Global Electronic Sports (eSports) Market 2022 by Company, Regions, Type and Application, Forecast to 2028

  • receipt Report ID : 93146
  • calendar_today Published On: Mar, 2022
  • file_copy Pages: 156
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The Electronic Sports (eSports) 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 Electronic Sports (eSports) market size is estimated to be worth US$ million in 2021 and is forecast to a readjusted size of USD million by 2028 with a CAGR of % during review period. Online accounting for % of the Electronic Sports (eSports) global market in 2021, is projected to value USD million by 2028, growing at a % CAGR in next six years. While Media Rights (Subscription & Online Advertisement) segment is altered to a % CAGR between 2022 and 2028.

Global key companies of Electronic Sports (eSports) include Modern Times Group (Sweden), Activision Blizzard (US), FACEIT (UK), Total Entertainment Network (US), and Gfinity (UK), etc. In terms of revenue, the global top four players hold a share over % in 2021.

Market segmentation

Electronic Sports (eSports) 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

Media Rights (Subscription & Online Advertisement)

Tickets and Merchandise

Sponsorship & Direct Advertisement

Publisher Fees

Others

Market segment by Application, can be divided into

Online

Offline

Market segment by players, this report covers

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)

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 Electronic Sports (eSports) product scope, market overview, market opportunities, market driving force and market risks.

Chapter 2, to profile the top players of Electronic Sports (eSports), with revenue, gross margin and global market share of Electronic Sports (eSports) from 2019 to 2022.

Chapter 3, the Electronic Sports (eSports) 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 Electronic Sports (eSports) market forecast, by regions, type and application, with revenue, from 2023 to 2028.

Chapter 11 and 12, to describe Electronic Sports (eSports) research findings and conclusion, appendix and data source.

Frequently Asked Questions

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:

  • By Type
  • By Application
  • By Region
  • By Country
  • By Manufacturer

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 Market Overview

1.1 Product Overview and Scope of Electronic Sports (eSports)

1.2 Classification of Electronic Sports (eSports) by Type

1.2.1 Overview: Global Electronic Sports (eSports) Market Size by Type: 2017 Versus 2021 Versus 2028

1.2.2 Global Electronic Sports (eSports) Revenue Market Share by Type in 2021

1.2.3 Media Rights (Subscription & Online Advertisement)

1.2.4 Tickets and Merchandise

1.2.5 Sponsorship & Direct Advertisement

1.2.6 Publisher Fees

1.2.7 Others

1.3 Global Electronic Sports (eSports) Market by Application

1.3.1 Overview: Global Electronic Sports (eSports) Market Size by Application: 2017 Versus 2021 Versus 2028

1.3.2 Online

1.3.3 Offline

1.4 Global Electronic Sports (eSports) Market Size & Forecast

1.5 Global Electronic Sports (eSports) Market Size and Forecast by Region

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

1.5.2 Global Electronic Sports (eSports) Market Size by Region, (2017-2022)

1.5.3 North America Electronic Sports (eSports) Market Size and Prospect (2017-2028)

1.5.4 Europe Electronic Sports (eSports) Market Size and Prospect (2017-2028)

1.5.5 Asia-Pacific Electronic Sports (eSports) Market Size and Prospect (2017-2028)

1.5.6 South America Electronic Sports (eSports) Market Size and Prospect (2017-2028)

1.5.7 Middle East and Africa Electronic Sports (eSports) Market Size and Prospect (2017-2028)

1.6 Market Drivers, Restraints and Trends

1.6.1 Electronic Sports (eSports) Market Drivers

1.6.2 Electronic Sports (eSports) Market Restraints

1.6.3 Electronic Sports (eSports) Trends Analysis

2 Company Profiles

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) Electronic Sports (eSports) Product and Solutions

2.1.4 Modern Times Group (Sweden) Electronic Sports (eSports) 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 (US)

2.2.1 Activision Blizzard (US) Details

2.2.2 Activision Blizzard (US) Major Business

2.2.3 Activision Blizzard (US) Electronic Sports (eSports) Product and Solutions

2.2.4 Activision Blizzard (US) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)

2.2.5 Activision Blizzard (US) Recent Developments and Future Plans

2.3 FACEIT (UK)

2.3.1 FACEIT (UK) Details

2.3.2 FACEIT (UK) Major Business

2.3.3 FACEIT (UK) Electronic Sports (eSports) Product and Solutions

2.3.4 FACEIT (UK) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)

2.3.5 FACEIT (UK) 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) Electronic Sports (eSports) Product and Solutions

2.4.4 Total Entertainment Network (US) Electronic Sports (eSports) 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 (UK)

2.5.1 Gfinity (UK) Details

2.5.2 Gfinity (UK) Major Business

2.5.3 Gfinity (UK) Electronic Sports (eSports) Product and Solutions

2.5.4 Gfinity (UK) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)

2.5.5 Gfinity (UK) 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) Electronic Sports (eSports) Product and Solutions

2.6.4 Turner Broadcasting System (US) Electronic Sports (eSports) 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 (South Korea)

2.7.1 CJ Corporation (South Korea) Details

2.7.2 CJ Corporation (South Korea) Major Business

2.7.3 CJ Corporation (South Korea) Electronic Sports (eSports) Product and Solutions

2.7.4 CJ Corporation (South Korea) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)

2.7.5 CJ Corporation (South Korea) Recent Developments and Future Plans

2.8 Valve Corporation (US)

2.8.1 Valve Corporation (US) Details

2.8.2 Valve Corporation (US) Major Business

2.8.3 Valve Corporation (US) Electronic Sports (eSports) Product and Solutions

2.8.4 Valve Corporation (US) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)

2.8.5 Valve Corporation (US) Recent Developments and Future Plans

2.9 Tencent (China)

2.9.1 Tencent (China) Details

2.9.2 Tencent (China) Major Business

2.9.3 Tencent (China) Electronic Sports (eSports) Product and Solutions

2.9.4 Tencent (China) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)

2.9.5 Tencent (China) Recent Developments and Future Plans

2.10 Electronic Arts (EA) (US)

2.10.1 Electronic Arts (EA) (US) Details

2.10.2 Electronic Arts (EA) (US) Major Business

2.10.3 Electronic Arts (EA) (US) Electronic Sports (eSports) Product and Solutions

2.10.4 Electronic Arts (EA) (US) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)

2.10.5 Electronic Arts (EA) (US) Recent Developments and Future Plans

2.11 Hi-Rez Studios (US)

2.11.1 Hi-Rez Studios (US) Details

2.11.2 Hi-Rez Studios (US) Major Business

2.11.3 Hi-Rez Studios (US) Electronic Sports (eSports) Product and Solutions

2.11.4 Hi-Rez Studios (US) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)

2.11.5 Hi-Rez Studios (US) Recent Developments and Future Plans

2.12 KaBuM (Canada)

2.12.1 KaBuM (Canada) Details

2.12.2 KaBuM (Canada) Major Business

2.12.3 KaBuM (Canada) Electronic Sports (eSports) Product and Solutions

2.12.4 KaBuM (Canada) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)

2.12.5 KaBuM (Canada) Recent Developments and Future Plans

2.13 Wargaming Public (Cyprus)

2.13.1 Wargaming Public (Cyprus) Details

2.13.2 Wargaming Public (Cyprus) Major Business

2.13.3 Wargaming Public (Cyprus) Electronic Sports (eSports) Product and Solutions

2.13.4 Wargaming Public (Cyprus) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)

2.13.5 Wargaming Public (Cyprus) 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) Electronic Sports (eSports) Product and Solutions

2.14.4 Rovio Entertainment (Finland) Electronic Sports (eSports) 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) Electronic Sports (eSports) Product and Solutions

2.15.4 GungHo Online Entertainment (Japan) Electronic Sports (eSports) 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 (China)

2.16.1 Alisports (China) Details

2.16.2 Alisports (China) Major Business

2.16.3 Alisports (China) Electronic Sports (eSports) Product and Solutions

2.16.4 Alisports (China) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)

2.16.5 Alisports (China) Recent Developments and Future Plans

3 Market Competition, by Players

3 Market Competition, by Players

3.1 Global Electronic Sports (eSports) Revenue and Share by Players (2019, 2020, 2021, and 2022)

3.2 Market Concentration Rate

3.2.1 Top 3 Electronic Sports (eSports) Players Market Share in 2021

3.2.2 Top 10 Electronic Sports (eSports) Players Market Share in 2021

3.2.3 Market Competition Trend

3.3 Electronic Sports (eSports) Players Head Office, Products and Services Provided

3.4 Electronic Sports (eSports) Mergers & Acquisitions

3.5 Electronic Sports (eSports) New Entrants and Expansion Plans

4 Market Size Segment by Type

4 Market Size Segment by Type

4.1 Global Electronic Sports (eSports) Revenue and Market Share by Type (2017-2022)

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

5 Market Size Segment by Application

5 Market Size Segment by Application

5.1 Global Electronic Sports (eSports) Revenue Market Share by Application (2017-2022)

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

6 North America by Country, by Type, and by Application

6 North America by Country, by Type, and by Application

6.1 North America Electronic Sports (eSports) Revenue by Type (2017-2028)

6.2 North America Electronic Sports (eSports) Revenue by Application (2017-2028)

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

6.3.1 North America Electronic Sports (eSports) Revenue by Country (2017-2028)

6.3.2 United States Electronic Sports (eSports) Market Size and Forecast (2017-2028)

6.3.3 Canada Electronic Sports (eSports) Market Size and Forecast (2017-2028)

6.3.4 Mexico Electronic Sports (eSports) Market Size and Forecast (2017-2028)

7 Europe by Country, by Type, and by Application

7 Europe by Country, by Type, and by Application

7.1 Europe Electronic Sports (eSports) Revenue by Type (2017-2028)

7.2 Europe Electronic Sports (eSports) Revenue by Application (2017-2028)

7.3 Europe Electronic Sports (eSports) Market Size by Country

7.3.1 Europe Electronic Sports (eSports) Revenue by Country (2017-2028)

7.3.2 Germany Electronic Sports (eSports) Market Size and Forecast (2017-2028)

7.3.3 France Electronic Sports (eSports) Market Size and Forecast (2017-2028)

7.3.4 United Kingdom Electronic Sports (eSports) Market Size and Forecast (2017-2028)

7.3.5 Russia Electronic Sports (eSports) Market Size and Forecast (2017-2028)

7.3.6 Italy Electronic Sports (eSports) Market Size and Forecast (2017-2028)

8 Asia-Pacific by Region, by Type, and by Application

8 Asia-Pacific by Region, by Type, and by Application

8.1 Asia-Pacific Electronic Sports (eSports) Revenue by Type (2017-2028)

8.2 Asia-Pacific Electronic Sports (eSports) Revenue by Application (2017-2028)

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

8.3.1 Asia-Pacific Electronic Sports (eSports) Revenue by Region (2017-2028)

8.3.2 China Electronic Sports (eSports) Market Size and Forecast (2017-2028)

8.3.3 Japan Electronic Sports (eSports) Market Size and Forecast (2017-2028)

8.3.4 South Korea Electronic Sports (eSports) Market Size and Forecast (2017-2028)

8.3.5 India Electronic Sports (eSports) Market Size and Forecast (2017-2028)

8.3.6 Southeast Asia Electronic Sports (eSports) Market Size and Forecast (2017-2028)

8.3.7 Australia Electronic Sports (eSports) Market Size and Forecast (2017-2028)

9 South America by Country, by Type, and by Application

9 South America by Country, by Type, and by Application

9.1 South America Electronic Sports (eSports) Revenue by Type (2017-2028)

9.2 South America Electronic Sports (eSports) Revenue by Application (2017-2028)

9.3 South America Electronic Sports (eSports) Market Size by Country

9.3.1 South America Electronic Sports (eSports) Revenue by Country (2017-2028)

9.3.2 Brazil Electronic Sports (eSports) Market Size and Forecast (2017-2028)

9.3.3 Argentina Electronic Sports (eSports) Market Size and Forecast (2017-2028)

10 Middle East & Africa by Country, by Type, and by Application

10 Middle East & Africa by Country, by Type, and by Application

10.1 Middle East & Africa Electronic Sports (eSports) Revenue by Type (2017-2028)

10.2 Middle East & Africa Electronic Sports (eSports) Revenue by Application (2017-2028)

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

10.3.1 Middle East & Africa Electronic Sports (eSports) Revenue by Country (2017-2028)

10.3.2 Turkey Electronic Sports (eSports) Market Size and Forecast (2017-2028)

10.3.3 Saudi Arabia Electronic Sports (eSports) Market Size and Forecast (2017-2028)

10.3.4 UAE Electronic Sports (eSports) Market Size and Forecast (2017-2028)

11 Research Findings and Conclusion

11 Research Findings and Conclusion

12 Appendix

12 Appendix

12.1 Methodology

12.2 Research Process and Data Source

12.3 Disclaimer

List of Tables

Table 1. Global Electronic Sports (eSports) Revenue by Type, (USD Million), 2017 VS 2021 VS 2028

Table 2. Global Electronic Sports (eSports) Revenue by Application, (USD Million), 2017 VS 2021 VS 2028

Table 3. Global Market Electronic Sports (eSports) Revenue (Million USD) Comparison by Region (2017 VS 2021 VS 2028)

Table 4. Global Electronic Sports (eSports) Revenue (USD Million) by Region (2017-2022)

Table 5. Global Electronic Sports (eSports) 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) Electronic Sports (eSports) Product and Solutions

Table 9. Modern Times Group (Sweden) Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)

Table 10. Activision Blizzard (US) Corporate Information, Head Office, and Major Competitors

Table 11. Activision Blizzard (US) Major Business

Table 12. Activision Blizzard (US) Electronic Sports (eSports) Product and Solutions

Table 13. Activision Blizzard (US) Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)

Table 14. FACEIT (UK) Corporate Information, Head Office, and Major Competitors

Table 15. FACEIT (UK) Major Business

Table 16. FACEIT (UK) Electronic Sports (eSports) Product and Solutions

Table 17. FACEIT (UK) Electronic Sports (eSports) 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) Electronic Sports (eSports) Product and Solutions

Table 21. Total Entertainment Network (US) Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)

Table 22. Gfinity (UK) Corporate Information, Head Office, and Major Competitors

Table 23. Gfinity (UK) Major Business

Table 24. Gfinity (UK) Electronic Sports (eSports) Product and Solutions

Table 25. Gfinity (UK) Electronic Sports (eSports) 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) Electronic Sports (eSports) Product and Solutions

Table 29. Turner Broadcasting System (US) Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)

Table 30. CJ Corporation (South Korea) Corporate Information, Head Office, and Major Competitors

Table 31. CJ Corporation (South Korea) Major Business

Table 32. CJ Corporation (South Korea) Electronic Sports (eSports) Product and Solutions

Table 33. CJ Corporation (South Korea) Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)

Table 34. Valve Corporation (US) Corporate Information, Head Office, and Major Competitors

Table 35. Valve Corporation (US) Major Business

Table 36. Valve Corporation (US) Electronic Sports (eSports) Product and Solutions

Table 37. Valve Corporation (US) Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)

Table 38. Tencent (China) Corporate Information, Head Office, and Major Competitors

Table 39. Tencent (China) Major Business

Table 40. Tencent (China) Electronic Sports (eSports) Product and Solutions

Table 41. Tencent (China) Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)

Table 42. Electronic Arts (EA) (US) Corporate Information, Head Office, and Major Competitors

Table 43. Electronic Arts (EA) (US) Major Business

Table 44. Electronic Arts (EA) (US) Electronic Sports (eSports) Product and Solutions

Table 45. Electronic Arts (EA) (US) Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)

Table 46. Hi-Rez Studios (US) Corporate Information, Head Office, and Major Competitors

Table 47. Hi-Rez Studios (US) Major Business

Table 48. Hi-Rez Studios (US) Electronic Sports (eSports) Product and Solutions

Table 49. Hi-Rez Studios (US) Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)

Table 50. KaBuM (Canada) Corporate Information, Head Office, and Major Competitors

Table 51. KaBuM (Canada) Major Business

Table 52. KaBuM (Canada) Electronic Sports (eSports) Product and Solutions

Table 53. KaBuM (Canada) Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)

Table 54. Wargaming Public (Cyprus) Corporate Information, Head Office, and Major Competitors

Table 55. Wargaming Public (Cyprus) Major Business

Table 56. Wargaming Public (Cyprus) Electronic Sports (eSports) Product and Solutions

Table 57. Wargaming Public (Cyprus) Electronic Sports (eSports) 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) Electronic Sports (eSports) Product and Solutions

Table 61. Rovio Entertainment (Finland) Electronic Sports (eSports) 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) Electronic Sports (eSports) Product and Solutions

Table 65. GungHo Online Entertainment (Japan) Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)

Table 66. Alisports (China) Corporate Information, Head Office, and Major Competitors

Table 67. Alisports (China) Major Business

Table 68. Alisports (China) Electronic Sports (eSports) Product and Solutions

Table 69. Alisports (China) Electronic Sports (eSports) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)

Table 70. Global Electronic Sports (eSports) Revenue (USD Million) by Players (2019, 2020, 2021, and 2022)

Table 71. Global Electronic Sports (eSports) Revenue Share by Players (2019, 2020, 2021, and 2022)

Table 72. Breakdown of Electronic Sports (eSports) by Company Type (Tier 1, Tier 2 and Tier 3)

Table 73. Electronic Sports (eSports) Players Head Office, Products and Services Provided

Table 74. Electronic Sports (eSports) Mergers & Acquisitions in the Past Five Years

Table 75. Electronic Sports (eSports) New Entrants and Expansion Plans

Table 76. Global Electronic Sports (eSports) Revenue (USD Million) by Type (2017-2022)

Table 77. Global Electronic Sports (eSports) Revenue Share by Type (2017-2022)

Table 78. Global Electronic Sports (eSports) Revenue Forecast by Type (2023-2028)

Table 79. Global Electronic Sports (eSports) Revenue by Application (2017-2022)

Table 80. Global Electronic Sports (eSports) Revenue Forecast by Application (2023-2028)

Table 81. North America Electronic Sports (eSports) Revenue by Type (2017-2022) & (USD Million)

Table 82. North America Electronic Sports (eSports) Revenue by Type (2023-2028) & (USD Million)

Table 83. North America Electronic Sports (eSports) Revenue by Application (2017-2022) & (USD Million)

Table 84. North America Electronic Sports (eSports) Revenue by Application (2023-2028) & (USD Million)

Table 85. North America Electronic Sports (eSports) Revenue by Country (2017-2022) & (USD Million)

Table 86. North America Electronic Sports (eSports) Revenue by Country (2023-2028) & (USD Million)

Table 87. Europe Electronic Sports (eSports) Revenue by Type (2017-2022) & (USD Million)

Table 88. Europe Electronic Sports (eSports) Revenue by Type (2023-2028) & (USD Million)

Table 89. Europe Electronic Sports (eSports) Revenue by Application (2017-2022) & (USD Million)

Table 90. Europe Electronic Sports (eSports) Revenue by Application (2023-2028) & (USD Million)

Table 91. Europe Electronic Sports (eSports) Revenue by Country (2017-2022) & (USD Million)

Table 92. Europe Electronic Sports (eSports) Revenue by Country (2023-2028) & (USD Million)

Table 93. Asia-Pacific Electronic Sports (eSports) Revenue by Type (2017-2022) & (USD Million)

Table 94. Asia-Pacific Electronic Sports (eSports) Revenue by Type (2023-2028) & (USD Million)

Table 95. Asia-Pacific Electronic Sports (eSports) Revenue by Application (2017-2022) & (USD Million)

Table 96. Asia-Pacific Electronic Sports (eSports) Revenue by Application (2023-2028) & (USD Million)

Table 97. Asia-Pacific Electronic Sports (eSports) Revenue by Region (2017-2022) & (USD Million)

Table 98. Asia-Pacific Electronic Sports (eSports) Revenue by Region (2023-2028) & (USD Million)

Table 99. South America Electronic Sports (eSports) Revenue by Type (2017-2022) & (USD Million)

Table 100. South America Electronic Sports (eSports) Revenue by Type (2023-2028) & (USD Million)

Table 101. South America Electronic Sports (eSports) Revenue by Application (2017-2022) & (USD Million)

Table 102. South America Electronic Sports (eSports) Revenue by Application (2023-2028) & (USD Million)

Table 103. South America Electronic Sports (eSports) Revenue by Country (2017-2022) & (USD Million)

Table 104. South America Electronic Sports (eSports) Revenue by Country (2023-2028) & (USD Million)

Table 105. Middle East & Africa Electronic Sports (eSports) Revenue by Type (2017-2022) & (USD Million)

Table 106. Middle East & Africa Electronic Sports (eSports) Revenue by Type (2023-2028) & (USD Million)

Table 107. Middle East & Africa Electronic Sports (eSports) Revenue by Application (2017-2022) & (USD Million)

Table 108. Middle East & Africa Electronic Sports (eSports) Revenue by Application (2023-2028) & (USD Million)

Table 109. Middle East & Africa Electronic Sports (eSports) Revenue by Country (2017-2022) & (USD Million)

Table 110. Middle East & Africa Electronic Sports (eSports) Revenue by Country (2023-2028) & (USD Million)

List of Figures

Figure 1. Electronic Sports (eSports) Picture

Figure 2. Global Electronic Sports (eSports) Revenue Market Share by Type in 2021

Figure 3. Media Rights (Subscription & Online Advertisement)

Figure 4. Tickets and Merchandise

Figure 5. Sponsorship & Direct Advertisement

Figure 6. Publisher Fees

Figure 7. Others

Figure 8. Electronic Sports (eSports) Revenue Market Share by Application in 2021

Figure 9. Online Picture

Figure 10. Offline Picture

Figure 11. Global Electronic Sports (eSports) Market Size, (USD Million): 2017 VS 2021 VS 2028

Figure 12. Global Electronic Sports (eSports) Revenue and Forecast (2017-2028) & (USD Million)

Figure 13. Global Electronic Sports (eSports) Revenue Market Share by Region (2017-2028)

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

Figure 15. North America Electronic Sports (eSports) Revenue (USD Million) and Growth Rate (2017-2028)

Figure 16. Europe Electronic Sports (eSports) Revenue (USD Million) and Growth Rate (2017-2028)

Figure 17. Asia-Pacific Electronic Sports (eSports) Revenue (USD Million) and Growth Rate (2017-2028)

Figure 18. South America Electronic Sports (eSports) Revenue (USD Million) and Growth Rate (2017-2028)

Figure 19. Middle East and Africa Electronic Sports (eSports) Revenue (USD Million) and Growth Rate (2017-2028)

Figure 20. Electronic Sports (eSports) Market Drivers

Figure 21. Electronic Sports (eSports) Market Restraints

Figure 22. Electronic Sports (eSports) Market Trends

Figure 23. Modern Times Group (Sweden) Recent Developments and Future Plans

Figure 24. Activision Blizzard (US) Recent Developments and Future Plans

Figure 25. FACEIT (UK) Recent Developments and Future Plans

Figure 26. Total Entertainment Network (US) Recent Developments and Future Plans

Figure 27. Gfinity (UK) Recent Developments and Future Plans

Figure 28. Turner Broadcasting System (US) Recent Developments and Future Plans

Figure 29. CJ Corporation (South Korea) Recent Developments and Future Plans

Figure 30. Valve Corporation (US) Recent Developments and Future Plans

Figure 31. Tencent (China) Recent Developments and Future Plans

Figure 32. Electronic Arts (EA) (US) Recent Developments and Future Plans

Figure 33. Hi-Rez Studios (US) Recent Developments and Future Plans

Figure 34. KaBuM (Canada) Recent Developments and Future Plans

Figure 35. Wargaming Public (Cyprus) Recent Developments and Future Plans

Figure 36. Rovio Entertainment (Finland) Recent Developments and Future Plans

Figure 37. GungHo Online Entertainment (Japan) Recent Developments and Future Plans

Figure 38. Alisports (China) Recent Developments and Future Plans

Figure 39. Global Electronic Sports (eSports) Revenue Share by Players in 2021

Figure 40. Electronic Sports (eSports) Market Share by Company Type (Tier 1, Tier 2 and Tier 3) in 2021

Figure 41. Global Top 3 Players Electronic Sports (eSports) Revenue Market Share in 2021

Figure 42. Global Top 10 Players Electronic Sports (eSports) Revenue Market Share in 2021

Figure 43. Key Players Market Share Trend (Top 3 Market Share: 2020 VS 2021 VS 2022)

Figure 44. Global Electronic Sports (eSports) Revenue Share by Type in 2021

Figure 45. Global Electronic Sports (eSports) Market Share Forecast by Type (2023-2028)

Figure 46. Global Electronic Sports (eSports) Revenue Share by Application in 2021

Figure 47. Global Electronic Sports (eSports) Market Share Forecast by Application (2023-2028)

Figure 48. North America Electronic Sports (eSports) Sales Market Share by Type (2017-2028)

Figure 49. North America Electronic Sports (eSports) Sales Market Share by Application (2017-2028)

Figure 50. North America Electronic Sports (eSports) Revenue Market Share by Country (2017-2028)

Figure 51. United States Electronic Sports (eSports) Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 52. Canada Electronic Sports (eSports) Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 53. Mexico Electronic Sports (eSports) Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 54. Europe Electronic Sports (eSports) Sales Market Share by Type (2017-2028)

Figure 55. Europe Electronic Sports (eSports) Sales Market Share by Application (2017-2028)

Figure 56. Europe Electronic Sports (eSports) Revenue Market Share by Country (2017-2028)

Figure 57. Germany Electronic Sports (eSports) Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 58. France Electronic Sports (eSports) Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 59. United Kingdom Electronic Sports (eSports) Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 60. Russia Electronic Sports (eSports) Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 61. Italy Electronic Sports (eSports) Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 62. Asia-Pacific Electronic Sports (eSports) Sales Market Share by Type (2017-2028)

Figure 63. Asia-Pacific Electronic Sports (eSports) Sales Market Share by Application (2017-2028)

Figure 64. Asia-Pacific Electronic Sports (eSports) Revenue Market Share by Region (2017-2028)

Figure 65. China Electronic Sports (eSports) Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 66. Japan Electronic Sports (eSports) Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 67. South Korea Electronic Sports (eSports) Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 68. India Electronic Sports (eSports) Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 69. Southeast Asia Electronic Sports (eSports) Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 70. Australia Electronic Sports (eSports) Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 71. South America Electronic Sports (eSports) Sales Market Share by Type (2017-2028)

Figure 72. South America Electronic Sports (eSports) Sales Market Share by Application (2017-2028)

Figure 73. South America Electronic Sports (eSports) Revenue Market Share by Country (2017-2028)

Figure 74. Brazil Electronic Sports (eSports) Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 75. Argentina Electronic Sports (eSports) Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 76. Middle East and Africa Electronic Sports (eSports) Sales Market Share by Type (2017-2028)

Figure 77. Middle East and Africa Electronic Sports (eSports) Sales Market Share by Application (2017-2028)

Figure 78. Middle East and Africa Electronic Sports (eSports) Revenue Market Share by Country (2017-2028)

Figure 79. Turkey Electronic Sports (eSports) Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 80. Saudi Arabia Electronic Sports (eSports) Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 81. UAE Electronic Sports (eSports) Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 82. Methodology

Figure 83. Research Process and Data Source