Global E-sports Market Status and Outlook 2023-2028

Publisher Name :
Date: 17-Feb-2023
No. of pages: 103

Esports (also known as electronic sports, e-sports, or eSports) is a form of competition using video games.

Our market research experts provide qualitative and quantitative analysis of the market based on involving economic and non-economic factors in the same report with market value (million USD) data for each segment and sub-segment. This way, clients can achieve all their goals while taking advantage of emerging opportunities. Technological advancements, new product launches, and market capital flows are compared across scenarios to demonstrate their impact over the forecast period.

Data collected includes market dynamics, technology outlook, application development, and pricing trends. All of this is fed into a research model, which then produces relevant data for market research. Global market trend analysis is given including historical data, estimates to 20233 and compound annual growth rate (CAGR) forecast to 2028.

Projected and forecast revenue values are in constant U.S. dollars, unadjusted for inflation.

2023 will be a tough year for much of the global economy, as the ongoing war in Ukraine continues to strain trade, especially in Europe, and the global economy remains reeling from the fallout from the COVID-19 pandemic.

But as China moves ever closer to fully reemerging from three years of government-imposed Covid isolation and reintegrating with the world, economic expectations are high.And with the global economy now facing significant challenges, including energy shortages, slowing growth and high inflation, China's reopening could provide a much-needed and timely boost.

Studying and analyzing the impact of Coronavirus COVID-19 on the E-sports industry, the report provide in-depth analysis and professtional advices on how to face the post COIVD-19 period.

Market Segment by Product Type

- Multiplayer Online Battle Arena (MOBA)

- First-Person Shooter (FPS)

- Real-Time Strategy (RTS)

- Other

Market Segment by Product Application

- Professional

- Amateur

Finally, the report provides detailed profile and data information analysis of leading company.

- Activision Blizzard

- Hi-Rez Studios

- Riot Games

- Epic Games

- EA Sports

- Nintendo

- Wargaming.Net

- Valve Corporation

- Microsoft Studios

Insights and Tools:

We follow a comprehensive process to estimate market size. Key industry dynamics, regulatory scenarios, and segmental dynamics are analyzed to understand their impact on demand over the forecast period. Macroeconomic indicators such as prices, income and demographic changes, demand changes, etc. are considered in estimating market size. We also provide an in-depth profile of the key players and discuss their market shares in the global market to derive the market value. In addition, we have an internal database that is regularly updated with key insights and press releases from key stakeholders in the relevant market.

The data is generally gathered in various arrangements such as charts, graphs, infographics, trends, documents and records from various manufacturers and retailers. Our analyst gather, collect, and interpret such data to form significant databases. Our team then works with large data volumes to analyze core developments, evaluate market estimations, and identify trends.

The market research includes historical and forecast data from like demand, application details, price trends, and company shares by geography, especially focuses on the key regions like United States, European Union, China, and other regions.

Research Objectives

- 1.To study and analyze the global E-sports consumption (value) by key regions/countries, product type and application, history data from 2018 to 2022, and forecast to 2028.

- 2.To understand the structure of E-sports market by identifying its various subsegments.

- 3.Focuses on the key global E-sports manufacturers, to define, describe and analyze the value, market share, market competition landscape, Porter's five forces analysis, SWOT analysis and development plans in next few years.

- 4.To analyze the E-sports with respect to individual growth trends, future prospects, and their contribution to the total market.

- 5.To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).

- 6.To project the consumption of E-sports submarkets, with respect to key regions (along with their respective key countries).

- 7.To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

- 8.To strategically profile the key players and comprehensively analyze their growth strategies.

Global E-sports Market Status and Outlook 2023-2028

Table of Contents

Global E-sports Market Status and Outlook 2023-2028

Market Study Overview
1.1 Study Objectives
1.2 E-sports Introduce
1.3 Combined with the Analysis of Macroeconomic Indicators
1.4 Brief Description of Research methods
1.5 Market Breakdown and Data Triangulation
2 Global Trend Summary
2.1 E-sports Segment by Type
2.1.1 Multiplayer Online Battle Arena (MOBA)
2.1.2 First-Person Shooter (FPS)
2.1.3 Real-Time Strategy (RTS)
2.1.4 Other
2.2 Market Analysis by Application
2.2.1 Professional
2.2.2 Amateur
2.3 Global E-sports Market Comparison by Regions (2018-2028)
2.3.1 Global E-sports Market Size (2018-2028)
2.3.2 North America E-sports Status and Prospect (2018-2028)
2.3.3 Europe E-sports Status and Prospect (2018-2028)
2.3.4 Asia-pacific E-sports Status and Prospect (2018-2028)
2.3.5 South America E-sports Status and Prospect (2018-2028)
2.3.6 Middle East & Africa E-sports Status and Prospect (2018-2028)
2.5 Coronavirus Disease 2020 (Covid-19): E-sports Industry Impact
2.5.1 E-sports Business Impact Assessment - Covid-19
2.5.2 Market Trends and E-sports Potential Opportunities in the COVID-19 Landscape
2.5.3 Measures / Proposal against Covid-19

3 Competition by Vendors
3.1 Global E-sports Revenue and Market Share by Vendors (2018-2023)
3.2 Global E-sports Industry Concentration Ratio (CR5 and HHI)
3.3 Top 5 E-sports Vendors Market Share
3.4 Top 10 E-sports Vendors Market Share
3.5 Date of Key Vendors Enter into E-sports Market
3.6 Key Vendors E-sports Product Offered
3.7 Mergers & Acquisitions Planning

4 Analysis of E-sports Industry Key Vendors
4.1 Activision Blizzard
4.1.1 Company Details
4.1.2 Product Introduction, Application and Specification
4.1.3 Activision Blizzard E-sports Gross Margin, and Revenue (2018-2023)
4.1.4 Main Business Overview
4.1.5 Activision Blizzard News
4.2 Hi-Rez Studios
4.2.1 Company Details
4.2.2 Product Introduction, Application and Specification
4.2.3 Hi-Rez Studios E-sports Gross Margin, and Revenue (2018-2023)
4.2.4 Main Business Overview
4.2.5 Hi-Rez Studios News
4.3 Riot Games
4.3.1 Company Details
4.3.2 Product Introduction, Application and Specification
4.3.3 Riot Games E-sports Gross Margin, and Revenue (2018-2023)
4.3.4 Main Business Overview
4.3.5 Riot Games News
4.4 Epic Games
4.4.1 Company Details
4.4.2 Product Introduction, Application and Specification
4.4.3 Epic Games E-sports Gross Margin, and Revenue (2018-2023)
4.4.4 Main Business Overview
4.4.5 Epic Games News
4.5 EA Sports
4.5.1 Company Details
4.5.2 Product Introduction, Application and Specification
4.5.3 EA Sports E-sports Gross Margin, and Revenue (2018-2023)
4.5.4 Main Business Overview
4.5.5 EA Sports News
4.6 Nintendo
4.6.1 Company Details
4.6.2 Product Introduction, Application and Specification
4.6.3 Nintendo E-sports Gross Margin, and Revenue (2018-2023)
4.6.4 Main Business Overview
4.6.5 Nintendo News
4.7 Wargaming.Net
4.7.1 Company Details
4.7.2 Product Introduction, Application and Specification
4.7.3 Wargaming.Net E-sports Gross Margin, and Revenue (2018-2023)
4.7.4 Main Business Overview
4.7.5 Wargaming.Net News
4.8 Valve Corporation
4.8.1 Company Details
4.8.2 Product Introduction, Application and Specification
4.8.3 Valve Corporation E-sports Gross Margin, and Revenue (2018-2023)
4.8.4 Main Business Overview
4.8.5 Valve Corporation News
4.9 Microsoft Studios
4.9.1 Company Details
4.9.2 Product Introduction, Application and Specification
4.9.3 Microsoft Studios E-sports Gross Margin, and Revenue (2018-2023)
4.9.4 Main Business Overview
4.9.5 Microsoft Studios News

5 Global E-sports Market Size Categorized by Regions
5.1 Global E-sports Revenue and Market Share by Regions
5.2 North America E-sports Revenue and Growth Rate (2018-2023)
5.3 Europe E-sports Revenue and Growth Rate (2018-2023)
5.4 Asia-pacific E-sports Revenue and Growth Rate (2018-2023)
5.5 South America E-sports Revenue and Growth Rate (2018-2023)
5.6 Middle East & Africa E-sports Revenue and Growth Rate (2018-2023)

6 North America E-sports Market Size Categorized by Countries
6.1 North America E-sports Revenue and Market Share by Countries
6.1.1 North America E-sports Market Size by Countries (2018-2023)
6.1.2 United States E-sports Revenue and Growth Rate (2018-2023)
6.1.3 Canada E-sports Revenue and Growth Rate (2018-2023)
6.1.4 Mexico E-sports Revenue and Growth Rate (2018-2023)
6.2 North America E-sports Revenue (Value) by Vendors
6.3 North America E-sports Revenue and Market Share by Type (2018-2023)
6.4 North America E-sports Revenue and Market Share by Application (2018-2023)

7 Europe E-sports Market Size Categorized by Countries
7.1 Europe E-sports Revenue and Market Share by Countries
7.1.1 Europe E-sports Market Size by Countries (2018-2023)
7.1.2 Germany E-sports Revenue and Growth Rate (2018-2023)
7.1.3 UK E-sports Revenue and Growth Rate (2018-2023)
7.1.4 France E-sports Revenue and Growth Rate (2018-2023)
7.1.5 Russia E-sports Revenue and Growth Rate (2018-2023)
7.1.6 Italy E-sports Revenue and Growth Rate (2018-2023)
7.1.7 Spain E-sports Revenue and Growth Rate (2018-2023)
7.2 Europe E-sports Revenue (Value) by Vendors
7.3 Europe E-sports Revenue and Market Share by Type (2018-2023)
7.4 Europe E-sports Revenue and Market Share by Application (2018-2023)

8 Asia-pacific E-sports Market Size Categorized by Countries
8.1 Asia-pacific E-sports Revenue and Market Share by Countries
8.1.1 Asia-pacific E-sports Market Size by Countries (2018-2023)
8.1.2 China E-sports Revenue and Growth Rate (2018-2023)
8.1.3 South Korea E-sports Revenue and Growth Rate (2018-2023)
8.1.4 Japan E-sports Revenue and Growth Rate (2018-2023)
8.1.5 Australia E-sports Revenue and Growth Rate (2018-2023)
8.1.6 India E-sports Revenue and Growth Rate (2018-2023)
8.1.7 Southeast Asia E-sports Revenue and Growth Rate (2018-2023)
8.2 Asia-pacific E-sports Revenue (Value) by Vendors
8.3 Asia-pacific E-sports Revenue and Market Share by Type (2018-2023)
8.4 Asia-pacific E-sports Revenue and Market Share by Application (2018-2023)

9 South America E-sports Market Size Categorized by Countries
9.1 South America E-sports Revenue and Market Share by Countries
9.1.1 South America E-sports Market Size by Countries (2018-2023)
9.1.2 Brazil E-sports Revenue and Growth Rate (2018-2023)
9.1.3 Chile E-sports Revenue and Growth Rate (2018-2023)
9.2 South America E-sports Revenue and Market Share by Type (2018-2023)
9.3 South America E-sports Revenue and Market Share by Application (2018-2023)

10 Middle East and Africa E-sports Market Size Categorized by Countries
10.1 Middle East and Africa E-sports Revenue and Market Share by Countries
10.1.1 Middle East and Africa E-sports Market Size by Countries (2018-2023)
10.1.2 GCC Countries E-sports Revenue and Growth Rate (2018-2023)
10.1.3 Turkey E-sports Revenue and Growth Rate (2018-2023)
10.1.4 Egypt E-sports Revenue and Growth Rate (2018-2023)
10.1.5 South Africa E-sports Revenue and Growth Rate (2018-2023)
10.2 Middle East and Africa E-sports Revenue and Market Share by Type
10.3 Middle East and Africa E-sports Revenue Market Share by Application (2018-2023)

11 Global E-sports Market Segment by Type
11.1 Global E-sports Revenue and Market Share by Type (2018-2023)
11.2 Multiplayer Online Battle Arena (MOBA) Revenue Growth Rate and Price
11.3 First-Person Shooter (FPS) Revenue Growth Rate and Price
11.4 Real-Time Strategy (RTS) Revenue Growth Rate and Price
11.5 Other Revenue Growth Rate and Price

12 Global E-sports Market Segment by Application
12.1 Global E-sports Revenue Market Share by Application (2018-2023)
12.2 Professional Revenue Growth Rate (2018-2023)
12.3 Amateur Revenue Growth Rate (2018-2023)

13 Global E-sports Market Forecast
13.1 Global E-sports Revenue and Growth Rate (2023-2028)
13.2 E-sports Market Forecast by Regions (2023-2028)
13.2.1 North America E-sports Market Forecast (2023-2028)
13.2.2 Europe E-sports Market Forecast (2023-2028)
13.2.3 Asia-Pacific E-sports Market Forecast (2023-2028)
13.2.4 South America E-sports Market Forecast (2023-2028)
13.2.5 Middle East & Africa E-sports Market Forecast (2023-2028)
13.3 E-sports Market Forecast by Type (2023-2028)
13.3.1 Global E-sports Revenue Forecast by Type (2023-2028)
13.3.2 Global E-sports Market Share Forecast by Type (2023-2028)
13.4 E-sports Market Forecast by Application (2023-2028)
13.4.1 Global E-sports Revenue Forecast by Application (2023-2028)

14 Market Analysis
14.1.1 Market overview
14.1.2 Market Opportunities
14.1.3 Market Risk
14.1.4 Market Driving Force
14.1.5 Porter's Five Forces Analysis
14.1.6 SWOT Analysis

15 Downstream Market Analysis
15.1 Macro Analysis of Down Markets
15.2 Key Players in Down Markets

16 Research Findings and Conclusion

List of Tables and Figures

Figure Product Picture E-sports
Figure Bottom-up and Top-down Approaches for This Report
Figure Data Triangulation
Figure Part of Our External Database
Figure Key Executives Interviewed
Table Global E-sports Market Size (Million US$) by Type
Figure Global Market Share of E-sports by Type in 2022
Figure Multiplayer Online Battle Arena (MOBA) Picture
Figure First-Person Shooter (FPS) Picture
Figure Real-Time Strategy (RTS) Picture
Figure Other Picture
Table Global E-sports Market Size (Million US$) by Application
Figure Global E-sports Market Share by Application in 2022
Figure Professional Picture
Figure Amateur Picture
Table Global E-sports Comparison by Regions (M USD) 2018-2028
Figure Global E-sports Market Size (Million US$) (2018-2028)
Figure North America E-sports Revenue (Million US$) Growth Rate (2018-2028)
Figure Europe E-sports Revenue (Million US$) Growth Rate (2018-2028)
Figure Asia-pacific E-sports Revenue (Million US$) Growth Rate (2018-2028)
Figure South America E-sports Revenue (Million US$) Growth Rate (2018-2028)
Figure Middle East & Africa E-sports Revenue (Million US$) Growth Rate (2018-2028)
Table Business Impact Assessment - Covid-19
Table Market Trends and E-sports Potential Opportunities in the COVID-19 Landscape
Table Measures / Proposal against Covid-19
Table Global E-sports Revenue by Vendors (2018-2023)
Figure Global E-sports Revenue Market Share by Vendors in 2022
Table Global E-sports Vendors Market Concentration Ratio (CR5 and HHI)
Figure Top 5 E-sports Vendors (Revenue) Market Share in 2022
Figure Top 10 E-sports Vendors (Revenue) Market Share in 2022
Table Date of Key Vendors Enter into E-sports Market
Table Key Vendors E-sports Product Type
Table Activision Blizzard Company Profile
Table E-sports Product Introduction, Application and Specification of Activision Blizzard
Table E-sports Revenue (M USD) and Gross Margin of Activision Blizzard 2018-2023
Table Activision Blizzard Main Business
Table Activision Blizzard Recent Development
Table Hi-Rez Studios Company Profile
Table E-sports Product Introduction, Application and Specification of Hi-Rez Studios
Table E-sports Revenue (M USD) and Gross Margin of Hi-Rez Studios 2018-2023
Table Hi-Rez Studios Main Business
Table Hi-Rez Studios Recent Development
Table Hi-Rez Studios Company Profile
Table E-sports Product Introduction, Application and Specification of Hi-Rez Studios
Table E-sports Revenue (M USD) and Gross Margin of Hi-Rez Studios 2018-2023
Table Hi-Rez Studios Main Business
Table Hi-Rez Studios Recent Development
Table Riot Games Company Profile
Table E-sports Product Introduction, Application and Specification of Riot Games
Table E-sports Revenue (M USD) and Gross Margin of Riot Games 2018-2023
Table Riot Games Main Business
Table Riot Games Recent Development
Table Epic Games Company Profile
Table E-sports Product Introduction, Application and Specification of Epic Games
Table E-sports Revenue (M USD) and Gross Margin of Epic Games 2018-2023
Table Epic Games Main Business
Table Epic Games Recent Development
Table EA Sports Company Profile
Table E-sports Product Introduction, Application and Specification of EA Sports
Table E-sports Revenue (M USD) and Gross Margin of EA Sports 2018-2023
Table EA Sports Main Business
Table EA Sports Recent Development
Table Nintendo Company Profile
Table E-sports Product Introduction, Application and Specification of Nintendo
Table E-sports Revenue (M USD) and Gross Margin of Nintendo 2018-2023
Table Nintendo Main Business
Table Nintendo Recent Development
Table Wargaming.Net Company Profile
Table E-sports Product Introduction, Application and Specification of Wargaming.Net
Table E-sports Revenue (M USD) and Gross Margin of Wargaming.Net 2018-2023
Table Wargaming.Net Main Business
Table Wargaming.Net Recent Development
Table Valve Corporation Company Profile
Table E-sports Product Introduction, Application and Specification of Valve Corporation
Table E-sports Revenue (M USD) and Gross Margin of Valve Corporation 2018-2023
Table Valve Corporation Main Business
Table Valve Corporation Recent Development
Table Microsoft Studios Company Profile
Table E-sports Product Introduction, Application and Specification of Microsoft Studios
Table E-sports Revenue (M USD) and Gross Margin of Microsoft Studios 2018-2023
Table Microsoft Studios Main Business
Table Microsoft Studios Recent Development
Table Mergers & Acquisitions Planning
Figure Global E-sports Revenue and Growth Rate (2018-2023)
Figure Global E-sports Revenue by Regions (2018-2023)
Figure Global E-sports Revenue Market Share by Regions in 2022
Figure North America E-sports Revenue and Growth Rate (2018-2023)
Figure Europe E-sports Revenue and Growth Rate (2018-2023)
Figure Asia-pacific E-sports Revenue and Growth Rate (2018-2023)
Figure South America E-sports Revenue and Growth Rate (2018-2023)
Figure Middle East & Africa E-sports Revenue and Growth Rate (2018-2023)
Figure North America E-sports Revenue and Growth Rate (2018-2023)
Table North America E-sports Market Size by Countries (2018-2023)
Table North America E-sports Market Share by Countries (2018-2023)
Figure North America E-sports Market Share by Countries in 2022
Figure United States E-sports Revenue and Growth Rate (2018-2023)
Figure Canada E-sports Revenue and Growth Rate (2018-2023)
Figure Mexico E-sports Revenue and Growth Rate (2018-2023)
Table North America E-sports Revenue by Vendors (2022)
Figure North America E-sports Revenue Market Share by Vendors in 2022
Table North America E-sports Revenue by Type (2018-2023)
Table North America E-sports Share by Type (2018-2023)
Table North America E-sports Revenue by Application (2018-2023)
Table North America E-sports Revenue Share by Application (2018-2023)
Figure Europe E-sports Revenue and Growth Rate (2018-2023)
Table Europe E-sports Market Size by Countries (2018-2023)
Table Europe E-sports Revenue Market Share by Countries (2018-2023)
Figure Europe E-sports Revenue Market Share by Countries in 2022
Figure Germany E-sports Revenue and Growth Rate (2018-2023)
Figure UK E-sports Revenue and Growth Rate (2018-2023)
Figure France E-sports Revenue and Growth Rate (2018-2023)
Figure Russia E-sports Revenue and Growth Rate (2018-2023)
Figure Italy E-sports Revenue and Growth Rate (2018-2023)
Figure Spain E-sports Revenue and Growth Rate (2018-2023)
Table Europe E-sports Revenue by Vendors (2022)
Figure Europe E-sports Revenue Market Share by Vendors in 2022
Table Europe E-sports Revenue by Type (2018-2023)
Table Europe E-sports Revenue Share by Type (2018-2023)
Table Europe E-sports Revenue by Application (2018-2023)
Table Europe E-sports Revenue Share by Application (2018-2023)
Figure Asia-pacific E-sports Revenue and Growth Rate (2018-2023)
Table Asia-pacific E-sports Market Size by Countries (2018-2023)
Table Asia-pacific E-sports Revenue Market Share by Countries (2018-2023)
Figure Asia-pacific E-sports Revenue Market Share by Countries in 2022
Figure China E-sports Revenue and Growth Rate (2018-2023)
Figure South Korea E-sports Revenue and Growth Rate (2018-2023)
Figure Japan E-sports Revenue and Growth Rate (2018-2023)
Figure Australia E-sports Revenue and Growth Rate (2018-2023)
Figure India E-sports Revenue and Growth Rate (2018-2023)
Figure Southeast Asia E-sports Revenue and Growth Rate (2018-2023)
Table Asia-pacific E-sports Revenue by Vendors (2022)
Figure Asia-pacific E-sports Revenue Market Share by Vendors in 2022
Table Asia-pacific E-sports Revenue by Type (2018-2023)
Table Asia-pacific E-sports Revenue Share by Type (2018-2023)
Table Asia-pacific E-sports Revenue by Application (2018-2023)
Table Asia-pacific E-sports Revenue Share by Application (2018-2023)
Figure South America E-sports Revenue and Growth Rate (2018-2023)
Table South America E-sports Revenue Market Size by Countries (2018-2023)
Table South America E-sports Revenue Market Share by Countries (2018-2023)
Figure South America E-sports Revenue Market Share by Countries in 2020
Figure Brazil E-sports Revenue and Growth Rate (2018-2023)
Figure Chile E-sports Revenue and Growth Rate (2018-2023)
Table South America E-sports Revenue s by Type (2018-2023)
Table South America E-sports Revenue Share by Type (2018-2023)
Table South America E-sports Revenue by Application (2018-2023)
Table South America E-sports Revenue Share by Application (2018-2023)
Figure Middle East and Africa E-sports Revenue and Growth Rate (2018-2023)
Table Middle East and Africa E-sports Market Size by Countries (2018-2023)
Table Middle East and Africa E-sports Sales Market Share by Countries (2018-2023)
Figure Middle East and Africa E-sports Sales Market Share by Countries in 2020
Figure GCC Countries E-sports Revenue and Growth Rate (2018-2023)
Figure Turkey E-sports Revenue and Growth Rate (2018-2023)
Figure Egypt E-sports Revenue and Growth Rate (2018-2023)
Figure South Africa E-sports Revenue and Growth Rate (2018-2023)
Table Middle East and Africa E-sports Revenue by Type (2018-2023)
Table Middle East and Africa E-sports Revenue Share by Type (2018-2023)
Table Middle East and Africa E-sports Revenue by Application (2018-2023)
Table Middle East and Africa E-sports Revenue Share by Application (2018-2023)
Table Global E-sports Revenue by Type (2018-2023)
Table Global E-sports Revenue Market Share by Type (2018-2023)
Figure Global E-sports Revenue Market Share by Type in 2020
Figure Global Multiplayer Online Battle Arena (MOBA) Revenue and Growth Rate (2018-2023)
Figure Global First-Person Shooter (FPS) Revenue and Growth Rate (2018-2023)
Figure Global Real-Time Strategy (RTS) Revenue and Growth Rate (2018-2023)
Figure Global Other Revenue and Growth Rate (2018-2023)
Table Global E-sports Revenue by Application (2018-2023)
Table Global E-sports Revenue Market Share by Application (2018-2023)
Figure Global E-sports Revenue Market Share by Application in 2022
Figure Global Professional Revenue Growth Rate (2018-2023)
Figure Global Amateur Revenue Growth Rate (2018-2023)
Figure Global E-sports Revenue and Growth Rate (2023-2028)
Table Global E-sports Revenue Forecast by Regions (2023-2028)
Table Global E-sports Market Share Forecast by Regions (2023-2028)
Figure North America Revenue E-sports Market Forecast (2023-2028)
Figure Europe Revenue E-sports Market Forecast (2023-2028)
Figure Asia-Pacific Revenue E-sports Market Forecast (2023-2028)
Figure South America Revenue E-sports Market Forecast (2023-2028)
Figure Middle East & Africa Revenue E-sports Market Forecast (2023-2028)
Table Global E-sports Revenue Forecast by Type (2023-2028)
Table Global E-sports Market Share Forecast by Type (2023-2028)
Table Global E-sports Revenue Forecast by Application (2023-2028)
Table Global E-sports Market Share Forecast by Application (2023-2028)
Table Market Opportunities in Next Few Years
Table Market Risks Analysis
Table Market Drivers
Figure Porter's Five Forces Analysis
Table Macro Analysis of Down Markets
Table Key Players in Down Markets
Table Key Players of Downstream Markets
Figure Author List
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  • Global Cloud Gaming Market 2024 by Company, Regions, Type and Application, Forecast to 2030
    Published: 01-Jan-2024        Price: US 3480 Onwards        Pages: 127
    According to our (Global Info Research) latest study, the global Cloud Gaming market size was valued at USD 194.5 million in 2023 and is forecast to a readjusted size of USD 1499 million by 2030 with a CAGR of 33.9% during review period. Since the rapid growth of the cloud computing, data collection and information sharing are led to a higher level and are replacing the traditional computation. Several technologies using cloud in all areas are developing to adapt the revolution of inform......
  • Global TV Gaming Market Status and Outlook 2023-2028
    Published: 26-Dec-2023        Price: US 3160 Onwards        Pages: 121
    Our market research experts provide qualitative and quantitative analysis of the market based on involving economic and non-economic factors in the same report with market value (million USD) data for each segment and sub-segment. This way, clients can achieve all their goals while taking advantage of emerging opportunities. Technological advancements, new product launches, and market capital flows are compared across scenarios to demonstrate their impact over the forecast period. D......
  • Global Mmo Games Industry Research Report, In-depth Analysis of Current Status and Outlook of Key Countries 2023-2028
    Published: 21-Dec-2023        Price: US 3380 Onwards        Pages: 123
    Market Overview of Global Mmo Games market: According to our latest research, the global Mmo Games market looks promising in the next 5 years. As of 2022, the global Mmo Games market was estimated at USD XX million, and it's anticipated to reach USD XX million in 2028, with a CAGR of XX% during the forecast years. This report covers a research time span from 2018 to 2028, and presents a deep and comprehensive analysis of the global Mmo Games market, with a systematical descri......
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