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Global Electronic Sports (eSports) Market Research Report 2022

Published Date: 2022-06-23   |   Pages: 101   |   Tables: 135   |  Service & Software

Market Analysis and Insights: Global Electronic Sports (eSports) Market

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 size is projected to reach US$ million by 2028, from US$ million in 2021, at a CAGR of % during 2022-2028.

The market is mainly driven by the increasing popularity of video games and growing awareness about esports.

With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global Electronic Sports (eSports) market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global Electronic Sports (eSports) market in terms of revenue.

Overall, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global Electronic Sports (eSports) market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global Electronic Sports (eSports) market.

Global Electronic Sports (eSports) Scope and Market Size

Electronic Sports (eSports) market is segmented by players, region (country), by Type and by Application. Players, stakeholders, and other participants in the global Electronic Sports (eSports) market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application for the period 2017-2028.

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

By Company

Modern Times Group (Sweden)

Activision Blizzard (US)

FACEIT (UK)

Total Entertainment Network (US)

Gfinity (UK)

Turner Broadcasting System (US)

CJ Corporation (South Korea)

Valve Corporation (US)

Tencent (China)

Electronic Arts (EA) (US)

Hi-Rez Studios (US)

KaBuM (Canada)

Wargaming Public (Cyprus)

Rovio Entertainment (Finland)

GungHo Online Entertainment (Japan)

Alisports (China)

Research Methodology

The research methodology employed has been subjected by numerous procedures in order to guarantee the quality and accuracy of the data contained within the reports. The analysts are employed full-time and received more than six months training to satisfy the standard of our company. Our methodology can be divided into five stages:


Stage 1 SECONDARY RESEARCH

The research team first collaborates with magazines, trade associations and administrative departments in the research field. The information provided by our internal documentation service is helpful for our further research. Our team has a wealth of experience and knowledge, and can effectively extract accurate information from existing resources.

 

Stage 2 PRIMARY RESEARCH:INTERVIEWS WITH TRADE SOURCES

After the first stage, the research team conducts a large number of face-to-face or telephone interviews with representative companies working in the research field. Analysts are trying to have an opportunity to talk to leading companies and small companies in the field. Upstream suppliers, manufacturers, distributors, importers, installers, wholesalers and consumers were included in the interview. The data collected during the interview were then carefully examined and compared with the secondary study.

 

Stage 3 ANALYSIS OF THE GATHERED DATA

The analysis team examines and synthesizes the data collected in the first two stages. In order to validate the data, a second round of interviews can be conducted.

 

Stage 4 QUANTITATIVE DATA

The quantitative data such as market estimates, production and capacity of manufacturer, market forecasts and investment feasibility is provided by our company. The data is based on the estimates obtained during stage 3.

 

Stage 5 QUALITY CONTROL

Before publishing, each report undergoes a rigorous review and editing process, which is done by the experience management team to ensure the reliability of the published data. Every analyst on the research team receives support and continuous training as part of our internal quality process.

 

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: 2017 VS 2021 VS 2028

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 Share by Application: 2017 VS 2021 VS 2028

1.3.2 Online

1.3.3 Offline

1.4 Study Objectives

1.5 Years Considered

2 Global Growth Trends

2.1 Global Electronic Sports (eSports) Market Perspective (2017-2028)

2.2 Electronic Sports (eSports) Growth Trends by Region

2.2.1 Electronic Sports (eSports) Market Size by Region: 2017 VS 2021 VS 2028

2.2.2 Electronic Sports (eSports) Historic Market Size by Region (2017-2022)

2.2.3 Electronic Sports (eSports) Forecasted Market Size by Region (2023-2028)

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 (2017-2022)

3.1.2 Global Electronic Sports (eSports) Revenue Market Share by Players (2017-2022)

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 2021

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 (2017-2022)

4.2 Global Electronic Sports (eSports) Forecasted Market Size by Type (2023-2028)

5 Electronic Sports (eSports) Breakdown Data by Application

5.1 Global Electronic Sports (eSports) Historic Market Size by Application (2017-2022)

5.2 Global Electronic Sports (eSports) Forecasted Market Size by Application (2023-2028)

6 North America

6.1 North America Electronic Sports (eSports) Market Size (2017-2028)

6.2 North America Electronic Sports (eSports) Market Size by Country (2017-2022)

6.3 North America Electronic Sports (eSports) Market Size by Country (2023-2028)

6.4 United States

6.5 Canada

7 Europe

7.1 Europe Electronic Sports (eSports) Market Size (2017-2028)

7.2 Europe Electronic Sports (eSports) Market Size by Country (2017-2022)

7.3 Europe Electronic Sports (eSports) Market Size by Country (2023-2028)

7.4 Germany

7.5 France

7.6 U.K.

7.7 Italy

7.8 Russia

7.9 Nordic Countries

8 Asia-Pacific

8.1 Asia-Pacific Electronic Sports (eSports) Market Size (2017-2028)

8.2 Asia-Pacific Electronic Sports (eSports) Market Size by Country (2017-2022)

8.3 Asia-Pacific Electronic Sports (eSports) Market Size by Country (2023-2028)

8.4 China

8.5 Japan

8.6 South Korea

8.7 Southeast Asia

8.8 India

8.9 Australia

9 Latin America

9.1 Latin America Electronic Sports (eSports) Market Size (2017-2028)

9.2 Latin America Electronic Sports (eSports) Market Size by Country (2017-2022)

9.3 Latin America Electronic Sports (eSports) Market Size by Country (2023-2028)

9.4 Mexico

9.5 Brazil

10 Middle East & Africa

10.1 Middle East & Africa Electronic Sports (eSports) Market Size (2017-2028)

10.2 Middle East & Africa Electronic Sports (eSports) Market Size by Country (2017-2022)

10.3 Middle East & Africa Electronic Sports (eSports) Market Size by Country (2023-2028)

10.4 Turkey

10.5 Saudi Arabia

10.6 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) Electronic Sports (eSports) Introduction

11.1.4 Modern Times Group (Sweden) Revenue in Electronic Sports (eSports) Business (2017-2022)

11.1.5 Modern Times Group (Sweden) Recent Development

11.2 Activision Blizzard (US)

11.2.1 Activision Blizzard (US) Company Detail

11.2.2 Activision Blizzard (US) Business Overview

11.2.3 Activision Blizzard (US) Electronic Sports (eSports) Introduction

11.2.4 Activision Blizzard (US) Revenue in Electronic Sports (eSports) Business (2017-2022)

11.2.5 Activision Blizzard (US) Recent Development

11.3 FACEIT (UK)

11.3.1 FACEIT (UK) Company Detail

11.3.2 FACEIT (UK) Business Overview

11.3.3 FACEIT (UK) Electronic Sports (eSports) Introduction

11.3.4 FACEIT (UK) Revenue in Electronic Sports (eSports) Business (2017-2022)

11.3.5 FACEIT (UK) 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) Electronic Sports (eSports) Introduction

11.4.4 Total Entertainment Network (US) Revenue in Electronic Sports (eSports) Business (2017-2022)

11.4.5 Total Entertainment Network (US) Recent Development

11.5 Gfinity (UK)

11.5.1 Gfinity (UK) Company Detail

11.5.2 Gfinity (UK) Business Overview

11.5.3 Gfinity (UK) Electronic Sports (eSports) Introduction

11.5.4 Gfinity (UK) Revenue in Electronic Sports (eSports) Business (2017-2022)

11.5.5 Gfinity (UK) 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) Electronic Sports (eSports) Introduction

11.6.4 Turner Broadcasting System (US) Revenue in Electronic Sports (eSports) Business (2017-2022)

11.6.5 Turner Broadcasting System (US) Recent Development

11.7 CJ Corporation (South Korea)

11.7.1 CJ Corporation (South Korea) Company Detail

11.7.2 CJ Corporation (South Korea) Business Overview

11.7.3 CJ Corporation (South Korea) Electronic Sports (eSports) Introduction

11.7.4 CJ Corporation (South Korea) Revenue in Electronic Sports (eSports) Business (2017-2022)

11.7.5 CJ Corporation (South Korea) Recent Development

11.8 Valve Corporation (US)

11.8.1 Valve Corporation (US) Company Detail

11.8.2 Valve Corporation (US) Business Overview

11.8.3 Valve Corporation (US) Electronic Sports (eSports) Introduction

11.8.4 Valve Corporation (US) Revenue in Electronic Sports (eSports) Business (2017-2022)

11.8.5 Valve Corporation (US) Recent Development

11.9 Tencent (China)

11.9.1 Tencent (China) Company Detail

11.9.2 Tencent (China) Business Overview

11.9.3 Tencent (China) Electronic Sports (eSports) Introduction

11.9.4 Tencent (China) Revenue in Electronic Sports (eSports) Business (2017-2022)

11.9.5 Tencent (China) Recent Development

11.10 Electronic Arts (EA) (US)

11.10.1 Electronic Arts (EA) (US) Company Detail

11.10.2 Electronic Arts (EA) (US) Business Overview

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

11.10.4 Electronic Arts (EA) (US) Revenue in Electronic Sports (eSports) Business (2017-2022)

11.10.5 Electronic Arts (EA) (US) Recent Development

11.11 Hi-Rez Studios (US)

11.11.1 Hi-Rez Studios (US) Company Detail

11.11.2 Hi-Rez Studios (US) Business Overview

11.11.3 Hi-Rez Studios (US) Electronic Sports (eSports) Introduction

11.11.4 Hi-Rez Studios (US) Revenue in Electronic Sports (eSports) Business (2017-2022)

11.11.5 Hi-Rez Studios (US) Recent Development

11.12 KaBuM (Canada)

11.12.1 KaBuM (Canada) Company Detail

11.12.2 KaBuM (Canada) Business Overview

11.12.3 KaBuM (Canada) Electronic Sports (eSports) Introduction

11.12.4 KaBuM (Canada) Revenue in Electronic Sports (eSports) Business (2017-2022)

11.12.5 KaBuM (Canada) Recent Development

11.13 Wargaming Public (Cyprus)

11.13.1 Wargaming Public (Cyprus) Company Detail

11.13.2 Wargaming Public (Cyprus) Business Overview

11.13.3 Wargaming Public (Cyprus) Electronic Sports (eSports) Introduction

11.13.4 Wargaming Public (Cyprus) Revenue in Electronic Sports (eSports) Business (2017-2022)

11.13.5 Wargaming Public (Cyprus) 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) Electronic Sports (eSports) Introduction

11.14.4 Rovio Entertainment (Finland) Revenue in Electronic Sports (eSports) Business (2017-2022)

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) Electronic Sports (eSports) Introduction

11.15.4 GungHo Online Entertainment (Japan) Revenue in Electronic Sports (eSports) Business (2017-2022)

11.15.5 GungHo Online Entertainment (Japan) Recent Development

11.16 Alisports (China)

11.16.1 Alisports (China) Company Detail

11.16.2 Alisports (China) Business Overview

11.16.3 Alisports (China) Electronic Sports (eSports) Introduction

11.16.4 Alisports (China) Revenue in Electronic Sports (eSports) Business (2017-2022)

11.16.5 Alisports (China) 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

Table 1. Global Electronic Sports (eSports) Market Size Growth Rate by Type (US$ Million): 2017 VS 2021 VS 2028

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): 2017 VS 2021 VS 2028

Table 8. Global Electronic Sports (eSports) Market Size by Region (US$ Million): 2017 VS 2021 VS 2028

Table 9. Global Electronic Sports (eSports) Market Size by Region (2017-2022) & (US$ Million)

Table 10. Global Electronic Sports (eSports) Market Share by Region (2017-2022)

Table 11. Global Electronic Sports (eSports) Forecasted Market Size by Region (2023-2028) & (US$ Million)

Table 12. Global Electronic Sports (eSports) Market Share by Region (2023-2028)

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 (2017-2022) & (US$ Million)

Table 18. Global Electronic Sports (eSports) Market Share by Players (2017-2022)

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 2021)

Table 20. Ranking of Global Top Electronic Sports (eSports) Companies by Revenue (US$ Million) in 2021

Table 21. Global 5 Largest Players Market Share by Electronic Sports (eSports) Revenue (CR5 and HHI) & (2017-2022)

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 (2017-2022) & (US$ Million)

Table 27. Global Electronic Sports (eSports) Revenue Market Share by Type (2017-2022)

Table 28. Global Electronic Sports (eSports) Forecasted Market Size by Type (2023-2028) & (US$ Million)

Table 29. Global Electronic Sports (eSports) Revenue Market Share by Type (2023-2028)

Table 30. Global Electronic Sports (eSports) Market Size by Application (2017-2022) & (US$ Million)

Table 31. Global Electronic Sports (eSports) Revenue Market Share by Application (2017-2022)

Table 32. Global Electronic Sports (eSports) Forecasted Market Size by Application (2023-2028) & (US$ Million)

Table 33. Global Electronic Sports (eSports) Revenue Market Share by Application (2023-2028)

Table 34. North America Electronic Sports (eSports) Market Size by Country (2017-2022) & (US$ Million)

Table 35. North America Electronic Sports (eSports) Market Size by Country (2023-2028) & (US$ Million)

Table 36. Europe Electronic Sports (eSports) Market Size by Country (2017-2022) & (US$ Million)

Table 37. Europe Electronic Sports (eSports) Market Size by Country (2023-2028) & (US$ Million)

Table 38. Asia-Pacific Electronic Sports (eSports) Market Size by Region (2017-2022) & (US$ Million)

Table 39. Asia-Pacific Electronic Sports (eSports) Market Size by Region (2023-2028) & (US$ Million)

Table 40. Latin America Electronic Sports (eSports) Market Size by Country (2017-2022) & (US$ Million)

Table 41. Latin America Electronic Sports (eSports) Market Size by Country (2023-2028) & (US$ Million)

Table 42. Middle East & Africa Electronic Sports (eSports) Market Size by Country (2017-2022) & (US$ Million)

Table 43. Middle East & Africa Electronic Sports (eSports) Market Size by Country (2023-2028) & (US$ Million)

Table 44. Modern Times Group (Sweden) Company Detail

Table 45. Modern Times Group (Sweden) Business Overview

Table 46. Modern Times Group (Sweden) Electronic Sports (eSports) Product

Table 47. Modern Times Group (Sweden) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million)

Table 48. Modern Times Group (Sweden) Recent Development

Table 49. Activision Blizzard (US) Company Detail

Table 50. Activision Blizzard (US) Business Overview

Table 51. Activision Blizzard (US) Electronic Sports (eSports) Product

Table 52. Activision Blizzard (US) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million)

Table 53. Activision Blizzard (US) Recent Development

Table 54. FACEIT (UK) Company Detail

Table 55. FACEIT (UK) Business Overview

Table 56. FACEIT (UK) Electronic Sports (eSports) Product

Table 57. FACEIT (UK) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million)

Table 58. FACEIT (UK) Recent Development

Table 59. Total Entertainment Network (US) Company Detail

Table 60. Total Entertainment Network (US) Business Overview

Table 61. Total Entertainment Network (US) Electronic Sports (eSports) Product

Table 62. Total Entertainment Network (US) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million)

Table 63. Total Entertainment Network (US) Recent Development

Table 64. Gfinity (UK) Company Detail

Table 65. Gfinity (UK) Business Overview

Table 66. Gfinity (UK) Electronic Sports (eSports) Product

Table 67. Gfinity (UK) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million)

Table 68. Gfinity (UK) Recent Development

Table 69. Turner Broadcasting System (US) Company Detail

Table 70. Turner Broadcasting System (US) Business Overview

Table 71. Turner Broadcasting System (US) Electronic Sports (eSports) Product

Table 72. Turner Broadcasting System (US) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million)

Table 73. Turner Broadcasting System (US) Recent Development

Table 74. CJ Corporation (South Korea) Company Detail

Table 75. CJ Corporation (South Korea) Business Overview

Table 76. CJ Corporation (South Korea) Electronic Sports (eSports) Product

Table 77. CJ Corporation (South Korea) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million)

Table 78. CJ Corporation (South Korea) Recent Development

Table 79. Valve Corporation (US) Company Detail

Table 80. Valve Corporation (US) Business Overview

Table 81. Valve Corporation (US) Electronic Sports (eSports) Product

Table 82. Valve Corporation (US) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million)

Table 83. Valve Corporation (US) Recent Development

Table 84. Tencent (China) Company Detail

Table 85. Tencent (China) Business Overview

Table 86. Tencent (China) Electronic Sports (eSports) Product

Table 87. Tencent (China) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million)

Table 88. Tencent (China) Recent Development

Table 89. Electronic Arts (EA) (US) Company Detail

Table 90. Electronic Arts (EA) (US) Business Overview

Table 91. Electronic Arts (EA) (US) Electronic Sports (eSports) Product

Table 92. Electronic Arts (EA) (US) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million)

Table 93. Electronic Arts (EA) (US) Recent Development

Table 94. Hi-Rez Studios (US) Company Detail

Table 95. Hi-Rez Studios (US) Business Overview

Table 96. Hi-Rez Studios (US) Electronic Sports (eSports)Product

Table 97. Hi-Rez Studios (US) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million)

Table 98. Hi-Rez Studios (US) Recent Development

Table 99. KaBuM (Canada) Company Detail

Table 100. KaBuM (Canada) Business Overview

Table 101. KaBuM (Canada) Electronic Sports (eSports)Product

Table 102. KaBuM (Canada) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million)

Table 103. KaBuM (Canada) Recent Development

Table 104. Wargaming Public (Cyprus) Company Detail

Table 105. Wargaming Public (Cyprus) Business Overview

Table 106. Wargaming Public (Cyprus) Electronic Sports (eSports)Product

Table 107. Wargaming Public (Cyprus) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million)

Table 108. Wargaming Public (Cyprus) Recent Development

Table 109. Rovio Entertainment (Finland) Company Detail

Table 110. Rovio Entertainment (Finland) Business Overview

Table 111. Rovio Entertainment (Finland) Electronic Sports (eSports)Product

Table 112. Rovio Entertainment (Finland) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million)

Table 113. Rovio Entertainment (Finland) Recent Development

Table 114. GungHo Online Entertainment (Japan) Company Detail

Table 115. GungHo Online Entertainment (Japan) Business Overview

Table 116. GungHo Online Entertainment (Japan) Electronic Sports (eSports)Product

Table 117. GungHo Online Entertainment (Japan) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million)

Table 118. GungHo Online Entertainment (Japan) Recent Development

Table 119. Alisports (China) Company Detail

Table 120. Alisports (China) Business Overview

Table 121. Alisports (China) Electronic Sports (eSports)Product

Table 122. Alisports (China) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million)

Table 123. Alisports (China) Recent Development

Table 124. Research Programs/Design for This Report

Table 125. Key Data Information from Secondary Sources

Table 126. Key Data Information from Primary Sources

List of Figures

Figure 1. Global Electronic Sports (eSports) Market Share by Type: 2021 VS 2028

Figure 2. Media Rights (Subscription & Online Advertisement) Features

Figure 3. Tickets and Merchandise Features

Figure 4. Sponsorship & Direct Advertisement Features

Figure 5. Publisher Fees Features

Figure 6. Others Features

Figure 7. Global Electronic Sports (eSports) Market Share by Application in 2021 & 2028

Figure 8. Online Case Studies

Figure 9. Offline Case Studies

Figure 10. Electronic Sports (eSports) Report Years Considered

Figure 11. Global Electronic Sports (eSports) Market Size (US$ Million), Year-over-Year: 2017-2028

Figure 12. Global Electronic Sports (eSports) Market Size, (US$ Million), 2017 VS 2021 VS 2028

Figure 13. Global Electronic Sports (eSports) Market Share by Region: 2021 VS 2028

Figure 14. Global Electronic Sports (eSports) Market Share by Players in 2021

Figure 15. 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 2021)

Figure 16. The Top 10 and 5 Players Market Share by Electronic Sports (eSports) Revenue in 2021

Figure 17. North America Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)

Figure 18. North America Electronic Sports (eSports) Market Share by Country (2017-2028)

Figure 19. United States Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)

Figure 20. Canada Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)

Figure 21. Europe Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)

Figure 22. Europe Electronic Sports (eSports) Market Share by Country (2017-2028)

Figure 23. Germany Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)

Figure 24. France Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)

Figure 25. U.K. Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)

Figure 26. Italy Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)

Figure 27. Russia Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)

Figure 28. Nordic Countries Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)

Figure 29. Asia-Pacific Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)

Figure 30. Asia-Pacific Electronic Sports (eSports) Market Share by Region (2017-2028)

Figure 31. China Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)

Figure 32. Japan Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)

Figure 33. South Korea Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)

Figure 34. Southeast Asia Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)

Figure 35. India Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)

Figure 36. Australia Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)

Figure 37. Latin America Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)

Figure 38. Latin America Electronic Sports (eSports) Market Share by Country (2017-2028)

Figure 39. Mexico Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)

Figure 40. Brazil Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)

Figure 41. Middle East & Africa Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)

Figure 42. Middle East & Africa Electronic Sports (eSports) Market Share by Country (2017-2028)

Figure 43. Turkey Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)

Figure 44. Saudi Arabia Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million)

Figure 45. Modern Times Group (Sweden) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022)

Figure 46. Activision Blizzard (US) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022)

Figure 47. FACEIT (UK) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022)

Figure 48. Total Entertainment Network (US) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022)

Figure 49. Gfinity (UK) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022)

Figure 50. Turner Broadcasting System (US) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022)

Figure 51. CJ Corporation (South Korea) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022)

Figure 52. Valve Corporation (US) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022)

Figure 53. Tencent (China) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022)

Figure 54. Electronic Arts (EA) (US) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022)

Figure 55. Hi-Rez Studios (US) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022)

Figure 56. KaBuM (Canada) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022)

Figure 57. Wargaming Public (Cyprus) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022)

Figure 58. Rovio Entertainment (Finland) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022)

Figure 59. GungHo Online Entertainment (Japan) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022)

Figure 60. Alisports (China) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022)

Figure 61. Bottom-up and Top-down Approaches for This Report

Figure 62. Data Triangulation

Figure 63. Key Executives Interviewed

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