Total: £ 56.28
Published Date: 2025-10-23 | Pages: 154 | Tables: 154 | New Technology
The global Esports Education and Training Organization market is projected to grow from US$ million in 2024 to US$ million by 2031, at a CAGR of %(2025-2031), driven by critical product segments and diverse end‑use applications.
A Esports Education and Training Organization is dedicated to providing education, skills development, and professional training in the gaming industry. These organizations offer courses, certifications, and workshops that cover various aspects of gaming, including game design, development, programming, art, and esports management. They aim to equip individuals with the knowledge and practical experience needed to pursue careers in the gaming sector, fostering talent and innovation in the industry.
From a downstream perspective, Professional Gaming accounted for % of 2024 revenue, surging to US$ million by 2031 (CAGR: % from 2025–2031).
Esports Education and Training Organization leading manufacturers including eFuse, Gamer Sensei, ECA, NASEF, UCI Esports, TESports, Hero Academy, CEEDA, Full Sail University, ESL Academy, etc., dominate supply; the top five capture approximately % of global revenue, with eFuse leading 2024 sales at US$ million.
Regional Outlook:
North America rose from US$ million in 2024 to a forecast US$ million by 2031 (CAGR %).
Asia‑Pacific will expand from US$ million to US$ million (CAGR %), led by China (US$ million in 2024, % share rising to % by 2031), Japan (CAGR %), South Korea (CAGR %), and Southeast Asia (CAGR %).
Europe is set to grow from US$ million to US$ million (CAGR %), with Germany projected to hit US$ million by 2031 (CAGR %).
Report Includes:
This definitive report equips CEOs, marketing directors, and investors with a 360° view of the global Esports Education and Training Organization market across value chain. It analyzes historical revenue data (2020–2024) and delivers forecasts through 2031, illuminating demand trends and growth drivers.
By segmenting the market by Type and by Application, the study quantifies market size, growth rates, niche opportunities, and substitution risks, and analyzes downstream customers distribution pattern.
Granular regional insights cover five major markets—North America, Europe, APAC, South America, and MEA—with in‑depth analysis of 20+ countries, detailing dominant products, competitive landscape, and downstream demand trends.
Critical competitive intelligence profiles players—revenue, margins, pricing strategies, and major customers—and dissects the top-player positioning across product lines, applications, and regions to reveal strategic strengths.
A concise Industry‑chain overview maps upstream, middlestream, and downstream distribution dynamics to identify strategic gaps and unmet demand.
Market Segmentation
By Company
eFuse
Gamer Sensei
ECA
NASEF
UCI Esports
TESports
Hero Academy
CEEDA
Full Sail University
ESL Academy
EPA
XP League
1HP
Uconnect Esports
Learn2Esport
Ggtech
Chaojing Education
Perfect World Education
Zhejiang Wangjing Education
Taidu Intelligent Technology
Segment by Type
Online Teaching
Offline Teaching
Segment by Application
Professional Gaming
Non-Professional Gamer
Others
Sales by Region
North America
United States
Canada
Mexico
Asia-Pacific
China
Japan
South Korea
India
Australia
Vietnam
Indonesia
Malaysia
Philippines
Singapore
Rest of Asia
Europe
Germany
U.K.
France
Italy
Spain
Benelux
Russia
Rest of Europe
Central and South America
Brazil
Argentina
Rest of South America
Middle East & Africa
GCC Countries
Egypt
Israel
South Africa
Rest of MEA
Chapter Outline
Chapter 1: Defines the Esports Education and Training Organization study scope, segments the market by Type and by Application, etc, highlights segment size and growth potential.
Chapter 2: Offers current market state, projects global revenue and sales to 2031, pinpointing high consumption regions and emerging market catalysts
Chapter 3: Dissects the player landscape—ranks by revenue and profitability, details Player performance by product type and evaluates concentration alongside M&A moves.
Chapter 4: Unlocks high margin product segments—compares revenue, ASP, and technology differentiators, highlighting growth niches and substitution risks
Chapter 5: Targets downstream market opportunities—evaluates market size by Application, identifies emerging use cases, and profiles leading customers by region and by Application.
Chapter 6: North America—breaks down market size by Type, by Application and country, profiles key players and assesses growth drivers and barriers.
Chapter 7: Europe—analyses regional market by Type, by Application and players, flagging drivers and barriers.
Chapter 8: Asia Pacific—quantifies market size by Type, by Application, and region/country, profiles top players, and uncovers high potential expansion areas.
Chapter 9: Central & South America—measures market size by Type, by Application, and country, profiles top players, and identifies investment opportunities and challenges.
Chapter 10: Middle East and Africa—evaluates market size by Type, by Application, and country, profiles key players, and outlines investment prospects and market hurdles
Chapter 11: Profiles players in depth—details product specs, revenue, margins; Top-tier players 2024 sales breakdowns by Product type, by Application, by region SWOT analysis, and recent strategic developments.
Chapter 12: Industry chain—analyses upstream, cost drivers, plus downstream channels.
Chapter 13: Market dynamics—explores drivers, restraints, regulatory impacts, and risk mitigation strategies.
Chapter 14: Actionable conclusions and strategic recommendations.
Why This Report:
Beyond standard market data, this analysis provides a clear profitability roadmap—empowering you to:
Allocate capital strategically to high growth regions (Chapters 6–10) and margin rich segments (Chapter 5).
Negotiate from strength with suppliers (Chapter 12) and customers (Chapter 5) using cost and demand intelligence.
Outmaneuver competitors with granular insights into their operations, margins, and strategies (Chapters 3 and 11).
Capitalize on the projected billion‑dollar opportunity with data‑driven regional and segment tactics (Chapter 12-14).
Leverage this 360° intelligence to turn market complexity into actionable competitive advantage.
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 Study Coverage
1.1 Introduction to Esports Education and Training Organization: Definition, Properties, and Key Attributes
1.2 Market Segmentation by Type
1.2.1 Global Esports Education and Training Organization Market Size by Type, 2020 VS 2024 VS 2031
1.2.2 Online Teaching
1.2.3 Offline Teaching
1.3 Market Segmentation by Application
1.3.1 Global Esports Education and Training Organization Market Size by Application, 2020 VS 2024 VS 2031
1.3.2 Professional Gaming
1.3.3 Non-Professional Gamer
1.3.4 Others
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Executive Summary
2.1 Global Esports Education and Training Organization Revenue Estimates and Forecasts 2020-2031
2.2 Global Esports Education and Training Organization Revenue by Region
2.2.1 Revenue Comparison: 2020 VS 2024 VS 2031
2.2.2 Historical and Forecasted Revenue by Region (2020-2031)
2.2.3 Global Revenue Market Share by Region (2020-2031)
2.2.4 Emerging Market Focus: Growth Drivers & Investment Trends
3 Competition by Players
3.1 Global Esports Education and Training Organization Player Revenue Rankings and Profitability
3.1.1 Global Revenue (Value) by Players (2020-2025)
3.1.2 Global Key Player Revenue Ranking (2023 vs. 2024)
3.1.3 Revenue-Based Tier Segmentation (Tier 1, Tier 2, and Tier 3)
3.1.4 Gross Margin by Top Player (2020 VS 2024)
3.2 Global Esports Education and Training Organization Companies Headquarters and Service Footprint
3.3 Main Product Type Market Size by Players
3.3.1 Online Teaching Market Size by Players
3.3.2 Offline Teaching Market Size by Players
3.4 Global Esports Education and Training Organization Market Concentration and Dynamics
3.4.1 Global Market Concentration (CR5 and HHI)
3.4.2 Entrant/Exit Impact Analysis
3.4.3 Strategic Moves: M&A, Expansion, R&D Investment
4 Global Product Segmentation Analysis
4.1 Global Esports Education and Training Organization Revenue Trends by Type
4.1.1 Global Historical and Forecasted Revenue by Type (2020-2031)
4.1.2 Global Revenue Market Share by Type (2020-2031)
4.2 Key Product Attributes and Differentiation
4.3 Subtype Dynamics: Growth Leaders, Profitability and Risk
4.3.1 High-Growth Niches and Adoption Drivers
4.3.2 Profitability Hotspots and Cost Drivers
4.3.3 Substitution Threats
5 Global Downstream Application Analysis
5.1 Global Esports Education and Training Organization Revenue by Application
5.1.1 Global Historical and Forecasted Revenue by Application (2020-2031)
5.1.2 Revenue Market Share by Application (2020-2031)
5.1.3 High-Growth Application Identification
5.1.4 Emerging Application Case Studies
5.2 Downstream Customer Analysis
5.2.1 Top Customers by Region
5.2.2 Top Customers by Application
6 North America
6.1 North America Market Size (2020-2031)
6.2 North America Key Players Revenue in 2024
6.3 North America Esports Education and Training Organization Market Size by Type (2020-2031)
6.4 North America Esports Education and Training Organization Market Size by Application (2020-2031)
6.5 North America Growth Accelerators and Market Barriers
6.6 North America Esports Education and Training Organization Market Size by Country
6.6.1 North America Revenue Trends by Country
6.6.2 US
6.6.3 Canada
6.6.4 Mexico
7 Europe
7.1 Europe Market Size (2020-2031)
7.2 Europe Key Players Revenue in 2024
7.3 Europe Esports Education and Training Organization Market Size by Type (2020-2031)
7.4 Europe Esports Education and Training Organization Market Size by Application (2020-2031)
7.5 Europe Growth Accelerators and Market Barriers
7.6 Europe Esports Education and Training Organization Market Size by Country
7.6.1 Europe Revenue Trends by Country
7.6.2 Germany
7.6.3 France
7.6.4 U.K.
7.6.5 Italy
7.6.6 Russia
8 Asia-Pacific
8.1 Asia-Pacific Market Size (2020-2031)
8.2 Asia-Pacific Key Players Revenue in 2024
8.3 Asia-Pacific Esports Education and Training Organization Market Size by Type (2020-2031)
8.4 Asia-Pacific Esports Education and Training Organization Market Size by Application (2020-2031)
8.5 Asia-Pacific Growth Accelerators and Market Barriers
8.6 Asia-Pacific Esports Education and Training Organization Market Size by Region
8.6.1 Asia-Pacific Revenue Trends by Region
8.7 China
8.8 Japan
8.9 South Korea
8.10 Australia
8.11 India
8.12 Southeast Asia
8.12.1 Indonesia
8.12.2 Vietnam
8.12.3 Malaysia
8.12.4 Philippines
8.12.5 Singapore
9 Central and South America
9.1 Central and South America Market Size (2020-2031)
9.2 Central and South America Key Players Revenue in 2024
9.3 Central and South America Esports Education and Training Organization Market Size by Type (2020-2031)
9.4 Central and South America Esports Education and Training Organization Market Size by Application (2020-2031)
9.5 Central and South America Investment Opportunities and Key Challenges
9.6 Central and South America Esports Education and Training Organization Market Size by Country
9.6.1 Central and South America Revenue Trends by Country (2020 VS 2024 VS 2031)
9.6.2 Brazil
9.6.3 Argentina
10 Middle East and Africa
10.1 Middle East and Africa Market Size (2020-2031)
10.2 Middle East and Africa Key Players Revenue in 2024
10.3 Middle East and Africa Esports Education and Training Organization Market Size by Type (2020-2031)
10.4 Middle East and Africa Esports Education and Training Organization Market Size by Application (2020-2031)
10.5 Middle East and Africa Investment Opportunities and Key Challenges
10.6 Middle East and Africa Esports Education and Training Organization Market Size by Country
10.6.1 Middle East and Africa Revenue Trends by Country (2020 VS 2024 VS 2031)
10.6.2 GCC Countries
10.6.3 Israel
10.6.4 Egypt
10.6.5 South Africa
11 Corporate Profile
11.1 eFuse
11.1.1 eFuse Corporation Information
11.1.2 eFuse Business Overview
11.1.3 eFuse Esports Education and Training Organization Product Features and Attributes
11.1.4 eFuse Esports Education and Training Organization Revenue and Gross Margin (2020-2025)
11.1.5 eFuse Esports Education and Training Organization Revenue by Product in 2024
11.1.6 eFuse Esports Education and Training Organization Revenue by Application in 2024
11.1.7 eFuse Esports Education and Training Organization Revenue by Geographic Area in 2024
11.1.8 eFuse Esports Education and Training Organization SWOT Analysis
11.1.9 eFuse Recent Developments
11.2 Gamer Sensei
11.2.1 Gamer Sensei Corporation Information
11.2.2 Gamer Sensei Business Overview
11.2.3 Gamer Sensei Esports Education and Training Organization Product Features and Attributes
11.2.4 Gamer Sensei Esports Education and Training Organization Revenue and Gross Margin (2020-2025)
11.2.5 Gamer Sensei Esports Education and Training Organization Revenue by Product in 2024
11.2.6 Gamer Sensei Esports Education and Training Organization Revenue by Application in 2024
11.2.7 Gamer Sensei Esports Education and Training Organization Revenue by Geographic Area in 2024
11.2.8 Gamer Sensei Esports Education and Training Organization SWOT Analysis
11.2.9 Gamer Sensei Recent Developments
11.3 ECA
11.3.1 ECA Corporation Information
11.3.2 ECA Business Overview
11.3.3 ECA Esports Education and Training Organization Product Features and Attributes
11.3.4 ECA Esports Education and Training Organization Revenue and Gross Margin (2020-2025)
11.3.5 ECA Esports Education and Training Organization Revenue by Product in 2024
11.3.6 ECA Esports Education and Training Organization Revenue by Application in 2024
11.3.7 ECA Esports Education and Training Organization Revenue by Geographic Area in 2024
11.3.8 ECA Esports Education and Training Organization SWOT Analysis
11.3.9 ECA Recent Developments
11.4 NASEF
11.4.1 NASEF Corporation Information
11.4.2 NASEF Business Overview
11.4.3 NASEF Esports Education and Training Organization Product Features and Attributes
11.4.4 NASEF Esports Education and Training Organization Revenue and Gross Margin (2020-2025)
11.4.5 NASEF Esports Education and Training Organization Revenue by Product in 2024
11.4.6 NASEF Esports Education and Training Organization Revenue by Application in 2024
11.4.7 NASEF Esports Education and Training Organization Revenue by Geographic Area in 2024
11.4.8 NASEF Esports Education and Training Organization SWOT Analysis
11.4.9 NASEF Recent Developments
11.5 UCI Esports
11.5.1 UCI Esports Corporation Information
11.5.2 UCI Esports Business Overview
11.5.3 UCI Esports Esports Education and Training Organization Product Features and Attributes
11.5.4 UCI Esports Esports Education and Training Organization Revenue and Gross Margin (2020-2025)
11.5.5 UCI Esports Esports Education and Training Organization Revenue by Product in 2024
11.5.6 UCI Esports Esports Education and Training Organization Revenue by Application in 2024
11.5.7 UCI Esports Esports Education and Training Organization Revenue by Geographic Area in 2024
11.5.8 UCI Esports Esports Education and Training Organization SWOT Analysis
11.5.9 UCI Esports Recent Developments
11.6 TESports
11.6.1 TESports Corporation Information
11.6.2 TESports Business Overview
11.6.3 TESports Esports Education and Training Organization Product Features and Attributes
11.6.4 TESports Esports Education and Training Organization Revenue and Gross Margin (2020-2025)
11.6.5 TESports Recent Developments
11.7 Hero Academy
11.7.1 Hero Academy Corporation Information
11.7.2 Hero Academy Business Overview
11.7.3 Hero Academy Esports Education and Training Organization Product Features and Attributes
11.7.4 Hero Academy Esports Education and Training Organization Revenue and Gross Margin (2020-2025)
11.7.5 Hero Academy Recent Developments
11.8 CEEDA
11.8.1 CEEDA Corporation Information
11.8.2 CEEDA Business Overview
11.8.3 CEEDA Esports Education and Training Organization Product Features and Attributes
11.8.4 CEEDA Esports Education and Training Organization Revenue and Gross Margin (2020-2025)
11.8.5 CEEDA Recent Developments
11.9 Full Sail University
11.9.1 Full Sail University Corporation Information
11.9.2 Full Sail University Business Overview
11.9.3 Full Sail University Esports Education and Training Organization Product Features and Attributes
11.9.4 Full Sail University Esports Education and Training Organization Revenue and Gross Margin (2020-2025)
11.9.5 Full Sail University Recent Developments
11.10 ESL Academy
11.10.1 ESL Academy Corporation Information
11.10.2 ESL Academy Business Overview
11.10.3 ESL Academy Esports Education and Training Organization Product Features and Attributes
11.10.4 ESL Academy Esports Education and Training Organization Revenue and Gross Margin (2020-2025)
11.10.5 Company Ten Recent Developments
11.11 EPA
11.11.1 EPA Corporation Information
11.11.2 EPA Business Overview
11.11.3 EPA Esports Education and Training Organization Product Features and Attributes
11.11.4 EPA Esports Education and Training Organization Revenue and Gross Margin (2020-2025)
11.11.5 EPA Recent Developments
11.12 XP League
11.12.1 XP League Corporation Information
11.12.2 XP League Business Overview
11.12.3 XP League Esports Education and Training Organization Product Features and Attributes
11.12.4 XP League Esports Education and Training Organization Revenue and Gross Margin (2020-2025)
11.12.5 XP League Recent Developments
11.13 1HP
11.13.1 1HP Corporation Information
11.13.2 1HP Business Overview
11.13.3 1HP Esports Education and Training Organization Product Features and Attributes
11.13.4 1HP Esports Education and Training Organization Revenue and Gross Margin (2020-2025)
11.13.5 1HP Recent Developments
11.14 Uconnect Esports
11.14.1 Uconnect Esports Corporation Information
11.14.2 Uconnect Esports Business Overview
11.14.3 Uconnect Esports Esports Education and Training Organization Product Features and Attributes
11.14.4 Uconnect Esports Esports Education and Training Organization Revenue and Gross Margin (2020-2025)
11.14.5 Uconnect Esports Recent Developments
11.15 Learn2Esport
11.15.1 Learn2Esport Corporation Information
11.15.2 Learn2Esport Business Overview
11.15.3 Learn2Esport Esports Education and Training Organization Product Features and Attributes
11.15.4 Learn2Esport Esports Education and Training Organization Revenue and Gross Margin (2020-2025)
11.15.5 Learn2Esport Recent Developments
11.16 Ggtech
11.16.1 Ggtech Corporation Information
11.16.2 Ggtech Business Overview
11.16.3 Ggtech Esports Education and Training Organization Product Features and Attributes
11.16.4 Ggtech Esports Education and Training Organization Revenue and Gross Margin (2020-2025)
11.16.5 Ggtech Recent Developments
11.17 Chaojing Education
11.17.1 Chaojing Education Corporation Information
11.17.2 Chaojing Education Business Overview
11.17.3 Chaojing Education Esports Education and Training Organization Product Features and Attributes
11.17.4 Chaojing Education Esports Education and Training Organization Revenue and Gross Margin (2020-2025)
11.17.5 Chaojing Education Recent Developments
11.18 Perfect World Education
11.18.1 Perfect World Education Corporation Information
11.18.2 Perfect World Education Business Overview
11.18.3 Perfect World Education Esports Education and Training Organization Product Features and Attributes
11.18.4 Perfect World Education Esports Education and Training Organization Revenue and Gross Margin (2020-2025)
11.18.5 Perfect World Education Recent Developments
11.19 Zhejiang Wangjing Education
11.19.1 Zhejiang Wangjing Education Corporation Information
11.19.2 Zhejiang Wangjing Education Business Overview
11.19.3 Zhejiang Wangjing Education Esports Education and Training Organization Product Features and Attributes
11.19.4 Zhejiang Wangjing Education Esports Education and Training Organization Revenue and Gross Margin (2020-2025)
11.19.5 Zhejiang Wangjing Education Recent Developments
11.20 Taidu Intelligent Technology
11.20.1 Taidu Intelligent Technology Corporation Information
11.20.2 Taidu Intelligent Technology Business Overview
11.20.3 Taidu Intelligent Technology Esports Education and Training Organization Product Features and Attributes
11.20.4 Taidu Intelligent Technology Esports Education and Training Organization Revenue and Gross Margin (2020-2025)
11.20.5 Taidu Intelligent Technology Recent Developments
12 Esports Education and Training OrganizationIndustry Chain Analysis
12.1 Esports Education and Training Organization Industry Chain
12.2 Upstream Analysis
12.2.1 Upstream Key Suppliers
12.3 Middlestream Analysis
12.4 Downstream Sales Model and Distribution Networks
12.4.1 Sales Channels
12.4.2 Distributors
13 Esports Education and Training Organization Market Dynamics
13.1 Industry Trends and Evolution
13.2 Market Growth Drivers and Emerging Opportunities
13.3 Market Challenges, Risks, and Restraints
14 Key Findings in the Global Esports Education and Training Organization Study
15 Appendix
15.1 Research Methodology
15.1.1 Methodology/Research Approach
15.1.1.1 Research Programs/Design
15.1.1.2 Market Size Estimation
15.1.1.3 Market Breakdown and Data Triangulation
15.1.2 Data Source
15.1.2.1 Secondary Sources
15.1.2.2 Primary Sources
15.2 Author Details
List of Tables
Table 1. Global Esports Education and Training Organization Market Size Growth Rate by Type, 2020 VS 2024 VS 2031 (US$ Million)
Table 2. Global Esports Education and Training Organization Market Size Growth Rate by Application, 2020 VS 2024 VS 2031 (US$ Million)
Table 3. Global Esports Education and Training Organization Revenue Grow Rate (CAGR) by Region: 2020 VS 2024 VS 2031 (US$ Million)
Table 4. Global Esports Education and Training Organization Revenue by Region (2020-2025) & (US$ Million)
Table 5. Global Esports Education and Training Organization Revenue by Region (2026-2031) & (US$ Million)
Table 6. Emerging Market Revenue Grow Rate (CAGR) by Country (2020 VS 2024 VS 2031) (US$ Million)
Table 7. Global Esports Education and Training Organization Revenue by Players (2020-2025) & (US$ Million)
Table 8. Global Esports Education and Training Organization Revenue Market Share by Players (2020-2025)
Table 9. Global Key Players’Ranking Shift (2023 vs. 2024) (Based on Revenue)
Table 10. Global Esports Education and Training Organization by Player Tier (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Esports Education and Training Organization as of 2024)
Table 11. Global Esports Education and Training Organization Average Gross Margin (%) by Player (2020 VS 2024)
Table 12. Global Esports Education and Training Organization Companies Headquarters
Table 13. Global Esports Education and Training Organization Market Concentration Ratio (CR5 and HHI)
Table 14. Key Market Entrant/Exit (2020-2024) – Drivers & Impact Analysis
Table 15. Key Mergers & Acquisitions, Expansion Plans, R&D Investment
Table 16. Global Esports Education and Training Organization Revenue by Type (2020-2025) & (US$ Million)
Table 17. Global Esports Education and Training Organization Revenue by Type (2026-2031) & (US$ Million)
Table 18. Key Product Attributes and Differentiation
Table 19. Global Esports Education and Training Organization Revenue by Application (2020-2025) & (US$ Million)
Table 20. Global Esports Education and Training Organization Revenue by Application (2026-2031) & (US$ Million)
Table 21. Esports Education and Training Organization High-Growth Sectors Demand CAGR (2024-2031)
Table 22. Top Customers by Region
Table 23. Top Customers by Application
Table 24. North America Esports Education and Training Organization Growth Accelerators and Market Barriers
Table 25. North America Esports Education and Training Organization Revenue Grow Rate (CAGR) by Country (2020 VS 2024 VS 2031) (US$ Million)
Table 26. Europe Esports Education and Training Organization Growth Accelerators and Market Barriers
Table 27. Europe Esports Education and Training Organization Revenue Grow Rate (CAGR) by Country: 2020 VS 2024 VS 2031 (US$ Million)
Table 28. Asia-Pacific Esports Education and Training Organization Growth Accelerators and Market Barriers
Table 29. Asia-Pacific Esports Education and Training Organization Revenue Grow Rate (CAGR) by Region: 2020 VS 2024 VS 2031 (US$ Million)
Table 30. Central and South America Esports Education and Training Organization Investment Opportunities and Key Challenges
Table 31. Central and South America Esports Education and Training Organization Revenue Grow Rate (CAGR) by Country (2020 VS 2024 VS 2031) (US$ Million)
Table 32. Middle East and Africa Esports Education and Training Organization Investment Opportunities and Key Challenges
Table 33. Middle East and Africa Esports Education and Training Organization Revenue Grow Rate (CAGR) by Country (2020 VS 2024 VS 2031) (US$ Million)
Table 34. eFuse Corporation Information
Table 35. eFuse Description and Major Businesses
Table 36. eFuse Product Features and Attributes
Table 37. eFuse Revenue (US$ Million) and Gross Margin (2020-2025)
Table 38. eFuse Revenue Proportion by Product in 2024
Table 39. eFuse Revenue Proportion by Application in 2024
Table 40. eFuse Revenue Proportion by Geographic Area in 2024
Table 41. eFuse Esports Education and Training Organization SWOT Analysis
Table 42. eFuse Recent Developments
Table 43. Gamer Sensei Corporation Information
Table 44. Gamer Sensei Description and Major Businesses
Table 45. Gamer Sensei Product Features and Attributes
Table 46. Gamer Sensei Revenue (US$ Million) and Gross Margin (2020-2025)
Table 47. Gamer Sensei Revenue Proportion by Product in 2024
Table 48. Gamer Sensei Revenue Proportion by Application in 2024
Table 49. Gamer Sensei Revenue Proportion by Geographic Area in 2024
Table 50. Gamer Sensei Esports Education and Training Organization SWOT Analysis
Table 51. Gamer Sensei Recent Developments
Table 52. ECA Corporation Information
Table 53. ECA Description and Major Businesses
Table 54. ECA Product Features and Attributes
Table 55. ECA Revenue (US$ Million) and Gross Margin (2020-2025)
Table 56. ECA Revenue Proportion by Product in 2024
Table 57. ECA Revenue Proportion by Application in 2024
Table 58. ECA Revenue Proportion by Geographic Area in 2024
Table 59. ECA Esports Education and Training Organization SWOT Analysis
Table 60. ECA Recent Developments
Table 61. NASEF Corporation Information
Table 62. NASEF Description and Major Businesses
Table 63. NASEF Product Features and Attributes
Table 64. NASEF Revenue (US$ Million) and Gross Margin (2020-2025)
Table 65. NASEF Revenue Proportion by Product in 2024
Table 66. NASEF Revenue Proportion by Application in 2024
Table 67. NASEF Revenue Proportion by Geographic Area in 2024
Table 68. NASEF Esports Education and Training Organization SWOT Analysis
Table 69. NASEF Recent Developments
Table 70. UCI Esports Corporation Information
Table 71. UCI Esports Description and Major Businesses
Table 72. UCI Esports Product Features and Attributes
Table 73. UCI Esports Revenue (US$ Million) and Gross Margin (2020-2025)
Table 74. UCI Esports Revenue Proportion by Product in 2024
Table 75. UCI Esports Revenue Proportion by Application in 2024
Table 76. UCI Esports Revenue Proportion by Geographic Area in 2024
Table 77. UCI Esports Esports Education and Training Organization SWOT Analysis
Table 78. UCI Esports Recent Developments
Table 79. TESports Corporation Information
Table 80. TESports Description and Major Businesses
Table 81. TESports Product Features and Attributes
Table 82. TESports Revenue (US$ Million) and Gross Margin (2020-2025)
Table 83. TESports Recent Developments
Table 84. Hero Academy Corporation Information
Table 85. Hero Academy Description and Major Businesses
Table 86. Hero Academy Product Features and Attributes
Table 87. Hero Academy Revenue (US$ Million) and Gross Margin (2020-2025)
Table 88. Hero Academy Recent Developments
Table 89. CEEDA Corporation Information
Table 90. CEEDA Description and Major Businesses
Table 91. CEEDA Product Features and Attributes
Table 92. CEEDA Revenue (US$ Million) and Gross Margin (2020-2025)
Table 93. CEEDA Recent Developments
Table 94. Full Sail University Corporation Information
Table 95. Full Sail University Description and Major Businesses
Table 96. Full Sail University Product Features and Attributes
Table 97. Full Sail University Revenue (US$ Million) and Gross Margin (2020-2025)
Table 98. Full Sail University Recent Developments
Table 99. ESL Academy Corporation Information
Table 100. ESL Academy Description and Major Businesses
Table 101. ESL Academy Product Features and Attributes
Table 102. ESL Academy Revenue (US$ Million) and Gross Margin (2020-2025)
Table 103. ESL Academy Recent Developments
Table 104. EPA Corporation Information
Table 105. EPA Description and Major Businesses
Table 106. EPA Product Features and Attributes
Table 107. EPA Revenue (US$ Million) and Gross Margin (2020-2025)
Table 108. EPA Recent Developments
Table 109. XP League Corporation Information
Table 110. XP League Description and Major Businesses
Table 111. XP League Product Features and Attributes
Table 112. XP League Revenue (US$ Million) and Gross Margin (2020-2025)
Table 113. XP League Recent Developments
Table 114. 1HP Corporation Information
Table 115. 1HP Description and Major Businesses
Table 116. 1HP Product Features and Attributes
Table 117. 1HP Revenue (US$ Million) and Gross Margin (2020-2025)
Table 118. 1HP Recent Developments
Table 119. Uconnect Esports Corporation Information
Table 120. Uconnect Esports Description and Major Businesses
Table 121. Uconnect Esports Product Features and Attributes
Table 122. Uconnect Esports Revenue (US$ Million) and Gross Margin (2020-2025)
Table 123. Uconnect Esports Recent Developments
Table 124. Learn2Esport Corporation Information
Table 125. Learn2Esport Description and Major Businesses
Table 126. Learn2Esport Product Features and Attributes
Table 127. Learn2Esport Revenue (US$ Million) and Gross Margin (2020-2025)
Table 128. Learn2Esport Recent Developments
Table 129. Ggtech Corporation Information
Table 130. Ggtech Description and Major Businesses
Table 131. Ggtech Product Features and Attributes
Table 132. Ggtech Revenue (US$ Million) and Gross Margin (2020-2025)
Table 133. Ggtech Recent Developments
Table 134. Chaojing Education Corporation Information
Table 135. Chaojing Education Description and Major Businesses
Table 136. Chaojing Education Product Features and Attributes
Table 137. Chaojing Education Revenue (US$ Million) and Gross Margin (2020-2025)
Table 138. Chaojing Education Recent Developments
Table 139. Perfect World Education Corporation Information
Table 140. Perfect World Education Description and Major Businesses
Table 141. Perfect World Education Product Features and Attributes
Table 142. Perfect World Education Revenue (US$ Million) and Gross Margin (2020-2025)
Table 143. Perfect World Education Recent Developments
Table 144. Zhejiang Wangjing Education Corporation Information
Table 145. Zhejiang Wangjing Education Description and Major Businesses
Table 146. Zhejiang Wangjing Education Product Features and Attributes
Table 147. Zhejiang Wangjing Education Revenue (US$ Million) and Gross Margin (2020-2025)
Table 148. Zhejiang Wangjing Education Recent Developments
Table 149. Taidu Intelligent Technology Corporation Information
Table 150. Taidu Intelligent Technology Description and Major Businesses
Table 151. Taidu Intelligent Technology Product Features and Attributes
Table 152. Taidu Intelligent Technology Revenue (US$ Million) and Gross Margin (2020-2025)
Table 153. Taidu Intelligent Technology Recent Developments
Table 154. Raw Materials Key Suppliers
Table 155. Distributors List
Table 156. Market Trends and Market Evolution
Table 157. Market Drivers and Opportunities
Table 158. Market Challenges, Risks, and Restraints
Table 159. Research Programs/Design for This Report
Table 160. Key Data Information from Secondary Sources
Table 161. Key Data Information from Primary Sources
List of Figures
Figure 1. Esports Education and Training Organization Product Picture
Figure 2. Global Esports Education and Training Organization Market Size Growth Rate by Type, 2020 VS 2024 VS 2031 (US$ Million)
Figure 3. Online Teaching Product Picture
Figure 4. Offline Teaching Product Picture
Figure 5. Global Esports Education and Training Organization Market Size Growth Rate by Application, 2020 VS 2024 VS 2031 (US$ Million)
Figure 6. Professional Gaming
Figure 7. Non-Professional Gamer
Figure 8. Others
Figure 9. Esports Education and Training Organization Report Years Considered
Figure 10. Global Esports Education and Training Organization Revenue, (US$ Million), 2020 VS 2024 VS 2031
Figure 11. Global Esports Education and Training Organization Revenue (2020-2031) & (US$ Million)
Figure 12. Global Esports Education and Training Organization Revenue (CAGR) by Region: 2020 VS 2024 VS 2031 (US$ Million)
Figure 13. Global Esports Education and Training Organization Revenue Market Share by Region (2020-2031)
Figure 14. Global Esports Education and Training Organization Revenue Market Share Ranking (2024)
Figure 15. Tier Distribution by Revenue Contribution (2020 VS 2024)
Figure 16. Online Teaching Revenue Market Share by Player in 2024
Figure 17. Offline Teaching Revenue Market Share by Player in 2024
Figure 18. Global Esports Education and Training Organization Revenue Market Share by Type (2020-2031)
Figure 19. Global Esports Education and Training Organization Revenue Market Share by Application (2020-2031)
Figure 20. North America Esports Education and Training Organization Revenue YoY (2020-2031) & (US$ Million)
Figure 21. North America Top 5 Players Esports Education and Training Organization Revenue (US$ Million) in 2024
Figure 22. North America Esports Education and Training Organization Revenue (US$ Million) by Type (2020 - 2031)
Figure 23. North America Esports Education and Training Organization Revenue (US$ Million) by Application (2020-2031)
Figure 24. US Esports Education and Training Organization Revenue (2020-2031) & (US$ Million)
Figure 25. Canada Esports Education and Training Organization Revenue (2020-2031) & (US$ Million)
Figure 26. Mexico Esports Education and Training Organization Revenue (2020-2031) & (US$ Million)
Figure 27. Europe Esports Education and Training Organization Revenue YoY (2020-2031) & (US$ Million)
Figure 28. Europe Top 5 Players Esports Education and Training Organization Revenue (US$ Million) in 2024
Figure 29. Europe Esports Education and Training Organization Revenue (US$ Million) by Type (2020-2031)
Figure 30. Europe Esports Education and Training Organization Revenue (US$ Million) by Application (2020-2031)
Figure 31. Germany Esports Education and Training Organization Revenue (2020-2031) & (US$ Million)
Figure 32. France Esports Education and Training Organization Revenue (2020-2031) & (US$ Million)
Figure 33. U.K. Esports Education and Training Organization Revenue (2020-2031) & (US$ Million)
Figure 34. Italy Esports Education and Training Organization Revenue (2020-2031) & (US$ Million)
Figure 35. Russia Esports Education and Training Organization Revenue (2020-2031) & (US$ Million)
Figure 36. Asia-Pacific Esports Education and Training Organization Revenue YoY (2020-2031) & (US$ Million)
Figure 37. Asia-Pacific Top 8 Players Esports Education and Training Organization Revenue (US$ Million) in 2024
Figure 38. Asia-Pacific Esports Education and Training Organization Revenue (US$ Million) by Type (2020-2031)
Figure 39. Asia-Pacific Esports Education and Training Organization Revenue (US$ Million) by Application (2020-2031)
Figure 40. Indonesia Esports Education and Training Organization Revenue (2020-2031) & (US$ Million)
Figure 41. Japan Esports Education and Training Organization Revenue (2020-2031) & (US$ Million)
Figure 42. South Korea Esports Education and Training Organization Revenue (2020-2031) & (US$ Million)
Figure 43. Australia Esports Education and Training Organization Revenue (2020-2031) & (US$ Million)
Figure 44. India Esports Education and Training Organization Revenue (2020-2031) & (US$ Million)
Figure 45. Indonesia Esports Education and Training Organization Revenue (2020-2031) & (US$ Million)
Figure 46. Vietnam Esports Education and Training Organization Revenue (2020-2031) & (US$ Million)
Figure 47. Malaysia Esports Education and Training Organization Revenue (2020-2031) & (US$ Million)
Figure 48. Philippines Esports Education and Training Organization Revenue (2020-2031) & (US$ Million)
Figure 49. Singapore Esports Education and Training Organization Revenue (2020-2031) & (US$ Million)
Figure 50. Central and South America Esports Education and Training Organization Revenue YoY (2020-2031) & (US$ Million)
Figure 51. Central and South America Top 5 Players Esports Education and Training Organization Revenue (US$ Million) in 2024
Figure 52. Central and South America Esports Education and Training Organization Revenue (US$ Million) by Type (2020-2031)
Figure 53. Central and South America Esports Education and Training Organization Revenue (US$ Million) by Application (2020-2031)
Figure 54. Brazil Esports Education and Training Organization Revenue (2020-2025) & (US$ Million)
Figure 55. Argentina Esports Education and Training Organization Revenue (2020-2025) & (US$ Million)
Figure 56. Middle East and Africa Esports Education and Training Organization Revenue YoY (2020-2031) & (US$ Million)
Figure 57. Middle East and Africa Top 5 Players Esports Education and Training Organization Revenue (US$ Million) in 2024
Figure 58. South America Esports Education and Training Organization Revenue (US$ Million) by Type (2020-2031)
Figure 59. Middle East and Africa Esports Education and Training Organization Revenue (US$ Million) by Application (2020-2031)
Figure 60. GCC Countries Esports Education and Training Organization Revenue (2020-2025) & (US$ Million)
Figure 61. Israel Esports Education and Training Organization Revenue (2020-2025) & (US$ Million)
Figure 62. Egypt Esports Education and Training Organization Revenue (2020-2025) & (US$ Million)
Figure 63. South Africa Esports Education and Training Organization Revenue (2020-2025) & (US$ Million)
Figure 64. Esports Education and Training Organization Industry Chain Mapping
Figure 65. Channels of Distribution (Direct Vs Distribution)
Figure 66. Bottom-up and Top-down Approaches for This Report
Figure 67. Data Triangulation
Figure 68. Key Executives Interviewed