The United States Electronic Sports (eSports) market is projected to grow from US$ billion in 2023 to US$ billion by 2032, at a Compound Annual Growth Rate (CAGR) of % during the forecast period.
This report contains market size and forecasts of Electronic Sports (eSports) in global, including the following market information:
United States Electronic Sports (eSports) Market Revenue, 2018-2023, 2023-2032, ($ millions)
United States Electronic Sports (eSports) Market Sales, 2018-2023, 2023-2032,
United States top five Electronic Sports (eSports) companies in 2022 (%)
The United States Electronic Sports (eSports) market was valued at million in 2022 and is projected to reach US$ million by 2032, at a CAGR of % during the forecast period 2023-2032.
Report Includes
This report presents an overview of United States market for Electronic Sports (eSports) , sales, revenue and price. Analyses of the United States market trends, with historic market revenue/sales data for 2018 - 2022, estimates for 2023, and projections of CAGR through 2032.
This report focuses on the Electronic Sports (eSports) sales, revenue, market share and industry ranking of main manufacturers, data from 2018 to 2023. Identification of the major stakeholders in the United States Electronic Sports (eSports) 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 Sales Channels, sales, revenue, and price, from 2018 to 2032. Evaluation and forecast the market size for Humidifier sales, projected growth trends, production technology, sales channels and end-user industry.
Segment by Type
Full Flight Simulator (FFS)
Flight Training Devices (FTD)
Fixed Base Simulator (FBS)
Segment by Applications
Commercial
Defense
Others
Key Companies covered in this report:
- Company 1
- Company 2
- Company 3
- Company 4
- Company 5
- Company 6
- Company 7
- Company 8
- Company 9
- Company 10
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies Electronic Sports (eSports) revenues in global market, 2018-2023 (Estimated), ($ millions)
Key companies Electronic Sports (eSports) revenues share in global market, 2022 (%)
Key companies Electronic Sports (eSports) sales in global market, 2018-2023 (Estimated),
Key companies Electronic Sports (eSports) sales share in global market, 2022 (%)
TABLE OF CONTENTS
1 STUDY COVERAGE
1.1 Electronic Sports (eSports) Product Introduction
1.2 Market by Type
1.2.1 United States Electronic Sports (eSports) Market Size Growth Rate by Type, 2017 VS 2021 VS 2028
1.2.2 Type1
1.2.3 Type2
1.3 Market by Application
1.3.1 United States Electronic Sports (eSports) Market Size Growth Rate by Application, 2017 VS 2021 VS 2028
1.3.2 Application 1
1.3.3 Application 2
1.4 United States Electronic Sports (eSports) Sales Estimates and Forecasts 2017-2028
1.5 United States Electronic Sports (eSports) Hydrocephalus Shunts Revenue Estimates and Forecasts 2017-2028
1.6 Study Objectives
1.7 Years Considered
2 COMPETITION BY MANUFACTURERS
2.1 United States Electronic Sports (eSports) Sales by Manufacturers
2.1.1 United States Electronic Sports (eSports) Sales by Manufacturers (2017-2022)
2.1.2 United States Electronic Sports (eSports) Sales Market Share by Manufacturers (2017-2022)
2.1.3 Top Largest Manufacturers of Electronic Sports (eSports) in 2021 in United States
2.2 United States Electronic Sports (eSports) Revenue by Manufacturers
2.2.1 United States Electronic Sports (eSports) Revenue by Manufacturers (2017-2022)
2.2.2 United States Electronic Sports (eSports) Revenue Market Share by Manufacturers (2017-2022)
2.2.3 United States Top Companies by Electronic Sports (eSports) Revenue in 2021
2.3 United States Electronic Sports (eSports) Sales Price by Manufacturers (2017-2022)
2.4 Analysis of Competitive Landscape
2.4.1 Manufacturers Market Concentration Ratio (CR3 and HHI)
2.4.2 United States Electronic Sports (eSports) by Company Type (Tier 1, Tier 2, and Tier 3)
2.4.3 United States Electronic Sports (eSports) Manufacturers Geographical Distribution
2.5 Mergers & Acquisitions, Expansion Plans
3 UNITED STATES Electronic Sports (eSports) MARKET SIZE BY REGION
3.1 Electronic Sports (eSports) Market Size by Region: 2017-2028
3.1.1 United States Electronic Sports (eSports) Sales by Region: 2017-2022
3.1.2 United States Electronic Sports (eSports) Sales Forecast by Region (2023-2028)
3.1.3 United States Electronic Sports (eSports) Revenue by Region: 2017-2022
3.1.4 United States Electronic Sports (eSports) Revenue Forecast by Region (2023-2028)
3.2 Northeast Electronic Sports (eSports) Sales and Revenue Growth (2017-2028)
3.3 South Electronic Sports (eSports) Sales and Revenue Growth (2017-2028)
3.4 Midwest Electronic Sports (eSports) Sales and Revenue Growth (2017-2028)
3.5 West Electronic Sports (eSports) Sales and Revenue Growth (2017-2028)
4 MARKET SIZE BY TYPE
4.1 United States Electronic Sports (eSports) Sales by Type
4.1.1 United States Electronic Sports (eSports) Historical Sales by Type (2017-2022)
4.1.2 United States Electronic Sports (eSports) Forecasted Sales by Type (2023-2028)
4.1.3 United States Electronic Sports (eSports) Sales Market Share by Type (2017-2028)
4.2 United States Electronic Sports (eSports) Revenue by Type
4.2.1 United States Electronic Sports (eSports) Historical Revenue by Type (2017-2022)
4.2.2 United States Electronic Sports (eSports) Forecasted Revenue by Type (2023-2028)
4.2.3 United States Electronic Sports (eSports) Revenue Market Share by Type (2017-2028)
4.3 United States Electronic Sports (eSports) Price by Type
4.3.1 United States Electronic Sports (eSports) Price by Type (2017-2022)
4.3.2 United States Electronic Sports (eSports) Price Forecast by Type (2023-2028)
5 MARKET SIZE BY APPLICATION
5.1 United States Electronic Sports (eSports) Sales by Application
5.1.1 United States Electronic Sports (eSports) Historical Sales by Application (2017-2022)
5.1.2 United States Electronic Sports (eSports) Forecasted Sales by Application (2023-2028)
5.1.3 United States Electronic Sports (eSports) Sales Market Share by Application (2017-2028)
5.2 United States Electronic Sports (eSports) Revenue by Application
5.2.1 United States Electronic Sports (eSports) Historical Revenue by Application (2017-2022)
5.2.2 United States Electronic Sports (eSports) Forecasted Revenue by Application (2023-2028)
5.2.3 United States Electronic Sports (eSports) Revenue Market Share by Application (2017-2028)
5.3 United States Electronic Sports (eSports) Price by Application
5.3.1 United States Electronic Sports (eSports) Price by Application (2017-2022)
5.3.2 United States Electronic Sports (eSports) Price Forecast by Application (2023-2028)
6 CORPORATE PROFILE
6.1 Company1
6.1.1 Company 1 Corporation Information
6.1.2 Company 1 Overview
6.1.3 Company 1 in United States: Electronic Sports (eSports) Sales, Price, Revenue and Gross Margin (2017-2022)
6.1.4 Company 1 Electronic Sports (eSports) Product Introduction
6.1.5 Company 1 Recent Developments
6.2 Company 2
6.2.1 Company 2 Corporation Information
6.2.2 Company 2 Overview
6.2.3 Company 2 in United States: Electronic Sports (eSports) Sales, Price, Revenue and Gross Margin (2017-2022)
6.2.4 Company 2 Electronic Sports (eSports) Product Introduction
6.2.5 Company 2 Recent Developments
6.3 Company 3
6.3.1 Company 3 Corporation Information
6.3.2 Company 3 Overview
6.3.3 Company 3 in United States: Electronic Sports (eSports) Sales, Price, Revenue and Gross Margin (2017-2022)
6.3.4 Company 3 Electronic Sports (eSports) Product Introduction
6.3.5 Company 3 Recent Developments
6.4 Company 3
6.4.1 Company 4 Corporation Information
6.4.2 Company 4 Overview
6.4.3 Company 4 in United States: Electronic Sports (eSports) Sales, Price, Revenue and Gross Margin (2017-2022)
6.4.4 Company 4 Electronic Sports (eSports) Product Introduction
6.4.5 Company 4 Recent Developments
7 INDUSTRY CHAIN AND SALES CHANNELS ANALYSIS
7.1 Electronic Sports (eSports) Industry Chain Analysis
7.2 Electronic Sports (eSports) Key Raw Materials
7.2.1 Key Raw Materials
7.2.2 Raw Materials Key Suppliers
7.3 Electronic Sports (eSports) Production Mode & Process
7.4 Electronic Sports (eSports) Sales and Marketing
7.4.1 Electronic Sports (eSports) Sales Channels
7.4.2 Electronic Sports (eSports) Distributors
7.5 Electronic Sports (eSports) Customers
8 Electronic Sports (eSports) MARKET DYNAMICS
8.1.1 Electronic Sports (eSports) Industry Trends
8.1.2 Electronic Sports (eSports) Market Drivers
8.1.3 Electronic Sports (eSports) Market Challenges
8.1.4 Electronic Sports (eSports) Market Restraints
9 KEY FINDINGS IN THE UNITED STATES Electronic Sports (eSports) STUDY
10 APPENDIX
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.2 Data Source
10.2 Author Details
10.3 Disclaimer
LIST OF TABLES & FIGURES