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Electronic Sports (eSports) Market, Global Outlook and Forecast 2025-2032

Electronic Sports (eSports) Market, Global Outlook and Forecast 2025-2032

  • Category:Energy and Natural Resources
  • Published on : 30 April 2025
  • Pages :142
  • Formats:
  • Report Code:24MRES-8042821
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Report Overview

eSports can be termed as the electronic sports, professional video gaming or pro-gaming. It is an advanced form of competitive video gaming with competition at a professional level and in an organized format with a specific goal. The majority of the eSports played are team based games played in leagues or tournaments throughout the year.

The global Electronic Sports (eSports) market size was estimated at USD 1400 million in 2023 and is projected to reach USD 6801.65 million by 2032, exhibiting a CAGR of 19.20% during the forecast period.

North America Electronic Sports (eSports) market size was estimated at USD 494.75 million in 2023, at a CAGR of 16.46% during the forecast period of 2025 through 2032.

This report provides a deep insight into the global Electronic Sports (eSports) market covering all its essential aspects. This ranges from a macro overview of the market to micro details of the market size, competitive landscape, development trend, niche market, key market drivers and challenges, SWOT analysis, value chain analysis, etc.

The analysis helps the reader to shape the competition within the industries and strategies for the competitive environment to enhance the potential profit. Furthermore, it provides a simple framework for evaluating and accessing the position of the business organization. The report structure also focuses on the competitive landscape of the Global Electronic Sports (eSports) Market, this report introduces in detail the market share, market performance, product situation, operation situation, etc. of the main players, which helps the readers in the industry to identify the main competitors and deeply understand the competition pattern of the market.
In a word, this report is a must-read for industry players, investors, researchers, consultants, business strategists, and all those who have any kind of stake or are planning to foray into the Electronic Sports (eSports) market in any manner.
Global Electronic Sports (eSports) Market: Market Segmentation Analysis
The research report includes specific segments by region (country), manufacturers, Type, and Application. Market segmentation creates subsets of a market based on product type, end-user or application, Geographic, and other factors. By understanding the market segments, the decision-maker can leverage this targeting in the product, sales, and marketing strategies. Market segments can power your product development cycles by informing how you create product offerings for different segments.
Key Company
Modern Times Group
Activision Blizzard
FACEIT
Total Entertainment Network
Gfinity
Turner Broadcasting System
CJ Corporation
Valve Corporation
Tencent
Electronic Arts (EA)
Hi-Rez Studios
KaBuM
Wargaming Public
Rovio Entertainment
GungHo Online Entertainment
Alisports
Twitch Interactive
Inc
Riot Games
Inc
Sony Corporation
X1 Esports and Entertainment Ltd
Loco (Stoughton Street Tech Labs Private Limited)
Caffeine
DLive Entertainment Pte. Ltd

Market Segmentation (by Type)
Media Rights (Subscription & Online Advertisement)
Tickets and Merchandise
Sponsorship & Direct Advertisement
Publisher Fees
Others

Market Segmentation (by Application)
Online
Offline

Geographic Segmentation
• North America (USA, Canada, Mexico)
• Europe (Germany, UK, France, Russia, Italy, Rest of Europe)
• Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Rest of Asia-Pacific)
• South America (Brazil, Argentina, Columbia, Rest of South America)
• The Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria, South Africa, Rest of MEA)

Key Benefits of This Market Research:
• Industry drivers, restraints, and opportunities covered in the study
• Neutral perspective on the market performance
• Recent industry trends and developments
• Competitive landscape & strategies of key players
• Potential & niche segments and regions exhibiting promising growth covered
• Historical, current, and projected market size, in terms of value
• In-depth analysis of the Electronic Sports (eSports) Market
• Overview of the regional outlook of the Electronic Sports (eSports) Market:

Key Reasons to Buy this Report:
• Access to date statistics compiled by our researchers. These provide you with historical and forecast data, which is analyzed to tell you why your market is set to change
• This enables you to anticipate market changes to remain ahead of your competitors
• You will be able to copy data from the Excel spreadsheet straight into your marketing plans, business presentations, or other strategic documents
• The concise analysis, clear graph, and table format will enable you to pinpoint the information you require quickly
• Provision of market value data for each segment and sub-segment
• Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market
• Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region

TABLE OF CONTENTS

Table of Contents
1 Research Methodology and Statistical Scope
1.1 Market Definition and Statistical Scope of Electronic Sports (eSports)
1.2 Key Market Segments
1.2.1 Electronic Sports (eSports) Segment by Type
1.2.2 Electronic Sports (eSports) Segment by Application
1.3 Methodology & Sources of Information
1.3.1 Research Methodology
1.3.2 Research Process
1.3.3 Market Breakdown and Data Triangulation
1.3.4 Base Year
1.3.5 Report Assumptions & Caveats
2 Electronic Sports (eSports) Market Overview
2.1 Global Market Overview
2.2 Market Segment Executive Summary
2.3 Global Market Size by Region
3 Electronic Sports (eSports) Market Competitive Landscape
3.1 Global Electronic Sports (eSports) Revenue Market Share by Company (2019-2025)
3.2 Electronic Sports (eSports) Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Company Electronic Sports (eSports) Market Size Sites, Area Served, Product Type
3.4 Electronic Sports (eSports) Market Competitive Situation and Trends
3.4.1 Electronic Sports (eSports) Market Concentration Rate
3.4.2 Global 5 and 10 Largest Electronic Sports (eSports) Players Market Share by Revenue
3.4.3 Mergers & Acquisitions, Expansion
4 Electronic Sports (eSports) Value Chain Analysis
4.1 Electronic Sports (eSports) Value Chain Analysis
4.2 Midstream Market Analysis
4.3 Downstream Customer Analysis
5 The Development and Dynamics of Electronic Sports (eSports) Market
5.1 Key Development Trends
5.2 Driving Factors
5.3 Market Challenges
5.4 Market Restraints
5.5 Industry News
5.5.1 Mergers & Acquisitions
5.5.2 Expansions
5.5.3 Collaboration/Supply Contracts
5.6 Industry Policies
6 Electronic Sports (eSports) Market Segmentation by Type
6.1 Evaluation Matrix of Segment Market Development Potential (Type)
6.2 Global Electronic Sports (eSports) Market Size Market Share by Type (2019-2025)
6.3 Global Electronic Sports (eSports) Market Size Growth Rate by Type (2019-2025)
7 Electronic Sports (eSports) Market Segmentation by Application
7.1 Evaluation Matrix of Segment Market Development Potential (Application)
7.2 Global Electronic Sports (eSports) Market Size (M USD) by Application (2019-2025)
7.3 Global Electronic Sports (eSports) Market Size Growth Rate by Application (2019-2025)
8 Electronic Sports (eSports) Market Segmentation by Region
8.1 Global Electronic Sports (eSports) Market Size by Region
8.1.1 Global Electronic Sports (eSports) Market Size by Region
8.1.2 Global Electronic Sports (eSports) Market Size Market Share by Region
8.2 North America
8.2.1 North America Electronic Sports (eSports) Market Size by Country
8.2.2 U.S.
8.2.3 Canada
8.2.4 Mexico
8.3 Europe
8.3.1 Europe Electronic Sports (eSports) Market Size by Country
8.3.2 Germany
8.3.3 France
8.3.4 U.K.
8.3.5 Italy
8.3.6 Russia
8.4 Asia Pacific
8.4.1 Asia Pacific Electronic Sports (eSports) Market Size by Region
8.4.2 China
8.4.3 Japan
8.4.4 South Korea
8.4.5 India
8.4.6 Southeast Asia
8.5 South America
8.5.1 South America Electronic Sports (eSports) Market Size by Country
8.5.2 Brazil
8.5.3 Argentina
8.5.4 Columbia
8.6 Middle East and Africa
8.6.1 Middle East and Africa Electronic Sports (eSports) Market Size by Region
8.6.2 Saudi Arabia
8.6.3 UAE
8.6.4 Egypt
8.6.5 Nigeria
8.6.6 South Africa
9 Key Companies Profile
9.1 Modern Times Group
9.1.1 Modern Times Group Electronic Sports (eSports) Basic Information
9.1.2 Modern Times Group Electronic Sports (eSports) Product Overview
9.1.3 Modern Times Group Electronic Sports (eSports) Product Market Performance
9.1.4 Modern Times Group Electronic Sports (eSports) SWOT Analysis
9.1.5 Modern Times Group Business Overview
9.1.6 Modern Times Group Recent Developments
9.2 Activision Blizzard
9.2.1 Activision Blizzard Electronic Sports (eSports) Basic Information
9.2.2 Activision Blizzard Electronic Sports (eSports) Product Overview
9.2.3 Activision Blizzard Electronic Sports (eSports) Product Market Performance
9.2.4 Activision Blizzard Electronic Sports (eSports) SWOT Analysis
9.2.5 Activision Blizzard Business Overview
9.2.6 Activision Blizzard Recent Developments
9.3 FACEIT
9.3.1 FACEIT Electronic Sports (eSports) Basic Information
9.3.2 FACEIT Electronic Sports (eSports) Product Overview
9.3.3 FACEIT Electronic Sports (eSports) Product Market Performance
9.3.4 FACEIT Electronic Sports (eSports) SWOT Analysis
9.3.5 FACEIT Business Overview
9.3.6 FACEIT Recent Developments
9.4 Total Entertainment Network
9.4.1 Total Entertainment Network Electronic Sports (eSports) Basic Information
9.4.2 Total Entertainment Network Electronic Sports (eSports) Product Overview
9.4.3 Total Entertainment Network Electronic Sports (eSports) Product Market Performance
9.4.4 Total Entertainment Network Business Overview
9.4.5 Total Entertainment Network Recent Developments
9.5 Gfinity
9.5.1 Gfinity Electronic Sports (eSports) Basic Information
9.5.2 Gfinity Electronic Sports (eSports) Product Overview
9.5.3 Gfinity Electronic Sports (eSports) Product Market Performance
9.5.4 Gfinity Business Overview
9.5.5 Gfinity Recent Developments
9.6 Turner Broadcasting System
9.6.1 Turner Broadcasting System Electronic Sports (eSports) Basic Information
9.6.2 Turner Broadcasting System Electronic Sports (eSports) Product Overview
9.6.3 Turner Broadcasting System Electronic Sports (eSports) Product Market Performance
9.6.4 Turner Broadcasting System Business Overview
9.6.5 Turner Broadcasting System Recent Developments
9.7 CJ Corporation
9.7.1 CJ Corporation Electronic Sports (eSports) Basic Information
9.7.2 CJ Corporation Electronic Sports (eSports) Product Overview
9.7.3 CJ Corporation Electronic Sports (eSports) Product Market Performance
9.7.4 CJ Corporation Business Overview
9.7.5 CJ Corporation Recent Developments
9.8 Valve Corporation
9.8.1 Valve Corporation Electronic Sports (eSports) Basic Information
9.8.2 Valve Corporation Electronic Sports (eSports) Product Overview
9.8.3 Valve Corporation Electronic Sports (eSports) Product Market Performance
9.8.4 Valve Corporation Business Overview
9.8.5 Valve Corporation Recent Developments
9.9 Tencent
9.9.1 Tencent Electronic Sports (eSports) Basic Information
9.9.2 Tencent Electronic Sports (eSports) Product Overview
9.9.3 Tencent Electronic Sports (eSports) Product Market Performance
9.9.4 Tencent Business Overview
9.9.5 Tencent Recent Developments
9.10 Electronic Arts (EA)
9.10.1 Electronic Arts (EA) Electronic Sports (eSports) Basic Information
9.10.2 Electronic Arts (EA) Electronic Sports (eSports) Product Overview
9.10.3 Electronic Arts (EA) Electronic Sports (eSports) Product Market Performance
9.10.4 Electronic Arts (EA) Business Overview
9.10.5 Electronic Arts (EA) Recent Developments
9.11 Hi-Rez Studios
9.11.1 Hi-Rez Studios Electronic Sports (eSports) Basic Information
9.11.2 Hi-Rez Studios Electronic Sports (eSports) Product Overview
9.11.3 Hi-Rez Studios Electronic Sports (eSports) Product Market Performance
9.11.4 Hi-Rez Studios Business Overview
9.11.5 Hi-Rez Studios Recent Developments
9.12 KaBuM
9.12.1 KaBuM Electronic Sports (eSports) Basic Information
9.12.2 KaBuM Electronic Sports (eSports) Product Overview
9.12.3 KaBuM Electronic Sports (eSports) Product Market Performance
9.12.4 KaBuM Business Overview
9.12.5 KaBuM Recent Developments
9.13 Wargaming Public
9.13.1 Wargaming Public Electronic Sports (eSports) Basic Information
9.13.2 Wargaming Public Electronic Sports (eSports) Product Overview
9.13.3 Wargaming Public Electronic Sports (eSports) Product Market Performance
9.13.4 Wargaming Public Business Overview
9.13.5 Wargaming Public Recent Developments
9.14 Rovio Entertainment
9.14.1 Rovio Entertainment Electronic Sports (eSports) Basic Information
9.14.2 Rovio Entertainment Electronic Sports (eSports) Product Overview
9.14.3 Rovio Entertainment Electronic Sports (eSports) Product Market Performance
9.14.4 Rovio Entertainment Business Overview
9.14.5 Rovio Entertainment Recent Developments
9.15 GungHo Online Entertainment
9.15.1 GungHo Online Entertainment Electronic Sports (eSports) Basic Information
9.15.2 GungHo Online Entertainment Electronic Sports (eSports) Product Overview
9.15.3 GungHo Online Entertainment Electronic Sports (eSports) Product Market Performance
9.15.4 GungHo Online Entertainment Business Overview
9.15.5 GungHo Online Entertainment Recent Developments
9.16 Alisports
9.16.1 Alisports Electronic Sports (eSports) Basic Information
9.16.2 Alisports Electronic Sports (eSports) Product Overview
9.16.3 Alisports Electronic Sports (eSports) Product Market Performance
9.16.4 Alisports Business Overview
9.16.5 Alisports Recent Developments
9.17 Twitch Interactive
9.17.1 Twitch Interactive Electronic Sports (eSports) Basic Information
9.17.2 Twitch Interactive Electronic Sports (eSports) Product Overview
9.17.3 Twitch Interactive Electronic Sports (eSports) Product Market Performance
9.17.4 Twitch Interactive Business Overview
9.17.5 Twitch Interactive Recent Developments
9.18 Inc
9.18.1 Inc Electronic Sports (eSports) Basic Information
9.18.2 Inc Electronic Sports (eSports) Product Overview
9.18.3 Inc Electronic Sports (eSports) Product Market Performance
9.18.4 Inc Business Overview
9.18.5 Inc Recent Developments
9.19 Riot Games
9.19.1 Riot Games Electronic Sports (eSports) Basic Information
9.19.2 Riot Games Electronic Sports (eSports) Product Overview
9.19.3 Riot Games Electronic Sports (eSports) Product Market Performance
9.19.4 Riot Games Business Overview
9.19.5 Riot Games Recent Developments
9.20 Inc
9.20.1 Inc Electronic Sports (eSports) Basic Information
9.20.2 Inc Electronic Sports (eSports) Product Overview
9.20.3 Inc Electronic Sports (eSports) Product Market Performance
9.20.4 Inc Business Overview
9.20.5 Inc Recent Developments
9.21 Sony Corporation
9.21.1 Sony Corporation Electronic Sports (eSports) Basic Information
9.21.2 Sony Corporation Electronic Sports (eSports) Product Overview
9.21.3 Sony Corporation Electronic Sports (eSports) Product Market Performance
9.21.4 Sony Corporation Business Overview
9.21.5 Sony Corporation Recent Developments
9.22 X1 Esports and Entertainment Ltd
9.22.1 X1 Esports and Entertainment Ltd Electronic Sports (eSports) Basic Information
9.22.2 X1 Esports and Entertainment Ltd Electronic Sports (eSports) Product Overview
9.22.3 X1 Esports and Entertainment Ltd Electronic Sports (eSports) Product Market Performance
9.22.4 X1 Esports and Entertainment Ltd Business Overview
9.22.5 X1 Esports and Entertainment Ltd Recent Developments
9.23 Loco (Stoughton Street Tech Labs Private Limited)
9.23.1 Loco (Stoughton Street Tech Labs Private Limited) Electronic Sports (eSports) Basic Information
9.23.2 Loco (Stoughton Street Tech Labs Private Limited) Electronic Sports (eSports) Product Overview
9.23.3 Loco (Stoughton Street Tech Labs Private Limited) Electronic Sports (eSports) Product Market Performance
9.23.4 Loco (Stoughton Street Tech Labs Private Limited) Business Overview
9.23.5 Loco (Stoughton Street Tech Labs Private Limited) Recent Developments
9.24 Caffeine
9.24.1 Caffeine Electronic Sports (eSports) Basic Information
9.24.2 Caffeine Electronic Sports (eSports) Product Overview
9.24.3 Caffeine Electronic Sports (eSports) Product Market Performance
9.24.4 Caffeine Business Overview
9.24.5 Caffeine Recent Developments
9.25 DLive Entertainment Pte. Ltd
9.25.1 DLive Entertainment Pte. Ltd Electronic Sports (eSports) Basic Information
9.25.2 DLive Entertainment Pte. Ltd Electronic Sports (eSports) Product Overview
9.25.3 DLive Entertainment Pte. Ltd Electronic Sports (eSports) Product Market Performance
9.25.4 DLive Entertainment Pte. Ltd Business Overview
9.25.5 DLive Entertainment Pte. Ltd Recent Developments
10 Electronic Sports (eSports) Regional Market Forecast
10.1 Global Electronic Sports (eSports) Market Size Forecast
10.2 Global Electronic Sports (eSports) Market Forecast by Region
10.2.1 North America Market Size Forecast by Country
10.2.2 Europe Electronic Sports (eSports) Market Size Forecast by Country
10.2.3 Asia Pacific Electronic Sports (eSports) Market Size Forecast by Region
10.2.4 South America Electronic Sports (eSports) Market Size Forecast by Country
10.2.5 Middle East and Africa Forecasted Consumption of Electronic Sports (eSports) by Country
11 Forecast Market by Type and by Application (2025-2032)
11.1 Global Electronic Sports (eSports) Market Forecast by Type (2025-2032)
11.2 Global Electronic Sports (eSports) Market Forecast by Application (2025-2032)
12 Conclusion and Key Findings

LIST OF TABLES & FIGURES

List of Tables
Table 1. Introduction of the Type
Table 2. Introduction of the Application
Table 3. Market Size (M USD) Segment Executive Summary
Table 4. Electronic Sports (eSports) Market Size Comparison by Region (M USD)
Table 5. Global Electronic Sports (eSports) Revenue (M USD) by Company (2019-2025)
Table 6. Global Electronic Sports (eSports) Revenue Share by Company (2019-2025)
Table 7. Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Electronic Sports (eSports) as of 2022)
Table 8. Company Electronic Sports (eSports) Market Size Sites and Area Served
Table 9. Company Electronic Sports (eSports) Product Type
Table 10. Global Electronic Sports (eSports) Company Market Concentration Ratio (CR5 and HHI)
Table 11. Mergers & Acquisitions, Expansion Plans
Table 12. Value Chain Map of Electronic Sports (eSports)
Table 13. Midstream Market Analysis
Table 14. Downstream Customer Analysis
Table 15. Key Development Trends
Table 16. Driving Factors
Table 17. Electronic Sports (eSports) Market Challenges
Table 18. Global Electronic Sports (eSports) Market Size by Type (M USD)
Table 19. Global Electronic Sports (eSports) Market Size (M USD) by Type (2019-2025)
Table 20. Global Electronic Sports (eSports) Market Size Share by Type (2019-2025)
Table 21. Global Electronic Sports (eSports) Market Size Growth Rate by Type (2019-2025)
Table 22. Global Electronic Sports (eSports) Market Size by Application
Table 23. Global Electronic Sports (eSports) Market Size by Application (2019-2025) & (M USD)
Table 24. Global Electronic Sports (eSports) Market Share by Application (2019-2025)
Table 25. Global Electronic Sports (eSports) Market Size Growth Rate by Application (2019-2025)
Table 26. Global Electronic Sports (eSports) Market Size by Region (2019-2025) & (M USD)
Table 27. Global Electronic Sports (eSports) Market Size Market Share by Region (2019-2025)
Table 28. North America Electronic Sports (eSports) Market Size by Country (2019-2025) & (M USD)
Table 29. Europe Electronic Sports (eSports) Market Size by Country (2019-2025) & (M USD)
Table 30. Asia Pacific Electronic Sports (eSports) Market Size by Region (2019-2025) & (M USD)
Table 31. South America Electronic Sports (eSports) Market Size by Country (2019-2025) & (M USD)
Table 32. Middle East and Africa Electronic Sports (eSports) Market Size by Region (2019-2025) & (M USD)
Table 33. Modern Times Group Electronic Sports (eSports) Basic Information
Table 34. Modern Times Group Electronic Sports (eSports) Product Overview
Table 35. Modern Times Group Electronic Sports (eSports) Revenue (M USD) and Gross Margin (2019-2025)
Table 36. Modern Times Group Electronic Sports (eSports) SWOT Analysis
Table 37. Modern Times Group Business Overview
Table 38. Modern Times Group Recent Developments
Table 39. Activision Blizzard Electronic Sports (eSports) Basic Information
Table 40. Activision Blizzard Electronic Sports (eSports) Product Overview
Table 41. Activision Blizzard Electronic Sports (eSports) Revenue (M USD) and Gross Margin (2019-2025)
Table 42. Activision Blizzard Electronic Sports (eSports) SWOT Analysis
Table 43. Activision Blizzard Business Overview
Table 44. Activision Blizzard Recent Developments
Table 45. FACEIT Electronic Sports (eSports) Basic Information
Table 46. FACEIT Electronic Sports (eSports) Product Overview
Table 47. FACEIT Electronic Sports (eSports) Revenue (M USD) and Gross Margin (2019-2025)
Table 48. FACEIT Electronic Sports (eSports) SWOT Analysis
Table 49. FACEIT Business Overview
Table 50. FACEIT Recent Developments
Table 51. Total Entertainment Network Electronic Sports (eSports) Basic Information
Table 52. Total Entertainment Network Electronic Sports (eSports) Product Overview
Table 53. Total Entertainment Network Electronic Sports (eSports) Revenue (M USD) and Gross Margin (2019-2025)
Table 54. Total Entertainment Network Business Overview
Table 55. Total Entertainment Network Recent Developments
Table 56. Gfinity Electronic Sports (eSports) Basic Information
Table 57. Gfinity Electronic Sports (eSports) Product Overview
Table 58. Gfinity Electronic Sports (eSports) Revenue (M USD) and Gross Margin (2019-2025)
Table 59. Gfinity Business Overview
Table 60. Gfinity Recent Developments
Table 61. Turner Broadcasting System Electronic Sports (eSports) Basic Information
Table 62. Turner Broadcasting System Electronic Sports (eSports) Product Overview
Table 63. Turner Broadcasting System Electronic Sports (eSports) Revenue (M USD) and Gross Margin (2019-2025)
Table 64. Turner Broadcasting System Business Overview
Table 65. Turner Broadcasting System Recent Developments
Table 66. CJ Corporation Electronic Sports (eSports) Basic Information
Table 67. CJ Corporation Electronic Sports (eSports) Product Overview
Table 68. CJ Corporation Electronic Sports (eSports) Revenue (M USD) and Gross Margin (2019-2025)
Table 69. CJ Corporation Business Overview
Table 70. CJ Corporation Recent Developments
Table 71. Valve Corporation Electronic Sports (eSports) Basic Information
Table 72. Valve Corporation Electronic Sports (eSports) Product Overview
Table 73. Valve Corporation Electronic Sports (eSports) Revenue (M USD) and Gross Margin (2019-2025)
Table 74. Valve Corporation Business Overview
Table 75. Valve Corporation Recent Developments
Table 76. Tencent Electronic Sports (eSports) Basic Information
Table 77. Tencent Electronic Sports (eSports) Product Overview
Table 78. Tencent Electronic Sports (eSports) Revenue (M USD) and Gross Margin (2019-2025)
Table 79. Tencent Business Overview
Table 80. Tencent Recent Developments
Table 81. Electronic Arts (EA) Electronic Sports (eSports) Basic Information
Table 82. Electronic Arts (EA) Electronic Sports (eSports) Product Overview
Table 83. Electronic Arts (EA) Electronic Sports (eSports) Revenue (M USD) and Gross Margin (2019-2025)
Table 84. Electronic Arts (EA) Business Overview
Table 85. Electronic Arts (EA) Recent Developments
Table 86. Hi-Rez Studios Electronic Sports (eSports) Basic Information
Table 87. Hi-Rez Studios Electronic Sports (eSports) Product Overview
Table 88. Hi-Rez Studios Electronic Sports (eSports) Revenue (M USD) and Gross Margin (2019-2025)
Table 89. Hi-Rez Studios Business Overview
Table 90. Hi-Rez Studios Recent Developments
Table 91. KaBuM Electronic Sports (eSports) Basic Information
Table 92. KaBuM Electronic Sports (eSports) Product Overview
Table 93. KaBuM Electronic Sports (eSports) Revenue (M USD) and Gross Margin (2019-2025)
Table 94. KaBuM Business Overview
Table 95. KaBuM Recent Developments
Table 96. Wargaming Public Electronic Sports (eSports) Basic Information
Table 97. Wargaming Public Electronic Sports (eSports) Product Overview
Table 98. Wargaming Public Electronic Sports (eSports) Revenue (M USD) and Gross Margin (2019-2025)
Table 99. Wargaming Public Business Overview
Table 100. Wargaming Public Recent Developments
Table 101. Rovio Entertainment Electronic Sports (eSports) Basic Information
Table 102. Rovio Entertainment Electronic Sports (eSports) Product Overview
Table 103. Rovio Entertainment Electronic Sports (eSports) Revenue (M USD) and Gross Margin (2019-2025)
Table 104. Rovio Entertainment Business Overview
Table 105. Rovio Entertainment Recent Developments
Table 106. GungHo Online Entertainment Electronic Sports (eSports) Basic Information
Table 107. GungHo Online Entertainment Electronic Sports (eSports) Product Overview
Table 108. GungHo Online Entertainment Electronic Sports (eSports) Revenue (M USD) and Gross Margin (2019-2025)
Table 109. GungHo Online Entertainment Business Overview
Table 110. GungHo Online Entertainment Recent Developments
Table 111. Alisports Electronic Sports (eSports) Basic Information
Table 112. Alisports Electronic Sports (eSports) Product Overview
Table 113. Alisports Electronic Sports (eSports) Revenue (M USD) and Gross Margin (2019-2025)
Table 114. Alisports Business Overview
Table 115. Alisports Recent Developments
Table 116. Twitch Interactive Electronic Sports (eSports) Basic Information
Table 117. Twitch Interactive Electronic Sports (eSports) Product Overview
Table 118. Twitch Interactive Electronic Sports (eSports) Revenue (M USD) and Gross Margin (2019-2025)
Table 119. Twitch Interactive Business Overview
Table 120. Twitch Interactive Recent Developments
Table 121. Inc Electronic Sports (eSports) Basic Information
Table 122. Inc Electronic Sports (eSports) Product Overview
Table 123. Inc Electronic Sports (eSports) Revenue (M USD) and Gross Margin (2019-2025)
Table 124. Inc Business Overview
Table 125. Inc Recent Developments
Table 126. Riot Games Electronic Sports (eSports) Basic Information
Table 127. Riot Games Electronic Sports (eSports) Product Overview
Table 128. Riot Games Electronic Sports (eSports) Revenue (M USD) and Gross Margin (2019-2025)
Table 129. Riot Games Business Overview
Table 130. Riot Games Recent Developments
Table 131. Inc Electronic Sports (eSports) Basic Information
Table 132. Inc Electronic Sports (eSports) Product Overview
Table 133. Inc Electronic Sports (eSports) Revenue (M USD) and Gross Margin (2019-2025)
Table 134. Inc Business Overview
Table 135. Inc Recent Developments
Table 136. Sony Corporation Electronic Sports (eSports) Basic Information
Table 137. Sony Corporation Electronic Sports (eSports) Product Overview
Table 138. Sony Corporation Electronic Sports (eSports) Revenue (M USD) and Gross Margin (2019-2025)
Table 139. Sony Corporation Business Overview
Table 140. Sony Corporation Recent Developments
Table 141. X1 Esports and Entertainment Ltd Electronic Sports (eSports) Basic Information
Table 142. X1 Esports and Entertainment Ltd Electronic Sports (eSports) Product Overview
Table 143. X1 Esports and Entertainment Ltd Electronic Sports (eSports) Revenue (M USD) and Gross Margin (2019-2025)
Table 144. X1 Esports and Entertainment Ltd Business Overview
Table 145. X1 Esports and Entertainment Ltd Recent Developments
Table 146. Loco (Stoughton Street Tech Labs Private Limited) Electronic Sports (eSports) Basic Information
Table 147. Loco (Stoughton Street Tech Labs Private Limited) Electronic Sports (eSports) Product Overview
Table 148. Loco (Stoughton Street Tech Labs Private Limited) Electronic Sports (eSports) Revenue (M USD) and Gross Margin (2019-2025)
Table 149. Loco (Stoughton Street Tech Labs Private Limited) Business Overview
Table 150. Loco (Stoughton Street Tech Labs Private Limited) Recent Developments
Table 151. Caffeine Electronic Sports (eSports) Basic Information
Table 152. Caffeine Electronic Sports (eSports) Product Overview
Table 153. Caffeine Electronic Sports (eSports) Revenue (M USD) and Gross Margin (2019-2025)
Table 154. Caffeine Business Overview
Table 155. Caffeine Recent Developments
Table 156. DLive Entertainment Pte. Ltd Electronic Sports (eSports) Basic Information
Table 157. DLive Entertainment Pte. Ltd Electronic Sports (eSports) Product Overview
Table 158. DLive Entertainment Pte. Ltd Electronic Sports (eSports) Revenue (M USD) and Gross Margin (2019-2025)
Table 159. DLive Entertainment Pte. Ltd Business Overview
Table 160. DLive Entertainment Pte. Ltd Recent Developments
Table 161. Global Electronic Sports (eSports) Market Size Forecast by Region (2025-2032) & (M USD)
Table 162. North America Electronic Sports (eSports) Market Size Forecast by Country (2025-2032) & (M USD)
Table 163. Europe Electronic Sports (eSports) Market Size Forecast by Country (2025-2032) & (M USD)
Table 164. Asia Pacific Electronic Sports (eSports) Market Size Forecast by Region (2025-2032) & (M USD)
Table 165. South America Electronic Sports (eSports) Market Size Forecast by Country (2025-2032) & (M USD)
Table 166. Middle East and Africa Electronic Sports (eSports) Market Size Forecast by Country (2025-2032) & (M USD)
Table 167. Global Electronic Sports (eSports) Market Size Forecast by Type (2025-2032) & (M USD)
Table 168. Global Electronic Sports (eSports) Market Size Forecast by Application (2025-2032) & (M USD)
List of Figures
Figure 1. Industrial Chain of Electronic Sports (eSports)
Figure 2. Data Triangulation
Figure 3. Key Caveats
Figure 4. Global Electronic Sports (eSports) Market Size (M USD), 2019-2032
Figure 5. Global Electronic Sports (eSports) Market Size (M USD) (2019-2032)
Figure 6. Evaluation Matrix of Segment Market Development Potential (Type)
Figure 7. Evaluation Matrix of Segment Market Development Potential (Application)
Figure 8. Evaluation Matrix of Regional Market Development Potential
Figure 9. Electronic Sports (eSports) Market Size by Country (M USD)
Figure 10. Global Electronic Sports (eSports) Revenue Share by Company in 2023
Figure 11. Electronic Sports (eSports) Market Share by Company Type (Tier 1, Tier 2 and Tier 3): 2023
Figure 12. The Global 5 and 10 Largest Players: Market Share by Electronic Sports (eSports) Revenue in 2023
Figure 13. Evaluation Matrix of Segment Market Development Potential (Type)
Figure 14. Global Electronic Sports (eSports) Market Share by Type
Figure 15. Market Size Share of Electronic Sports (eSports) by Type (2019-2025)
Figure 16. Market Size Market Share of Electronic Sports (eSports) by Type in 2022
Figure 17. Global Electronic Sports (eSports) Market Size Growth Rate by Type (2019-2025)
Figure 18. Evaluation Matrix of Segment Market Development Potential (Application)
Figure 19. Global Electronic Sports (eSports) Market Share by Application
Figure 20. Global Electronic Sports (eSports) Market Share by Application (2019-2025)
Figure 21. Global Electronic Sports (eSports) Market Share by Application in 2022
Figure 22. Global Electronic Sports (eSports) Market Size Growth Rate by Application (2019-2025)
Figure 23. Global Electronic Sports (eSports) Market Size Market Share by Region (2019-2025)
Figure 24. North America Electronic Sports (eSports) Market Size and Growth Rate (2019-2025) & (M USD)
Figure 25. North America Electronic Sports (eSports) Market Size Market Share by Country in 2023
Figure 26. U.S. Electronic Sports (eSports) Market Size and Growth Rate (2019-2025) & (M USD)
Figure 27. Canada Electronic Sports (eSports) Market Size (M USD) and Growth Rate (2019-2025)
Figure 28. Mexico Electronic Sports (eSports) Market Size (Units) and Growth Rate (2019-2025)
Figure 29. Europe Electronic Sports (eSports) Market Size and Growth Rate (2019-2025) & (M USD)
Figure 30. Europe Electronic Sports (eSports) Market Size Market Share by Country in 2023
Figure 31. Germany Electronic Sports (eSports) Market Size and Growth Rate (2019-2025) & (M USD)
Figure 32. France Electronic Sports (eSports) Market Size and Growth Rate (2019-2025) & (M USD)
Figure 33. U.K. Electronic Sports (eSports) Market Size and Growth Rate (2019-2025) & (M USD)
Figure 34. Italy Electronic Sports (eSports) Market Size and Growth Rate (2019-2025) & (M USD)
Figure 35. Russia Electronic Sports (eSports) Market Size and Growth Rate (2019-2025) & (M USD)
Figure 36. Asia Pacific Electronic Sports (eSports) Market Size and Growth Rate (M USD)
Figure 37. Asia Pacific Electronic Sports (eSports) Market Size Market Share by Region in 2023
Figure 38. China Electronic Sports (eSports) Market Size and Growth Rate (2019-2025) & (M USD)
Figure 39. Japan Electronic Sports (eSports) Market Size and Growth Rate (2019-2025) & (M USD)
Figure 40. South Korea Electronic Sports (eSports) Market Size and Growth Rate (2019-2025) & (M USD)
Figure 41. India Electronic Sports (eSports) Market Size and Growth Rate (2019-2025) & (M USD)
Figure 42. Southeast Asia Electronic Sports (eSports) Market Size and Growth Rate (2019-2025) & (M USD)
Figure 43. South America Electronic Sports (eSports) Market Size and Growth Rate (M USD)
Figure 44. South America Electronic Sports (eSports) Market Size Market Share by Country in 2023
Figure 45. Brazil Electronic Sports (eSports) Market Size and Growth Rate (2019-2025) & (M USD)
Figure 46. Argentina Electronic Sports (eSports) Market Size and Growth Rate (2019-2025) & (M USD)
Figure 47. Columbia Electronic Sports (eSports) Market Size and Growth Rate (2019-2025) & (M USD)
Figure 48. Middle East and Africa Electronic Sports (eSports) Market Size and Growth Rate (M USD)
Figure 49. Middle East and Africa Electronic Sports (eSports) Market Size Market Share by Region in 2023
Figure 50. Saudi Arabia Electronic Sports (eSports) Market Size and Growth Rate (2019-2025) & (M USD)
Figure 51. UAE Electronic Sports (eSports) Market Size and Growth Rate (2019-2025) & (M USD)
Figure 52. Egypt Electronic Sports (eSports) Market Size and Growth Rate (2019-2025) & (M USD)
Figure 53. Nigeria Electronic Sports (eSports) Market Size and Growth Rate (2019-2025) & (M USD)
Figure 54. South Africa Electronic Sports (eSports) Market Size and Growth Rate (2019-2025) & (M USD)
Figure 55. Global Electronic Sports (eSports) Market Size Forecast by Value (2019-2032) & (M USD)
Figure 56. Global Electronic Sports (eSports) Market Share Forecast by Type (2025-2032)
Figure 57. Global Electronic Sports (eSports) Market Share Forecast by Application (2025-2032)

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