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.
This report aims to provide a comprehensive presentation of the global market for Electronic Sports (eSports), with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Electronic Sports (eSports). This report contains market size and forecasts of Electronic Sports (eSports) in global, including the following market information:
Global Electronic Sports (eSports) Market Revenue, 2018-2023, 2024-2029, ($ millions)
Global top five companies in 2022 (%)
The global Electronic Sports (eSports) market was valued at US$ million in 2022 and is projected to reach US$ million by 2029, at a CAGR of % during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
The market is mainly driven by the increasing popularity of video games and growing awareness about esports.
We surveyed the Electronic Sports (eSports) companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Electronic Sports (eSports) Market, by Type, 2018-2023, 2024-2029 ($ millions)
Global Electronic Sports (eSports) Market Segment Percentages, by Type, 2022 (%)
Media Rights (Subscription & Online Advertisement)
Tickets and Merchandise
Sponsorship & Direct Advertisement
Publisher Fees
Others
Global Electronic Sports (eSports) Market, by Application, 2018-2023, 2024-2029 ($ millions)
Global Electronic Sports (eSports) Market Segment Percentages, by Application, 2022 (%)
Online
Offline
Global Electronic Sports (eSports) Market, By Region and Country, 2018-2023, 2024-2029 ($ Millions)
Global Electronic Sports (eSports) Market Segment Percentages, By Region and Country, 2022 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
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 (%)
Further, the report presents profiles of competitors in the market, key players include:
Modern Times Group (Sweden)
Activision Blizzard (US)
FACEIT (UK)
Total Entertainment Network (US)
Gfinity (UK)
Turner Broadcasting System (US)
CJ Corporation (South Korea)
Valve Corporation (US)
Tencent (China)
Electronic Arts (EA) (US)
Hi-Rez Studios (US)
KaBuM (Canada)
Wargaming Public (Cyprus)
Rovio Entertainment (Finland)
GungHo Online Entertainment (Japan)
Alisports (China)
Outline of Major Chapters:
Chapter 1: Introduces the definition of Electronic Sports (eSports), market overview.
Chapter 2: Global Electronic Sports (eSports) market size in revenue.
Chapter 3: Detailed analysis of Electronic Sports (eSports) company competitive landscape, revenue and market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Sales of Electronic Sports (eSports) in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: The main points and conclusions of the report.
TABLE OF CONTENTS
1 Introduction to Research & Analysis Reports
1.1 Electronic Sports (eSports) Market Definition
1.2 Market Segments
1.2.1 Market by Type
1.2.2 Market by Application
1.3 Global Electronic Sports (eSports) 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 Electronic Sports (eSports) Overall Market Size
2.1 Global Electronic Sports (eSports) Market Size: 2022 VS 2029
2.2 Global Electronic Sports (eSports) Market Size, Prospects & Forecasts: 2018-2029
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 Electronic Sports (eSports) Players in Global Market
3.2 Top Global Electronic Sports (eSports) Companies Ranked by Revenue
3.3 Global Electronic Sports (eSports) Revenue by Companies
3.4 Top 3 and Top 5 Electronic Sports (eSports) Companies in Global Market, by Revenue in 2022
3.5 Global Companies Electronic Sports (eSports) Product Type
3.6 Tier 1, Tier 2 and Tier 3 Electronic Sports (eSports) Players in Global Market
3.6.1 List of Global Tier 1 Electronic Sports (eSports) Companies
3.6.2 List of Global Tier 2 and Tier 3 Electronic Sports (eSports) Companies
4 Market Sights by Product
4.1 Overview
4.1.1 By Type - Global Electronic Sports (eSports) Market Size Markets, 2022 & 2029
4.1.2 Media Rights (Subscription & Online Advertisement)
4.1.3 Tickets and Merchandise
4.1.4 Sponsorship & Direct Advertisement
4.1.5 Publisher Fees
4.1.6 Others
4.2 By Type - Global Electronic Sports (eSports) Revenue & Forecasts
4.2.1 By Type - Global Electronic Sports (eSports) Revenue, 2018-2023
4.2.2 By Type - Global Electronic Sports (eSports) Revenue, 2024-2029
4.2.3 By Type - Global Electronic Sports (eSports) Revenue Market Share, 2018-2029
5 Sights by Application
5.1 Overview
5.1.1 By Application - Global Electronic Sports (eSports) Market Size, 2022 & 2029
5.1.2 Online
5.1.3 Offline
5.2 By Application - Global Electronic Sports (eSports) Revenue & Forecasts
5.2.1 By Application - Global Electronic Sports (eSports) Revenue, 2018-2023
5.2.2 By Application - Global Electronic Sports (eSports) Revenue, 2024-2029
5.2.3 By Application - Global Electronic Sports (eSports) Revenue Market Share, 2018-2029
6 Sights by Region
6.1 By Region - Global Electronic Sports (eSports) Market Size, 2022 & 2029
6.2 By Region - Global Electronic Sports (eSports) Revenue & Forecasts
6.2.1 By Region - Global Electronic Sports (eSports) Revenue, 2018-2023
6.2.2 By Region - Global Electronic Sports (eSports) Revenue, 2024-2029
6.2.3 By Region - Global Electronic Sports (eSports) Revenue Market Share, 2018-2029
6.3 North America
6.3.1 By Country - North America Electronic Sports (eSports) Revenue, 2018-2029
6.3.2 US Electronic Sports (eSports) Market Size, 2018-2029
6.3.3 Canada Electronic Sports (eSports) Market Size, 2018-2029
6.3.4 Mexico Electronic Sports (eSports) Market Size, 2018-2029
6.4 Europe
6.4.1 By Country - Europe Electronic Sports (eSports) Revenue, 2018-2029
6.4.2 Germany Electronic Sports (eSports) Market Size, 2018-2029
6.4.3 France Electronic Sports (eSports) Market Size, 2018-2029
6.4.4 U.K. Electronic Sports (eSports) Market Size, 2018-2029
6.4.5 Italy Electronic Sports (eSports) Market Size, 2018-2029
6.4.6 Russia Electronic Sports (eSports) Market Size, 2018-2029
6.4.7 Nordic Countries Electronic Sports (eSports) Market Size, 2018-2029
6.4.8 Benelux Electronic Sports (eSports) Market Size, 2018-2029
6.5 Asia
6.5.1 By Region - Asia Electronic Sports (eSports) Revenue, 2018-2029
6.5.2 China Electronic Sports (eSports) Market Size, 2018-2029
6.5.3 Japan Electronic Sports (eSports) Market Size, 2018-2029
6.5.4 South Korea Electronic Sports (eSports) Market Size, 2018-2029
6.5.5 Southeast Asia Electronic Sports (eSports) Market Size, 2018-2029
6.5.6 India Electronic Sports (eSports) Market Size, 2018-2029
6.6 South America
6.6.1 By Country - South America Electronic Sports (eSports) Revenue, 2018-2029
6.6.2 Brazil Electronic Sports (eSports) Market Size, 2018-2029
6.6.3 Argentina Electronic Sports (eSports) Market Size, 2018-2029
6.7 Middle East & Africa
6.7.1 By Country - Middle East & Africa Electronic Sports (eSports) Revenue, 2018-2029
6.7.2 Turkey Electronic Sports (eSports) Market Size, 2018-2029
6.7.3 Israel Electronic Sports (eSports) Market Size, 2018-2029
6.7.4 Saudi Arabia Electronic Sports (eSports) Market Size, 2018-2029
6.7.5 UAE Electronic Sports (eSports) Market Size, 2018-2029
7 Electronic Sports (eSports) 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) Electronic Sports (eSports) Major Product Offerings
7.1.4 Modern Times Group (Sweden) Electronic Sports (eSports) Revenue in Global Market (2018-2023)
7.1.5 Modern Times Group (Sweden) Key News & Latest Developments
7.2 Activision Blizzard (US)
7.2.1 Activision Blizzard (US) Company Summary
7.2.2 Activision Blizzard (US) Business Overview
7.2.3 Activision Blizzard (US) Electronic Sports (eSports) Major Product Offerings
7.2.4 Activision Blizzard (US) Electronic Sports (eSports) Revenue in Global Market (2018-2023)
7.2.5 Activision Blizzard (US) Key News & Latest Developments
7.3 FACEIT (UK)
7.3.1 FACEIT (UK) Company Summary
7.3.2 FACEIT (UK) Business Overview
7.3.3 FACEIT (UK) Electronic Sports (eSports) Major Product Offerings
7.3.4 FACEIT (UK) Electronic Sports (eSports) Revenue in Global Market (2018-2023)
7.3.5 FACEIT (UK) 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) Electronic Sports (eSports) Major Product Offerings
7.4.4 Total Entertainment Network (US) Electronic Sports (eSports) Revenue in Global Market (2018-2023)
7.4.5 Total Entertainment Network (US) Key News & Latest Developments
7.5 Gfinity (UK)
7.5.1 Gfinity (UK) Company Summary
7.5.2 Gfinity (UK) Business Overview
7.5.3 Gfinity (UK) Electronic Sports (eSports) Major Product Offerings
7.5.4 Gfinity (UK) Electronic Sports (eSports) Revenue in Global Market (2018-2023)
7.5.5 Gfinity (UK) 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) Electronic Sports (eSports) Major Product Offerings
7.6.4 Turner Broadcasting System (US) Electronic Sports (eSports) Revenue in Global Market (2018-2023)
7.6.5 Turner Broadcasting System (US) Key News & Latest Developments
7.7 CJ Corporation (South Korea)
7.7.1 CJ Corporation (South Korea) Company Summary
7.7.2 CJ Corporation (South Korea) Business Overview
7.7.3 CJ Corporation (South Korea) Electronic Sports (eSports) Major Product Offerings
7.7.4 CJ Corporation (South Korea) Electronic Sports (eSports) Revenue in Global Market (2018-2023)
7.7.5 CJ Corporation (South Korea) Key News & Latest Developments
7.8 Valve Corporation (US)
7.8.1 Valve Corporation (US) Company Summary
7.8.2 Valve Corporation (US) Business Overview
7.8.3 Valve Corporation (US) Electronic Sports (eSports) Major Product Offerings
7.8.4 Valve Corporation (US) Electronic Sports (eSports) Revenue in Global Market (2018-2023)
7.8.5 Valve Corporation (US) Key News & Latest Developments
7.9 Tencent (China)
7.9.1 Tencent (China) Company Summary
7.9.2 Tencent (China) Business Overview
7.9.3 Tencent (China) Electronic Sports (eSports) Major Product Offerings
7.9.4 Tencent (China) Electronic Sports (eSports) Revenue in Global Market (2018-2023)
7.9.5 Tencent (China) Key News & Latest Developments
7.10 Electronic Arts (EA) (US)
7.10.1 Electronic Arts (EA) (US) Company Summary
7.10.2 Electronic Arts (EA) (US) Business Overview
7.10.3 Electronic Arts (EA) (US) Electronic Sports (eSports) Major Product Offerings
7.10.4 Electronic Arts (EA) (US) Electronic Sports (eSports) Revenue in Global Market (2018-2023)
7.10.5 Electronic Arts (EA) (US) Key News & Latest Developments
7.11 Hi-Rez Studios (US)
7.11.1 Hi-Rez Studios (US) Company Summary
7.11.2 Hi-Rez Studios (US) Business Overview
7.11.3 Hi-Rez Studios (US) Electronic Sports (eSports) Major Product Offerings
7.11.4 Hi-Rez Studios (US) Electronic Sports (eSports) Revenue in Global Market (2018-2023)
7.11.5 Hi-Rez Studios (US) Key News & Latest Developments
7.12 KaBuM (Canada)
7.12.1 KaBuM (Canada) Company Summary
7.12.2 KaBuM (Canada) Business Overview
7.12.3 KaBuM (Canada) Electronic Sports (eSports) Major Product Offerings
7.12.4 KaBuM (Canada) Electronic Sports (eSports) Revenue in Global Market (2018-2023)
7.12.5 KaBuM (Canada) Key News & Latest Developments
7.13 Wargaming Public (Cyprus)
7.13.1 Wargaming Public (Cyprus) Company Summary
7.13.2 Wargaming Public (Cyprus) Business Overview
7.13.3 Wargaming Public (Cyprus) Electronic Sports (eSports) Major Product Offerings
7.13.4 Wargaming Public (Cyprus) Electronic Sports (eSports) Revenue in Global Market (2018-2023)
7.13.5 Wargaming Public (Cyprus) 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) Electronic Sports (eSports) Major Product Offerings
7.14.4 Rovio Entertainment (Finland) Electronic Sports (eSports) 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) Electronic Sports (eSports) Major Product Offerings
7.15.4 GungHo Online Entertainment (Japan) Electronic Sports (eSports) Revenue in Global Market (2018-2023)
7.15.5 GungHo Online Entertainment (Japan) Key News & Latest Developments
7.16 Alisports (China)
7.16.1 Alisports (China) Company Summary
7.16.2 Alisports (China) Business Overview
7.16.3 Alisports (China) Electronic Sports (eSports) Major Product Offerings
7.16.4 Alisports (China) Electronic Sports (eSports) Revenue in Global Market (2018-2023)
7.16.5 Alisports (China) Key News & Latest Developments
8 Conclusion
9 Appendix
9.1 Note
9.2 Examples of Clients
9.3 Disclaimer
LIST OF TABLES & FIGURES
List of Tables
Table 1. Electronic Sports (eSports) Market Opportunities & Trends in Global Market
Table 2. Electronic Sports (eSports) Market Drivers in Global Market
Table 3. Electronic Sports (eSports) Market Restraints in Global Market
Table 4. Key Players of Electronic Sports (eSports) in Global Market
Table 5. Top Electronic Sports (eSports) Players in Global Market, Ranking by Revenue (2022)
Table 6. Global Electronic Sports (eSports) Revenue by Companies, (US$, Mn), 2018-2023
Table 7. Global Electronic Sports (eSports) Revenue Share by Companies, 2018-2023
Table 8. Global Companies Electronic Sports (eSports) Product Type
Table 9. List of Global Tier 1 Electronic Sports (eSports) Companies, Revenue (US$, Mn) in 2022 and Market Share
Table 10. List of Global Tier 2 and Tier 3 Electronic Sports (eSports) Companies, Revenue (US$, Mn) in 2022 and Market Share
Table 11. By Type ? Global Electronic Sports (eSports) Revenue, (US$, Mn), 2022 & 2029
Table 12. By Type - Electronic Sports (eSports) Revenue in Global (US$, Mn), 2018-2023
Table 13. By Type - Electronic Sports (eSports) Revenue in Global (US$, Mn), 2024-2029
Table 14. By Application ? Global Electronic Sports (eSports) Revenue, (US$, Mn), 2022 & 2029
Table 15. By Application - Electronic Sports (eSports) Revenue in Global (US$, Mn), 2018-2023
Table 16. By Application - Electronic Sports (eSports) Revenue in Global (US$, Mn), 2024-2029
Table 17. By Region ? Global Electronic Sports (eSports) Revenue, (US$, Mn), 2022 & 2029
Table 18. By Region - Global Electronic Sports (eSports) Revenue (US$, Mn), 2018-2023
Table 19. By Region - Global Electronic Sports (eSports) Revenue (US$, Mn), 2024-2029
Table 20. By Country - North America Electronic Sports (eSports) Revenue, (US$, Mn), 2018-2023
Table 21. By Country - North America Electronic Sports (eSports) Revenue, (US$, Mn), 2024-2029
Table 22. By Country - Europe Electronic Sports (eSports) Revenue, (US$, Mn), 2018-2023
Table 23. By Country - Europe Electronic Sports (eSports) Revenue, (US$, Mn), 2024-2029
Table 24. By Region - Asia Electronic Sports (eSports) Revenue, (US$, Mn), 2018-2023
Table 25. By Region - Asia Electronic Sports (eSports) Revenue, (US$, Mn), 2024-2029
Table 26. By Country - South America Electronic Sports (eSports) Revenue, (US$, Mn), 2018-2023
Table 27. By Country - South America Electronic Sports (eSports) Revenue, (US$, Mn), 2024-2029
Table 28. By Country - Middle East & Africa Electronic Sports (eSports) Revenue, (US$, Mn), 2018-2023
Table 29. By Country - Middle East & Africa Electronic Sports (eSports) Revenue, (US$, Mn), 2024-2029
Table 30. Modern Times Group (Sweden) Company Summary
Table 31. Modern Times Group (Sweden) Electronic Sports (eSports) Product Offerings
Table 32. Modern Times Group (Sweden) Electronic Sports (eSports) Revenue (US$, Mn) & (2018-2023)
Table 33. Modern Times Group (Sweden) Key News & Latest Developments
Table 34. Activision Blizzard (US) Company Summary
Table 35. Activision Blizzard (US) Electronic Sports (eSports) Product Offerings
Table 36. Activision Blizzard (US) Electronic Sports (eSports) Revenue (US$, Mn) & (2018-2023)
Table 37. Activision Blizzard (US) Key News & Latest Developments
Table 38. FACEIT (UK) Company Summary
Table 39. FACEIT (UK) Electronic Sports (eSports) Product Offerings
Table 40. FACEIT (UK) Electronic Sports (eSports) Revenue (US$, Mn) & (2018-2023)
Table 41. FACEIT (UK) Key News & Latest Developments
Table 42. Total Entertainment Network (US) Company Summary
Table 43. Total Entertainment Network (US) Electronic Sports (eSports) Product Offerings
Table 44. Total Entertainment Network (US) Electronic Sports (eSports) Revenue (US$, Mn) & (2018-2023)
Table 45. Total Entertainment Network (US) Key News & Latest Developments
Table 46. Gfinity (UK) Company Summary
Table 47. Gfinity (UK) Electronic Sports (eSports) Product Offerings
Table 48. Gfinity (UK) Electronic Sports (eSports) Revenue (US$, Mn) & (2018-2023)
Table 49. Gfinity (UK) Key News & Latest Developments
Table 50. Turner Broadcasting System (US) Company Summary
Table 51. Turner Broadcasting System (US) Electronic Sports (eSports) Product Offerings
Table 52. Turner Broadcasting System (US) Electronic Sports (eSports) Revenue (US$, Mn) & (2018-2023)
Table 53. Turner Broadcasting System (US) Key News & Latest Developments
Table 54. CJ Corporation (South Korea) Company Summary
Table 55. CJ Corporation (South Korea) Electronic Sports (eSports) Product Offerings
Table 56. CJ Corporation (South Korea) Electronic Sports (eSports) Revenue (US$, Mn) & (2018-2023)
Table 57. CJ Corporation (South Korea) Key News & Latest Developments
Table 58. Valve Corporation (US) Company Summary
Table 59. Valve Corporation (US) Electronic Sports (eSports) Product Offerings
Table 60. Valve Corporation (US) Electronic Sports (eSports) Revenue (US$, Mn) & (2018-2023)
Table 61. Valve Corporation (US) Key News & Latest Developments
Table 62. Tencent (China) Company Summary
Table 63. Tencent (China) Electronic Sports (eSports) Product Offerings
Table 64. Tencent (China) Electronic Sports (eSports) Revenue (US$, Mn) & (2018-2023)
Table 65. Tencent (China) Key News & Latest Developments
Table 66. Electronic Arts (EA) (US) Company Summary
Table 67. Electronic Arts (EA) (US) Electronic Sports (eSports) Product Offerings
Table 68. Electronic Arts (EA) (US) Electronic Sports (eSports) Revenue (US$, Mn) & (2018-2023)
Table 69. Electronic Arts (EA) (US) Key News & Latest Developments
Table 70. Hi-Rez Studios (US) Company Summary
Table 71. Hi-Rez Studios (US) Electronic Sports (eSports) Product Offerings
Table 72. Hi-Rez Studios (US) Electronic Sports (eSports) Revenue (US$, Mn) & (2018-2023)
Table 73. Hi-Rez Studios (US) Key News & Latest Developments
Table 74. KaBuM (Canada) Company Summary
Table 75. KaBuM (Canada) Electronic Sports (eSports) Product Offerings
Table 76. KaBuM (Canada) Electronic Sports (eSports) Revenue (US$, Mn) & (2018-2023)
Table 77. KaBuM (Canada) Key News & Latest Developments
Table 78. Wargaming Public (Cyprus) Company Summary
Table 79. Wargaming Public (Cyprus) Electronic Sports (eSports) Product Offerings
Table 80. Wargaming Public (Cyprus) Electronic Sports (eSports) Revenue (US$, Mn) & (2018-2023)
Table 81. Wargaming Public (Cyprus) Key News & Latest Developments
Table 82. Rovio Entertainment (Finland) Company Summary
Table 83. Rovio Entertainment (Finland) Electronic Sports (eSports) Product Offerings
Table 84. Rovio Entertainment (Finland) Electronic Sports (eSports) Revenue (US$, Mn) & (2018-2023)
Table 85. Rovio Entertainment (Finland) Key News & Latest Developments
Table 86. GungHo Online Entertainment (Japan) Company Summary
Table 87. GungHo Online Entertainment (Japan) Electronic Sports (eSports) Product Offerings
Table 88. GungHo Online Entertainment (Japan) Electronic Sports (eSports) Revenue (US$, Mn) & (2018-2023)
Table 89. GungHo Online Entertainment (Japan) Key News & Latest Developments
Table 90. Alisports (China) Company Summary
Table 91. Alisports (China) Electronic Sports (eSports) Product Offerings
Table 92. Alisports (China) Electronic Sports (eSports) Revenue (US$, Mn) & (2018-2023)
Table 93. Alisports (China) Key News & Latest Developments
List of Figures
Figure 1. Electronic Sports (eSports) Segment by Type in 2022
Figure 2. Electronic Sports (eSports) Segment by Application in 2022
Figure 3. Global Electronic Sports (eSports) Market Overview: 2022
Figure 4. Key Caveats
Figure 5. Global Electronic Sports (eSports) Market Size: 2022 VS 2029 (US$, Mn)
Figure 6. Global Electronic Sports (eSports) Revenue, 2018-2029 (US$, Mn)
Figure 7. The Top 3 and 5 Players Market Share by Electronic Sports (eSports) Revenue in 2022
Figure 8. By Type - Global Electronic Sports (eSports) Revenue Market Share, 2018-2029
Figure 9. By Application - Global Electronic Sports (eSports) Revenue Market Share, 2018-2029
Figure 10. By Type - Global Electronic Sports (eSports) Revenue, (US$, Mn), 2022 & 2029
Figure 11. By Type - Global Electronic Sports (eSports) Revenue Market Share, 2018-2029
Figure 12. By Application - Global Electronic Sports (eSports) Revenue, (US$, Mn), 2022 & 2029
Figure 13. By Application - Global Electronic Sports (eSports) Revenue Market Share, 2018-2029
Figure 14. By Region - Global Electronic Sports (eSports) Revenue Market Share, 2018-2029
Figure 15. By Country - North America Electronic Sports (eSports) Revenue Market Share, 2018-2029
Figure 16. US Electronic Sports (eSports) Revenue, (US$, Mn), 2018-2029
Figure 17. Canada Electronic Sports (eSports) Revenue, (US$, Mn), 2018-2029
Figure 18. Mexico Electronic Sports (eSports) Revenue, (US$, Mn), 2018-2029
Figure 19. By Country - Europe Electronic Sports (eSports) Revenue Market Share, 2018-2029
Figure 20. Germany Electronic Sports (eSports) Revenue, (US$, Mn), 2018-2029
Figure 21. France Electronic Sports (eSports) Revenue, (US$, Mn), 2018-2029
Figure 22. U.K. Electronic Sports (eSports) Revenue, (US$, Mn), 2018-2029
Figure 23. Italy Electronic Sports (eSports) Revenue, (US$, Mn), 2018-2029
Figure 24. Russia Electronic Sports (eSports) Revenue, (US$, Mn), 2018-2029
Figure 25. Nordic Countries Electronic Sports (eSports) Revenue, (US$, Mn), 2018-2029
Figure 26. Benelux Electronic Sports (eSports) Revenue, (US$, Mn), 2018-2029
Figure 27. By Region - Asia Electronic Sports (eSports) Revenue Market Share, 2018-2029
Figure 28. China Electronic Sports (eSports) Revenue, (US$, Mn), 2018-2029
Figure 29. Japan Electronic Sports (eSports) Revenue, (US$, Mn), 2018-2029
Figure 30. South Korea Electronic Sports (eSports) Revenue, (US$, Mn), 2018-2029
Figure 31. Southeast Asia Electronic Sports (eSports) Revenue, (US$, Mn), 2018-2029
Figure 32. India Electronic Sports (eSports) Revenue, (US$, Mn), 2018-2029
Figure 33. By Country - South America Electronic Sports (eSports) Revenue Market Share, 2018-2029
Figure 34. Brazil Electronic Sports (eSports) Revenue, (US$, Mn), 2018-2029
Figure 35. Argentina Electronic Sports (eSports) Revenue, (US$, Mn), 2018-2029
Figure 36. By Country - Middle East & Africa Electronic Sports (eSports) Revenue Market Share, 2018-2029
Figure 37. Turkey Electronic Sports (eSports) Revenue, (US$, Mn), 2018-2029
Figure 38. Israel Electronic Sports (eSports) Revenue, (US$, Mn), 2018-2029
Figure 39. Saudi Arabia Electronic Sports (eSports) Revenue, (US$, Mn), 2018-2029
Figure 40. UAE Electronic Sports (eSports) Revenue, (US$, Mn), 2018-2029
Figure 41. Modern Times Group (Sweden) Electronic Sports (eSports) Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 42. Activision Blizzard (US) Electronic Sports (eSports) Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 43. FACEIT (UK) Electronic Sports (eSports) Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 44. Total Entertainment Network (US) Electronic Sports (eSports) Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 45. Gfinity (UK) Electronic Sports (eSports) Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 46. Turner Broadcasting System (US) Electronic Sports (eSports) Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 47. CJ Corporation (South Korea) Electronic Sports (eSports) Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 48. Valve Corporation (US) Electronic Sports (eSports) Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 49. Tencent (China) Electronic Sports (eSports) Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 50. Electronic Arts (EA) (US) Electronic Sports (eSports) Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 51. Hi-Rez Studios (US) Electronic Sports (eSports) Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 52. KaBuM (Canada) Electronic Sports (eSports) Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 53. Wargaming Public (Cyprus) Electronic Sports (eSports) Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 54. Rovio Entertainment (Finland) Electronic Sports (eSports) Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 55. GungHo Online Entertainment (Japan) Electronic Sports (eSports) Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 56. Alisports (China) Electronic Sports (eSports) Revenue Year Over Year Growth (US$, Mn) & (2018-2023)