Global Esports (egames) Key Trends and Opportunities to 2031

Report ID: 920431 | Published Date: Nov 2024 | No. of Page: 194 | Base Year: 2023 | Rating: 4.8 | Webstory: Check our Web story
1 Report Overview
    1.1 Study Scope
    1.2 Market Analysis by Type
        1.2.1 Global Esports (egames) Market Size by Type: 2016 VS 2021 VS 2027
        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 Share by Application: 2016 VS 2021 VS 2027
        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 Study Objectives
    1.5 Years Considered

2 Global Growth Trend
    2.1 Global Esports (egames) Market Perspective (2016-2027)
    2.2 Global Esports (egames) Growth Trends by Regions
        2.2.1 Esports (egames) Market Size by Regions: 2016 VS 2021 VS 2027
        2.2.2 Esports (egames) Historic Market Size by Regions (2016-2021)
        2.2.3 Esports (egames) Forecasted Market Size by Regions (2022-2027)
    2.3 Industry Trends and Growth Strategy
        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 Top Esports (egames) Players by Market Size
        3.1.1 Players Covered: Ranking by Esports (egames) Revenue
        3.1.2 Global Top Esports (egames) Players by Revenue (2016-2021)
        3.1.3 Global Esports (egames) Revenue Market Share by Players (2016-2021)
        3.1.4 Global Esports (egames) Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
    3.2 Global Esports (egames) Market Concentration Ratio
        3.2.1 Global Esports (egames) Market Concentration Ratio (CR5 and HHI)
        3.2.2 Global Top 5 and Top 10 Players by Esports (egames) Revenue in 2020
    3.3 Esports (egames) Key Players Head office and Area Served
    3.4 Key Players Esports (egames) Product Solution and Service
    3.5 Date of Enter into Esports (egames) Market
    3.6 Mergers & Acquisitions, Expansion Plans

4 Global Esports (egames) Breakdown Data by Type (2016-2027)
    4.1 Global Esports (egames) Historic Market Size by Type (2016-2021)
    4.2 Global Esports (egames) Forecasted Market Size by Type (2022-2027)

5 Global Esports (egames) Breakdown Data by Application (2016-2027)
    5.1 Global Esports (egames) Historic Market Size by Application (2016-2021)
    5.2 Esports (egames) Forecasted Market Size by Application (2022-2027)

6 North America
    6.1 North America Esports (egames) Market Size (2016-2027)
    6.2 Key Esports (egames) Players Market Share in North America (2020-2021)
    6.3 North America Esports (egames) Market Size by Country
        6.3.1 North America Esports (egames) Market Size by Country (2016-2021)
        6.3.2 North America Esports (egames) Market Size Forecast by Country (2022-2027)
    6.4 U.S. Market Size Analysis
        6.4.1 U.S. Esports (egames) Market Size (2016-2027)
        6.4.2 U.S. Esports (egames) Market Size by Type (2016-2027)
        6.4.3 U.S. Esports (egames) Market Size by Application (2016-2027)
    6.5 Canada Market Size Analysis
        6.5.1 Canada Esports (egames) Market Size (2016-2027)
        6.5.2 Canada Esports (egames) Market Size by Type (2016-2027)
        6.5.3 Canada Esports (egames) Market Size by Application (2016-2027)

7 Europe
    7.1 Europe Esports (egames) Market Size (2016-2027)
    7.2 Key Esports (egames) Players Market Share in Europe (2020-2021)
    7.3 Europe Esports (egames) Market Size by Country
        7.3.1 Europe Esports (egames) Market Size by Country (2016-2021)
        7.3.2 Europe Esports (egames) Market Size Forecast by Country (2022-2027)
    7.4 Germany Market Size Analysis
        7.4.1 Germany Esports (egames) Market Size (2016-2027)
        7.4.2 Germany Esports (egames) Market Size by Type (2016-2027)
        7.4.3 Germany Esports (egames) Market Size by Application (2016-2027)
    7.5 France Market Size Analysis
        7.5.1 France Esports (egames) Market Size (2016-2027)
        7.5.2 France Esports (egames) Market Size by Type (2016-2027)
        7.5.3 France Esports (egames) Market Size by Application (2016-2027)
    7.6 U.K. Market Size Analysis
        7.6.1 U.K. Esports (egames) Market Size (2016-2027)
        7.6.2 U.K. Esports (egames) Market Size by Type (2016-2027)
        7.6.3 U.K. Esports (egames) Market Size by Application (2016-2027)
    7.7 Italy Market Size Analysis
        7.7.1 Italy Esports (egames) Market Size (2016-2027)
        7.7.2 Italy Esports (egames) Market Size by Type (2016-2027)
        7.7.3 Italy Esports (egames) Market Size by Application (2016-2027)
    7.8 Russia Market Size Analysis
        7.8.1 Russia Esports (egames) Market Size (2016-2027)
        7.8.2 Russia Esports (egames) Market Size by Type (2016-2027)
        7.8.3 Russia Esports (egames) Market Size by Application (2016-2027)

8 Asia-Pacific
    8.1 Asia-Pacific Esports (egames) Market Size (2016-2027)
    8.2 Key Esports (egames) Players Market Share in Asia-Pacific (2020-2021)
    8.3 Asia-Pacific Esports (egames) Market Size by Region
        8.3.1 Asia-Pacific Esports (egames) Market Size by Region (2016-2021)
        8.3.2 Asia-Pacific Esports (egames) Market Size Forecast by Region (2022-2027)
    8.4 China Market Size Analysis
        8.4.1 China Esports (egames) Market Size (2016-2027)
        8.4.2 China Esports (egames) Market Size by Type (2016-2027)
        8.4.3 China Esports (egames) Market Size by Application (2016-2027)
    8.5 Japan Market Size Analysis
        8.5.1 Japan Esports (egames) Market Size (2016-2027)
        8.5.2 Japan Esports (egames) Market Size by Type (2016-2027)
        8.5.3 Japan Esports (egames) Market Size by Application (2016-2027)
    8.6 South Korea Market Size Analysis
        8.6.1 South Korea Esports (egames) Market Size (2016-2027)
        8.6.2 South Korea Esports (egames) Market Size by Type (2016-2027)
        8.6.3 South Korea Esports (egames) Market Size by Application (2016-2027)
    8.7 India Market Size Analysis
        8.7.1 India Esports (egames) Market Size (2016-2027)
        8.7.2 India Esports (egames) Market Size by Type (2016-2027)
        8.7.3 India Esports (egames) Market Size by Application (2016-2027)
    8.8 Australia Market Size Analysis
        8.8.1 Australia Esports (egames) Market Size (2016-2027)
        8.8.2 Australia Esports (egames) Market Size by Type (2016-2027)
        8.8.3 Australia Esports (egames) Market Size by Application (2016-2027)
    8.9 Taiwan Market Size Analysis
        8.9.1 Taiwan Esports (egames) Market Size (2016-2027)
        8.9.2 Taiwan Esports (egames) Market Size by Type (2016-2027)
        8.9.3 Taiwan Esports (egames) Market Size by Application (2016-2027)
    8.10 Indonesia Market Size Analysis
        8.10.1 Indonesia Esports (egames) Market Size (2016-2027)
        8.10.2 Indonesia Esports (egames) Market Size by Type (2016-2027)
        8.10.3 Indonesia Esports (egames) Market Size by Application (2016-2027)
    8.11 Thailand Market Size Analysis
        8.11.1 Thailand Esports (egames) Market Size (2016-2027)
        8.11.2 Thailand Esports (egames) Market Size by Type (2016-2027)
        8.11.3 Thailand Esports (egames) Market Size by Application (2016-2027)
    8.12 Malaysia Market Size Analysis
        8.12.1 Malaysia Esports (egames) Market Size (2016-2027)
        8.12.2 Malaysia Esports (egames) Market Size by Type (2016-2027)
        8.12.3 Malaysia Esports (egames) Market Size by Application (2016-2027)
    8.13 Philippines Market Size Analysis
        8.13.1 Philippines Esports (egames) Market Size (2016-2027)
        8.13.2 Philippines Esports (egames) Market Size by Type (2016-2027)
        8.13.3 Philippines Esports (egames) Market Size by Application (2016-2027)
    8.14 Vietnam Market Size Analysis
        8.14.1 Vietnam Esports (egames) Market Size (2016-2027)
        8.14.2 Vietnam Esports (egames) Market Size by Type (2016-2027)
        8.14.3 Vietnam Esports (egames) Market Size by Application (2016-2027)

9 Latin America
    9.1 Latin America Esports (egames) Market Size (2016-2027)
    9.2 Key Esports (egames) Players Market Share in Latin America (2020-2021)
    9.3 Latin America Esports (egames) Market Size by Country
        9.3.1 Latin America Esports (egames) Market Size by Country (2016-2021)
        9.3.2 Latin America Esports (egames) Market Size Forecast by Country (2022-2027)
    9.4 Mexico Market Size Analysis
        9.4.1 Mexico Esports (egames) Market Size (2016-2027)
        9.4.2 Mexico Esports (egames) Market Size by Type (2016-2027)
        9.4.3 Mexico Esports (egames) Market Size by Application (2016-2027)
    9.5 Brazil Market Size Analysis
        9.5.1 Brazil Esports (egames) Market Size (2016-2027)
        9.5.2 Brazil Esports (egames) Market Size by Type (2016-2027)
        9.5.3 Brazil Esports (egames) Market Size by Application (2016-2027)
    9.6 Argentina Market Size Analysis
        9.6.1 Argentina Esports (egames) Market Size (2016-2027)
        9.6.2 Argentina Esports (egames) Market Size by Type (2016-2027)
        9.6.3 Argentina Esports (egames) Market Size by Application (2016-2027)

10 Middle East & Africa
    10.1 Middle East & Africa Esports (egames) Market Size (2016-2027)
    10.2 Key Esports (egames) Players Market Share in Middle East & Africa (2020-2021)
    10.3 Middle East & Africa Esports (egames) Market Size by Country
        10.3.1 Middle East & Africa Esports (egames) Market Size by Country (2016-2021)
        10.3.2 Middle East & Africa Esports (egames) Market Size Forecast by Country (2022-2027)
    10.4 Turkey Market Size Analysis
        10.4.1 Turkey Esports (egames) Market Size (2016-2027)
        10.4.2 Turkey Esports (egames) Market Size by Type (2016-2027)
        10.4.3 Turkey Esports (egames) Market Size by Application (2016-2027)
    10.5 Saudi Arabia Market Size Analysis
        10.5.1 Saudi Arabia Esports (egames) Market Size (2016-2027)
        10.5.2 Saudi Arabia Esports (egames) Market Size by Type (2016-2027)
        10.5.3 Saudi Arabia Esports (egames) Market Size by Application (2016-2027)
    10.6 U.A.E Market Size Analysis
        10.6.1 U.A.E Esports (egames) Market Size (2016-2027)
        10.6.2 U.A.E Esports (egames) Market Size by Type (2016-2027)
        10.6.3 U.A.E Esports (egames) Market Size by Application (2016-2027)

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 and Its Total Revenue
        11.1.3 Modern Times Group (Sweden) Esports (egames) Introduction
        11.1.4 Modern Times Group (Sweden) Revenue in Esports (egames) Business (2016-2021)
        11.1.5 Modern Times Group (Sweden) Recent Development
    11.2 Activision Blizzard
        11.2.1 Activision Blizzard Company Details
        11.2.2 Activision Blizzard Business Overview and Its Total Revenue
        11.2.3 Activision Blizzard Esports (egames) Introduction
        11.2.4 Activision Blizzard Revenue in Esports (egames) Business (2016-2021)
        11.2.5 Activision Blizzard Recent Development
    11.3 FACEIT
        11.3.1 FACEIT Company Details
        11.3.2 FACEIT Business Overview and Its Total Revenue
        11.3.3 FACEIT Esports (egames) Introduction
        11.3.4 FACEIT Revenue in Esports (egames) Business (2016-2021)
        11.3.5 FACEIT Recent Development
    11.4 Total Entertainment Network (US)
        11.4.1 Total Entertainment Network (US) Company Details
        11.4.2 Total Entertainment Network (US) Business Overview and Its Total Revenue
        11.4.3 Total Entertainment Network (US) Esports (egames) Introduction
        11.4.4 Total Entertainment Network (US) Revenue in Esports (egames) Business (2016-2021)
        11.4.5 Total Entertainment Network (US) Recent Development
    11.5 Gfinity
        11.5.1 Gfinity Company Details
        11.5.2 Gfinity Business Overview and Its Total Revenue
        11.5.3 Gfinity Esports (egames) Introduction
        11.5.4 Gfinity Revenue in Esports (egames) Business (2016-2021)
        11.5.5 Gfinity Recent Development
    11.6 Turner Broadcasting System (US)
        11.6.1 Turner Broadcasting System (US) Company Details
        11.6.2 Turner Broadcasting System (US) Business Overview and Its Total Revenue
        11.6.3 Turner Broadcasting System (US) Esports (egames) Introduction
        11.6.4 Turner Broadcasting System (US) Revenue in Esports (egames) Business (2016-2021)
        11.6.5 Turner Broadcasting System (US) Recent Development
    11.7 CJ Corporation
        11.7.1 CJ Corporation Company Details
        11.7.2 CJ Corporation Business Overview and Its Total Revenue
        11.7.3 CJ Corporation Esports (egames) Introduction
        11.7.4 CJ Corporation Revenue in Esports (egames) Business (2016-2021)
        11.7.5 CJ Corporation Recent Development
    11.8 Valve Corporation
        11.8.1 Valve Corporation Company Details
        11.8.2 Valve Corporation Business Overview and Its Total Revenue
        11.8.3 Valve Corporation Esports (egames) Introduction
        11.8.4 Valve Corporation Revenue in Esports (egames) Business (2016-2021)
        11.8.5 Valve Corporation Recent Development
    11.9 Tencent
        11.9.1 Tencent Company Details
        11.9.2 Tencent Business Overview and Its Total Revenue
        11.9.3 Tencent Esports (egames) Introduction
        11.9.4 Tencent Revenue in Esports (egames) Business (2016-2021)
        11.9.5 Tencent Recent Development
    11.10 Electronic Arts
        11.10.1 Electronic Arts Company Details
        11.10.2 Electronic Arts Business Overview and Its Total Revenue
        11.10.3 Electronic Arts Esports (egames) Introduction
        11.10.4 Electronic Arts Revenue in Esports (egames) Business (2016-2021)
        11.10.5 Electronic Arts Recent Development
    11.11 Hi-Rez Studios
        11.11.1 Hi-Rez Studios Company Details
        11.11.2 Hi-Rez Studios Business Overview and Its Total Revenue
        11.11.3 Hi-Rez Studios Esports (egames) Introduction
        11.11.4 Hi-Rez Studios Revenue in Esports (egames) Business (2016-2021)
        11.11.5 Hi-Rez Studios Recent Development
    11.12 KaBuM
        11.12.1 KaBuM Company Details
        11.12.2 KaBuM Business Overview and Its Total Revenue
        11.12.3 KaBuM Esports (egames) Introduction
        11.12.4 KaBuM Revenue in Esports (egames) Business (2016-2021)
        11.12.5 KaBuM Recent Development
    11.13 Wargaming
        11.13.1 Wargaming Company Details
        11.13.2 Wargaming Business Overview and Its Total Revenue
        11.13.3 Wargaming Esports (egames) Introduction
        11.13.4 Wargaming Revenue in Esports (egames) Business (2016-2021)
        11.13.5 Wargaming Recent Development
    11.14 Rovio Entertainment (Finland)
        11.14.1 Rovio Entertainment (Finland) Company Details
        11.14.2 Rovio Entertainment (Finland) Business Overview and Its Total Revenue
        11.14.3 Rovio Entertainment (Finland) Esports (egames) Introduction
        11.14.4 Rovio Entertainment (Finland) Revenue in Esports (egames) Business (2016-2021)
        11.14.5 Rovio Entertainment (Finland) Recent Development
    11.15 GungHo Online Entertainment (Japan)
        11.15.1 GungHo Online Entertainment (Japan) Company Details
        11.15.2 GungHo Online Entertainment (Japan) Business Overview and Its Total Revenue
        11.15.3 GungHo Online Entertainment (Japan) Esports (egames) Introduction
        11.15.4 GungHo Online Entertainment (Japan) Revenue in Esports (egames) Business (2016-2021)
        11.15.5 GungHo Online Entertainment (Japan) Recent Development
    11.16 Alisports (Alibaba Group)
        11.16.1 Alisports (Alibaba Group) Company Details
        11.16.2 Alisports (Alibaba Group) Business Overview and Its Total Revenue
        11.16.3 Alisports (Alibaba Group) Esports (egames) Introduction
        11.16.4 Alisports (Alibaba Group) Revenue in Esports (egames) Business (2016-2021)
        11.16.5 Alisports (Alibaba Group) Recent Development
    11.17 EA Sports
        11.17.1 EA Sports Company Details
        11.17.2 EA Sports Business Overview and Its Total Revenue
        11.17.3 EA Sports Esports (egames) Introduction
        11.17.4 EA Sports Revenue in Esports (egames) Business (2016-2021)
        11.17.5 EA Sports Recent Development
    11.18 Epic Games
        11.18.1 Epic Games Company Details
        11.18.2 Epic Games Business Overview and Its Total Revenue
        11.18.3 Epic Games Esports (egames) Introduction
        11.18.4 Epic Games Revenue in Esports (egames) Business (2016-2021)
        11.18.5 Epic Games Recent Development
    11.19 Nintendo
        11.19.1 Nintendo Company Details
        11.19.2 Nintendo Business Overview and Its Total Revenue
        11.19.3 Nintendo Esports (egames) Introduction
        11.19.4 Nintendo Revenue in Esports (egames) Business (2016-2021)
        11.19.5 Nintendo Recent Development
    11.20 Riot Games
        11.20.1 Riot Games Company Details
        11.20.2 Riot Games Business Overview and Its Total Revenue
        11.20.3 Riot Games Esports (egames) Introduction
        11.20.4 Riot Games Revenue in Esports (egames) Business (2016-2021)
        11.20.5 Riot Games Recent Development
    11.21 Microsoft Studios
        11.21.1 Microsoft Studios Company Details
        11.21.2 Microsoft Studios Business Overview and Its Total Revenue
        11.21.3 Microsoft Studios Esports (egames) Introduction
        11.21.4 Microsoft Studios Revenue in Esports (egames) Business (2016-2021)
        11.21.5 Microsoft Studios Recent Development

12 Analyst's Viewpoints/Conclusion

13 Appendix
    13.1 Research Methodology
        13.1.1 Methodology/Research Approach
        13.1.2 Data Source
    13.2 Disclaimer
    13.3 Author Details
List of Tables
    Table 1. Global Esports (egames) Market Size Growth Rate by Type (US$ Million): 2016 VS 2021 VS 2027
    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 by Application (US$ Million): 2016 VS 2021 VS 2027
    Table 7. Global Esports (egames) Market Size by Region (US$ Million): 2016 VS 2021 VS 2027
    Table 8. Global Esports (egames) Market Size by Regions (2016-2021) & (US$ Million)
    Table 9. Global Esports (egames) Market Share by Regions (2016-2021)
    Table 10. Global Esports (egames) Forecasted Market Size by Regions (2022-2027) & (US$ Million)
    Table 11. Global Esports (egames) Market Share by Regions (2022-2027)
    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. Ranking of Global Top Esports (egames) Manufacturers by Revenue (US$ Million) in 2020
    Table 17. Global Esports (egames) Revenue by Players (2016-2021) & (US$ Million)
    Table 18. Global Esports (egames) Market Share by Players (2016-2021)
    Table 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 2020)
    Table 20. Global 5 Largest Players Market Share by Esports (egames) Revenue (CR5 and HHI) (2016-2021)
    Table 21. Key Players Headquarters and Area Served
    Table 22. Key Players Esports (egames) Product Solution and Service
    Table 23. Date of Enter into Esports (egames) Market
    Table 24. Mergers & Acquisitions, Expansion Plans
    Table 25. Global Esports (egames) Market Size by Type (2016-2021) & (US$ Million)
    Table 26. Global Esports (egames) Revenue Market Share by Type (2016-2021)
    Table 27. Global Esports (egames) Forecasted Market Size by Type (2022-2027) & (US$ Million)
    Table 28. Global Esports (egames) Revenue Market Share by Type (2022-2027)
    Table 29. Global Esports (egames) Market Size by Application (2016-2021) & (US$ Million)
    Table 30. Global Esports (egames) Revenue Market Share by Application (2016-2021)
    Table 31. Global Esports (egames) Forecasted Market Size by Application (2022-2027) & (US$ Million)
    Table 32. Global Esports (egames) Revenue Market Share by Application (2022-2027)
    Table 33. Key Players Esports (egames) Revenue in North America (2020-2021) (US$ Million)
    Table 34. North America Esports (egames) Market Size by Countries (2016-2021) & (US$ Million)
    Table 35. North America Esports (egames) Market Size Share by Countries (2016-2021)
    Table 36. North America Esports (egames) Market Size by Countries (2022-2027) & (US$ Million)
    Table 37. North America Esports (egames) Market Size Share by Countries (2022-2027)
    Table 38. Esports (egames) Market Size (US$ Million) in U.S., Breakdown by Type (2016-2021)
    Table 39. Esports (egames) Market Size (US$ Million) in U.S., Breakdown by Type (2022-2027)
    Table 40. Esports (egames) Market Size (US$ Million) in U.S., Breakdown by Application (2016-2021)
    Table 41. Esports (egames) Market Size (US$ Million) in U.S., Breakdown by Application (2022-2027)
    Table 42. Esports (egames) Market Size (US$ Million) in Canada, Breakdown by Type (2016-2021)
    Table 43. Esports (egames) Market Size (US$ Million) in Canada, Breakdown by Type (2022-2027)
    Table 44. Esports (egames) Market Size (US$ Million) in Canada, Breakdown by Application (2016-2021)
    Table 45. Esports (egames) Market Size (US$ Million) in Canada, Breakdown by Application (2022-2027)
    Table 46. Key Players Esports (egames) Revenue in Europe (2020-2021) (US$ Million)
    Table 47. Europe Esports (egames) Market Size by Countries (2016-2021) & (US$ Million)
    Table 48. Europe Esports (egames) Market Size Share by Countries (2016-2021)
    Table 49. Europe Esports (egames) Market Size by Countries (2022-2027) & (US$ Million)
    Table 50. Europe Esports (egames) Market Size Share by Countries (2022-2027)
    Table 51. Esports (egames) Market Size (US$ Million) in Germany, Breakdown by Type (2016-2021)
    Table 52. Esports (egames) Market Size (US$ Million) in Germany, Breakdown by Type (2022-2027)
    Table 53. Esports (egames) Market Size (US$ Million) in Germany, Breakdown by Application (2016-2021)
    Table 54. Esports (egames) Market Size (US$ Million) in Germany, Breakdown by Application (2022-2027)
    Table 55. Esports (egames) Market Size (US$ Million) in France, Breakdown by Type (2016-2021)
    Table 56. Esports (egames) Market Size (US$ Million) in France, Breakdown by Type (2022-2027)
    Table 57. Esports (egames) Market Size (US$ Million) in France, Breakdown by Application (2016-2021)
    Table 58. Esports (egames) Market Size (US$ Million) in France, Breakdown by Application (2022-2027)
    Table 59. Esports (egames) Market Size (US$ Million) in U.K., Breakdown by Type (2016-2021)
    Table 60. Esports (egames) Market Size (US$ Million) in U.K., Breakdown by Type (2022-2027)
    Table 61. Esports (egames) Market Size (US$ Million) in U.K., Breakdown by Application (2016-2021)
    Table 62. Esports (egames) Market Size (US$ Million) in U.K., Breakdown by Application (2022-2027)
    Table 63. Esports (egames) Market Size (US$ Million) in Italy, Breakdown by Type (2016-2021)
    Table 64. Esports (egames) Market Size (US$ Million) in Italy, Breakdown by Type (2022-2027)
    Table 65. Esports (egames) Market Size (US$ Million) in Italy, Breakdown by Application (2016-2021)
    Table 66. Esports (egames) Market Size (US$ Million) in Italy, Breakdown by Application (2022-2027)
    Table 67. Esports (egames) Market Size (US$ Million) in Russia, Breakdown by Type (2016-2021)
    Table 68. Esports (egames) Market Size (US$ Million) in Russia, Breakdown by Type (2022-2027)
    Table 69. Esports (egames) Market Size (US$ Million) in Russia, Breakdown by Application (2016-2021)
    Table 70. Esports (egames) Market Size (US$ Million) in Russia, Breakdown by Application (2022-2027)
    Table 71. Key Players Esports (egames) Revenue in Asia-Pacific (2020-2021) (US$ Million)
    Table 72. Asia-Pacific Esports (egames) Market Size by Regions (2016-2021) & (US$ Million)
    Table 73. Asia-Pacific Esports (egames) Market Size by Regions (2022-2027) & (US$ Million)
    Table 74. Esports (egames) Market Size (US$ Million) in China, Breakdown by Type (2016-2021)
    Table 75. Esports (egames) Market Size (US$ Million) in China, Breakdown by Type (2022-2027)
    Table 76. Esports (egames) Market Size (US$ Million) in China, Breakdown by Application (2016-2021)
    Table 77. Esports (egames) Market Size (US$ Million) in China, Breakdown by Application (2022-2027)
    Table 78. Esports (egames) Market Size (US$ Million) in Japan, Breakdown by Type (2016-2021)
    Table 79. Esports (egames) Market Size (US$ Million) in Japan, Breakdown by Type (2022-2027)
    Table 80. Esports (egames) Market Size (US$ Million) in Japan, Breakdown by Application (2016-2021)
    Table 81. Esports (egames) Market Size (US$ Million) in Japan, Breakdown by Application (2022-2027)
    Table 82. Esports (egames) Market Size (US$ Million) in South Korea, Breakdown by Type (2016-2021)
    Table 83. Esports (egames) Market Size (US$ Million) in South Korea, Breakdown by Type (2022-2027)
    Table 84. Esports (egames) Market Size (US$ Million) in South Korea, Breakdown by Application (2016-2021)
    Table 85. Esports (egames) Market Size (US$ Million) in South Korea, Breakdown by Application (2022-2027)
    Table 86. Esports (egames) Market Size (US$ Million) in India, Breakdown by Type (2016-2021)
    Table 87. Esports (egames) Market Size (US$ Million) in India, Breakdown by Type (2022-2027)
    Table 88. Esports (egames) Market Size (US$ Million) in India, Breakdown by Application (2016-2021)
    Table 89. Esports (egames) Market Size (US$ Million) in India, Breakdown by Application (2022-2027)
    Table 90. Esports (egames) Market Size (US$ Million) in Australia, Breakdown by Type (2016-2021)
    Table 91. Esports (egames) Market Size (US$ Million) in Australia, Breakdown by Type (2022-2027)
    Table 92. Esports (egames) Market Size (US$ Million) in Australia, Breakdown by Application (2016-2021)
    Table 93. Esports (egames) Market Size (US$ Million) in Australia, Breakdown by Application (2022-2027)
    Table 94. Esports (egames) Market Size (US$ Million) in Taiwan, Breakdown by Type (2016-2021)
    Table 95. Esports (egames) Market Size (US$ Million) in Taiwan, Breakdown by Type (2022-2027)
    Table 96. Esports (egames) Market Size (US$ Million) in Taiwan, Breakdown by Application (2016-2021)
    Table 97. Esports (egames) Market Size (US$ Million) in Taiwan, Breakdown by Application (2022-2027)
    Table 98. Esports (egames) Market Size (US$ Million) in Indonesia, Breakdown by Type (2016-2021)
    Table 99. Esports (egames) Market Size (US$ Million) in Indonesia, Breakdown by Type (2022-2027)
    Table 100. Esports (egames) Market Size (US$ Million) in Indonesia, Breakdown by Application (2016-2021)
    Table 101. Esports (egames) Market Size (US$ Million) in Indonesia, Breakdown by Application (2022-2027)
    Table 102. Key Players Esports (egames) Revenue in Latin America (2020-2021) (US$ Million)
    Table 103. Latin America Esports (egames) Market Size by Countries (2016-2021) & (US$ Million)
    Table 104. Latin America Esports (egames) Market Size by Countries (2022-2027) & (US$ Million)
    Table 105. Esports (egames) Market Size (US$ Million) in Mexico, Breakdown by Type (2016-2021)
    Table 106. Esports (egames) Market Size (US$ Million) in Mexico, Breakdown by Type (2022-2027)
    Table 107. Esports (egames) Market Size (US$ Million) in Mexico, Breakdown by Application (2016-2021)
    Table 108. Esports (egames) Market Size (US$ Million) in Mexico, Breakdown by Application (2022-2027)
    Table 109. Esports (egames) Market Size (US$ Million) in Brazil, Breakdown by Type (2016-2021)
    Table 110. Esports (egames) Market Size (US$ Million) in Brazil, Breakdown by Type (2022-2027)
    Table 111. Esports (egames) Market Size (US$ Million) in Brazil, Breakdown by Application (2016-2021)
    Table 112. Esports (egames) Market Size (US$ Million) in Brazil, Breakdown by Application (2022-2027)
    Table 113. Esports (egames) Market Size (US$ Million) in Argentina, Breakdown by Type (2016-2021)
    Table 114. Esports (egames) Market Size (US$ Million) in Argentina, Breakdown by Type (2022-2027)
    Table 115. Esports (egames) Market Size (US$ Million) in Argentina, Breakdown by Application (2016-2021)
    Table 116. Esports (egames) Market Size (US$ Million) in Argentina, Breakdown by Application (2022-2027)
    Table 117. Key Players Esports (egames) Revenue in Middle East & Africa (2020-2021) (US$ Million)
    Table 118. Middle East & Africa Esports (egames) Market Size by Countries (2016-2021) & (US$ Million)
    Table 119. Middle East & Africa Esports (egames) Market Size by Countries (2022-2027) & (US$ Million)
    Table 120. Esports (egames) Market Size (US$ Million) in Turkey, Breakdown by Type (2016-2021)
    Table 121. Esports (egames) Market Size (US$ Million) in Turkey, Breakdown by Type (2022-2027)
    Table 122. Esports (egames) Market Size (US$ Million) in Turkey, Breakdown by Application (2016-2021)
    Table 123. Esports (egames) Market Size (US$ Million) in Turkey, Breakdown by Application (2022-2027)
    Table 124. Esports (egames) Market Size (US$ Million) in Saudi Arabia, Breakdown by Type (2016-2021)
    Table 125. Esports (egames) Market Size (US$ Million) in Saudi Arabia, Breakdown by Type (2022-2027)
    Table 126. Esports (egames) Market Size (US$ Million) in Saudi Arabia, Breakdown by Application (2016-2021)
    Table 127. Esports (egames) Market Size (US$ Million) in Saudi Arabia, Breakdown by Application (2022-2027)
    Table 128. Esports (egames) Market Size (US$ Million) in U.A.E, Breakdown by Type (2016-2021)
    Table 129. Esports (egames) Market Size (US$ Million) in U.A.E, Breakdown by Type (2022-2027)
    Table 130. Esports (egames) Market Size (US$ Million) in U.A.E, Breakdown by Application (2016-2021)
    Table 131. Esports (egames) Market Size (US$ Million) in U.A.E, Breakdown by Application (2022-2027)
    Table 132. Modern Times Group (Sweden) Company Details
    Table 133. Modern Times Group (Sweden) Business Overview
    Table 134. Modern Times Group (Sweden) Revenue in Esports (egames) Business (2016-2021) & (US$ Million)
    Table 135. Modern Times Group (Sweden) Esports (egames) Esports (egames) Product
    Table 136. Modern Times Group (Sweden) Recent Development
    Table 137. Activision Blizzard Company Details
    Table 138. Activision Blizzard Business Overview
    Table 139. Activision Blizzard Revenue in Esports (egames) Business (2016-2021) & (US$ Million)
    Table 140. Activision Blizzard Esports (egames) Product
    Table 141. Activision Blizzard Recent Development
    Table 142. FACEIT Company Details
    Table 143. FACEIT Business Overview
    Table 144. FACEIT Revenue in Esports (egames) Business (2016-2021) & (US$ Million)
    Table 145. FACEIT Esports (egames) Product
    Table 146. FACEIT Recent Development
    Table 147. Total Entertainment Network (US) Company Details
    Table 148. Total Entertainment Network (US) Business Overview
    Table 149. Total Entertainment Network (US) Revenue in Esports (egames) Business (2016-2021) & (US$ Million)
    Table 150. Total Entertainment Network (US) Esports (egames) Product
    Table 151. Total Entertainment Network (US) Recent Development
    Table 152. Gfinity Company Details
    Table 153. Gfinity Business Overview
    Table 154. Gfinity Revenue in Esports (egames) Business (2016-2021) & (US$ Million)
    Table 155. Gfinity Esports (egames) Product
    Table 156. Gfinity Recent Development
    Table 157. Turner Broadcasting System (US) Company Details
    Table 158. Turner Broadcasting System (US) Business Overview
    Table 159. Turner Broadcasting System (US) Revenue in Esports (egames) Business (2016-2021) & (US$ Million)
    Table 160. Turner Broadcasting System (US) Esports (egames) Product
    Table 161. Turner Broadcasting System (US) Recent Development
    Table 162. CJ Corporation Company Details
    Table 163. CJ Corporation Business Overview
    Table 164. CJ Corporation Revenue in Esports (egames) Business (2016-2021) & (US$ Million)
    Table 165. CJ Corporation Esports (egames) Product
    Table 166. CJ Corporation Recent Development
    Table 167. Valve Corporation Company Details
    Table 168. Valve Corporation Business Overview
    Table 169. Valve Corporation Revenue in Esports (egames) Business (2016-2021) & (US$ Million)
    Table 170. Valve Corporation Esports (egames) Product
    Table 171. Valve Corporation Recent Development
    Table 172. Tencent Company Details
    Table 173. Tencent Business Overview
    Table 174. Tencent Revenue in Esports (egames) Business (2016-2021) & (US$ Million)
    Table 175. Tencent Esports (egames) Product
    Table 176. Tencent Recent Development
    Table 177. Electronic Arts Company Details
    Table 178. Electronic Arts Business Overview
    Table 179. Electronic Arts Revenue in Esports (egames) Business (2016-2021) & (US$ Million)
    Table 180. Electronic Arts Esports (egames) Product
    Table 181. Electronic Arts Recent Development
    Table 182. Hi-Rez Studios Company Details
    Table 183. Hi-Rez Studios Business Overview
    Table 184. Hi-Rez Studios Revenue in Esports (egames) Business (2016-2021) & (US$ Million)
    Table 185. Hi-Rez Studios Esports (egames) Product
    Table 186. Hi-Rez Studios Recent Development
    Table 187. KaBuM Company Details
    Table 188. KaBuM Business Overview
    Table 189. KaBuM Revenue in Esports (egames) Business (2016-2021) & (US$ Million)
    Table 190. KaBuM Esports (egames) Product
    Table 191. KaBuM Recent Development
    Table 192. Wargaming Company Details
    Table 193. Wargaming Business Overview
    Table 194. Wargaming Revenue in Esports (egames) Business (2016-2021) & (US$ Million)
    Table 195. Wargaming Esports (egames) Product
    Table 196. Wargaming Recent Development
    Table 197. Rovio Entertainment (Finland) Company Details
    Table 198. Rovio Entertainment (Finland) Business Overview
    Table 199. Rovio Entertainment (Finland) Revenue in Esports (egames) Business (2016-2021) & (US$ Million)
    Table 200. Rovio Entertainment (Finland) Esports (egames) Product
    Table 201. Rovio Entertainment (Finland) Recent Development
    Table 202. GungHo Online Entertainment (Japan) Company Details
    Table 203. GungHo Online Entertainment (Japan) Business Overview
    Table 204. GungHo Online Entertainment (Japan) Revenue in Esports (egames) Business (2016-2021) & (US$ Million)
    Table 205. GungHo Online Entertainment (Japan) Esports (egames) Product
    Table 206. GungHo Online Entertainment (Japan) Recent Development
    Table 207. Alisports (Alibaba Group) Company Details
    Table 208. Alisports (Alibaba Group) Business Overview
    Table 209. Alisports (Alibaba Group) Revenue in Esports (egames) Business (2016-2021) & (US$ Million)
    Table 210. Alisports (Alibaba Group) Esports (egames) Product
    Table 211. Alisports (Alibaba Group) Recent Development
    Table 212. EA Sports Company Details
    Table 213. EA Sports Business Overview
    Table 214. EA Sports Revenue in Esports (egames) Business (2016-2021) & (US$ Million)
    Table 215. EA Sports Esports (egames) Product
    Table 216. EA Sports Recent Development
    Table 217. Epic Games Company Details
    Table 218. Epic Games Business Overview
    Table 219. Epic Games Revenue in Esports (egames) Business (2016-2021) & (US$ Million)
    Table 220. Epic Games Esports (egames) Product
    Table 221. Epic Games Recent Development
    Table 222. Nintendo Company Details
    Table 223. Nintendo Business Overview
    Table 224. Nintendo Revenue in Esports (egames) Business (2016-2021) & (US$ Million)
    Table 225. Nintendo Esports (egames) Product
    Table 226. Nintendo Recent Development
    Table 227. Riot Games Company Details
    Table 228. Riot Games Business Overview
    Table 229. Riot Games Revenue in Esports (egames) Business (2016-2021) & (US$ Million)
    Table 230. Riot Games Esports (egames) Product
    Table 231. Riot Games Recent Development
    Table 232. Microsoft Studios Company Details
    Table 233. Research Programs/Design for This Report
    Table 234. Key Data Information from Secondary Sources
    Table 235. Key Data Information from Primary Sources
List of Figures
    Figure 1. Global Esports (egames) Market Share by Type: 2020 & 2027
    Figure 2. Multiplayer Online Battle Arena (MOBA) Features
    Figure 3. First-Person Shooter (FPS) Features
    Figure 4. Real-Time Strategy (RTS) Features
    Figure 5. Other Features
    Figure 6. Global Esports (egames) Market Share by Application: 2020 & 2027
    Figure 7. Amateur Players Case Studies
    Figure 8. Professional Players Case Studies
    Figure 9. Club Case Studies
    Figure 10. Associations And Organizations Case Studies
    Figure 11. Other Case Studies
    Figure 12. Esports (egames) Report Years Considered
    Figure 13. Global Esports (egames) Market Share by Regions: 2016 VS 2021 VS 2027
    Figure 14. Global Esports (egames) Market Size YoY Growth 2016-2027 (US$ Million)
    Figure 15. Global Esports (egames) Market Share by Regions (2022-2027)
    Figure 16. Global Esports (egames) Market Share by Players in 2020
    Figure 17. Global Top Esports (egames) Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Esports (egames) as of 2020)
    Figure 18. The Top 10 and 5 Players Market Share by Esports (egames) Revenue in 2020
    Figure 19. North America Esports (egames) Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 20. U.S. Esports (egames) Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 21. Canada Esports (egames) Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 22. Europe Esports (egames) Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 23. Germany Esports (egames) Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 24. France Esports (egames) Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 25. U.K. Esports (egames) Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 26. Italy Esports (egames) Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 27. Russia Esports (egames) Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 28. Asia-Pacific Esports (egames) Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 29. China Esports (egames) Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 30. Japan Esports (egames) Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 31. South Korea Esports (egames) Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 32. India Esports (egames) Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 33. Australia Esports (egames) Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 34. Taiwan Esports (egames) Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 35. Indonesia Esports (egames) Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 36. Thailand Esports (egames) Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 37. Malaysia Esports (egames) Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 38. Philippines Esports (egames) Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 39. Vietnam Esports (egames) Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 40. Latin America Esports (egames) Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 41. Mexico Esports (egames) Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 42. Brazil Esports (egames) Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 43. Argentina Esports (egames) Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 44. Middle East & Africa Esports (egames) Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 45. Turkey Esports (egames) Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 46. Saudi Arabia Esports (egames) Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 47. U.A.E Esports (egames) Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 48. Bottom-up and Top-down Approaches for This Report
    Figure 49. Data Triangulation
    Figure 50. Key Executives Interviewed
Please ask for List of Figures. Request Sample Report
Companies Included in Reports:
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
Frequently Asked Questions
Esports (egames) report offers great insights of the market and consumer data and their interpretation through various figures and graphs. Report has embedded global market and regional market deep analysis through various research methodologies. The report also offers great competitor analysis of the industries and highlights the key aspect of their business like success stories, market development and growth rate.
Esports (egames) report is categorised based on following features:
  1. Global Market Players
  2. Geopolitical regions
  3. Consumer Insights
  4. Technological advancement
  5. Historic and Future Analysis of the Market
Esports (egames) report is designed on the six basic aspects of analysing the market, which covers the SWOT and SWAR analysis like strength, weakness, opportunity, threat, aspirations and results. This methodology helps investors to reach on to the desired and correct decision to put their capital into the market.

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