Industry: Service & Software
Published Date: 2024-04-25
Pages: 125 Pages
Report ld: 3068759
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Esports (egames) is an activity in which a video game competition reaches the level of "competition".Electronic sports is the use of electronic equipment as sports equipment, interpersonal intellectual confrontation sports.Through sports, participants' thinking ability, reaction ability, coordination ability of heart, eyes and limbs and willpower can be exercised and improved, and team spirit can be cultivated.
Market Analysis and Insights: Global Esports (egames) Market
The global Esports (egames) market is projected to grow from US$ million in 2024 to US$ million by 2030, at a Compound Annual Growth Rate (CAGR) of % during the forecast period.
The US & Canada market for Esports (egames) is estimated to increase from $ million in 2024 to reach $ million by 2030, at a CAGR of % during the forecast period of 2025 through 2030.
The China market for Esports (egames) is estimated to increase from $ million in 2024 to reach $ million by 2030, at a CAGR of % during the forecast period of 2025 through 2030.
The Europe market for Esports (egames) is estimated to increase from $ million in 2024 to reach $ million by 2030, at a CAGR of % during the forecast period of 2025 through 2030.
The global key companies of Esports (egames) include Modern Times Group (Sweden), Activision Blizzard, FACEIT, Total Entertainment Network (US), Gfinity, Turner Broadcasting System (US), CJ Corporation, Valve Corporation and Tencent, etc. In 2023, the global top five players had a share approximately % in terms of revenue.
Esports (egames) is widely used in various fields, such as Amateur Players, Professional Players, Club and Associations And Organizations, etc. Amateur Players provides greatest supports to the Esports (egames) industry development. In 2023, global % revenue of Esports (egames) went into Amateur Players filed and the proportion will reach to % in 2030.
Report Covers:
This report presents an overview of global market for Esports (egames) market size. Analyses of the global market trends, with historic market revenue data for 2019 - 2023, estimates for 2024, and projections of CAGR through 2030.
This report researches the key producers of Esports (egames), also provides the revenue of main regions and countries. Highlights of the upcoming market potential for Esports (egames), and key regions/countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.
This report focuses on the Esports (egames) revenue, market share and industry ranking of main companies, data from 2019 to 2024. Identification of the major stakeholders in the global Esports (egames) market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.
This report analyzes the segments data by Type and by Application, revenue, and growth rate, from 2019 to 2030. Evaluation and forecast the market size for Esports (egames) revenue, projected growth trends, production technology, application and end-user industry.
Descriptive company profiles of the major global players, including Modern Times Group (Sweden), Activision Blizzard, FACEIT, Total Entertainment Network (US), Gfinity, Turner Broadcasting System (US), CJ Corporation, Valve Corporation and Tencent, etc.
MARKET SEGMENTATION
QYRESEARCH'S STRENGTHS
Unlike generic global market reports, this study combines macro-level industry trends with hyper-local operational intelligence, empowering data-driven decisions across the Compound Chocolate value chain, addressing:
We identify regional market threats and growth prospects to guide your overseas layout.
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We unpack rivals’ operation strategies for scattered and highly concentrated industries.
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Our team operates 24 hours a day, 365 days a year, enabling ultra-fast report turnaround to respond to your research needs efficiently.
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TABLE OF CONTENTS
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Esports (egames) Market Size Growth Rate by Type, 2019 VS 2023 VS 2030
1.2.2 Multiplayer Online Battle Arena (MOBA)
1.2.3 First-Person Shooter (FPS)
1.2.4 Real-Time Strategy (RTS)
1.2.5 Other
1.3 Market by Application
1.3.1 Global Esports (egames) Market Size Growth Rate by Application, 2019 VS 2023 VS 2030
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 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Esports (egames) Market Perspective (2019-2030)
2.2 Global Esports (egames) Growth Trends by Region
2.2.1 Esports (egames) Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Esports (egames) Historic Market Size by Region (2019-2024)
2.2.3 Esports (egames) Forecasted Market Size by Region (2025-2030)
2.3 Esports (egames) Market Dynamics
2.3.1 Esports (egames) Industry Trends
2.3.2 Esports (egames) Market Drivers
2.3.3 Esports (egames) Market Challenges
2.3.4 Esports (egames) Market Restraints
3 Competition Landscape by Key Players
3.1 Global Revenue Esports (egames) by Players
3.1.1 Global Esports (egames) Revenue by Players (2019-2024)
3.1.2 Global Esports (egames) Revenue Market Share by Players (2019-2024)
3.2 Global Esports (egames) Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players of Esports (egames), Ranking by Revenue, 2022 VS 2023 VS 2024
3.4 Global Esports (egames) Market Concentration Ratio
3.4.1 Global Esports (egames) Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Esports (egames) Revenue in 2023
3.5 Global Key Players of Esports (egames) Head office and Area Served
3.6 Global Key Players of Esports (egames), Product and Application
3.7 Global Key Players of Esports (egames), Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 Esports (egames) Breakdown Data by Type
4.1 Global Esports (egames) Historic Market Size by Type (2019-2024)
4.2 Global Esports (egames) Forecasted Market Size by Type (2025-2030)
5 Esports (egames) Breakdown Data by Application
5.1 Global Esports (egames) Historic Market Size by Application (2019-2024)
5.2 Global Esports (egames) Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Esports (egames) Market Size (2019-2030)
6.2 North America Esports (egames) Market Size by Type
6.2.1 North America Esports (egames) Market Size by Type (2019-2024)
6.2.2 North America Esports (egames) Market Size by Type (2025-2030)
6.2.3 North America Esports (egames) Market Share by Type (2019-2030)
6.3 North America Esports (egames) Market Size by Application
6.3.1 North America Esports (egames) Market Size by Application (2019-2024)
6.3.2 North America Esports (egames) Market Size by Application (2025-2030)
6.3.3 North America Esports (egames) Market Share by Application (2019-2030)
6.4 North America Esports (egames) Market Size by Country
6.4.1 North America Esports (egames) Market Size by Country: 2019 VS 2023 VS 2030
6.4.2 North America Esports (egames) Market Size by Country (2019-2024)
6.4.3 North America Esports (egames) Market Size by Country (2025-2030)
6.4.4 U.S.
6.4.5 Canada
7 Europe
7.1 Europe Esports (egames) Market Size (2019-2030)
7.2 Europe Esports (egames) Market Size by Type
7.2.1 Europe Esports (egames) Market Size by Type (2019-2024)
7.2.2 Europe Esports (egames) Market Size by Type (2025-2030)
7.2.3 Europe Esports (egames) Market Share by Type (2019-2030)
7.3 Europe Esports (egames) Market Size by Application
7.3.1 Europe Esports (egames) Market Size by Application (2019-2024)
7.3.2 Europe Esports (egames) Market Size by Application (2025-2030)
7.3.3 Europe Esports (egames) Market Share by Application (2019-2030)
7.4 Europe Esports (egames) Market Size by Country
7.4.1 Europe Esports (egames) Market Size by Country: 2019 VS 2023 VS 2030
7.4.2 Europe Esports (egames) Market Size by Country (2019-2024)
7.4.3 Europe Esports (egames) Market Size by Country (2025-2030)
7.4.3 Germany
7.4.4 France
7.4.5 U.K.
7.4.6 Italy
7.4.7 Russia
7.4.8 Nordic Countries
8 China
8.1 China Esports (egames) Market Size (2019-2030)
8.2 China Esports (egames) Market Size by Type
8.2.1 China Esports (egames) Market Size by Type (2019-2024)
8.2.2 China Esports (egames) Market Size by Type (2025-2030)
8.2.3 China Esports (egames) Market Share by Type (2019-2030)
8.3 China Esports (egames) Market Size by Application
8.3.1 China Esports (egames) Market Size by Application (2019-2024)
8.3.2 China Esports (egames) Market Size by Application (2025-2030)
8.3.3 China Esports (egames) Market Share by Application (2019-2030)
9 Asia (excluding China)
9.1 Asia Esports (egames) Market Size (2019-2030)
9.2 Asia Esports (egames) Market Size by Type
9.2.1 Asia Esports (egames) Market Size by Type (2019-2024)
9.2.2 Asia Esports (egames) Market Size by Type (2025-2030)
9.2.3 Asia Esports (egames) Market Share by Type (2019-2030)
9.3 Asia Esports (egames) Market Size by Application
9.3.1 Asia Esports (egames) Market Size by Application (2019-2024)
9.3.2 Asia Esports (egames) Market Size by Application (2025-2030)
9.3.3 Asia Esports (egames) Market Share by Application (2019-2030)
9.4 Asia Esports (egames) Market Size by Region
9.4.1 Asia Esports (egames) Market Size by Region: 2019 VS 2023 VS 2030
9.4.2 Asia Esports (egames) Market Size by Region (2019-2024)
9.4.3 Asia Esports (egames) Market Size by Region (2025-2030)
9.4.4 Japan
9.4.5 South Korea
9.4.6 China Taiwan
9.4.7 Southeast Asia
9.4.8 India
9.4.9 Australia
10 Middle East, Africa, and Latin America
10.1 Middle East, Africa, and Latin America Esports (egames) Market Size (2019-2030)
10.2 Middle East, Africa, and Latin America Esports (egames) Market Size by Type
10.2.1 Middle East, Africa, and Latin America Esports (egames) Market Size by Type (2019-2024)
10.2.2 Middle East, Africa, and Latin America Esports (egames) Market Size by Type (2025-2030)
10.2.3 Middle East, Africa, and Latin America Esports (egames) Market Share by Type (2019-2030)
10.3 Middle East, Africa, and Latin America Esports (egames) Market Size by Application
10.3.1 Middle East, Africa, and Latin America Esports (egames) Market Size by Application (2019-2024)
10.3.2 Middle East, Africa, and Latin America Esports (egames) Market Size by Application (2025-2030)
10.3.3 Middle East, Africa, and Latin America Esports (egames) Market Share by Application (2019-2030)
10.4 Middle East, Africa, and Latin America Esports (egames) Market Size by Country
10.4.1 Middle East, Africa, and Latin America Esports (egames) Market Size by Country: 2019 VS 2023 VS 2030
10.4.2 Middle East, Africa, and Latin America Esports (egames) Market Size by Country (2019-2024)
10.4.3 Middle East, Africa, and Latin America Esports (egames) Market Size by Country (2025-2030)
10.4.4 Brazil
10.4.5 Mexico
10.4.6 Turkey
10.4.7 Saudi Arabia
10.4.8 Israel
10.4.9 GCC Countries
11 Key Players Profiles
11.1 Modern Times Group (Sweden)
11.1.1 Modern Times Group (Sweden) Company Details
11.1.2 Modern Times Group (Sweden) Business Overview
11.1.3 Modern Times Group (Sweden) Esports (egames) Introduction
11.1.4 Modern Times Group (Sweden) Revenue in Esports (egames) Business (2019-2024)
11.1.5 Modern Times Group (Sweden) Recent Developments
11.2 Activision Blizzard
11.2.1 Activision Blizzard Company Details
11.2.2 Activision Blizzard Business Overview
11.2.3 Activision Blizzard Esports (egames) Introduction
11.2.4 Activision Blizzard Revenue in Esports (egames) Business (2019-2024)
11.2.5 Activision Blizzard Recent Developments
11.3 FACEIT
11.3.1 FACEIT Company Details
11.3.2 FACEIT Business Overview
11.3.3 FACEIT Esports (egames) Introduction
11.3.4 FACEIT Revenue in Esports (egames) Business (2019-2024)
11.3.5 FACEIT Recent Developments
11.4 Total Entertainment Network (US)
11.4.1 Total Entertainment Network (US) Company Details
11.4.2 Total Entertainment Network (US) Business Overview
11.4.3 Total Entertainment Network (US) Esports (egames) Introduction
11.4.4 Total Entertainment Network (US) Revenue in Esports (egames) Business (2019-2024)
11.4.5 Total Entertainment Network (US) Recent Developments
11.5 Gfinity
11.5.1 Gfinity Company Details
11.5.2 Gfinity Business Overview
11.5.3 Gfinity Esports (egames) Introduction
11.5.4 Gfinity Revenue in Esports (egames) Business (2019-2024)
11.5.5 Gfinity Recent Developments
11.6 Turner Broadcasting System (US)
11.6.1 Turner Broadcasting System (US) Company Details
11.6.2 Turner Broadcasting System (US) Business Overview
11.6.3 Turner Broadcasting System (US) Esports (egames) Introduction
11.6.4 Turner Broadcasting System (US) Revenue in Esports (egames) Business (2019-2024)
11.6.5 Turner Broadcasting System (US) Recent Developments
11.7 CJ Corporation
11.7.1 CJ Corporation Company Details
11.7.2 CJ Corporation Business Overview
11.7.3 CJ Corporation Esports (egames) Introduction
11.7.4 CJ Corporation Revenue in Esports (egames) Business (2019-2024)
11.7.5 CJ Corporation Recent Developments
11.8 Valve Corporation
11.8.1 Valve Corporation Company Details
11.8.2 Valve Corporation Business Overview
11.8.3 Valve Corporation Esports (egames) Introduction
11.8.4 Valve Corporation Revenue in Esports (egames) Business (2019-2024)
11.8.5 Valve Corporation Recent Developments
11.9 Tencent
11.9.1 Tencent Company Details
11.9.2 Tencent Business Overview
11.9.3 Tencent Esports (egames) Introduction
11.9.4 Tencent Revenue in Esports (egames) Business (2019-2024)
11.9.5 Tencent Recent Developments
11.10 Electronic Arts
11.10.1 Electronic Arts Company Details
11.10.2 Electronic Arts Business Overview
11.10.3 Electronic Arts Esports (egames) Introduction
11.10.4 Electronic Arts Revenue in Esports (egames) Business (2019-2024)
11.10.5 Electronic Arts Recent Developments
11.11 Hi-Rez Studios
11.11.1 Hi-Rez Studios Company Details
11.11.2 Hi-Rez Studios Business Overview
11.11.3 Hi-Rez Studios Esports (egames) Introduction
11.11.4 Hi-Rez Studios Revenue in Esports (egames) Business (2019-2024)
11.11.5 Hi-Rez Studios Recent Developments
11.12 KaBuM
11.12.1 KaBuM Company Details
11.12.2 KaBuM Business Overview
11.12.3 KaBuM Esports (egames) Introduction
11.12.4 KaBuM Revenue in Esports (egames) Business (2019-2024)
11.12.5 KaBuM Recent Developments
11.13 Wargaming
11.13.1 Wargaming Company Details
11.13.2 Wargaming Business Overview
11.13.3 Wargaming Esports (egames) Introduction
11.13.4 Wargaming Revenue in Esports (egames) Business (2019-2024)
11.13.5 Wargaming Recent Developments
11.14 Rovio Entertainment (Finland)
11.14.1 Rovio Entertainment (Finland) Company Details
11.14.2 Rovio Entertainment (Finland) Business Overview
11.14.3 Rovio Entertainment (Finland) Esports (egames) Introduction
11.14.4 Rovio Entertainment (Finland) Revenue in Esports (egames) Business (2019-2024)
11.14.5 Rovio Entertainment (Finland) Recent Developments
11.15 GungHo Online Entertainment (Japan)
11.15.1 GungHo Online Entertainment (Japan) Company Details
11.15.2 GungHo Online Entertainment (Japan) Business Overview
11.15.3 GungHo Online Entertainment (Japan) Esports (egames) Introduction
11.15.4 GungHo Online Entertainment (Japan) Revenue in Esports (egames) Business (2019-2024)
11.15.5 GungHo Online Entertainment (Japan) Recent Developments
11.16 Alisports (Alibaba Group)
11.16.1 Alisports (Alibaba Group) Company Details
11.16.2 Alisports (Alibaba Group) Business Overview
11.16.3 Alisports (Alibaba Group) Esports (egames) Introduction
11.16.4 Alisports (Alibaba Group) Revenue in Esports (egames) Business (2019-2024)
11.16.5 Alisports (Alibaba Group) Recent Developments
11.17 EA Sports
11.17.1 EA Sports Company Details
11.17.2 EA Sports Business Overview
11.17.3 EA Sports Esports (egames) Introduction
11.17.4 EA Sports Revenue in Esports (egames) Business (2019-2024)
11.17.5 EA Sports Recent Developments
11.18 Epic Games
11.18.1 Epic Games Company Details
11.18.2 Epic Games Business Overview
11.18.3 Epic Games Esports (egames) Introduction
11.18.4 Epic Games Revenue in Esports (egames) Business (2019-2024)
11.18.5 Epic Games Recent Developments
11.19 Nintendo
11.19.1 Nintendo Company Details
11.19.2 Nintendo Business Overview
11.19.3 Nintendo Esports (egames) Introduction
11.19.4 Nintendo Revenue in Esports (egames) Business (2019-2024)
11.19.5 Nintendo Recent Developments
11.20 Riot Games
11.20.1 Riot Games Company Details
11.20.2 Riot Games Business Overview
11.20.3 Riot Games Esports (egames) Introduction
11.20.4 Riot Games Revenue in Esports (egames) Business (2019-2024)
11.20.5 Riot Games Recent Developments
11.21 Microsoft Studios
11.21.1 Microsoft Studios Company Details
11.21.2 Microsoft Studios Business Overview
11.21.3 Microsoft Studios Esports (egames) Introduction
11.21.4 Microsoft Studios Revenue in Esports (egames) Business (2019-2024)
11.21.5 Microsoft Studios Recent Developments
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
TABLE OF FIGURES
List of Tables
List of Figures
KEY QUESTIONS ADDRESSED BY THE REPORT
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REPORT COVERAGE
DESCRIPTION
OVERVIEW
MARKET SEGMENTATION
QYRESEARCH'S STRENGTHS
TABLE OF CONTENTS
TABLE OF FIGURES
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