertainment Recent Development

11.15 GungHo Online Entertainment

11.15.1 GungHo Online Entertainment Company Detail

11.15.2 GungHo Online Entertainment Business Overview

11.15.3 GungHo Online Entertainment Electronic Sports (eSports) Introduction

11.15.4 GungHo Online Entertainment Revenue in Electronic Sports (eSports) Business (2019-2024)

11.15.5 GungHo Online Entertainment Recent Development

11.16 Alisports

11.16.1 Alisports Company Detail

11.16.2 Alisports Business Overview

11.16.3 Alisports Electronic Sports (eSports) Introduction

11.16.4 Alisports Revenue in Electronic Sports (eSports) Business (2019-2024)

11.16.5 Alisports Recent Development

11.17 Twitch Interactive, Inc

11.17.1 Twitch Interactive, Inc Company Detail

11.17.2 Twitch Interactive, Inc Business Overview

11.17.3 Twitch Interactive, Inc Electronic Sports (eSports) Introduction

11.17.4 Twitch Interactive, Inc Revenue in Electronic Sports (eSports) Business (2019-2024)

11.17.5 Twitch Interactive, Inc Recent Development

11.18 Riot Games, Inc

11.18.1 Riot Games, Inc Company Detail

11.18.2 Riot Games, Inc Business Overview

11.18.3 Riot Games, Inc Electronic Sports (eSports) Introduction

11.18.4 Riot Games, Inc Revenue in Electronic Sports (eSports) Business (2019-2024)

11.18.5 Riot Games, Inc Recent Development

11.19 Sony Corporation

11.19.1 Sony Corporation Company Detail

11.19.2 Sony Corporation Business Overview

11.19.3 Sony Corporation Electronic Sports (eSports) Introduction

11.19.4 Sony Corporation Revenue in Electronic Sports (eSports) Business (2019-2024)

11.19.5 Sony Corporation Recent Development

11.20 X1 Esports and Entertainment Ltd

11.20.1 X1 Esports and Entertainment Ltd Company Detail

11.20.2 X1 Esports and Entertainment Ltd Business Overview

11.20.3 X1 Esports and Entertainment Ltd Electronic Sports (eSports) Introduction

11.20.4 X1 Esports and Entertainment Ltd Revenue in Electronic Sports (eSports) Business (2019-2024)

11.20.5 X1 Esports and Entertainment Ltd Recent Development

11.21 Loco (Stoughton Street Tech Labs Private Limited)

11.21.1 Loco (Stoughton Street Tech Labs Private Limited) Company Detail

11.21.2 Loco (Stoughton Street Tech Labs Private Limited) Business Overview

11.21.3 Loco (Stoughton Street Tech Labs Private Limited) Electronic Sports (eSports) Introduction

11.21.4 Loco (Stoughton Street Tech Labs Private Limited) Revenue in Electronic Sports (eSports) Business (2019-2024)

11.21.5 Loco (Stoughton Street Tech Labs Private Limited) Recent Development

11.22 Caffeine

11.22.1 Caffeine Company Detail

11.22.2 Caffeine Business Overview

11.22.3 Caffeine Electronic Sports (eSports) Introduction

11.22.4 Caffeine Revenue in Electronic Sports (eSports) Business (2019-2024)

11.22.5 Caffeine Recent Development

11.23 DLive Entertainment Pte. Ltd

11.23.1 DLive Entertainment Pte. Ltd Company Detail

11.23.2 DLive Entertainment Pte. Ltd Business Overview

11.23.3 DLive Entertainment Pte. Ltd Electronic Sports (eSports) Introduction

11.23.4 DLive Entertainment Pte. Ltd Revenue in Electronic Sports (eSports) Business (2019-2024)

11.23.5 DLive Entertainment Pte. Ltd Recent Development

12 Analyst's Viewpoints/Conclusions

13 Appendix

13.1 Research Methodology

13.1.1 Methodology/Research Approach

13.1.2 Data Source

13.2 Disclaimer

13.3 Author Details
List of Tables
List of Tables

Table 1. Global Electronic Sports (eSports) Market Size Growth Rate by Type (US$ Million): 2019 VS 2023 VS 2030

Table 2. Key Players of Media Rights (Subscription & Online Advertisement)

Table 3. Key Players of Tickets and Merchandise

Table 4. Key Players of Sponsorship & Direct Advertisement

Table 5. Key Players of Publisher Fees

Table 6. Key Players of Others

Table 7. Global Electronic Sports (eSports) Market Size Growth by Application (US$ Million): 2019 VS 2023 VS 2030

Table 8. Global Electronic Sports (eSports) Market Size by Region (US$ Million): 2019 VS 2023 VS 2030

Table 9. Global Electronic Sports (eSports) Market Size by Region (2019-2024) & (US$ Million)

Table 10. Global Electronic Sports (eSports) Market Share by Region (2019-2024)

Table 11. Global Electronic Sports (eSports) Forecasted Market Size by Region (2025-2030) & (US$ Million)

Table 12. Global Electronic Sports (eSports) Market Share by Region (2025-2030)

Table 13. Electronic Sports (eSports) Market Trends

Table 14. Electronic Sports (eSports) Market Drivers

Table 15. Electronic Sports (eSports) Market Challenges

Table 16. Electronic Sports (eSports) Market Restraints

Table 17. Global Electronic Sports (eSports) Revenue by Players (2019-2024) & (US$ Million)

Table 18. Global Electronic Sports (eSports) Market Share by Players (2019-2024)

Table 19. Global Top Electronic Sports (eSports) Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Electronic Sports (eSports) as of 2023)

Table 20. Ranking of Global Top Electronic Sports (eSports) Companies by Revenue (US$ Million) in 2023

Table 21. Global 5 Largest Players Market Share by Electronic Sports (eSports) Revenue (CR5 and HHI) & (2019-2024)

Table 22. Key Players Headquarters and Area Served

Table 23. Key Players Electronic Sports (eSports) Product Solution and Service

Table 24. Date of Enter into Electronic Sports (eSports) Market

Table 25. Mergers & Acquisitions, Expansion Plans

Table 26. Global Electronic Sports (eSports) Market Size by Type (2019-2024) & (US$ Million)

Table 27. Global Electronic Sports (eSports) Revenue Market Share by Type (2019-2024)

Table 28. Global Electronic Sports (eSports) Forecasted Market Size by Type (2025-2030) & (US$ Million)

Table 29. Global Electronic Sports (eSports) Revenue Market Share by Type (2025-2030)

Table 30. Global Electronic Sports (eSports) Market Size by Application (2019-2024) & (US$ Million)

Table 31. Global Electronic Sports (eSports) Revenue Market Share by Application (2019-2024)

Table 32. Global Electronic Sports (eSports) Forecasted Market Size by Application (2025-2030) & (US$ Million)

Table 33. Global Electronic Sports (eSports) Revenue Market Share by Application (2025-2030)

Table 34. North America Electronic Sports (eSports) Market Size Growth Rate by Country (US$ Million): 2019 VS 2023 VS 2030

Table 35. North America Electronic Sports (eSports) Market Size by Country (2019-2024) & (US$ Million)

Table 36. North America Electronic Sports (eSports) Market Size by Country (2025-2030) & (US$ Million)

Table 37. Europe Electronic Sports (eSports) Market Size Growth Rate by Country (US$ Million): 2019 VS 2023 VS 2030

Table 38. Europe Electronic Sports (eSports) Market Size by Country (2019-2024) & (US$ Million)

Table 39. Europe Electronic Sports (eSports) Market Size by Country (2025-2030) & (US$ Million)

Table 40. Asia-Pacific Electronic Sports (eSports) Market Size Growth Rate by Region (US$ Million): 2019 VS 2023 VS 2030

Table 41. Asia-Pacific Electronic Sports (eSports) Market Size by Region (2019-2024) & (US$ Million)

Table 42. Asia-Pacific Electronic Sports (eSports) Market Size by Region (2025-2030) & (US$ Million)

Table 43. Latin America Electronic Sports (eSports) Market Size Growth Rate by Country (US$ Million): 2019 VS 2023 VS 2030

Table 44. Latin America Electronic Sports (eSports) Market Size by Country (2019-2024) & (US$ Million)

Table 45. Latin America Electronic Sports (eSports) Market Size by Country (2025-2030) & (US$ Million)

Table 46. Middle East & Africa Electronic Sports (eSports) Market Size Growth Rate by Country (US$ Million): 2019 VS 2023 VS 2030

Table 47. Middle East & Africa Electronic Sports (eSports) Market Size by Country (2019-2024) & (US$ Million)

Table 48. Middle East & Africa Electronic Sports (eSports) Market Size by Country (2025-2030) & (US$ Million)

Table 49. Modern Times Group Company Detail

Table 50. Modern Times Group Business Overview

Table 51. Modern Times Group Electronic Sports (eSports) Product

Table 52. Modern Times Group Revenue in Electronic Sports (eSports) Business (2019-2024) & (US$ Million)

Table 53. Modern Times Group Recent Development

Table 54. Activision Blizzard Company Detail

Table 55. Activision Blizzard Business Overview

Table 56. Activision Blizzard Electronic Sports (eSports) Product

Table 57. Activision Blizzard Revenue in Electronic Sports (eSports) Business (2019-2024) & (US$ Million)

Table 58. Activision Blizzard Recent Development

Table 59. FACEIT Company Detail

Table 60. FACEIT Business Overview

Table 61. FACEIT Electronic Sports (eSports) Product

Table 62. FACEIT Revenue in Electronic Sports (eSports) Business (2019-2024) & (US$ Million)

Table 63. FACEIT Recent Development

Table 64. Total Entertainment Network Company Detail

Table 65. Total Entertainment Network Business Overview

Table 66. Total Entertainment Network Electronic Sports (eSports) Product

Table 67. Total Entertainment Network Revenue in Electronic Sports (eSports) Business (2019-2024) & (US$ Million)

Table 68. Total Entertainment Network Recent Development

Table 69. Gfinity Company Detail

Table 70. Gfinity Business Overview

Table 71. Gfinity Electronic Sports (eSports) Product

Table 72. Gfinity Revenue in Electronic Sports (eSports) Business (2019-2024) & (US$ Million)

Table 73. Gfinity Recent Development

Table 74. Turner Broadcasting System Company Detail

Table 75. Turner Broadcasting System Business Overview

Table 76. Turner Broadcasting System Electronic Sports (eSports) Product

Table 77. Turner Broadcasting System Revenue in Electronic Sports (eSports) Business (2019-2024) & (US$ Million)

Table 78. Turner Broadcasting System Recent Development

Table 79. CJ Corporation Company Detail

Table 80. CJ Corporation Business Overview

Table 81. CJ Corporation Electronic Sports (eSports) Product

Table 82. CJ Corporation Revenue in Electronic Sports (eSports) Business (2019-2024) & (US$ Million)

Table 83. CJ Corporation Recent Development

Table 84. Valve Corporation Company Detail

Table 85. Valve Corporation Business Overview

Table 86. Valve Corporation Electronic Sports (eSports) Product

Table 87. Valve Corporation Revenue in Electronic Sports (eSports) Business (2019-2024) & (US$ Million)

Table 88. Valve Corporation Recent Development

Table 89. Tencent Company Detail

Table 90. Tencent Business Overview

Table 91. Tencent Electronic Sports (eSports) Product

Table 92. Tencent Revenue in Electronic Sports (eSports) Business (2019-2024) & (US$ Million)

Table 93. Tencent Recent Development

Table 94. Electronic Arts (EA) Company Detail

Table 95. Electronic Arts (EA) Business Overview

Table 96. Electronic Arts (EA) Electronic Sports (eSports) Product

Table 97. Electronic Arts (EA) Revenue in Electronic Sports (eSports) Business (2019-2024) & (US$ Million)

Table 98. Electronic Arts (EA) Recent Development

Table 99. Hi-Rez Studios Company Detail

Table 100. Hi-Rez Studios Business Overview

Table 101. Hi-Rez Studios Electronic Sports (eSports) Product

Table 102. Hi-Rez Studios Revenue in Electronic Sports (eSports) Business (2019-2024) & (US$ Million)

Table 103. Hi-Rez Studios Recent Development

Table 104. KaBuM Company Detail

Table 105. KaBuM Business Overview

Table 106. KaBuM Electronic Sports (eSports) Product

Table 107. KaBuM Revenue in Electronic Sports (eSports) Business (2019-2024) & (US$ Million)

Table 108. KaBuM Recent Development

Table 109. Wargaming Public Company Detail

Table 110. Wargaming Public Business Overview

Table 111. Wargaming Public Electronic Sports (eSports) Product

Table 112. Wargaming Public Revenue in Electronic Sports (eSports) Business (2019-2024) & (US$ Million)

Table 113. Wargaming Public Recent Development

Table 114. Rovio Entertainment Company Detail

Table 115. Rovio Entertainment Business Overview

Table 116. Rovio Entertainment Electronic Sports (eSports) Product

Table 117. Rovio Entertainment Revenue in Electronic Sports (eSports) Business (2019-2024) & (US$ Million)

Table 118. Rovio Entertainment Recent Development

Table 119. GungHo Online Entertainment Company Detail

Table 120. GungHo Online Entertainment Business Overview

Table 121. GungHo Online Entertainment Electronic Sports (eSports) Product

Table 122. GungHo Online Entertainment Revenue in Electronic Sports (eSports) Business (2019-2024) & (US$ Million)

Table 123. GungHo Online Entertainment Recent Development

Table 124. Alisports Company Detail

Table 125. Alisports Business Overview

Table 126. Alisports Electronic Sports (eSports) Product

Table 127. Alisports Revenue in Electronic Sports (eSports) Business (2019-2024) & (US$ Million)

Table 128. Alisports Recent Development

Table 129. Twitch Interactive, Inc Company Detail

Table 130. Twitch Interactive, Inc Business Overview

Table 131. Twitch Interactive, Inc Electronic Sports (eSports) Product

Table 132. Twitch Interactive, Inc Revenue in Electronic Sports (eSports) Business (2019-2024) & (US$ Million)

Table 133. Twitch Interactive, Inc Recent Development

Table 134. Riot Games, Inc Company Detail

Table 135. Riot Games, Inc Business Overview

Table 136. Riot Games, Inc Electronic Sports (eSports) Product

Table 137. Riot Games, Inc Revenue in Electronic Sports (eSports) Business (2019-2024) & (US$ Million)

Table 138. Riot Games, Inc Recent Development

Table 139. Sony Corporation Company Detail

Table 140. Sony Corporation Business Overview

Table 141. Sony Corporation Electronic Sports (eSports) Product

Table 142. Sony Corporation Revenue in Electronic Sports (eSports) Business (2019-2024) & (US$ Million)

Table 143. Sony Corporation Recent Development

Table 144. X1 Esports and Entertainment Ltd Company Detail

Table 145. X1 Esports and Entertainment Ltd Business Overview

Table 146. X1 Esports and Entertainment Ltd Electronic Sports (eSports) Product

Table 147. X1 Esports and Entertainment Ltd Revenue in Electronic Sports (eSports) Business (2019-2024) & (US$ Million)

Table 148. X1 Esports and Entertainment Ltd Recent Development

Table 149. Loco (Stoughton Street Tech Labs Private Limited) Company Detail

Table 150. Loco (Stoughton Street Tech Labs Private Limited) Business Overview

Table 151. Loco (Stoughton Street Tech Labs Private Limited) Electronic Sports (eSports) Product

Table 152. Loco (Stoughton Street Tech Labs Private Limited) Revenue in Electronic Sports (eSports) Business (2019-2024) & (US$ Million)

Table 153. Loco (Stoughton Street Tech Labs Private Limited) Recent Development

Table 154. Caffeine Company Detail

Table 155. Caffeine Business Overview

Table 156. Caffeine Electronic Sports (eSports) Product

Table 157. Caffeine Revenue in Electronic Sports (eSports) Business (2019-2024) & (US$ Million)

Table 158. Caffeine Recent Development

Table 159. DLive Entertainment Pte. Ltd Company Detail

Table 160. DLive Entertainment Pte. Ltd Business Overview

Table 161. DLive Entertainment Pte. Ltd Electronic Sports (eSports) Product

Table 162. DLive Entertainment Pte. Ltd Revenue in Electronic Sports (eSports) Business (2019-2024) & (US$ Million)

Table 163. DLive Entertainment Pte. Ltd Recent Development

Table 164. Research Programs/Design for This Report

Table 165. Key Data Information from Secondary Sources

Table 166. Key Data Information from Primary Sources

List of Figures

Figure 1. Global Electronic Sports (eSports) Market Size Comparison by Type (2024-2030) & (US$ Million)

Figure 2. Global Electronic Sports (eSports) Market Share by Type: 2023 VS 2030

Figure 3. Media Rights (Subscription & Online Advertisement) Features

Figure 4. Tickets and Merchandise Features

Figure 5. Sponsorship & Direct Advertisement Features

Figure 6. Publisher Fees Features

Figure 7. Others Features

Figure 8. Global Electronic Sports (eSports) Market Size Comparison by Application (2024-2030) & (US$ Million)

Figure 9. Global Electronic Sports (eSports) Market Share by Application: 2023 VS 2030

Figure 10. Online Case Studies

Figure 11. Offline Case Studies

Figure 12. Electronic Sports (eSports) Report Years Considered

Figure 13. Global Electronic Sports (eSports) Market Size (US$ Million), Year-over-Year: 2019-2030

Figure 14. Global Electronic Sports (eSports) Market Size, (US$ Million), 2019 VS 2023 VS 2030

Figure 15. Global Electronic Sports (eSports) Market Share by Region: 2023 VS 2030

Figure 16. Global Electronic Sports (eSports) Market Share by Players in 2023

Figure 17. Global Top Electronic Sports (eSports) Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Electronic Sports (eSports) as of 2023)

Figure 18. The Top 10 and 5 Players Market Share by Electronic Sports (eSports) Revenue in 2023

Figure 19. North America Electronic Sports (eSports) Market Size YoY Growth (2019-2030) & (US$ Million)

Figure 20. North America Electronic Sports (eSports) Market Share by Country (2019-2030)

Figure 21. United States Electronic Sports (eSports) Market Size YoY Growth (2019-2030) & (US$ Million)

Figure 22. Canada Electronic Sports (eSports) Market Size YoY Growth (2019-2030) & (US$ Million)

Figure 23. Europe Electronic Sports (eSports) Market Size YoY Growth (2019-2030) & (US$ Million)

Figure 24. Europe Electronic Sports (eSports) Market Share by Country (2019-2030)

Figure 25. Germany Electronic Sports (eSports) Market Size YoY Growth (2019-2030) & (US$ Million)

Figure 26. France Electronic Sports (eSports) Market Size YoY Growth (2019-2030) & (US$ Million)

Figure 27. U.K. Electronic Sports (eSports) Market Size YoY Growth (2019-2030) & (US$ Million)

Figure 28. Italy Electronic Sports (eSports) Market Size YoY Growth (2019-2030) & (US$ Million)

Figure 29. Russia Electronic Sports (eSports) Market Size YoY Growth (2019-2030) & (US$ Million)

Figure 30. Nordic Countries Electronic Sports (eSports) Market Size YoY Growth (2019-2030) & (US$ Million)

Figure 31. Asia-Pacific Electronic Sports (eSports) Market Size YoY Growth (2019-2030) & (US$ Million)

Figure 32. Asia-Pacific Electronic Sports (eSports) Market Share by Region (2019-2030)

Figure 33. China Electronic Sports (eSports) Market Size YoY Growth (2019-2030) & (US$ Million)

Figure 34. Japan Electronic Sports (eSports) Market Size YoY Growth (2019-2030) & (US$ Million)

Figure 35. South Korea Electronic Sports (eSports) Market Size YoY Growth (2019-2030) & (US$ Million)

Figure 36. Southeast Asia Electronic Sports (eSports) Market Size YoY Growth (2019-2030) & (US$ Million)

Figure 37. India Electronic Sports (eSports) Market Size YoY Growth (2019-2030) & (US$ Million)

Figure 38. Australia Electronic Sports (eSports) Market Size YoY Growth (2019-2030) & (US$ Million)

Figure 39. Latin America Electronic Sports (eSports) Market Size YoY Growth (2019-2030) & (US$ Million)

Figure 40. Latin America Electronic Sports (eSports) Market Share by Country (2019-2030)

Figure 41. Mexico Electronic Sports (eSports) Market Size YoY Growth (2019-2030) & (US$ Million)

Figure 42. Brazil Electronic Sports (eSports) Market Size YoY Growth (2019-2030) & (US$ Million)

Figure 43. Middle East & Africa Electronic Sports (eSports) Market Size YoY Growth (2019-2030) & (US$ Million)

Figure 44. Middle East & Africa Electronic Sports (eSports) Market Share by Country (2019-2030)

Figure 45. Turkey Electronic Sports (eSports) Market Size YoY Growth (2019-2030) & (US$ Million)

Figure 46. Saudi Arabia Electronic Sports (eSports) Market Size YoY Growth (2019-2030) & (US$ Million)

Figure 47. Modern Times Group Revenue Growth Rate in Electronic Sports (eSports) Business (2019-2024)

Figure 48. Activision Blizzard Revenue Growth Rate in Electronic Sports (eSports) Business (2019-2024)

Figure 49. FACEIT Revenue Growth Rate in Electronic Sports (eSports) Business (2019-2024)

Figure 50. Total Entertainment Network Revenue Growth Rate in Electronic Sports (eSports) Business (2019-2024)

Figure 51. Gfinity Revenue Growth Rate in Electronic Sports (eSports) Business (2019-2024)

Figure 52. Turner Broadcasting System Revenue Growth Rate in Electronic Sports (eSports) Business (2019-2024)

Figure 53. CJ Corporation Revenue Growth Rate in Electronic Sports (eSports) Business (2019-2024)

Figure 54. Valve Corporation Revenue Growth Rate in Electronic Sports (eSports) Business (2019-2024)

Figure 55. Tencent Revenue Growth Rate in Electronic Sports (eSports) Business (2019-2024)

Figure 56. Electronic Arts (EA) Revenue Growth Rate in Electronic Sports (eSports) Business (2019-2024)

Figure 57. Hi-Rez Studios Revenue Growth Rate in Electronic Sports (eSports) Business (2019-2024)

Figure 58. KaBuM Revenue Growth Rate in Electronic Sports (eSports) Business (2019-2024)

Figure 59. Wargaming Public Revenue Growth Rate in Electronic Sports (eSports) Business (2019-2024)

Figure 60. Rovio Entertainment Revenue Growth Rate in Electronic Sports (eSports) Business (2019-2024)

Figure 61. GungHo Online Entertainment Revenue Growth Rate in Electronic Sports (eSports) Business (2019-2024)

Figure 62. Alisports Revenue Growth Rate in Electronic Sports (eSports) Business (2019-2024)

Figure 63. Twitch Interactive, Inc Revenue Growth Rate in Electronic Sports (eSports) Business (2019-2024)

Figure 64. Riot Games, Inc Revenue Growth Rate in Electronic Sports (eSports) Business (2019-2024)

Figure 65. Sony Corporation Revenue Growth Rate in Electronic Sports (eSports) Business (2019-2024)

Figure 66. X1 Esports and Entertainment Ltd Revenue Growth Rate in Electronic Sports (eSports) Business (2019-2024)

Figure 67. Loco (Stoughton Street Tech Labs Private Limited) Revenue Growth Rate in Electronic Sports (eSports) Business (2019-2024)

Figure 68. Caffeine Revenue Growth Rate in Electronic Sports (eSports) Business (2019-2024)

Figure 69. DLive Entertainment Pte. Ltd Revenue Growth Rate in Electronic Sports (eSports) Business (2019-2024)

Figure 70. Bottom-up and Top-down Approaches for This Report

Figure 71. Data Triangulation

Figure 72. Key Executives Interviewed

Published By : QY Research

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