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Global Esports (egames) Market Insights, Forecast to 2030

Global Esports (egames) Market Insights, Forecast to 2030

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

By Company

  • 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

Consumption by Region

  • North America
    • United States
    • Canada
  • Asia-Pacific
    • China
    • Japan
    • South Korea
    • Southeast Asia
    • India
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • U.K.
    • Italy
    • Netherlands
    • Nordic Countries
    • Rest of Europe
  • Latin America
    • Mexico
    • Brazil
    • Rest of Latin America
  • Middle East & Africa
    • Turkey
    • Saudi Arabia
    • UAE
    • Rest of MEA

Segment by Type

  • Multiplayer Online Battle Arena (MOBA)
  • First-Person Shooter (FPS)
  • Real-Time Strategy (RTS)
  • Other

Segment by Application

  • Amateur Players
  • Professional Players
  • Club
  • Associations And Organizations
  • Other

biaoTi 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:

Market entry risks/opportunities by region
Market entry risks/opportunities by region

We identify regional market threats and growth prospects to guide your overseas layout.

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Product mix optimization based on local practices
Product mix optimization based on local practices

We adjust product portfolios in line with local consumption habits.

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Competitor tactics in fragmented vs. consolidated markets
Competitor tactics in fragmented vs. consolidated markets

We unpack rivals’ operation strategies for scattered and highly concentrated industries.

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Full Research Coverage
Full Research Coverage

We cover competition landscape, full supply chain and quantified market size data, and deliver tailor-made customized surveys to meet your unique business demands.

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19 Years Industry Expertise
19 Years Industry Expertise

We own self-owned massive exclusive databases, backed by 19 years of global market research experience across thousands of sectors.

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24/7 Fast Report Delivery
24/7 Fast Report Delivery

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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Localized Strategic Analysis
Localized Strategic Analysis

We integrate regional risk assessment, localized product optimization and competitor analysis to deliver actionable market strategies.

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Market entry risks/opportunities by region
Market entry risks/opportunities by region

All data is cross-verified from multiple industry sources to deliver thorough, precise analysis that supports reliable corporate strategic decisions.

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Market entry risks/opportunities by region
Market entry risks/opportunities by region

We provide responsive, dedicated after-sales support to resolve all follow-up inquiries about reports, data and industry interpretation.

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TABLE OF CONTENTS

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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

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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

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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

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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)

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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)

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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

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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

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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)

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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

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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

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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

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12 Analyst's Viewpoints/Conclusions

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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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TABLE OF FIGURES

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List of Tables

Table 1. Global Esports (egames) Market Size Growth Rate by Type (US$ Million), 2019 VS 2023 VS 2030
Table 2. Key Players of Multiplayer Online Battle Arena (MOBA)
Table 3. Key Players of First-Person Shooter (FPS)
Table 4. Key Players of Real-Time Strategy (RTS)
Table 5. Key Players of Other
Table 6. Global Esports (egames) Market Size Growth Rate by Application (US$ Million), 2019 VS 2023 VS 2030
Table 7. Global Esports (egames) Market Size Growth Rate (CAGR) by Region (US$ Million): 2019 VS 2023 VS 2030
Table 8. Global Esports (egames) Market Size by Region (2019-2024) & (US$ Million)
Table 9. Global Esports (egames) Market Share by Region (2019-2024)
Table 10. Global Esports (egames) Forecasted Market Size by Region (2025-2030) & (US$ Million)
Table 11. Global Esports (egames) Market Share by Region (2025-2030)
Table 12. Esports (egames) Market Trends
Table 13. Esports (egames) Market Drivers
Table 14. Esports (egames) Market Challenges
Table 15. Esports (egames) Market Restraints
Table 16. Global Esports (egames) Revenue by Players (2019-2024) & (US$ Million)
Table 17. Global Esports (egames) Revenue Share by Players (2019-2024)
Table 18. Global Top Esports (egames) by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Esports (egames) as of 2023)
Table 19. Global Esports (egames) Industry Ranking 2022 VS 2023 VS 2024
Table 20. Global 5 Largest Players Market Share by Esports (egames) Revenue (CR5 and HHI) & (2019-2024)
Table 21. Global Key Players of Esports (egames), Headquarters and Area Served
Table 22. Global Key Players of Esports (egames), Product and Application
Table 23. Global Key Players of Esports (egames), Product and Application
Table 24. Mergers & Acquisitions, Expansion Plans
Table 25. Global Esports (egames) Market Size by Type (2019-2024) & (US$ Million)
Table 26. Global Esports (egames) Revenue Market Share by Type (2019-2024)
Table 27. Global Esports (egames) Forecasted Market Size by Type (2025-2030) & (US$ Million)
Table 28. Global Esports (egames) Revenue Market Share by Type (2025-2030)
Table 29. Global Esports (egames) Market Size by Application (2019-2024) & (US$ Million)
Table 30. Global Esports (egames) Revenue Share by Application (2019-2024)
Table 31. Global Esports (egames) Forecasted Market Size by Application (2025-2030) & (US$ Million)
Table 32. Global Esports (egames) Revenue Share by Application (2025-2030)
Table 33. North America Esports (egames) Market Size by Type (2019-2024) & (US$ Million)
Table 34. North America Esports (egames) Market Size by Type (2025-2030) & (US$ Million)
Table 35. North America Esports (egames) Market Size by Application (2019-2024) & (US$ Million)
Table 36. North America Esports (egames) Market Size by Application (2025-2030) & (US$ Million)
Table 37. North America Esports (egames) Growth Rate (CAGR) by Country (US$ Million): 2019 VS 2023 VS 2030
Table 38. North America Esports (egames) Market Size by Country (2019-2024) & (US$ Million)
Table 39. North America Esports (egames) Market Size by Country (2025-2030) & (US$ Million)
Table 40. Europe Esports (egames) Market Size by Type (2019-2024) & (US$ Million)
Table 41. Europe Esports (egames) Market Size by Type (2025-2030) & (US$ Million)
Table 42. Europe Esports (egames) Market Size by Application (2019-2024) & (US$ Million)
Table 43. Europe Esports (egames) Market Size by Application (2025-2030) & (US$ Million)
Table 44. Europe Esports (egames) Growth Rate (CAGR) by Country (US$ Million): 2019 VS 2023 VS 2030
Table 45. Europe Esports (egames) Market Size by Country (2019-2024) & (US$ Million)
Table 46. Europe Esports (egames) Market Size by Country (2025-2030) & (US$ Million)
Table 47. China Esports (egames) Market Size by Type (2019-2024) & (US$ Million)
Table 48. China Esports (egames) Market Size by Type (2025-2030) & (US$ Million)
Table 49. China Esports (egames) Market Size by Application (2019-2024) & (US$ Million)
Table 50. China Esports (egames) Market Size by Application (2025-2030) & (US$ Million)
Table 51. Asia Esports (egames) Market Size by Type (2019-2024) & (US$ Million)
Table 52. Asia Esports (egames) Market Size by Type (2025-2030) & (US$ Million)
Table 53. Asia Esports (egames) Market Size by Application (2019-2024) & (US$ Million)
Table 54. Asia Esports (egames) Market Size by Application (2025-2030) & (US$ Million)
Table 55. Asia Esports (egames) Growth Rate (CAGR) by Region (US$ Million): 2019 VS 2023 VS 2030
Table 56. Asia Esports (egames) Market Size by Region (2019-2024) & (US$ Million)
Table 57. Asia Esports (egames) Market Size by Region (2025-2030) & (US$ Million)
Table 58. Middle East, Africa, and Latin America Esports (egames) Market Size by Type (2019-2024) & (US$ Million)
Table 59. Middle East, Africa, and Latin America Esports (egames) Market Size by Type (2025-2030) & (US$ Million)
Table 60. Middle East, Africa, and Latin America Esports (egames) Market Size by Application (2019-2024) & (US$ Million)
Table 61. Middle East, Africa, and Latin America Esports (egames) Market Size by Application (2025-2030) & (US$ Million)
Table 62. Middle East, Africa, and Latin America Esports (egames) Growth Rate (CAGR) by Country (US$ Million): 2019 VS 2023 VS 2030
Table 63. Middle East, Africa, and Latin America Esports (egames) Market Size by Country (2019-2024) & (US$ Million)
Table 64. Middle East, Africa, and Latin America Esports (egames) Market Size by Country (2025-2030) & (US$ Million)
Table 65. Modern Times Group (Sweden) Company Details
Table 66. Modern Times Group (Sweden) Business Overview
Table 67. Modern Times Group (Sweden) Esports (egames) Product
Table 68. Modern Times Group (Sweden) Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 69. Modern Times Group (Sweden) Recent Developments
Table 70. Activision Blizzard Company Details
Table 71. Activision Blizzard Business Overview
Table 72. Activision Blizzard Esports (egames) Product
Table 73. Activision Blizzard Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 74. Activision Blizzard Recent Developments
Table 75. FACEIT Company Details
Table 76. FACEIT Business Overview
Table 77. FACEIT Esports (egames) Product
Table 78. FACEIT Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 79. FACEIT Recent Developments
Table 80. Total Entertainment Network (US) Company Details
Table 81. Total Entertainment Network (US) Business Overview
Table 82. Total Entertainment Network (US) Esports (egames) Product
Table 83. Total Entertainment Network (US) Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 84. Total Entertainment Network (US) Recent Developments
Table 85. Gfinity Company Details
Table 86. Gfinity Business Overview
Table 87. Gfinity Esports (egames) Product
Table 88. Gfinity Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 89. Gfinity Recent Developments
Table 90. Turner Broadcasting System (US) Company Details
Table 91. Turner Broadcasting System (US) Business Overview
Table 92. Turner Broadcasting System (US) Esports (egames) Product
Table 93. Turner Broadcasting System (US) Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 94. Turner Broadcasting System (US) Recent Developments
Table 95. CJ Corporation Company Details
Table 96. CJ Corporation Business Overview
Table 97. CJ Corporation Esports (egames) Product
Table 98. CJ Corporation Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 99. CJ Corporation Recent Developments
Table 100. Valve Corporation Company Details
Table 101. Valve Corporation Business Overview
Table 102. Valve Corporation Esports (egames) Product
Table 103. Valve Corporation Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 104. Valve Corporation Recent Developments
Table 105. Tencent Company Details
Table 106. Tencent Business Overview
Table 107. Tencent Esports (egames) Product
Table 108. Tencent Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 109. Tencent Recent Developments
Table 110. Electronic Arts Company Details
Table 111. Electronic Arts Business Overview
Table 112. Electronic Arts Esports (egames) Product
Table 113. Electronic Arts Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 114. Electronic Arts Recent Developments
Table 115. Hi-Rez Studios Company Details
Table 116. Hi-Rez Studios Business Overview
Table 117. Hi-Rez Studios Esports (egames) Product
Table 118. Hi-Rez Studios Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 119. Hi-Rez Studios Recent Developments
Table 120. KaBuM Company Details
Table 121. KaBuM Business Overview
Table 122. KaBuM Esports (egames) Product
Table 123. KaBuM Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 124. KaBuM Recent Developments
Table 125. Wargaming Company Details
Table 126. Wargaming Business Overview
Table 127. Wargaming Esports (egames) Product
Table 128. Wargaming Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 129. Wargaming Recent Developments
Table 130. Rovio Entertainment (Finland) Company Details
Table 131. Rovio Entertainment (Finland) Business Overview
Table 132. Rovio Entertainment (Finland) Esports (egames) Product
Table 133. Rovio Entertainment (Finland) Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 134. Rovio Entertainment (Finland) Recent Developments
Table 135. GungHo Online Entertainment (Japan) Company Details
Table 136. GungHo Online Entertainment (Japan) Business Overview
Table 137. GungHo Online Entertainment (Japan) Esports (egames) Product
Table 138. GungHo Online Entertainment (Japan) Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 139. GungHo Online Entertainment (Japan) Recent Developments
Table 140. Alisports (Alibaba Group) Company Details
Table 141. Alisports (Alibaba Group) Business Overview
Table 142. Alisports (Alibaba Group) Esports (egames) Product
Table 143. Alisports (Alibaba Group) Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 144. Alisports (Alibaba Group) Recent Developments
Table 145. EA Sports Company Details
Table 146. EA Sports Business Overview
Table 147. EA Sports Esports (egames) Product
Table 148. EA Sports Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 149. EA Sports Recent Developments
Table 150. Epic Games Company Details
Table 151. Epic Games Business Overview
Table 152. Epic Games Esports (egames) Product
Table 153. Epic Games Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 154. Epic Games Recent Developments
Table 155. Nintendo Company Details
Table 156. Nintendo Business Overview
Table 157. Nintendo Esports (egames) Product
Table 158. Nintendo Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 159. Nintendo Recent Developments
Table 160. Riot Games Company Details
Table 161. Riot Games Business Overview
Table 162. Riot Games Esports (egames) Product
Table 163. Riot Games Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 164. Riot Games Recent Developments
Table 165. Microsoft Studios Company Details
Table 166. Microsoft Studios Business Overview
Table 167. Microsoft Studios Esports (egames) Product
Table 168. Microsoft Studios Revenue in Esports (egames) Business (2019-2024) & (US$ Million)
Table 169. Microsoft Studios Recent Developments
Table 170. Research Programs/Design for This Report
Table 171. Key Data Information from Secondary Sources
Table 172. Key Data Information from Primary Sources
muLu

List of Figures

Figure 1. Global Esports (egames) Market Size Growth Rate by Type, 2019 VS 2023 VS 2030 (US$ Million)
Figure 2. Global Esports (egames) Market Share by Type: 2023 VS 2030
Figure 3. Multiplayer Online Battle Arena (MOBA) Features
Figure 4. First-Person Shooter (FPS) Features
Figure 5. Real-Time Strategy (RTS) Features
Figure 6. Other Features
Figure 7. Global Esports (egames) Market Size Growth Rate by Application, 2019 VS 2023 VS 2030 (US$ Million)
Figure 8. Global Esports (egames) Market Share by Application: 2023 VS 2030
Figure 9. Amateur Players Case Studies
Figure 10. Professional Players Case Studies
Figure 11. Club Case Studies
Figure 12. Associations And Organizations Case Studies
Figure 13. Other Case Studies
Figure 14. Esports (egames) Report Years Considered
Figure 15. Global Esports (egames) Market Size (US$ Million), Year-over-Year: 2019-2030
Figure 16. Global Esports (egames) Market Size, (US$ Million), 2019 VS 2023 VS 2030
Figure 17. Global Esports (egames) Market Share by Region: 2023 VS 2030
Figure 18. Global Esports (egames) Market Share by Players in 2023
Figure 19. Global Top Esports (egames) Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Esports (egames) as of 2023)
Figure 20. The Top 10 and 5 Players Market Share by Esports (egames) Revenue in 2023
Figure 21. North America Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 22. North America Esports (egames) Market Share by Type (2019-2030)
Figure 23. North America Esports (egames) Market Share by Application (2019-2030)
Figure 24. North America Esports (egames) Market Share by Country (2019-2030)
Figure 25. United States Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 26. Canada Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 27. Europe Esports (egames) Market Size YoY (2019-2030) & (US$ Million)
Figure 28. Europe Esports (egames) Market Share by Type (2019-2030)
Figure 29. Europe Esports (egames) Market Share by Application (2019-2030)
Figure 30. Europe Esports (egames) Market Share by Country (2019-2030)
Figure 31. Germany Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 32. France Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 33. U.K. Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 34. Italy Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 35. Russia Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 36. Nordic Countries Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 37. China Esports (egames) Market Size YoY (2019-2030) & (US$ Million)
Figure 38. China Esports (egames) Market Share by Type (2019-2030)
Figure 39. China Esports (egames) Market Share by Application (2019-2030)
Figure 40. Asia Esports (egames) Market Size YoY (2019-2030) & (US$ Million)
Figure 41. Asia Esports (egames) Market Share by Type (2019-2030)
Figure 42. Asia Esports (egames) Market Share by Application (2019-2030)
Figure 43. Asia Esports (egames) Market Share by Region (2019-2030)
Figure 44. Japan Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 45. South Korea Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 46. China Taiwan Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 47. Southeast Asia Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 48. India Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 49. Australia Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 50. Middle East, Africa, and Latin America Esports (egames) Market Size YoY (2019-2030) & (US$ Million)
Figure 51. Middle East, Africa, and Latin America Esports (egames) Market Share by Type (2019-2030)
Figure 52. Middle East, Africa, and Latin America Esports (egames) Market Share by Application (2019-2030)
Figure 53. Middle East, Africa, and Latin America Esports (egames) Market Share by Country (2019-2030)
Figure 54. Brazil Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 55. Mexico Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 56. Turkey Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 57. Saudi Arabia Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 58. Israel Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 59. GCC Countries Esports (egames) Market Size YoY Growth (2019-2030) & (US$ Million)
Figure 60. Modern Times Group (Sweden) Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 61. Activision Blizzard Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 62. FACEIT Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 63. Total Entertainment Network (US) Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 64. Gfinity Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 65. Turner Broadcasting System (US) Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 66. CJ Corporation Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 67. Valve Corporation Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 68. Tencent Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 69. Electronic Arts Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 70. Hi-Rez Studios Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 71. KaBuM Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 72. Wargaming Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 73. Rovio Entertainment (Finland) Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 74. GungHo Online Entertainment (Japan) Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 75. Alisports (Alibaba Group) Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 76. EA Sports Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 77. Epic Games Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 78. Nintendo Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 79. Riot Games Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 80. Microsoft Studios Revenue Growth Rate in Esports (egames) Business (2019-2024)
Figure 81. Bottom-up and Top-down Approaches for This Report
Figure 82. Data Triangulation
Figure 83. Key Executives Interviewed
den_biaoTiZhungShi

KEY QUESTIONS ADDRESSED BY THE REPORT

Which companies rank high in the global Esports (egames) market?zhanKai
The top companies in the global Esports (egames) market are Modern Times Group (Sweden)、Activision Blizzard、FACEIT.
den_biaoTiZhungShi

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Global Esports (egames) Market Insights, Forecast to 2030

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Published Date: 2024-04-25

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