The Esports (egames) market report provides a detailed analysis of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, sales analysis, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.
According to our latest study, due to COVID-19 pandemic, the global Esports (egames) market size is estimated to be worth US$ 1365.1 million in 2021 and is forecast to a readjusted size of USD 3741.7 million by 2028 with a CAGR of 15.5% during review period. Amateur Players accounting for % of the Esports (egames) global market in 2021, is projected to value USD million by 2028, growing at a % CAGR in next six years. While by Game segment is altered to a % CAGR between 2022 and 2028.
Global key companies of Esports (egames) include Modern Times Group (Sweden), Activision Blizzard, FACEIT, Total Entertainment Network (US), and Gfinity, etc. In terms of revenue, the global top four players hold a share over % in 2021.
Market segmentation
Esports (egames) market is split by Type and by Application. For the period 2017-2028, the growth among segments provide accurate calculations and forecasts for revenue by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.
Market segment by Type, covers
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
Market segment by Application, can be divided into
Amateur Players
Professional Players
Club
Associations And Organizations
Other
Market segment by players, this report covers
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
Market segment by regions, regional analysis covers
North America (United States, Canada, and Mexico)
Europe (Germany, France, UK, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia, and Rest of Asia-Pacific)
South America (Brazil, Argentina, Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)
The content of the study subjects, includes a total of 12 chapters:
Chapter 1, to describe Esports (egames) product scope, market overview, market opportunities, market driving force and market risks.
Chapter 2, to profile the top players of Esports (egames), with revenue, gross margin and global market share of Esports (egames) from 2019 to 2022.
Chapter 3, the Esports (egames) competitive situation, revenue and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by Type and application, with revenue and growth rate by Type, application, from 2017 to 2028.
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2017 to 2022.and Esports (egames) market forecast, by regions, type and application, with revenue, from 2023 to 2028.
Chapter 11 and 12, to describe Esports (egames) research findings and conclusion, appendix and data source.
The base year for the study has been considered 2019, historic year 2014 and 2018, the forecast period considered is from 2020 to 2027. The regions analyzed for the market include North America, Europe, South America, Asia Pacific, and Middle East and Africa. These regions are further analyzed at the country-level. The study also includes attractiveness analysis of type, application and regions which are benchmarked based on their market size, growth rate and attractiveness in terms of present and future opportunity for understanding the future growth of the market.
Market is segmented on the basis:
The report offers in-depth analysis of driving factors, opportunities, restraints, and challenges for gaining the key insight of the market. The report emphasizes on all the key trends that play a vital role in the enlargement of the market from 2019 to 2026.
The report provides company profile of the key players operating in the market and a comparative analysis based on their business overviews industry offering, segment market share, regional presence, business strategies, innovations, mergers & acquisitions, recent developments, joint venture, collaborations, partnerships, SWOT analysis, and key financial information.
1 Market Overview
1.1 Product Overview and Scope of Esports (egames)
1.2 Classification of Esports (egames) by Type
1.2.1 Overview: Global Esports (egames) Market Size by Type: 2017 Versus 2021 Versus 2028
1.2.2 Global Esports (egames) Revenue Market Share by Type in 2021
1.2.3 Multiplayer Online Battle Arena (MOBA)
1.2.4 First-Person Shooter (FPS)
1.2.5 Real-Time Strategy (RTS)
1.2.6 Other
1.3 Global Esports (egames) Market by Application
1.3.1 Overview: Global Esports (egames) Market Size by Application: 2017 Versus 2021 Versus 2028
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 Global Esports (egames) Market Size & Forecast
1.5 Global Esports (egames) Market Size and Forecast by Region
1.5.1 Global Esports (egames) Market Size by Region: 2017 VS 2021 VS 2028
1.5.2 Global Esports (egames) Market Size by Region, (2017-2022)
1.5.3 North America Esports (egames) Market Size and Prospect (2017-2028)
1.5.4 Europe Esports (egames) Market Size and Prospect (2017-2028)
1.5.5 Asia-Pacific Esports (egames) Market Size and Prospect (2017-2028)
1.5.6 South America Esports (egames) Market Size and Prospect (2017-2028)
1.5.7 Middle East and Africa Esports (egames) Market Size and Prospect (2017-2028)
1.6 Market Drivers, Restraints and Trends
1.6.1 Esports (egames) Market Drivers
1.6.2 Esports (egames) Market Restraints
1.6.3 Esports (egames) Trends Analysis
2 Company Profiles
2.1 Modern Times Group (Sweden)
2.1.1 Modern Times Group (Sweden) Details
2.1.2 Modern Times Group (Sweden) Major Business
2.1.3 Modern Times Group (Sweden) Esports (egames) Product and Solutions
2.1.4 Modern Times Group (Sweden) Esports (egames) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.1.5 Modern Times Group (Sweden) Recent Developments and Future Plans
2.2 Activision Blizzard
2.2.1 Activision Blizzard Details
2.2.2 Activision Blizzard Major Business
2.2.3 Activision Blizzard Esports (egames) Product and Solutions
2.2.4 Activision Blizzard Esports (egames) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.2.5 Activision Blizzard Recent Developments and Future Plans
2.3 FACEIT
2.3.1 FACEIT Details
2.3.2 FACEIT Major Business
2.3.3 FACEIT Esports (egames) Product and Solutions
2.3.4 FACEIT Esports (egames) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.3.5 FACEIT Recent Developments and Future Plans
2.4 Total Entertainment Network (US)
2.4.1 Total Entertainment Network (US) Details
2.4.2 Total Entertainment Network (US) Major Business
2.4.3 Total Entertainment Network (US) Esports (egames) Product and Solutions
2.4.4 Total Entertainment Network (US) Esports (egames) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.4.5 Total Entertainment Network (US) Recent Developments and Future Plans
2.5 Gfinity
2.5.1 Gfinity Details
2.5.2 Gfinity Major Business
2.5.3 Gfinity Esports (egames) Product and Solutions
2.5.4 Gfinity Esports (egames) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.5.5 Gfinity Recent Developments and Future Plans
2.6 Turner Broadcasting System (US)
2.6.1 Turner Broadcasting System (US) Details
2.6.2 Turner Broadcasting System (US) Major Business
2.6.3 Turner Broadcasting System (US) Esports (egames) Product and Solutions
2.6.4 Turner Broadcasting System (US) Esports (egames) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.6.5 Turner Broadcasting System (US) Recent Developments and Future Plans
2.7 CJ Corporation
2.7.1 CJ Corporation Details
2.7.2 CJ Corporation Major Business
2.7.3 CJ Corporation Esports (egames) Product and Solutions
2.7.4 CJ Corporation Esports (egames) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.7.5 CJ Corporation Recent Developments and Future Plans
2.8 Valve Corporation
2.8.1 Valve Corporation Details
2.8.2 Valve Corporation Major Business
2.8.3 Valve Corporation Esports (egames) Product and Solutions
2.8.4 Valve Corporation Esports (egames) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.8.5 Valve Corporation Recent Developments and Future Plans
2.9 Tencent
2.9.1 Tencent Details
2.9.2 Tencent Major Business
2.9.3 Tencent Esports (egames) Product and Solutions
2.9.4 Tencent Esports (egames) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.9.5 Tencent Recent Developments and Future Plans
2.10 Electronic Arts
2.10.1 Electronic Arts Details
2.10.2 Electronic Arts Major Business
2.10.3 Electronic Arts Esports (egames) Product and Solutions
2.10.4 Electronic Arts Esports (egames) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.10.5 Electronic Arts Recent Developments and Future Plans
2.11 Hi-Rez Studios
2.11.1 Hi-Rez Studios Details
2.11.2 Hi-Rez Studios Major Business
2.11.3 Hi-Rez Studios Esports (egames) Product and Solutions
2.11.4 Hi-Rez Studios Esports (egames) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.11.5 Hi-Rez Studios Recent Developments and Future Plans
2.12 KaBuM
2.12.1 KaBuM Details
2.12.2 KaBuM Major Business
2.12.3 KaBuM Esports (egames) Product and Solutions
2.12.4 KaBuM Esports (egames) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.12.5 KaBuM Recent Developments and Future Plans
2.13 Wargaming
2.13.1 Wargaming Details
2.13.2 Wargaming Major Business
2.13.3 Wargaming Esports (egames) Product and Solutions
2.13.4 Wargaming Esports (egames) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.13.5 Wargaming Recent Developments and Future Plans
2.14 Rovio Entertainment (Finland)
2.14.1 Rovio Entertainment (Finland) Details
2.14.2 Rovio Entertainment (Finland) Major Business
2.14.3 Rovio Entertainment (Finland) Esports (egames) Product and Solutions
2.14.4 Rovio Entertainment (Finland) Esports (egames) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.14.5 Rovio Entertainment (Finland) Recent Developments and Future Plans
2.15 GungHo Online Entertainment (Japan)
2.15.1 GungHo Online Entertainment (Japan) Details
2.15.2 GungHo Online Entertainment (Japan) Major Business
2.15.3 GungHo Online Entertainment (Japan) Esports (egames) Product and Solutions
2.15.4 GungHo Online Entertainment (Japan) Esports (egames) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.15.5 GungHo Online Entertainment (Japan) Recent Developments and Future Plans
2.16 Alisports (Alibaba Group)
2.16.1 Alisports (Alibaba Group) Details
2.16.2 Alisports (Alibaba Group) Major Business
2.16.3 Alisports (Alibaba Group) Esports (egames) Product and Solutions
2.16.4 Alisports (Alibaba Group) Esports (egames) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.16.5 Alisports (Alibaba Group) Recent Developments and Future Plans
2.17 EA Sports
2.17.1 EA Sports Details
2.17.2 EA Sports Major Business
2.17.3 EA Sports Esports (egames) Product and Solutions
2.17.4 EA Sports Esports (egames) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.17.5 EA Sports Recent Developments and Future Plans
2.18 Epic Games
2.18.1 Epic Games Details
2.18.2 Epic Games Major Business
2.18.3 Epic Games Esports (egames) Product and Solutions
2.18.4 Epic Games Esports (egames) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.18.5 Epic Games Recent Developments and Future Plans
2.19 Nintendo
2.19.1 Nintendo Details
2.19.2 Nintendo Major Business
2.19.3 Nintendo Esports (egames) Product and Solutions
2.19.4 Nintendo Esports (egames) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.19.5 Nintendo Recent Developments and Future Plans
2.20 Riot Games
2.20.1 Riot Games Details
2.20.2 Riot Games Major Business
2.20.3 Riot Games Esports (egames) Product and Solutions
2.20.4 Riot Games Esports (egames) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.20.5 Riot Games Recent Developments and Future Plans
2.21 Microsoft Studios
2.21.1 Microsoft Studios Details
2.21.2 Microsoft Studios Major Business
2.21.3 Microsoft Studios Esports (egames) Product and Solutions
2.21.4 Microsoft Studios Esports (egames) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.21.5 Microsoft Studios Recent Developments and Future Plans
3 Market Competition, by Players
3.1 Global Esports (egames) Revenue and Share by Players (2019, 2020, 2021, and 2022)
3.2 Market Concentration Rate
3.2.1 Top 3 Esports (egames) Players Market Share in 2021
3.2.2 Top 10 Esports (egames) Players Market Share in 2021
3.2.3 Market Competition Trend
3.3 Esports (egames) Players Head Office, Products and Services Provided
3.4 Esports (egames) Mergers & Acquisitions
3.5 Esports (egames) New Entrants and Expansion Plans
4 Market Size Segment by Type
4.1 Global Esports (egames) Revenue and Market Share by Type (2017-2022)
4.2 Global Esports (egames) Market Forecast by Type (2023-2028)
5 Market Size Segment by Application
5.1 Global Esports (egames) Revenue Market Share by Application (2017-2022)
5.2 Global Esports (egames) Market Forecast by Application (2023-2028)
6 North America by Country, by Type, and by Application
6.1 North America Esports (egames) Revenue by Type (2017-2028)
6.2 North America Esports (egames) Revenue by Application (2017-2028)
6.3 North America Esports (egames) Market Size by Country
6.3.1 North America Esports (egames) Revenue by Country (2017-2028)
6.3.2 United States Esports (egames) Market Size and Forecast (2017-2028)
6.3.3 Canada Esports (egames) Market Size and Forecast (2017-2028)
6.3.4 Mexico Esports (egames) Market Size and Forecast (2017-2028)
7 Europe by Country, by Type, and by Application
7.1 Europe Esports (egames) Revenue by Type (2017-2028)
7.2 Europe Esports (egames) Revenue by Application (2017-2028)
7.3 Europe Esports (egames) Market Size by Country
7.3.1 Europe Esports (egames) Revenue by Country (2017-2028)
7.3.2 Germany Esports (egames) Market Size and Forecast (2017-2028)
7.3.3 France Esports (egames) Market Size and Forecast (2017-2028)
7.3.4 United Kingdom Esports (egames) Market Size and Forecast (2017-2028)
7.3.5 Russia Esports (egames) Market Size and Forecast (2017-2028)
7.3.6 Italy Esports (egames) Market Size and Forecast (2017-2028)
8 Asia-Pacific by Region, by Type, and by Application
8.1 Asia-Pacific Esports (egames) Revenue by Type (2017-2028)
8.2 Asia-Pacific Esports (egames) Revenue by Application (2017-2028)
8.3 Asia-Pacific Esports (egames) Market Size by Region
8.3.1 Asia-Pacific Esports (egames) Revenue by Region (2017-2028)
8.3.2 China Esports (egames) Market Size and Forecast (2017-2028)
8.3.3 Japan Esports (egames) Market Size and Forecast (2017-2028)
8.3.4 South Korea Esports (egames) Market Size and Forecast (2017-2028)
8.3.5 India Esports (egames) Market Size and Forecast (2017-2028)
8.3.6 Southeast Asia Esports (egames) Market Size and Forecast (2017-2028)
8.3.7 Australia Esports (egames) Market Size and Forecast (2017-2028)
9 South America by Country, by Type, and by Application
9.1 South America Esports (egames) Revenue by Type (2017-2028)
9.2 South America Esports (egames) Revenue by Application (2017-2028)
9.3 South America Esports (egames) Market Size by Country
9.3.1 South America Esports (egames) Revenue by Country (2017-2028)
9.3.2 Brazil Esports (egames) Market Size and Forecast (2017-2028)
9.3.3 Argentina Esports (egames) Market Size and Forecast (2017-2028)
10 Middle East & Africa by Country, by Type, and by Application
10.1 Middle East & Africa Esports (egames) Revenue by Type (2017-2028)
10.2 Middle East & Africa Esports (egames) Revenue by Application (2017-2028)
10.3 Middle East & Africa Esports (egames) Market Size by Country
10.3.1 Middle East & Africa Esports (egames) Revenue by Country (2017-2028)
10.3.2 Turkey Esports (egames) Market Size and Forecast (2017-2028)
10.3.3 Saudi Arabia Esports (egames) Market Size and Forecast (2017-2028)
10.3.4 UAE Esports (egames) Market Size and Forecast (2017-2028)
11 Research Findings and Conclusion
12 Appendix
12.1 Methodology
12.2 Research Process and Data Source
12.3 Disclaimer
List of Tables
Table 1. Global Esports (egames) Revenue by Type, (USD Million), 2017 VS 2021 VS 2028
Table 2. Global Esports (egames) Revenue by Application, (USD Million), 2017 VS 2021 VS 2028
Table 3. Global Market Esports (egames) Revenue (Million USD) Comparison by Region (2017 VS 2021 VS 2028)
Table 4. Global Esports (egames) Revenue (USD Million) by Region (2017-2022)
Table 5. Global Esports (egames) Revenue Market Share by Region (2023-2028)
Table 6. Modern Times Group (Sweden) Corporate Information, Head Office, and Major Competitors
Table 7. Modern Times Group (Sweden) Major Business
Table 8. Modern Times Group (Sweden) Esports (egames) Product and Solutions
Table 9. Modern Times Group (Sweden) Esports (egames) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 10. Activision Blizzard Corporate Information, Head Office, and Major Competitors
Table 11. Activision Blizzard Major Business
Table 12. Activision Blizzard Esports (egames) Product and Solutions
Table 13. Activision Blizzard Esports (egames) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 14. FACEIT Corporate Information, Head Office, and Major Competitors
Table 15. FACEIT Major Business
Table 16. FACEIT Esports (egames) Product and Solutions
Table 17. FACEIT Esports (egames) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 18. Total Entertainment Network (US) Corporate Information, Head Office, and Major Competitors
Table 19. Total Entertainment Network (US) Major Business
Table 20. Total Entertainment Network (US) Esports (egames) Product and Solutions
Table 21. Total Entertainment Network (US) Esports (egames) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 22. Gfinity Corporate Information, Head Office, and Major Competitors
Table 23. Gfinity Major Business
Table 24. Gfinity Esports (egames) Product and Solutions
Table 25. Gfinity Esports (egames) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 26. Turner Broadcasting System (US) Corporate Information, Head Office, and Major Competitors
Table 27. Turner Broadcasting System (US) Major Business
Table 28. Turner Broadcasting System (US) Esports (egames) Product and Solutions
Table 29. Turner Broadcasting System (US) Esports (egames) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 30. CJ Corporation Corporate Information, Head Office, and Major Competitors
Table 31. CJ Corporation Major Business
Table 32. CJ Corporation Esports (egames) Product and Solutions
Table 33. CJ Corporation Esports (egames) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 34. Valve Corporation Corporate Information, Head Office, and Major Competitors
Table 35. Valve Corporation Major Business
Table 36. Valve Corporation Esports (egames) Product and Solutions
Table 37. Valve Corporation Esports (egames) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 38. Tencent Corporate Information, Head Office, and Major Competitors
Table 39. Tencent Major Business
Table 40. Tencent Esports (egames) Product and Solutions
Table 41. Tencent Esports (egames) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 42. Electronic Arts Corporate Information, Head Office, and Major Competitors
Table 43. Electronic Arts Major Business
Table 44. Electronic Arts Esports (egames) Product and Solutions
Table 45. Electronic Arts Esports (egames) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 46. Hi-Rez Studios Corporate Information, Head Office, and Major Competitors
Table 47. Hi-Rez Studios Major Business
Table 48. Hi-Rez Studios Esports (egames) Product and Solutions
Table 49. Hi-Rez Studios Esports (egames) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 50. KaBuM Corporate Information, Head Office, and Major Competitors
Table 51. KaBuM Major Business
Table 52. KaBuM Esports (egames) Product and Solutions
Table 53. KaBuM Esports (egames) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 54. Wargaming Corporate Information, Head Office, and Major Competitors
Table 55. Wargaming Major Business
Table 56. Wargaming Esports (egames) Product and Solutions
Table 57. Wargaming Esports (egames) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 58. Rovio Entertainment (Finland) Corporate Information, Head Office, and Major Competitors
Table 59. Rovio Entertainment (Finland) Major Business
Table 60. Rovio Entertainment (Finland) Esports (egames) Product and Solutions
Table 61. Rovio Entertainment (Finland) Esports (egames) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 62. GungHo Online Entertainment (Japan) Corporate Information, Head Office, and Major Competitors
Table 63. GungHo Online Entertainment (Japan) Major Business
Table 64. GungHo Online Entertainment (Japan) Esports (egames) Product and Solutions
Table 65. GungHo Online Entertainment (Japan) Esports (egames) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 66. Alisports (Alibaba Group) Corporate Information, Head Office, and Major Competitors
Table 67. Alisports (Alibaba Group) Major Business
Table 68. Alisports (Alibaba Group) Esports (egames) Product and Solutions
Table 69. Alisports (Alibaba Group) Esports (egames) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 70. EA Sports Corporate Information, Head Office, and Major Competitors
Table 71. EA Sports Major Business
Table 72. EA Sports Esports (egames) Product and Solutions
Table 73. EA Sports Esports (egames) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 74. Epic Games Corporate Information, Head Office, and Major Competitors
Table 75. Epic Games Major Business
Table 76. Epic Games Esports (egames) Product and Solutions
Table 77. Epic Games Esports (egames) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 78. Nintendo Corporate Information, Head Office, and Major Competitors
Table 79. Nintendo Major Business
Table 80. Nintendo Esports (egames) Product and Solutions
Table 81. Nintendo Esports (egames) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 82. Riot Games Corporate Information, Head Office, and Major Competitors
Table 83. Riot Games Major Business
Table 84. Riot Games Esports (egames) Product and Solutions
Table 85. Riot Games Esports (egames) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 86. Microsoft Studios Corporate Information, Head Office, and Major Competitors
Table 87. Microsoft Studios Major Business
Table 88. Microsoft Studios Esports (egames) Product and Solutions
Table 89. Microsoft Studios Esports (egames) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 90. Global Esports (egames) Revenue (USD Million) by Players (2019, 2020, 2021, and 2022)
Table 91. Global Esports (egames) Revenue Share by Players (2019, 2020, 2021, and 2022)
Table 92. Breakdown of Esports (egames) by Company Type (Tier 1, Tier 2 and Tier 3)
Table 93. Esports (egames) Players Head Office, Products and Services Provided
Table 94. Esports (egames) Mergers & Acquisitions in the Past Five Years
Table 95. Esports (egames) New Entrants and Expansion Plans
Table 96. Global Esports (egames) Revenue (USD Million) by Type (2017-2022)
Table 97. Global Esports (egames) Revenue Share by Type (2017-2022)
Table 98. Global Esports (egames) Revenue Forecast by Type (2023-2028)
Table 99. Global Esports (egames) Revenue by Application (2017-2022)
Table 100. Global Esports (egames) Revenue Forecast by Application (2023-2028)
Table 101. North America Esports (egames) Revenue by Type (2017-2022) & (USD Million)
Table 102. North America Esports (egames) Revenue by Type (2023-2028) & (USD Million)
Table 103. North America Esports (egames) Revenue by Application (2017-2022) & (USD Million)
Table 104. North America Esports (egames) Revenue by Application (2023-2028) & (USD Million)
Table 105. North America Esports (egames) Revenue by Country (2017-2022) & (USD Million)
Table 106. North America Esports (egames) Revenue by Country (2023-2028) & (USD Million)
Table 107. Europe Esports (egames) Revenue by Type (2017-2022) & (USD Million)
Table 108. Europe Esports (egames) Revenue by Type (2023-2028) & (USD Million)
Table 109. Europe Esports (egames) Revenue by Application (2017-2022) & (USD Million)
Table 110. Europe Esports (egames) Revenue by Application (2023-2028) & (USD Million)
Table 111. Europe Esports (egames) Revenue by Country (2017-2022) & (USD Million)
Table 112. Europe Esports (egames) Revenue by Country (2023-2028) & (USD Million)
Table 113. Asia-Pacific Esports (egames) Revenue by Type (2017-2022) & (USD Million)
Table 114. Asia-Pacific Esports (egames) Revenue by Type (2023-2028) & (USD Million)
Table 115. Asia-Pacific Esports (egames) Revenue by Application (2017-2022) & (USD Million)
Table 116. Asia-Pacific Esports (egames) Revenue by Application (2023-2028) & (USD Million)
Table 117. Asia-Pacific Esports (egames) Revenue by Region (2017-2022) & (USD Million)
Table 118. Asia-Pacific Esports (egames) Revenue by Region (2023-2028) & (USD Million)
Table 119. South America Esports (egames) Revenue by Type (2017-2022) & (USD Million)
Table 120. South America Esports (egames) Revenue by Type (2023-2028) & (USD Million)
Table 121. South America Esports (egames) Revenue by Application (2017-2022) & (USD Million)
Table 122. South America Esports (egames) Revenue by Application (2023-2028) & (USD Million)
Table 123. South America Esports (egames) Revenue by Country (2017-2022) & (USD Million)
Table 124. South America Esports (egames) Revenue by Country (2023-2028) & (USD Million)
Table 125. Middle East & Africa Esports (egames) Revenue by Type (2017-2022) & (USD Million)
Table 126. Middle East & Africa Esports (egames) Revenue by Type (2023-2028) & (USD Million)
Table 127. Middle East & Africa Esports (egames) Revenue by Application (2017-2022) & (USD Million)
Table 128. Middle East & Africa Esports (egames) Revenue by Application (2023-2028) & (USD Million)
Table 129. Middle East & Africa Esports (egames) Revenue by Country (2017-2022) & (USD Million)
Table 130. Middle East & Africa Esports (egames) Revenue by Country (2023-2028) & (USD Million)
List of Figures
Figure 1. Esports (egames) Picture
Figure 2. Global Esports (egames) Revenue Market Share by Type in 2021
Figure 3. Multiplayer Online Battle Arena (MOBA)
Figure 4. First-Person Shooter (FPS)
Figure 5. Real-Time Strategy (RTS)
Figure 6. Other
Figure 7. Esports (egames) Revenue Market Share by Application in 2021
Figure 8. Amateur Players Picture
Figure 9. Professional Players Picture
Figure 10. Club Picture
Figure 11. Associations And Organizations Picture
Figure 12. Other Picture
Figure 13. Global Esports (egames) Market Size, (USD Million): 2017 VS 2021 VS 2028
Figure 14. Global Esports (egames) Revenue and Forecast (2017-2028) & (USD Million)
Figure 15. Global Esports (egames) Revenue Market Share by Region (2017-2028)
Figure 16. Global Esports (egames) Revenue Market Share by Region in 2021
Figure 17. North America Esports (egames) Revenue (USD Million) and Growth Rate (2017-2028)
Figure 18. Europe Esports (egames) Revenue (USD Million) and Growth Rate (2017-2028)
Figure 19. Asia-Pacific Esports (egames) Revenue (USD Million) and Growth Rate (2017-2028)
Figure 20. South America Esports (egames) Revenue (USD Million) and Growth Rate (2017-2028)
Figure 21. Middle East and Africa Esports (egames) Revenue (USD Million) and Growth Rate (2017-2028)
Figure 22. Esports (egames) Market Drivers
Figure 23. Esports (egames) Market Restraints
Figure 24. Esports (egames) Market Trends
Figure 25. Modern Times Group (Sweden) Recent Developments and Future Plans
Figure 26. Activision Blizzard Recent Developments and Future Plans
Figure 27. FACEIT Recent Developments and Future Plans
Figure 28. Total Entertainment Network (US) Recent Developments and Future Plans
Figure 29. Gfinity Recent Developments and Future Plans
Figure 30. Turner Broadcasting System (US) Recent Developments and Future Plans
Figure 31. CJ Corporation Recent Developments and Future Plans
Figure 32. Valve Corporation Recent Developments and Future Plans
Figure 33. Tencent Recent Developments and Future Plans
Figure 34. Electronic Arts Recent Developments and Future Plans
Figure 35. Hi-Rez Studios Recent Developments and Future Plans
Figure 36. KaBuM Recent Developments and Future Plans
Figure 37. Wargaming Recent Developments and Future Plans
Figure 38. Rovio Entertainment (Finland) Recent Developments and Future Plans
Figure 39. GungHo Online Entertainment (Japan) Recent Developments and Future Plans
Figure 40. Alisports (Alibaba Group) Recent Developments and Future Plans
Figure 41. EA Sports Recent Developments and Future Plans
Figure 42. Epic Games Recent Developments and Future Plans
Figure 43. Nintendo Recent Developments and Future Plans
Figure 44. Riot Games Recent Developments and Future Plans
Figure 45. Microsoft Studios Recent Developments and Future Plans
Figure 46. Global Esports (egames) Revenue Share by Players in 2021
Figure 47. Esports (egames) Market Share by Company Type (Tier 1, Tier 2 and Tier 3) in 2021
Figure 48. Global Top 3 Players Esports (egames) Revenue Market Share in 2021
Figure 49. Global Top 10 Players Esports (egames) Revenue Market Share in 2021
Figure 50. Key Players Market Share Trend (Top 3 Market Share: 2020 VS 2021 VS 2022)
Figure 51. Global Esports (egames) Revenue Share by Type in 2021
Figure 52. Global Esports (egames) Market Share Forecast by Type (2023-2028)
Figure 53. Global Esports (egames) Revenue Share by Application in 2021
Figure 54. Global Esports (egames) Market Share Forecast by Application (2023-2028)
Figure 55. North America Esports (egames) Sales Market Share by Type (2017-2028)
Figure 56. North America Esports (egames) Sales Market Share by Application (2017-2028)
Figure 57. North America Esports (egames) Revenue Market Share by Country (2017-2028)
Figure 58. United States Esports (egames) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 59. Canada Esports (egames) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 60. Mexico Esports (egames) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 61. Europe Esports (egames) Sales Market Share by Type (2017-2028)
Figure 62. Europe Esports (egames) Sales Market Share by Application (2017-2028)
Figure 63. Europe Esports (egames) Revenue Market Share by Country (2017-2028)
Figure 64. Germany Esports (egames) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 65. France Esports (egames) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 66. United Kingdom Esports (egames) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 67. Russia Esports (egames) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 68. Italy Esports (egames) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 69. Asia-Pacific Esports (egames) Sales Market Share by Type (2017-2028)
Figure 70. Asia-Pacific Esports (egames) Sales Market Share by Application (2017-2028)
Figure 71. Asia-Pacific Esports (egames) Revenue Market Share by Region (2017-2028)
Figure 72. China Esports (egames) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 73. Japan Esports (egames) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 74. South Korea Esports (egames) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 75. India Esports (egames) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 76. Southeast Asia Esports (egames) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 77. Australia Esports (egames) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 78. South America Esports (egames) Sales Market Share by Type (2017-2028)
Figure 79. South America Esports (egames) Sales Market Share by Application (2017-2028)
Figure 80. South America Esports (egames) Revenue Market Share by Country (2017-2028)
Figure 81. Brazil Esports (egames) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 82. Argentina Esports (egames) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 83. Middle East and Africa Esports (egames) Sales Market Share by Type (2017-2028)
Figure 84. Middle East and Africa Esports (egames) Sales Market Share by Application (2017-2028)
Figure 85. Middle East and Africa Esports (egames) Revenue Market Share by Country (2017-2028)
Figure 86. Turkey Esports (egames) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 87. Saudi Arabia Esports (egames) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 88. UAE Esports (egames) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 89. Methodology
Figure 90. Research Process and Data Source