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table of content

1 Introduction to Research & Analysis Reports
1.1 Esports (egames) Market Definition
1.2 Market Segments
1.2.1 Market by Type
1.2.2 Market by Application
1.3 Global Esports (egames) Market Overview
1.4 Features & Benefits of This Report
1.5 Methodology & Sources of Information
1.5.1 Research Methodology
1.5.2 Research Process
1.5.3 Base Year
1.5.4 Report Assumptions & Caveats
2 Global Esports (egames) Overall Market Size
2.1 Global Esports (egames) Market Size: 2022 VS 2030
2.2 Global Esports (egames) Market Size, Prospects & Forecasts: 2018-2030
2.3 Key Market Trends, Opportunity, Drivers and Restraints
2.3.1 Market Opportunities & Trends
2.3.2 Market Drivers
2.3.3 Market Restraints
3 Company Landscape
3.1 Top Esports (egames) Players in Global Market
3.2 Top Global Esports (egames) Companies Ranked by Revenue
3.3 Global Esports (egames) Revenue by Companies
3.4 Top 3 and Top 5 Esports (egames) Companies in Global Market, by Revenue in 2022
3.5 Global Companies Esports (egames) Product Type
3.6 Tier 1, Tier 2 and Tier 3 Esports (egames) Players in Global Market
3.6.1 List of Global Tier 1 Esports (egames) Companies
3.6.2 List of Global Tier 2 and Tier 3 Esports (egames) Companies
4 Market Sights by Product
4.1 Overview
4.1.1 By Type - Global Esports (egames) Market Size Markets, 2022 & 2030
4.1.2 Multiplayer Online Battle Arena (MOBA)
4.1.3 First-Person Shooter (FPS)
4.1.4 Real-Time Strategy (RTS)
4.1.5 Other
4.2 By Type - Global Esports (egames) Revenue & Forecasts
4.2.1 By Type - Global Esports (egames) Revenue, 2018-2023
4.2.2 By Type - Global Esports (egames) Revenue, 2024-2030
4.2.3 By Type - Global Esports (egames) Revenue Market Share, 2018-2030
5 Sights by Application
5.1 Overview
5.1.1 By Application - Global Esports (egames) Market Size, 2022 & 2030
5.1.2 Amateur Players
5.1.3 Professional Players
5.1.4 Club
5.1.5 Associations And Organizations
5.1.6 Other
5.2 By Application - Global Esports (egames) Revenue & Forecasts
5.2.1 By Application - Global Esports (egames) Revenue, 2018-2023
5.2.2 By Application - Global Esports (egames) Revenue, 2024-2030
5.2.3 By Application - Global Esports (egames) Revenue Market Share, 2018-2030
6 Sights by Region
6.1 By Region - Global Esports (egames) Market Size, 2022 & 2030
6.2 By Region - Global Esports (egames) Revenue & Forecasts
6.2.1 By Region - Global Esports (egames) Revenue, 2018-2023
6.2.2 By Region - Global Esports (egames) Revenue, 2024-2030
6.2.3 By Region - Global Esports (egames) Revenue Market Share, 2018-2030
6.3 North America
6.3.1 By Country - North America Esports (egames) Revenue, 2018-2030
6.3.2 US Esports (egames) Market Size, 2018-2030
6.3.3 Canada Esports (egames) Market Size, 2018-2030
6.3.4 Mexico Esports (egames) Market Size, 2018-2030
6.4 Europe
6.4.1 By Country - Europe Esports (egames) Revenue, 2018-2030
6.4.2 Germany Esports (egames) Market Size, 2018-2030
6.4.3 France Esports (egames) Market Size, 2018-2030
6.4.4 U.K. Esports (egames) Market Size, 2018-2030
6.4.5 Italy Esports (egames) Market Size, 2018-2030
6.4.6 Russia Esports (egames) Market Size, 2018-2030
6.4.7 Nordic Countries Esports (egames) Market Size, 2018-2030
6.4.8 Benelux Esports (egames) Market Size, 2018-2030
6.5 Asia
6.5.1 By Region - Asia Esports (egames) Revenue, 2018-2030
6.5.2 China Esports (egames) Market Size, 2018-2030
6.5.3 Japan Esports (egames) Market Size, 2018-2030
6.5.4 South Korea Esports (egames) Market Size, 2018-2030
6.5.5 Southeast Asia Esports (egames) Market Size, 2018-2030
6.5.6 India Esports (egames) Market Size, 2018-2030
6.6 South America
6.6.1 By Country - South America Esports (egames) Revenue, 2018-2030
6.6.2 Brazil Esports (egames) Market Size, 2018-2030
6.6.3 Argentina Esports (egames) Market Size, 2018-2030
6.7 Middle East & Africa
6.7.1 By Country - Middle East & Africa Esports (egames) Revenue, 2018-2030
6.7.2 Turkey Esports (egames) Market Size, 2018-2030
6.7.3 Israel Esports (egames) Market Size, 2018-2030
6.7.4 Saudi Arabia Esports (egames) Market Size, 2018-2030
6.7.5 UAE Esports (egames) Market Size, 2018-2030
7 Esports (egames) Companies Profiles
7.1 Modern Times Group (Sweden)
7.1.1 Modern Times Group (Sweden) Company Summary
7.1.2 Modern Times Group (Sweden) Business Overview
7.1.3 Modern Times Group (Sweden) Esports (egames) Major Product Offerings
7.1.4 Modern Times Group (Sweden) Esports (egames) Revenue in Global Market (2018-2023)
7.1.5 Modern Times Group (Sweden) Key News & Latest Developments
7.2 Activision Blizzard
7.2.1 Activision Blizzard Company Summary
7.2.2 Activision Blizzard Business Overview
7.2.3 Activision Blizzard Esports (egames) Major Product Offerings
7.2.4 Activision Blizzard Esports (egames) Revenue in Global Market (2018-2023)
7.2.5 Activision Blizzard Key News & Latest Developments
7.3 FACEIT
7.3.1 FACEIT Company Summary
7.3.2 FACEIT Business Overview
7.3.3 FACEIT Esports (egames) Major Product Offerings
7.3.4 FACEIT Esports (egames) Revenue in Global Market (2018-2023)
7.3.5 FACEIT Key News & Latest Developments
7.4 Total Entertainment Network (US)
7.4.1 Total Entertainment Network (US) Company Summary
7.4.2 Total Entertainment Network (US) Business Overview
7.4.3 Total Entertainment Network (US) Esports (egames) Major Product Offerings
7.4.4 Total Entertainment Network (US) Esports (egames) Revenue in Global Market (2018-2023)
7.4.5 Total Entertainment Network (US) Key News & Latest Developments
7.5 Gfinity
7.5.1 Gfinity Company Summary
7.5.2 Gfinity Business Overview
7.5.3 Gfinity Esports (egames) Major Product Offerings
7.5.4 Gfinity Esports (egames) Revenue in Global Market (2018-2023)
7.5.5 Gfinity Key News & Latest Developments
7.6 Turner Broadcasting System (US)
7.6.1 Turner Broadcasting System (US) Company Summary
7.6.2 Turner Broadcasting System (US) Business Overview
7.6.3 Turner Broadcasting System (US) Esports (egames) Major Product Offerings
7.6.4 Turner Broadcasting System (US) Esports (egames) Revenue in Global Market (2018-2023)
7.6.5 Turner Broadcasting System (US) Key News & Latest Developments
7.7 CJ Corporation
7.7.1 CJ Corporation Company Summary
7.7.2 CJ Corporation Business Overview
7.7.3 CJ Corporation Esports (egames) Major Product Offerings
7.7.4 CJ Corporation Esports (egames) Revenue in Global Market (2018-2023)
7.7.5 CJ Corporation Key News & Latest Developments
7.8 Valve Corporation
7.8.1 Valve Corporation Company Summary
7.8.2 Valve Corporation Business Overview
7.8.3 Valve Corporation Esports (egames) Major Product Offerings
7.8.4 Valve Corporation Esports (egames) Revenue in Global Market (2018-2023)
7.8.5 Valve Corporation Key News & Latest Developments
7.9 Tencent
7.9.1 Tencent Company Summary
7.9.2 Tencent Business Overview
7.9.3 Tencent Esports (egames) Major Product Offerings
7.9.4 Tencent Esports (egames) Revenue in Global Market (2018-2023)
7.9.5 Tencent Key News & Latest Developments
7.10 Electronic Arts
7.10.1 Electronic Arts Company Summary
7.10.2 Electronic Arts Business Overview
7.10.3 Electronic Arts Esports (egames) Major Product Offerings
7.10.4 Electronic Arts Esports (egames) Revenue in Global Market (2018-2023)
7.10.5 Electronic Arts Key News & Latest Developments
7.11 Hi-Rez Studios
7.11.1 Hi-Rez Studios Company Summary
7.11.2 Hi-Rez Studios Business Overview
7.11.3 Hi-Rez Studios Esports (egames) Major Product Offerings
7.11.4 Hi-Rez Studios Esports (egames) Revenue in Global Market (2018-2023)
7.11.5 Hi-Rez Studios Key News & Latest Developments
7.12 KaBuM
7.12.1 KaBuM Company Summary
7.12.2 KaBuM Business Overview
7.12.3 KaBuM Esports (egames) Major Product Offerings
7.12.4 KaBuM Esports (egames) Revenue in Global Market (2018-2023)
7.12.5 KaBuM Key News & Latest Developments
7.13 Wargaming
7.13.1 Wargaming Company Summary
7.13.2 Wargaming Business Overview
7.13.3 Wargaming Esports (egames) Major Product Offerings
7.13.4 Wargaming Esports (egames) Revenue in Global Market (2018-2023)
7.13.5 Wargaming Key News & Latest Developments
7.14 Rovio Entertainment (Finland)
7.14.1 Rovio Entertainment (Finland) Company Summary
7.14.2 Rovio Entertainment (Finland) Business Overview
7.14.3 Rovio Entertainment (Finland) Esports (egames) Major Product Offerings
7.14.4 Rovio Entertainment (Finland) Esports (egames) Revenue in Global Market (2018-2023)
7.14.5 Rovio Entertainment (Finland) Key News & Latest Developments
7.15 GungHo Online Entertainment (Japan)
7.15.1 GungHo Online Entertainment (Japan) Company Summary
7.15.2 GungHo Online Entertainment (Japan) Business Overview
7.15.3 GungHo Online Entertainment (Japan) Esports (egames) Major Product Offerings
7.15.4 GungHo Online Entertainment (Japan) Esports (egames) Revenue in Global Market (2018-2023)
7.15.5 GungHo Online Entertainment (Japan) Key News & Latest Developments
7.16 Alisports (Alibaba Group)
7.16.1 Alisports (Alibaba Group) Company Summary
7.16.2 Alisports (Alibaba Group) Business Overview
7.16.3 Alisports (Alibaba Group) Esports (egames) Major Product Offerings
7.16.4 Alisports (Alibaba Group) Esports (egames) Revenue in Global Market (2018-2023)
7.16.5 Alisports (Alibaba Group) Key News & Latest Developments
7.17 EA Sports
7.17.1 EA Sports Company Summary
7.17.2 EA Sports Business Overview
7.17.3 EA Sports Esports (egames) Major Product Offerings
7.17.4 EA Sports Esports (egames) Revenue in Global Market (2018-2023)
7.17.5 EA Sports Key News & Latest Developments
7.18 Epic Games
7.18.1 Epic Games Company Summary
7.18.2 Epic Games Business Overview
7.18.3 Epic Games Esports (egames) Major Product Offerings
7.18.4 Epic Games Esports (egames) Revenue in Global Market (2018-2023)
7.18.5 Epic Games Key News & Latest Developments
7.19 Nintendo
7.19.1 Nintendo Company Summary
7.19.2 Nintendo Business Overview
7.19.3 Nintendo Esports (egames) Major Product Offerings
7.19.4 Nintendo Esports (egames) Revenue in Global Market (2018-2023)
7.19.5 Nintendo Key News & Latest Developments
7.20 Riot Games
7.20.1 Riot Games Company Summary
7.20.2 Riot Games Business Overview
7.20.3 Riot Games Esports (egames) Major Product Offerings
7.20.4 Riot Games Esports (egames) Revenue in Global Market (2018-2023)
7.20.5 Riot Games Key News & Latest Developments
7.21 Microsoft Studios
7.21.1 Microsoft Studios Company Summary
7.21.2 Microsoft Studios Business Overview
7.21.3 Microsoft Studios Esports (egames) Major Product Offerings
7.21.4 Microsoft Studios Esports (egames) Revenue in Global Market (2018-2023)
7.21.5 Microsoft Studios Key News & Latest Developments
8 Conclusion
9 Appendix
9.1 Note
9.2 Examples of Clients
9.3 Disclaimer