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Global Esports (egames) Market Research Report 2025

Global Esports (egames) Market Research Report 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1721773

No of Pages : 224

Synopsis
Esports (egames) is an activity in which a video game competition reaches the level of "competition".Electronic sports is the use of electronic equipment as sports equipment, interpersonal intellectual confrontation sports.Through sports, participants' thinking ability, reaction ability, coordination ability of heart, eyes and limbs and willpower can be exercised and improved, and team spirit can be cultivated.
The global Esports (egames) market was valued at US$ million in 2023 and is anticipated to reach US$ million by 2030, witnessing a CAGR of % during the forecast period 2024-2030.
North American market for Esports (egames) is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for Esports (egames) is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The global market for Esports (egames) in Amateur Players is estimated to increase from $ million in 2023 to $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The major global companies of Esports (egames) include Modern Times Group (Sweden), Activision Blizzard, FACEIT, Total Entertainment Network (US), Gfinity, Turner Broadcasting System (US), CJ Corporation, Valve Corporation and Tencent, etc. In 2023, the world's top three vendors accounted for approximately % of the revenue.
This report aims to provide a comprehensive presentation of the global market for Esports (egames), 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 Esports (egames).
Report Scope
The Esports (egames) 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 Esports (egames) 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 Esports (egames) 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 (Sweden)
Activision Blizzard
FACEIT
Total Entertainment Network (US)
Gfinity
Turner Broadcasting System (US)
CJ Corporation
Valve Corporation
Tencent
Electronic Arts
Hi-Rez Studios
KaBuM
Wargaming
Rovio Entertainment (Finland)
GungHo Online Entertainment (Japan)
Alisports (Alibaba Group)
EA Sports
Epic Games
Nintendo
Riot Games
Microsoft Studios
Segment by Type
by Game
Multiplayer Online Battle Arena (MOBA)
First-Person Shooter (FPS)
Real-Time Strategy (RTS)
Other
by Revenue Stream
Media (Subscription And Online Advertising)
Tickets And Merchandise
Sponsorship And Direct Advertising
Publisher Fee
Other
Segment by Application
Amateur Players
Professional Players
Club
Associations And Organizations
Other
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 Esports (egames) 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 Game
1.2.1 Global Esports (egames) Market Size Growth Rate by Game: 2019 VS 2023 VS 2030
1.2.2 Multiplayer Online Battle Arena (MOBA)
1.2.3 First-Person Shooter (FPS)
1.2.4 Real-Time Strategy (RTS)
1.2.5 Other
1.3 Market by Application
1.3.1 Global Esports (egames) Market Growth by Application: 2019 VS 2023 VS 2030
1.3.2 Amateur Players
1.3.3 Professional Players
1.3.4 Club
1.3.5 Associations And Organizations
1.3.6 Other
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Esports (egames) Market Perspective (2019-2030)
2.2 Esports (egames) Growth Trends by Region
2.2.1 Global Esports (egames) Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Esports (egames) Historic Market Size by Region (2019-2024)
2.2.3 Esports (egames) Forecasted Market Size by Region (2025-2030)
2.3 Esports (egames) Market Dynamics
2.3.1 Esports (egames) Industry Trends
2.3.2 Esports (egames) Market Drivers
2.3.3 Esports (egames) Market Challenges
2.3.4 Esports (egames) Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Esports (egames) Players by Revenue
3.1.1 Global Top Esports (egames) Players by Revenue (2019-2024)
3.1.2 Global Esports (egames) Revenue Market Share by Players (2019-2024)
3.2 Global Esports (egames) Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Esports (egames) Revenue
3.4 Global Esports (egames) Market Concentration Ratio
3.4.1 Global Esports (egames) Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Esports (egames) Revenue in 2023
3.5 Esports (egames) Key Players Head office and Area Served
3.6 Key Players Esports (egames) Product Solution and Service
3.7 Date of Enter into Esports (egames) Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Esports (egames) Breakdown Data by Type
4.1 Global Esports (egames) Historic Market Size by Type (2019-2024)
4.2 Global Esports (egames) Forecasted Market Size by Type (2025-2030)
5 Esports (egames) Breakdown Data by Application
5.1 Global Esports (egames) Historic Market Size by Application (2019-2024)
5.2 Global Esports (egames) Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Esports (egames) Market Size (2019-2030)
6.2 North America Esports (egames) Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America Esports (egames) Market Size by Country (2019-2024)
6.4 North America Esports (egames) Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Esports (egames) Market Size (2019-2030)
7.2 Europe Esports (egames) Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe Esports (egames) Market Size by Country (2019-2024)
7.4 Europe Esports (egames) 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 Esports (egames) Market Size (2019-2030)
8.2 Asia-Pacific Esports (egames) Market Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific Esports (egames) Market Size by Region (2019-2024)
8.4 Asia-Pacific Esports (egames) 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 Esports (egames) Market Size (2019-2030)
9.2 Latin America Esports (egames) Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America Esports (egames) Market Size by Country (2019-2024)
9.4 Latin America Esports (egames) Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Esports (egames) Market Size (2019-2030)
10.2 Middle East & Africa Esports (egames) Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa Esports (egames) Market Size by Country (2019-2024)
10.4 Middle East & Africa Esports (egames) 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 (Sweden)
11.1.1 Modern Times Group (Sweden) Company Detail
11.1.2 Modern Times Group (Sweden) Business Overview
11.1.3 Modern Times Group (Sweden) Esports (egames) Introduction
11.1.4 Modern Times Group (Sweden) Revenue in Esports (egames) Business (2019-2024)
11.1.5 Modern Times Group (Sweden) 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 Esports (egames) Introduction
11.2.4 Activision Blizzard Revenue in Esports (egames) 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 Esports (egames) Introduction
11.3.4 FACEIT Revenue in Esports (egames) Business (2019-2024)
11.3.5 FACEIT Recent Development
11.4 Total Entertainment Network (US)
11.4.1 Total Entertainment Network (US) Company Detail
11.4.2 Total Entertainment Network (US) Business Overview
11.4.3 Total Entertainment Network (US) Esports (egames) Introduction
11.4.4 Total Entertainment Network (US) Revenue in Esports (egames) Business (2019-2024)
11.4.5 Total Entertainment Network (US) Recent Development
11.5 Gfinity
11.5.1 Gfinity Company Detail
11.5.2 Gfinity Business Overview
11.5.3 Gfinity Esports (egames) Introduction
11.5.4 Gfinity Revenue in Esports (egames) Business (2019-2024)
11.5.5 Gfinity Recent Development
11.6 Turner Broadcasting System (US)
11.6.1 Turner Broadcasting System (US) Company Detail
11.6.2 Turner Broadcasting System (US) Business Overview
11.6.3 Turner Broadcasting System (US) Esports (egames) Introduction
11.6.4 Turner Broadcasting System (US) Revenue in Esports (egames) Business (2019-2024)
11.6.5 Turner Broadcasting System (US) 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 Esports (egames) Introduction
11.7.4 CJ Corporation Revenue in Esports (egames) 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 Esports (egames) Introduction
11.8.4 Valve Corporation Revenue in Esports (egames) 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 Esports (egames) Introduction
11.9.4 Tencent Revenue in Esports (egames) Business (2019-2024)
11.9.5 Tencent Recent Development
11.10 Electronic Arts
11.10.1 Electronic Arts Company Detail
11.10.2 Electronic Arts Business Overview
11.10.3 Electronic Arts Esports (egames) Introduction
11.10.4 Electronic Arts Revenue in Esports (egames) Business (2019-2024)
11.10.5 Electronic Arts 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 Esports (egames) Introduction
11.11.4 Hi-Rez Studios Revenue in Esports (egames) 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 Esports (egames) Introduction
11.12.4 KaBuM Revenue in Esports (egames) Business (2019-2024)
11.12.5 KaBuM Recent Development
11.13 Wargaming
11.13.1 Wargaming Company Detail
11.13.2 Wargaming Business Overview
11.13.3 Wargaming Esports (egames) Introduction
11.13.4 Wargaming Revenue in Esports (egames) Business (2019-2024)
11.13.5 Wargaming Recent Development
11.14 Rovio Entertainment (Finland)
11.14.1 Rovio Entertainment (Finland) Company Detail
11.14.2 Rovio Entertainment (Finland) Business Overview
11.14.3 Rovio Entertainment (Finland) Esports (egames) Introduction
11.14.4 Rovio Entertainment (Finland) Revenue in Esports (egames) Business (2019-2024)
11.14.5 Rovio Entertainment (Finland) Recent Development
11.15 GungHo Online Entertainment (Japan)
11.15.1 GungHo Online Entertainment (Japan) Company Detail
11.15.2 GungHo Online Entertainment (Japan) Business Overview
11.15.3 GungHo Online Entertainment (Japan) Esports (egames) Introduction
11.15.4 GungHo Online Entertainment (Japan) Revenue in Esports (egames) Business (2019-2024)
11.15.5 GungHo Online Entertainment (Japan) Recent Development
11.16 Alisports (Alibaba Group)
11.16.1 Alisports (Alibaba Group) Company Detail
11.16.2 Alisports (Alibaba Group) Business Overview
11.16.3 Alisports (Alibaba Group) Esports (egames) Introduction
11.16.4 Alisports (Alibaba Group) Revenue in Esports (egames) Business (2019-2024)
11.16.5 Alisports (Alibaba Group) Recent Development
11.17 EA Sports
11.17.1 EA Sports Company Detail
11.17.2 EA Sports Business Overview
11.17.3 EA Sports Esports (egames) Introduction
11.17.4 EA Sports Revenue in Esports (egames) Business (2019-2024)
11.17.5 EA Sports Recent Development
11.18 Epic Games
11.18.1 Epic Games Company Detail
11.18.2 Epic Games Business Overview
11.18.3 Epic Games Esports (egames) Introduction
11.18.4 Epic Games Revenue in Esports (egames) Business (2019-2024)
11.18.5 Epic Games Recent Development
11.19 Nintendo
11.19.1 Nintendo Company Detail
11.19.2 Nintendo Business Overview
11.19.3 Nintendo Esports (egames) Introduction
11.19.4 Nintendo Revenue in Esports (egames) Business (2019-2024)
11.19.5 Nintendo Recent Development
11.20 Riot Games
11.20.1 Riot Games Company Detail
11.20.2 Riot Games Business Overview
11.20.3 Riot Games Esports (egames) Introduction
11.20.4 Riot Games Revenue in Esports (egames) Business (2019-2024)
11.20.5 Riot Games Recent Development
11.21 Microsoft Studios
11.21.1 Microsoft Studios Company Detail
11.21.2 Microsoft Studios Business Overview
11.21.3 Microsoft Studios Esports (egames) Introduction
11.21.4 Microsoft Studios Revenue in Esports (egames) Business (2019-2024)
11.21.5 Microsoft Studios 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 Esports (egames) Market Size Growth Rate by Type (US$ Million): 2019 VS 2023 VS 2030
Table 2. Key Players of Multiplayer Online Battle Arena (MOBA)
Table 3. Key Players of First-Person Shooter (FPS)
Table 4. Key Players of Real-Time Strategy (RTS)
Table 5. Key Players of Other
Table 6. Global Esports (egames) Market Size Growth by Application (US$ Million): 2019 VS 2023 VS 2030
Table 7. Global Esports (egames) Market Size by Region (US$ Million): 2019 VS 2023 VS 2030
Table 8. Global Esports (egames) Market Size by Region (2019-2024) & (US$ Million)
Table 9. Global Esports (egames) Market Share by Region (2019-2024)
Table 10. Global Esports (egames) Forecasted Market Size by Region (2025-2030) & (US$ Million)
Table 11. Global Esports (egames) Market Share by Region (2025-2030)
Table 12. Esports (egames) Market Trends
Table 13. Esports (egames) Market Drivers
Table 14. Esports (egames) Market Challenges
Table 15. Esports (egames) Market Restraints
Table 16. Global Esports (egames) Revenue by Players (2019-2024) & (US$ Million)
Table 17. Global Esports (egames) Market Share by Players (2019-2024)
Table 18. Global Top Esports (egames) Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Esports (egames) as of 2023)
Table 19. Ranking of Global Top Esports (egames) Companies by Revenue (US$ Million) in 2023
Table 20. Global 5 Largest Players Market Share by Esports (egames) Revenue (CR5 and HHI) & (2019-2024)
Table 21. Key Players Headquarters and Area Served
Table 22. Key Players Esports (egames) Product Solution and Service
Table 23. Date of Enter into Esports (egames) Market
Table 24. Mergers & Acquisitions, Expansion Plans
Table 25. Global Esports (egames) Market Size by Type (2019-2024) & (US$ Million)
Table 26. Global Esports (egames) Revenue Market Share by Type (2019-2024)
Table 27. Global Esports (egames) Forecasted Market Size by Type (2025-2030) & (US$ Million)
Table 28. Global Esports (egames) Revenue Market Share by Type (2025-2030)
Table 29. Global Esports (egames) Market Size by Application (2019-2024) & (US$ Million)
Table 30. Global Esports (egames) Revenue Market Share by Application (2019-2024)
Table 31. Global Esports (egames) Forecasted Market Size by Application (2025-2030) & (US$ Million)
Table 32. Global Esports (egames) Revenue Market Share by Application (2025-2030)
Table 33. North America Esports (egames) Market Size Growth Rate by Country (US$ Million): 2019 VS 2023 VS 2030
Table 34. North America Esports (egames) Market Size by Country (2019-2024) & (US$ Million)
Table 35. North America Esports (egames) Market Size by Country (2025-2030) & (US$ Million)
Table 36. Europe Esports (egames) Market Size Growth Rate by Country (US$ Million): 2019 VS 2023 VS 2030
Table 37. Europe Esports (egames) Market Size by Country (2019-2024) & (US$ Million)
Table 38. Europe Esports (egames) Market Size by Country (2025-2030) & (US$ Million)
Table 39. Asia-Pacific Esports (egames) Market Size Growth Rate by Region (US$ Million): 2019 VS 2023 VS 2030
Table 40. Asia-Pacific Esports (egames) Market Size by Region (2019-2024) & (US$ Million)
Table 41. Asia-Pacific Esports (egames) Market Size by Region (2025-2030) & (US$ Million)
Table 42. Latin America Esports (egames) Market Size Growth Rate by Country (US$ Million): 2019 VS 2023 VS 2030
Table 43. Latin America Esports (egames) Market Size by Country (2019-2024) & (US$ Million)
Table 44. Latin America Esports (egames) Market Size by Country (2025-2030) & (US$ Million)
Table 45. Middle East & Africa Esports (egames) Market Size Growth Rate by Country (US$ Million): 2019 VS 2023 VS 2030
Table 46. Middle East & Africa Esports (egames) Market Size by Country (2019-2024) & (US$ Million)
Table 47. Middle East & Africa Esports (egames) Market Size by Country (2025-2030) & (US$ Million)
Table 48. Modern Times Group (Sweden) Company Detail
Table 49. Modern Times Group (Sweden) Business Overview
Table 50. Modern Times Group (Sweden) Esports (egames) Product
Table 51. Modern Times Group (Sweden) Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 52. Modern Times Group (Sweden) Recent Development
Table 53. Activision Blizzard Company Detail
Table 54. Activision Blizzard Business Overview
Table 55. Activision Blizzard Esports (egames) Product
Table 56. Activision Blizzard Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 57. Activision Blizzard Recent Development
Table 58. FACEIT Company Detail
Table 59. FACEIT Business Overview
Table 60. FACEIT Esports (egames) Product
Table 61. FACEIT Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 62. FACEIT Recent Development
Table 63. Total Entertainment Network (US) Company Detail
Table 64. Total Entertainment Network (US) Business Overview
Table 65. Total Entertainment Network (US) Esports (egames) Product
Table 66. Total Entertainment Network (US) Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 67. Total Entertainment Network (US) Recent Development
Table 68. Gfinity Company Detail
Table 69. Gfinity Business Overview
Table 70. Gfinity Esports (egames) Product
Table 71. Gfinity Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 72. Gfinity Recent Development
Table 73. Turner Broadcasting System (US) Company Detail
Table 74. Turner Broadcasting System (US) Business Overview
Table 75. Turner Broadcasting System (US) Esports (egames) Product
Table 76. Turner Broadcasting System (US) Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 77. Turner Broadcasting System (US) Recent Development
Table 78. CJ Corporation Company Detail
Table 79. CJ Corporation Business Overview
Table 80. CJ Corporation Esports (egames) Product
Table 81. CJ Corporation Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 82. CJ Corporation Recent Development
Table 83. Valve Corporation Company Detail
Table 84. Valve Corporation Business Overview
Table 85. Valve Corporation Esports (egames) Product
Table 86. Valve Corporation Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 87. Valve Corporation Recent Development
Table 88. Tencent Company Detail
Table 89. Tencent Business Overview
Table 90. Tencent Esports (egames) Product
Table 91. Tencent Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 92. Tencent Recent Development
Table 93. Electronic Arts Company Detail
Table 94. Electronic Arts Business Overview
Table 95. Electronic Arts Esports (egames) Product
Table 96. Electronic Arts Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 97. Electronic Arts Recent Development
Table 98. Hi-Rez Studios Company Detail
Table 99. Hi-Rez Studios Business Overview
Table 100. Hi-Rez Studios Esports (egames) Product
Table 101. Hi-Rez Studios Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 102. Hi-Rez Studios Recent Development
Table 103. KaBuM Company Detail
Table 104. KaBuM Business Overview
Table 105. KaBuM Esports (egames) Product
Table 106. KaBuM Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 107. KaBuM Recent Development
Table 108. Wargaming Company Detail
Table 109. Wargaming Business Overview
Table 110. Wargaming Esports (egames) Product
Table 111. Wargaming Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 112. Wargaming Recent Development
Table 113. Rovio Entertainment (Finland) Company Detail
Table 114. Rovio Entertainment (Finland) Business Overview
Table 115. Rovio Entertainment (Finland) Esports (egames) Product
Table 116. Rovio Entertainment (Finland) Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 117. Rovio Entertainment (Finland) Recent Development
Table 118. GungHo Online Entertainment (Japan) Company Detail
Table 119. GungHo Online Entertainment (Japan) Business Overview
Table 120. GungHo Online Entertainment (Japan) Esports (egames) Product
Table 121. GungHo Online Entertainment (Japan) Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 122. GungHo Online Entertainment (Japan) Recent Development
Table 123. Alisports (Alibaba Group) Company Detail
Table 124. Alisports (Alibaba Group) Business Overview
Table 125. Alisports (Alibaba Group) Esports (egames) Product
Table 126. Alisports (Alibaba Group) Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 127. Alisports (Alibaba Group) Recent Development
Table 128. EA Sports Company Detail
Table 129. EA Sports Business Overview
Table 130. EA Sports Esports (egames) Product
Table 131. EA Sports Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 132. EA Sports Recent Development
Table 133. Epic Games Company Detail
Table 134. Epic Games Business Overview
Table 135. Epic Games Esports (egames) Product
Table 136. Epic Games Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 137. Epic Games Recent Development
Table 138. Nintendo Company Detail
Table 139. Nintendo Business Overview
Table 140. Nintendo Esports (egames) Product
Table 141. Nintendo Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 142. Nintendo Recent Development
Table 143. Riot Games Company Detail
Table 144. Riot Games Business Overview
Table 145. Riot Games Esports (egames) Product
Table 146. Riot Games Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 147. Riot Games Recent Development
Table 148. Microsoft Studios Company Detail
Table 149. Microsoft Studios Business Overview
Table 150. Microsoft Studios Esports (egames) Product
Table 151. Microsoft Studios Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 152. Microsoft Studios Recent Development
Table 153. Research Programs/Design for This Report
Table 154. Key Data Information from Secondary Sources
Table 155. Key Data Information from Primary Sources
List of Figures
Figure 1. Global Esports (egames) Market Size Comparison by Type (2024-2030) & (US$ Million)
Figure 2. Global Esports (egames) Market Share by Type: 2023 VS 2030
Figure 3. Multiplayer Online Battle Arena (MOBA) Features
Figure 4. First-Person Shooter (FPS) Features
Figure 5. Real-Time Strategy (RTS) Features
Figure 6. Other Features
Figure 7. Global Esports (egames) Market Size Comparison by Application (2024-2030) & (US$ Million)
Figure 8. Global Esports (egames) Market Share by Application: 2023 VS 2030
Figure 9. Amateur Players Case Studies
Figure 10. Professional Players Case Studies
Figure 11. Club Case Studies
Figure 12. Associations And Organizations Case Studies
Figure 13. Other Case Studies
Figure 14. Esports (egames) Report Years Considered
Figure 15. Global Esports (egames) Market Size (US$ Million), Year-over-Year: 2019-2030
Figure 16. Global Esports (egames) Market Size, (US$ Million), 2019 VS 2023 VS 2030
Figure 17. Global Esports (egames) Market Share by Region: 2023 VS 2030
Figure 18. Global Esports (egames) Market Share by Players in 2023
Figure 19. Global Top Esports (egames) Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Esports (egames) as of 2023)
Figure 20. The Top 10 and 5 Players Market Share by Esports (egames) Revenue in 2023
Figure 21. North America Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 22. North America Esports (egames) Market Share by Country (2019-2030)
Figure 23. United States Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 24. Canada Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 25. Europe Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 26. Europe Esports (egames) Market Share by Country (2019-2030)
Figure 27. Germany Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 28. France Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 29. U.K. Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 30. Italy Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 31. Russia Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 32. Nordic Countries Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 33. Asia-Pacific Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 34. Asia-Pacific Esports (egames) Market Share by Region (2019-2030)
Figure 35. China Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 36. Japan Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 37. South Korea Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 38. Southeast Asia Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 39. India Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 40. Australia Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 41. Latin America Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 42. Latin America Esports (egames) Market Share by Country (2019-2030)
Figure 43. Mexico Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 44. Brazil Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 45. Middle East & Africa Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 46. Middle East & Africa Esports (egames) Market Share by Country (2019-2030)
Figure 47. Turkey Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 48. Saudi Arabia Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 49. Modern Times Group (Sweden) Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 50. Activision Blizzard Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 51. FACEIT Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 52. Total Entertainment Network (US) Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 53. Gfinity Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 54. Turner Broadcasting System (US) Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 55. CJ Corporation Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 56. Valve Corporation Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 57. Tencent Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 58. Electronic Arts Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 59. Hi-Rez Studios Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 60. KaBuM Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 61. Wargaming Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 62. Rovio Entertainment (Finland) Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 63. GungHo Online Entertainment (Japan) Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 64. Alisports (Alibaba Group) Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 65. EA Sports Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 66. Epic Games Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 67. Nintendo Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 68. Riot Games Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 69. Microsoft Studios Revenue Growth Rate in Esports (egames) 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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