Press release
Electronic Sports (eSports) Market Booming Worldwide( Forecast Period 2023-2029) With Top Player:Modern Times Group (Sweden), Activision Blizzard (US), FACEIT (UK), Total Entertainment Network (US), Gfinity (UK), Turner Broadcasting System (US)
The global Electronic Sports (eSports) market is carefully researched in the report while largely concentrating on top players and their business tactics, geographical expansion, market segments, competitive landscape, manufacturing, and pricing and cost structures. Each section of the research study is specially prepared to explore key aspects of the global Electronic Sports (eSports) market. For instance, the market dynamics section digs deep into the drivers, restraints, trends, and opportunities of the global Electronic Sports (eSports) Market. With qualitative and quantitative analysis, we help you with thorough and comprehensive research on the global Electronic Sports (eSports) market. We have also focused on SWOT, PESTLE, and Porter's Five Forces analyses of the global Electronic Sports (eSports) market.Leading players of the global Electronic Sports (eSports) market are analyzed taking into account their market share, recent developments, new product launches, partnerships, mergers or acquisitions, and markets served. We also provide an exhaustive analysis of their product portfolios to explore the products and applications they concentrate on when operating in the global Electronic Sports (eSports) market. Furthermore, the report offers two separate market forecasts - one for the production side and another for the consumption side of the global Electronic Sports (eSports) market. It also provides useful recommendations for new as well as established players of the global Electronic Sports (eSports) market.
Electronic Sports (eSports) Market Leading Players
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)
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Electronic Sports (eSports) Segmentation by Product
Media Rights (Subscription & Online Advertisement), Tickets and Merchandise, Sponsorship & Direct Advertisement, Publisher Fees, Others
Electronic Sports (eSports) Segmentation by Application
Online, Offline
Report Objectives
• Analyzing the size of the global Electronic Sports (eSports) market on the basis of value and volume.
• Accurately calculating the market shares, consumption, and other vital factors of different segments of the global Electronic Sports (eSports) market.
• Exploring the key dynamics of the global Electronic Sports (eSports) market.
• Highlighting important trends of the global Electronic Sports (eSports) market in terms of production, revenue, and sales.
• Deeply profiling top players of the global Electronic Sports (eSports) market and showing how they compete in the industry.
• Studying manufacturing processes and costs, product pricing, and various trends related to them.
• Showing the performance of different regions and countries in the global Electronic Sports (eSports) market.
• Forecasting the market size and share of all segments, regions, and the global market.
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Table of Contents.
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Electronic Sports (eSports) Market Size Growth Rate by Type: 2018 VS 2022 VS 2029
1.2.2 Media Rights (Subscription & Online Advertisement)
1.2.3 Tickets and Merchandise
1.2.4 Sponsorship & Direct Advertisement
1.2.5 Publisher Fees
1.2.6 Others
1.3 Market by Application
1.3.1 Global Electronic Sports (eSports) Market Growth by Application: 2018 VS 2022 VS 2029
1.3.2 Online
1.3.3 Offline
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Electronic Sports (eSports) Market Perspective (2018-2029)
2.2 Electronic Sports (eSports) Growth Trends by Region
2.2.1 Global Electronic Sports (eSports) Market Size by Region: 2018 VS 2022 VS 2029
2.2.2 Electronic Sports (eSports) Historic Market Size by Region (2018-2023)
2.2.3 Electronic Sports (eSports) Forecasted Market Size by Region (2024-2029)
2.3 Electronic Sports (eSports) Market Dynamics
2.3.1 Electronic Sports (eSports) Industry Trends
2.3.2 Electronic Sports (eSports) Market Drivers
2.3.3 Electronic Sports (eSports) Market Challenges
2.3.4 Electronic Sports (eSports) Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Electronic Sports (eSports) Players by Revenue
3.1.1 Global Top Electronic Sports (eSports) Players by Revenue (2018-2023)
3.1.2 Global Electronic Sports (eSports) Revenue Market Share by Players (2018-2023)
3.2 Global Electronic Sports (eSports) Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Electronic Sports (eSports) Revenue
3.4 Global Electronic Sports (eSports) Market Concentration Ratio
3.4.1 Global Electronic Sports (eSports) Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Electronic Sports (eSports) Revenue in 2022
3.5 Electronic Sports (eSports) Key Players Head office and Area Served
3.6 Key Players Electronic Sports (eSports) Product Solution and Service
3.7 Date of Enter into Electronic Sports (eSports) Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Electronic Sports (eSports) Breakdown Data by Type
4.1 Global Electronic Sports (eSports) Historic Market Size by Type (2018-2023)
4.2 Global Electronic Sports (eSports) Forecasted Market Size by Type (2024-2029)
5 Electronic Sports (eSports) Breakdown Data by Application
5.1 Global Electronic Sports (eSports) Historic Market Size by Application (2018-2023)
5.2 Global Electronic Sports (eSports) Forecasted Market Size by Application (2024-2029)
6 North America
6.1 North America Electronic Sports (eSports) Market Size (2018-2029)
6.2 North America Electronic Sports (eSports) Market Growth Rate by Country: 2018 VS 2022 VS 2029
6.3 North America Electronic Sports (eSports) Market Size by Country (2018-2023)
6.4 North America Electronic Sports (eSports) Market Size by Country (2024-2029)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Electronic Sports (eSports) Market Size (2018-2029)
7.2 Europe Electronic Sports (eSports) Market Growth Rate by Country: 2018 VS 2022 VS 2029
7.3 Europe Electronic Sports (eSports) Market Size by Country (2018-2023)
7.4 Europe Electronic Sports (eSports) Market Size by Country (2024-2029)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Electronic Sports (eSports) Market Size (2018-2029)
8.2 Asia-Pacific Electronic Sports (eSports) Market Growth Rate by Region: 2018 VS 2022 VS 2029
8.3 Asia-Pacific Electronic Sports (eSports) Market Size by Region (2018-2023)
8.4 Asia-Pacific Electronic Sports (eSports) Market Size by Region (2024-2029)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Electronic Sports (eSports) Market Size (2018-2029)
9.2 Latin America Electronic Sports (eSports) Market Growth Rate by Country: 2018 VS 2022 VS 2029
9.3 Latin America Electronic Sports (eSports) Market Size by Country (2018-2023)
9.4 Latin America Electronic Sports (eSports) Market Size by Country (2024-2029)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Electronic Sports (eSports) Market Size (2018-2029)
10.2 Middle East & Africa Electronic Sports (eSports) Market Growth Rate by Country: 2018 VS 2022 VS 2029
10.3 Middle East & Africa Electronic Sports (eSports) Market Size by Country (2018-2023)
10.4 Middle East & Africa Electronic Sports (eSports) Market Size by Country (2024-2029)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Modern Times Group (Sweden)
11.1.1 Modern Times Group (Sweden) Company Detail
11.1.2 Modern Times Group (Sweden) Business Overview
11.1.3 Modern Times Group (Sweden) Electronic Sports (eSports) Introduction
11.1.4 Modern Times Group (Sweden) Revenue in Electronic Sports (eSports) Business (2018-2023)
11.1.5 Modern Times Group (Sweden) Recent Development
11.2 Activision Blizzard (US)
11.2.1 Activision Blizzard (US) Company Detail
11.2.2 Activision Blizzard (US) Business Overview
11.2.3 Activision Blizzard (US) Electronic Sports (eSports) Introduction
11.2.4 Activision Blizzard (US) Revenue in Electronic Sports (eSports) Business (2018-2023)
11.2.5 Activision Blizzard (US) Recent Development
11.3 FACEIT (UK)
11.3.1 FACEIT (UK) Company Detail
11.3.2 FACEIT (UK) Business Overview
11.3.3 FACEIT (UK) Electronic Sports (eSports) Introduction
11.3.4 FACEIT (UK) Revenue in Electronic Sports (eSports) Business (2018-2023)
11.3.5 FACEIT (UK) Recent Development
11.4 Total Entertainment Network (US)
11.4.1 Total Entertainment Network (US) Company Detail
11.4.2 Total Entertainment Network (US) Business Overview
11.4.3 Total Entertainment Network (US) Electronic Sports (eSports) Introduction
11.4.4 Total Entertainment Network (US) Revenue in Electronic Sports (eSports) Business (2018-2023)
11.4.5 Total Entertainment Network (US) Recent Development
11.5 Gfinity (UK)
11.5.1 Gfinity (UK) Company Detail
11.5.2 Gfinity (UK) Business Overview
11.5.3 Gfinity (UK) Electronic Sports (eSports) Introduction
11.5.4 Gfinity (UK) Revenue in Electronic Sports (eSports) Business (2018-2023)
11.5.5 Gfinity (UK) Recent Development
11.6 Turner Broadcasting System (US)
11.6.1 Turner Broadcasting System (US) Company Detail
11.6.2 Turner Broadcasting System (US) Business Overview
11.6.3 Turner Broadcasting System (US) Electronic Sports (eSports) Introduction
11.6.4 Turner Broadcasting System (US) Revenue in Electronic Sports (eSports) Business (2018-2023)
11.6.5 Turner Broadcasting System (US) Recent Development
11.7 CJ Corporation (South Korea)
11.7.1 CJ Corporation (South Korea) Company Detail
11.7.2 CJ Corporation (South Korea) Business Overview
11.7.3 CJ Corporation (South Korea) Electronic Sports (eSports) Introduction
11.7.4 CJ Corporation (South Korea) Revenue in Electronic Sports (eSports) Business (2018-2023)
11.7.5 CJ Corporation (South Korea) Recent Development
11.8 Valve Corporation (US)
11.8.1 Valve Corporation (US) Company Detail
11.8.2 Valve Corporation (US) Business Overview
11.8.3 Valve Corporation (US) Electronic Sports (eSports) Introduction
11.8.4 Valve Corporation (US) Revenue in Electronic Sports (eSports) Business (2018-2023)
11.8.5 Valve Corporation (US) Recent Development
11.9 Tencent (China)
11.9.1 Tencent (China) Company Detail
11.9.2 Tencent (China) Business Overview
11.9.3 Tencent (China) Electronic Sports (eSports) Introduction
11.9.4 Tencent (China) Revenue in Electronic Sports (eSports) Business (2018-2023)
11.9.5 Tencent (China) Recent Development
11.10 Electronic Arts (EA) (US)
11.10.1 Electronic Arts (EA) (US) Company Detail
11.10.2 Electronic Arts (EA) (US) Business Overview
11.10.3 Electronic Arts (EA) (US) Electronic Sports (eSports) Introduction
11.10.4 Electronic Arts (EA) (US) Revenue in Electronic Sports (eSports) Business (2018-2023)
11.10.5 Electronic Arts (EA) (US) Recent Development
11.11 Hi-Rez Studios (US)
11.11.1 Hi-Rez Studios (US) Company Detail
11.11.2 Hi-Rez Studios (US) Business Overview
11.11.3 Hi-Rez Studios (US) Electronic Sports (eSports) Introduction
11.11.4 Hi-Rez Studios (US) Revenue in Electronic Sports (eSports) Business (2018-2023)
11.11.5 Hi-Rez Studios (US) Recent Development
11.12 KaBuM (Canada)
11.12.1 KaBuM (Canada) Company Detail
11.12.2 KaBuM (Canada) Business Overview
11.12.3 KaBuM (Canada) Electronic Sports (eSports) Introduction
11.12.4 KaBuM (Canada) Revenue in Electronic Sports (eSports) Business (2018-2023)
11.12.5 KaBuM (Canada) Recent Development
11.13 Wargaming Public (Cyprus)
11.13.1 Wargaming Public (Cyprus) Company Detail
11.13.2 Wargaming Public (Cyprus) Business Overview
11.13.3 Wargaming Public (Cyprus) Electronic Sports (eSports) Introduction
11.13.4 Wargaming Public (Cyprus) Revenue in Electronic Sports (eSports) Business (2018-2023)
11.13.5 Wargaming Public (Cyprus) Recent Development
11.14 Rovio Entertainment (Finland)
11.14.1 Rovio Entertainment (Finland) Company Detail
11.14.2 Rovio Entertainment (Finland) Business Overview
11.14.3 Rovio Entertainment (Finland) Electronic Sports (eSports) Introduction
11.14.4 Rovio Entertainment (Finland) Revenue in Electronic Sports (eSports) Business (2018-2023)
11.14.5 Rovio Entertainment (Finland) Recent Development
11.15 GungHo Online Entertainment (Japan)
11.15.1 GungHo Online Entertainment (Japan) Company Detail
11.15.2 GungHo Online Entertainment (Japan) Business Overview
11.15.3 GungHo Online Entertainment (Japan) Electronic Sports (eSports) Introduction
11.15.4 GungHo Online Entertainment (Japan) Revenue in Electronic Sports (eSports) Business (2018-2023)
11.15.5 GungHo Online Entertainment (Japan) Recent Development
11.16 Alisports (China)
11.16.1 Alisports (China) Company Detail
11.16.2 Alisports (China) Business Overview
11.16.3 Alisports (China) Electronic Sports (eSports) Introduction
11.16.4 Alisports (China) Revenue in Electronic Sports (eSports) Business (2018-2023)
11.16.5 Alisports (China) Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
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