Global Esports (egames) Key Trends and Opportunities to 2027

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Date: 19-Feb-2021
No. of pages: 180
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Esports (egames) market is segmented by companies, region (country), by Type, and by Application. Players, stakeholders, and other participants in the global Esports (egames) market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on market size and forecast for the period 2016-2027.

Segment by Type, the Esports (egames) market is segmented into Multiplayer Online Battle Arena (MOBA), First-Person Shooter (FPS), Real-Time Strategy (RTS), Other, etc.

Segment by Application, the Esports (egames) market is segmented into Amateur Players, Professional Players, Club, Associations And Organizations, Other, etc.

Regional and Country-level Analysis

The report offers exhaustive assessment of different region-wise and country-wise Esports (egames) markets such as the U.S., Canada, Germany, France, the U.K., Italy, Russia, China, Japan, South Korea, Taiwan, India, Australia, Indonesia, Thailand, Malaysia, Philippines, Vietnam, Mexico, Brazil, Argentina, Saudi Arabia, UAE, Turkey, etc.

The report includes country-wise and region-wise market size for the period 2016-2027, by countries (regions), by Type, and by Application, as well as by players for North America, Europe, Asia-Pacific, Latin America and Middle East & Africa.

Competitive Landscape and Esports (egames) Market Share Analysis

Esports (egames) market competitive landscape provides details and data information by vendors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2016-2021. It also offers detailed analysis supported by reliable statistics on revenue (global and regional level) by players for the period 2016-2021. Details included are company description, major business, company total revenue and revenue generated in Esports (egames) business, the date to enter into the Esports (egames) market, Esports (egames) product introduction, recent developments, etc.

The major vendors include Modern Times Group (Sweden), Activision Blizzard, FACEIT, Total Entertainment Network (US), Gfinity, Turner Broadcasting System (US), CJ Corporation, Valve Corporation, Tencent, Electronic Arts, Hi-Rez Studios, KaBuM, Wargaming, Rovio Entertainment (Finland), GungHo Online Entertainment (Japan), Alisports (Alibaba Group), EA Sports, Epic Games, Nintendo, Riot Games, etc.

Global Esports (egames) Key Trends and Opportunities to 2027

Table of Contents
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Esports (egames) Market Size by Type: 2016 VS 2021 VS 2027
1.2.2 Multiplayer Online Battle Arena (MOBA)
1.2.3 First-Person Shooter (FPS)
1.2.4 Real-Time Strategy (RTS)
1.2.5 Other
1.3 Market by Application
1.3.1 Global Esports (egames) Market Share by Application: 2016 VS 2021 VS 2027
1.3.2 Amateur Players
1.3.3 Professional Players
1.3.4 Club
1.3.5 Associations And Organizations
1.3.6 Other
1.4 Study Objectives
1.5 Years Considered
2 Global Growth Trend
2.1 Global Esports (egames) Market Perspective (2016-2027)
2.2 Global Esports (egames) Growth Trends by Regions
2.2.1 Esports (egames) Market Size by Regions: 2016 VS 2021 VS 2027
2.2.2 Esports (egames) Historic Market Size by Regions (2016-2021)
2.2.3 Esports (egames) Forecasted Market Size by Regions (2022-2027)
2.3 Industry Trends and Growth Strategy
2.3.1 Esports (egames) Industry Trends
2.3.2 Esports (egames) Market Drivers
2.3.3 Esports (egames) Market Challenges
2.3.4 Esports (egames) Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Esports (egames) Players by Market Size
3.1.1 Players Covered: Ranking by Esports (egames) Revenue
3.1.2 Global Top Esports (egames) Players by Revenue (2016-2021)
3.1.3 Global Esports (egames) Revenue Market Share by Players (2016-2021)
3.1.4 Global Esports (egames) Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
3.2 Global Esports (egames) Market Concentration Ratio
3.2.1 Global Esports (egames) Market Concentration Ratio (CR5 and HHI)
3.2.2 Global Top 5 and Top 10 Players by Esports (egames) Revenue in 2020
3.3 Esports (egames) Key Players Head office and Area Served
3.4 Key Players Esports (egames) Product Solution and Service
3.5 Date of Enter into Esports (egames) Market
3.6 Mergers & Acquisitions, Expansion Plans
4 Global Esports (egames) Breakdown Data by Type (2016-2027)
4.1 Global Esports (egames) Historic Market Size by Type (2016-2021)
4.2 Global Esports (egames) Forecasted Market Size by Type (2022-2027)
5 Global Esports (egames) Breakdown Data by Application (2016-2027)
5.1 Global Esports (egames) Historic Market Size by Application (2016-2021)
5.2 Esports (egames) Forecasted Market Size by Application (2022-2027)
6 North America
6.1 North America Esports (egames) Market Size (2016-2027)
6.2 Key Esports (egames) Players Market Share in North America (2020-2021)
6.3 North America Esports (egames) Market Size by Country
6.3.1 North America Esports (egames) Sales by Country (2016-2021)
6.3.2 North America Esports (egames) Market Size Forecast by Country (2022-2027)
6.4 U.S. Market Size Analysis
6.4.1 U.S. Esports (egames) Market Size (2016-2027)
6.4.2 U.S. Esports (egames) Market Size by Type (2016-2027)
6.4.3 U.S. Esports (egames) Market Size by Application (2016-2027)
6.5 Canada Market Size Analysis
6.5.1 Canada Esports (egames) Market Size (2016-2027)
6.5.2 Canada Esports (egames) Market Size by Type (2016-2027)
6.5.3 Canada Esports (egames) Market Size by Application (2016-2027)
7 Europe
7.1 Europe Esports (egames) Market Size (2016-2027)
7.2 Key Esports (egames) Players Market Share in Europe (2020-2021)
7.3 Europe Esports (egames) Market Size by Country
7.3.1 Europe Esports (egames) Sales by Country (2016-2021)
7.3.2 Europe Esports (egames) Market Size Forecast by Country (2022-2027)
7.4 Germany Market Size Analysis
7.4.1 Germany Esports (egames) Market Size (2016-2027)
7.4.2 Germany Esports (egames) Market Size by Type (2016-2027)
7.4.3 Germany Esports (egames) Market Size by Application (2016-2027)
7.5 France Market Size Analysis
7.5.1 France Esports (egames) Market Size (2016-2027)
7.5.2 France Esports (egames) Market Size by Type (2016-2027)
7.5.3 France Esports (egames) Market Size by Application (2016-2027)
7.6 U.K. Market Size Analysis
7.6.1 U.K. Esports (egames) Market Size (2016-2027)
7.6.2 U.K. Esports (egames) Market Size by Type (2016-2027)
7.6.3 U.K. Esports (egames) Market Size by Application (2016-2027)
7.7 Italy Market Size Analysis
7.7.1 Italy Esports (egames) Market Size (2016-2027)
7.7.2 Italy Esports (egames) Market Size by Type (2016-2027)
7.7.3 Italy Esports (egames) Market Size by Application (2016-2027)
7.8 Russia Market Size Analysis
7.8.1 Russia Esports (egames) Market Size (2016-2027)
7.8.2 Russia Esports (egames) Market Size by Type (2016-2027)
7.8.3 Russia Esports (egames) Market Size by Application (2016-2027)
8 Asia-Pacific
8.1 Asia-Pacific Esports (egames) Market Size (2016-2027)
8.2 Key Esports (egames) Players Market Share in Asia-Pacific (2020-2021)
8.3 Asia-Pacific Esports (egames) Market Size by Region
8.3.1 Asia-Pacific Esports (egames) Sales by Region (2016-2021)
8.3.2 Asia-Pacific Esports (egames) Market Size Forecast by Region (2022-2027)
8.4 China Market Size Analysis
8.4.1 China Esports (egames) Market Size (2016-2027)
8.4.2 China Esports (egames) Market Size by Type (2016-2027)
8.4.3 China Esports (egames) Market Size by Application (2016-2027)
8.5 Japan Market Size Analysis
8.5.1 Japan Esports (egames) Market Size (2016-2027)
8.5.2 Japan Esports (egames) Market Size by Type (2016-2027)
8.5.3 Japan Esports (egames) Market Size by Application (2016-2027)
8.6 South Korea Market Size Analysis
8.6.1 South Korea Esports (egames) Market Size (2016-2027)
8.6.2 South Korea Esports (egames) Market Size by Type (2016-2027)
8.6.3 South Korea Esports (egames) Market Size by Application (2016-2027)
8.7 India Market Size Analysis
8.7.1 India Esports (egames) Market Size (2016-2027)
8.7.2 India Esports (egames) Market Size by Type (2016-2027)
8.7.3 India Esports (egames) Market Size by Application (2016-2027)
8.8 Australia Market Size Analysis
8.8.1 Australia Esports (egames) Market Size (2016-2027)
8.8.2 Australia Esports (egames) Market Size by Type (2016-2027)
8.8.3 Australia Esports (egames) Market Size by Application (2016-2027)
8.9 Taiwan Market Size Analysis
8.9.1 Taiwan Esports (egames) Market Size (2016-2027)
8.9.2 Taiwan Esports (egames) Market Size by Type (2016-2027)
8.9.3 Taiwan Esports (egames) Market Size by Application (2016-2027)
8.10 Indonesia Market Size Analysis
8.10.1 Indonesia Esports (egames) Market Size (2016-2027)
8.10.2 Indonesia Esports (egames) Market Size by Type (2016-2027)
8.10.3 Indonesia Esports (egames) Market Size by Application (2016-2027)
8.11 Thailand Market Size Analysis
8.11.1 Thailand Esports (egames) Market Size (2016-2027)
8.11.2 Thailand Esports (egames) Market Size by Type (2016-2027)
8.11.3 Thailand Esports (egames) Market Size by Application (2016-2027)
8.12 Malaysia Market Size Analysis
8.12.1 Malaysia Esports (egames) Market Size (2016-2027)
8.12.2 Malaysia Esports (egames) Market Size by Type (2016-2027)
8.12.3 Malaysia Esports (egames) Market Size by Application (2016-2027)
8.13 Philippines Market Size Analysis
8.13.1 Philippines Esports (egames) Market Size (2016-2027)
8.13.2 Philippines Esports (egames) Market Size by Type (2016-2027)
8.13.3 Philippines Esports (egames) Market Size by Application (2016-2027)
8.14 Vietnam Market Size Analysis
8.14.1 Vietnam Esports (egames) Market Size (2016-2027)
8.14.2 Vietnam Esports (egames) Market Size by Type (2016-2027)
8.14.3 Vietnam Esports (egames) Market Size by Application (2016-2027)
9 Latin America
9.1 Latin America Esports (egames) Market Size (2016-2027)
9.2 Key Esports (egames) Players Market Share in Latin America (2020-2021)
9.3 Latin America Esports (egames) Market Size by Country
9.3.1 Latin America Esports (egames) Sales by Country (2016-2021)
9.3.2 Latin America Esports (egames) Market Size Forecast by Country (2022-2027)
9.4 Mexico Market Size Analysis
9.4.1 Mexico Esports (egames) Market Size (2016-2027)
9.4.2 Mexico Esports (egames) Market Size by Type (2016-2027)
9.4.3 Mexico Esports (egames) Market Size by Application (2016-2027)
9.5 Brazil Market Size Analysis
9.5.1 Brazil Esports (egames) Market Size (2016-2027)
9.5.2 Brazil Esports (egames) Market Size by Type (2016-2027)
9.5.3 Brazil Esports (egames) Market Size by Application (2016-2027)
9.6 Argentina Market Size Analysis
9.6.1 Argentina Esports (egames) Market Size (2016-2027)
9.6.2 Argentina Esports (egames) Market Size by Type (2016-2027)
9.6.3 Argentina Esports (egames) Market Size by Application (2016-2027)
10 Middle East & Africa
10.1 Middle East & Africa Esports (egames) Market Size (2016-2027)
10.2 Key Esports (egames) Players Market Share in Middle East & Africa (2020-2021)
10.3 Middle East & Africa Esports (egames) Market Size by Country
10.3.1 Middle East & Africa Esports (egames) Sales by Country (2016-2021)
10.3.2 Middle East & Africa Esports (egames) Market Size Forecast by Country (2022-2027)
10.4 Turkey Market Size Analysis
10.4.1 Turkey Esports (egames) Market Size (2016-2027)
10.4.2 Turkey Esports (egames) Market Size by Type (2016-2027)
10.4.3 Turkey Esports (egames) Market Size by Application (2016-2027)
10.5 Saudi Arabia Market Size Analysis
10.5.1 Saudi Arabia Esports (egames) Market Size (2016-2027)
10.5.2 Saudi Arabia Esports (egames) Market Size by Type (2016-2027)
10.5.3 Saudi Arabia Esports (egames) Market Size by Application (2016-2027)
10.6 U.A.E Market Size Analysis
10.6.1 U.A.E Esports (egames) Market Size (2016-2027)
10.6.2 U.A.E Esports (egames) Market Size by Type (2016-2027)
10.6.3 U.A.E Esports (egames) Market Size by Application (2016-2027)
11 Key Players Profiles
11.1 Modern Times Group (Sweden)
11.1.1 Modern Times Group (Sweden) Company Details
11.1.2 Modern Times Group (Sweden) Business Overview and Its Total Revenue
11.1.3 Modern Times Group (Sweden) Esports (egames) Introduction
11.1.4 Modern Times Group (Sweden) Revenue in Esports (egames) Business (2016-2021)
11.1.5 Modern Times Group (Sweden) Recent Development
11.2 Activision Blizzard
11.2.1 Activision Blizzard Company Details
11.2.2 Activision Blizzard Business Overview and Its Total Revenue
11.2.3 Activision Blizzard Esports (egames) Introduction
11.2.4 Activision Blizzard Revenue in Esports (egames) Business (2016-2021)
11.2.5 Activision Blizzard Recent Development
11.3 FACEIT
11.3.1 FACEIT Company Details
11.3.2 FACEIT Business Overview and Its Total Revenue
11.3.3 FACEIT Esports (egames) Introduction
11.3.4 FACEIT Revenue in Esports (egames) Business (2016-2021)
11.3.5 FACEIT Recent Development
11.4 Total Entertainment Network (US)
11.4.1 Total Entertainment Network (US) Company Details
11.4.2 Total Entertainment Network (US) Business Overview and Its Total Revenue
11.4.3 Total Entertainment Network (US) Esports (egames) Introduction
11.4.4 Total Entertainment Network (US) Revenue in Esports (egames) Business (2016-2021)
11.4.5 Total Entertainment Network (US) Recent Development
11.5 Gfinity
11.5.1 Gfinity Company Details
11.5.2 Gfinity Business Overview and Its Total Revenue
11.5.3 Gfinity Esports (egames) Introduction
11.5.4 Gfinity Revenue in Esports (egames) Business (2016-2021)
11.5.5 Gfinity Recent Development
11.6 Turner Broadcasting System (US)
11.6.1 Turner Broadcasting System (US) Company Details
11.6.2 Turner Broadcasting System (US) Business Overview and Its Total Revenue
11.6.3 Turner Broadcasting System (US) Esports (egames) Introduction
11.6.4 Turner Broadcasting System (US) Revenue in Esports (egames) Business (2016-2021)
11.6.5 Turner Broadcasting System (US) Recent Development
11.7 CJ Corporation
11.7.1 CJ Corporation Company Details
11.7.2 CJ Corporation Business Overview and Its Total Revenue
11.7.3 CJ Corporation Esports (egames) Introduction
11.7.4 CJ Corporation Revenue in Esports (egames) Business (2016-2021)
11.7.5 CJ Corporation Recent Development
11.8 Valve Corporation
11.8.1 Valve Corporation Company Details
11.8.2 Valve Corporation Business Overview and Its Total Revenue
11.8.3 Valve Corporation Esports (egames) Introduction
11.8.4 Valve Corporation Revenue in Esports (egames) Business (2016-2021)
11.8.5 Valve Corporation Recent Development
11.9 Tencent
11.9.1 Tencent Company Details
11.9.2 Tencent Business Overview and Its Total Revenue
11.9.3 Tencent Esports (egames) Introduction
11.9.4 Tencent Revenue in Esports (egames) Business (2016-2021)
11.9.5 Tencent Recent Development
11.10 Electronic Arts
11.10.1 Electronic Arts Company Details
11.10.2 Electronic Arts Business Overview and Its Total Revenue
11.10.3 Electronic Arts Esports (egames) Introduction
11.10.4 Electronic Arts Revenue in Esports (egames) Business (2016-2021)
11.10.5 Electronic Arts Recent Development
11.11 Hi-Rez Studios
11.11.1 Hi-Rez Studios Company Details
11.11.2 Hi-Rez Studios Business Overview and Its Total Revenue
11.11.3 Hi-Rez Studios Esports (egames) Introduction
11.11.4 Hi-Rez Studios Revenue in Esports (egames) Business (2016-2021)
11.11.5 Hi-Rez Studios Recent Development
11.12 KaBuM
11.12.1 KaBuM Company Details
11.12.2 KaBuM Business Overview and Its Total Revenue
11.12.3 KaBuM Esports (egames) Introduction
11.12.4 KaBuM Revenue in Esports (egames) Business (2016-2021)
11.12.5 KaBuM Recent Development
11.13 Wargaming
11.13.1 Wargaming Company Details
11.13.2 Wargaming Business Overview and Its Total Revenue
11.13.3 Wargaming Esports (egames) Introduction
11.13.4 Wargaming Revenue in Esports (egames) Business (2016-2021)
11.13.5 Wargaming Recent Development
11.14 Rovio Entertainment (Finland)
11.14.1 Rovio Entertainment (Finland) Company Details
11.14.2 Rovio Entertainment (Finland) Business Overview and Its Total Revenue
11.14.3 Rovio Entertainment (Finland) Esports (egames) Introduction
11.14.4 Rovio Entertainment (Finland) Revenue in Esports (egames) Business (2016-2021)
11.14.5 Rovio Entertainment (Finland) Recent Development
11.15 GungHo Online Entertainment (Japan)
11.15.1 GungHo Online Entertainment (Japan) Company Details
11.15.2 GungHo Online Entertainment (Japan) Business Overview and Its Total Revenue
11.15.3 GungHo Online Entertainment (Japan) Esports (egames) Introduction
11.15.4 GungHo Online Entertainment (Japan) Revenue in Esports (egames) Business (2016-2021)
11.15.5 GungHo Online Entertainment (Japan) Recent Development
11.16 Alisports (Alibaba Group)
11.16.1 Alisports (Alibaba Group) Company Details
11.16.2 Alisports (Alibaba Group) Business Overview and Its Total Revenue
11.16.3 Alisports (Alibaba Group) Esports (egames) Introduction
11.16.4 Alisports (Alibaba Group) Revenue in Esports (egames) Business (2016-2021)
11.16.5 Alisports (Alibaba Group) Recent Development
11.17 EA Sports
11.17.1 EA Sports Company Details
11.17.2 EA Sports Business Overview and Its Total Revenue
11.17.3 EA Sports Esports (egames) Introduction
11.17.4 EA Sports Revenue in Esports (egames) Business (2016-2021)
11.17.5 EA Sports Recent Development
11.18 Epic Games
11.18.1 Epic Games Company Details
11.18.2 Epic Games Business Overview and Its Total Revenue
11.18.3 Epic Games Esports (egames) Introduction
11.18.4 Epic Games Revenue in Esports (egames) Business (2016-2021)
11.18.5 Epic Games Recent Development
11.19 Nintendo
11.19.1 Nintendo Company Details
11.19.2 Nintendo Business Overview and Its Total Revenue
11.19.3 Nintendo Esports (egames) Introduction
11.19.4 Nintendo Revenue in Esports (egames) Business (2016-2021)
11.19.5 Nintendo Recent Development
11.20 Riot Games
11.20.1 Riot Games Company Details
11.20.2 Riot Games Business Overview and Its Total Revenue
11.20.3 Riot Games Esports (egames) Introduction
11.20.4 Riot Games Revenue in Esports (egames) Business (2016-2021)
11.20.5 Riot Games Recent Development
11.21 Microsoft Studios
11.21.1 Microsoft Studios Company Details
11.21.2 Microsoft Studios Business Overview and Its Total Revenue
11.21.3 Microsoft Studios Esports (egames) Introduction
11.21.4 Microsoft Studios Revenue in Esports (egames) Business (2016-2021)
11.21.5 Microsoft Studios Recent Development
12 Analyst's Viewpoints/Conclusion
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
List of Tables
Table 1. Global Esports (egames) Market Size Growth Rate by Type (US$ Million): 2021 VS 2027
Table 2. Key Players of Multiplayer Online Battle Arena (MOBA)
Table 3. Key Players of First-Person Shooter (FPS)
Table 4. Key Players of Real-Time Strategy (RTS)
Table 5. Key Players of Other
Table 6. Global Esports (egames) Market Size Growth by Application (US$ Million): 2016 VS 2021 VS 2027
Table 7. Global Esports (egames) Market Size by Region (US$ Million): 2016 VS 2021 VS 2027
Table 8. Global Esports (egames) Market Size by Regions (2016-2021) (US$ Million)
Table 9. Global Esports (egames) Market Share by Regions (2016-2021)
Table 10. Global Esports (egames) Forecasted Market Size by Regions (2022-2027) (US$ Million)
Table 11. Global Esports (egames) Market Share by Regions (2022-2027)
Table 12. Esports (egames) Market Trends
Table 13. Esports (egames) Market Drivers
Table 14. Esports (egames) Market Challenges
Table 15. Esports (egames) Market Restraints
Table 16. Ranking of Global Top Esports (egames) Manufacturers by Revenue (US$ Million) in 2020
Table 17. Global Esports (egames) Revenue by Players (2016-2021) (US$ Million)
Table 18. Global Esports (egames) Market Share by Players (2016-2021)
Table 19. Global Top Esports (egames) Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Esports (egames) as of 2020)
Table 20. Global 5 Largest Players Market Share by Esports (egames) Revenue (CR5 and HHI) (2016-2021)
Table 21. Key Players Headquarters and Area Served
Table 22. Key Players Esports (egames) Product Solution and Service
Table 23. Date of Enter into Esports (egames) Market
Table 24. Mergers & Acquisitions, Expansion Plans
Table 25. Global Esports (egames) Market Size by Type (2016-2021) (US$ Million)
Table 26. Global Esports (egames) Revenue Market Share by Type (2016-2021)
Table 27. Global Esports (egames) Forecasted Market Size by Type (2022-2027) (US$ Million)
Table 28. Global Esports (egames) Revenue Market Share by Type (2022-2027)
Table 29. Global Esports (egames) Market Size by Application (2016-2021) (US$ Million)
Table 30. Global Esports (egames) Revenue Market Share by Application (2016-2021)
Table 31. Global Esports (egames) Forecasted Market Size by Application (2022-2027) (US$ Million)
Table 32. Global Esports (egames) Revenue Market Share by Application (2022-2027)
Table 33. Key Players Esports (egames) Revenue in North America (2020-2021) (US$ Million)
Table 34. North America Esports (egames) Market Size by Countries (2016-2021) (US$ Million)
Table 35. North America Esports (egames) Market Size Share by Countries (2016-2021)
Table 36. North America Esports (egames) Market Size by Countries (2022-2027) (US$ Million)
Table 37. North America Esports (egames) Market Size Share by Countries (2022-2027)
Table 38. Esports (egames) Market Size (US$ Million) in U.S., Breakdown by Type (2016-2021)
Table 39. Esports (egames) Market Size (US$ Million) in U.S., Breakdown by Type (2022-2027)
Table 40. Esports (egames) Market Size (US$ Million) in U.S., Breakdown by Application (2016-2021)
Table 41. Esports (egames) Market Size (US$ Million) in U.S., Breakdown by Application (2022-2027)
Table 42. Esports (egames) Market Size (US$ Million) in Canada, Breakdown by Type (2016-2021)
Table 43. Esports (egames) Market Size (US$ Million) in Canada, Breakdown by Type (2022-2027)
Table 44. Esports (egames) Market Size (US$ Million) in Canada, Breakdown by Application (2016-2021)
Table 45. Esports (egames) Market Size (US$ Million) in Canada, Breakdown by Application (2022-2027)
Table 46. Key Players Esports (egames) Revenue in Europe (2020-2021) (US$ Million)
Table 47. Europe Esports (egames) Market Size by Countries (2016-2021) (US$ Million)
Table 48. Europe Esports (egames) Market Size Share by Countries (2016-2021)
Table 49. Europe Esports (egames) Market Size by Countries (2022-2027) (US$ Million)
Table 50. Europe Esports (egames) Market Size Share by Countries (2022-2027)
Table 51. Esports (egames) Market Size (US$ Million) in Germany, Breakdown by Type (2016-2021)
Table 52. Esports (egames) Market Size (US$ Million) in Germany, Breakdown by Type (2022-2027)
Table 53. Esports (egames) Market Size (US$ Million) in Germany, Breakdown by Application (2016-2021)
Table 54. Esports (egames) Market Size (US$ Million) in Germany, Breakdown by Application (2022-2027)
Table 55. Esports (egames) Market Size (US$ Million) in France, Breakdown by Type (2016-2021)
Table 56. Esports (egames) Market Size (US$ Million) in France, Breakdown by Type (2022-2027)
Table 57. Esports (egames) Market Size (US$ Million) in France, Breakdown by Application (2016-2021)
Table 58. Esports (egames) Market Size (US$ Million) in France, Breakdown by Application (2022-2027)
Table 59. Esports (egames) Market Size (US$ Million) in U.K., Breakdown by Type (2016-2021)
Table 60. Esports (egames) Market Size (US$ Million) in U.K., Breakdown by Type (2022-2027)
Table 61. Esports (egames) Market Size (US$ Million) in U.K., Breakdown by Application (2016-2021)
Table 62. Esports (egames) Market Size (US$ Million) in U.K., Breakdown by Application (2022-2027)
Table 63. Esports (egames) Market Size (US$ Million) in Italy, Breakdown by Type (2016-2021)
Table 64. Esports (egames) Market Size (US$ Million) in Italy, Breakdown by Type (2022-2027)
Table 65. Esports (egames) Market Size (US$ Million) in Italy, Breakdown by Application (2016-2021)
Table 66. Esports (egames) Market Size (US$ Million) in Italy, Breakdown by Application (2022-2027)
Table 67. Esports (egames) Market Size (US$ Million) in Russia, Breakdown by Type (2016-2021)
Table 68. Esports (egames) Market Size (US$ Million) in Russia, Breakdown by Type (2022-2027)
Table 69. Esports (egames) Market Size (US$ Million) in Russia, Breakdown by Application (2016-2021)
Table 70. Esports (egames) Market Size (US$ Million) in Russia, Breakdown by Application (2022-2027)
Table 71. Key Players Esports (egames) Revenue in Asia-Pacific (2020-2021) (US$ Million)
Table 72. Asia-Pacific Esports (egames) Market Size by Regions (2016-2021) (US$ Million)
Table 73. Asia-Pacific Esports (egames) Market Size by Regions (2022-2027) (US$ Million)
Table 74. Esports (egames) Market Size (US$ Million) in China, Breakdown by Type (2016-2021)
Table 75. Esports (egames) Market Size (US$ Million) in China, Breakdown by Type (2022-2027)
Table 76. Esports (egames) Market Size (US$ Million) in China, Breakdown by Application (2016-2021)
Table 77. Esports (egames) Market Size (US$ Million) in China, Breakdown by Application (2022-2027)
Table 78. Esports (egames) Market Size (US$ Million) in Japan, Breakdown by Type (2016-2021)
Table 79. Esports (egames) Market Size (US$ Million) in Japan, Breakdown by Type (2022-2027)
Table 80. Esports (egames) Market Size (US$ Million) in Japan, Breakdown by Application (2016-2021)
Table 81. Esports (egames) Market Size (US$ Million) in Japan, Breakdown by Application (2022-2027)
Table 82. Esports (egames) Market Size (US$ Million) in South Korea, Breakdown by Type (2016-2021)
Table 83. Esports (egames) Market Size (US$ Million) in South Korea, Breakdown by Type (2022-2027)
Table 84. Esports (egames) Market Size (US$ Million) in South Korea, Breakdown by Application (2016-2021)
Table 85. Esports (egames) Market Size (US$ Million) in South Korea, Breakdown by Application (2022-2027)
Table 86. Esports (egames) Market Size (US$ Million) in India, Breakdown by Type (2016-2021)
Table 87. Esports (egames) Market Size (US$ Million) in India, Breakdown by Type (2022-2027)
Table 88. Esports (egames) Market Size (US$ Million) in India, Breakdown by Application (2016-2021)
Table 89. Esports (egames) Market Size (US$ Million) in India, Breakdown by Application (2022-2027)
Table 90. Esports (egames) Market Size (US$ Million) in Australia, Breakdown by Type (2016-2021)
Table 91. Esports (egames) Market Size (US$ Million) in Australia, Breakdown by Type (2022-2027)
Table 92. Esports (egames) Market Size (US$ Million) in Australia, Breakdown by Application (2016-2021)
Table 93. Esports (egames) Market Size (US$ Million) in Australia, Breakdown by Application (2022-2027)
Table 94. Esports (egames) Market Size (US$ Million) in Taiwan, Breakdown by Type (2016-2021)
Table 95. Esports (egames) Market Size (US$ Million) in Taiwan, Breakdown by Type (2022-2027)
Table 96. Esports (egames) Market Size (US$ Million) in Taiwan, Breakdown by Application (2016-2021)
Table 97. Esports (egames) Market Size (US$ Million) in Taiwan, Breakdown by Application (2022-2027)
Table 98. Esports (egames) Market Size (US$ Million) in Indonesia, Breakdown by Type (2016-2021)
Table 99. Esports (egames) Market Size (US$ Million) in Indonesia, Breakdown by Type (2022-2027)
Table 100. Esports (egames) Market Size (US$ Million) in Indonesia, Breakdown by Application (2016-2021)
Table 101. Esports (egames) Market Size (US$ Million) in Indonesia, Breakdown by Application (2022-2027)
Table 102. Key Players Esports (egames) Revenue in Latin America (2020-2021) (US$ Million)
Table 103. Latin America Esports (egames) Market Size by Countries (2016-2021) (US$ Million)
Table 104. Latin America Esports (egames) Market Size by Countries (2022-2027) (US$ Million)
Table 105. Esports (egames) Market Size (US$ Million) in Mexico, Breakdown by Type (2016-2021)
Table 106. Esports (egames) Market Size (US$ Million) in Mexico, Breakdown by Type (2022-2027)
Table 107. Esports (egames) Market Size (US$ Million) in Mexico, Breakdown by Application (2016-2021)
Table 108. Esports (egames) Market Size (US$ Million) in Mexico, Breakdown by Application (2022-2027)
Table 109. Esports (egames) Market Size (US$ Million) in Brazil, Breakdown by Type (2016-2021)
Table 110. Esports (egames) Market Size (US$ Million) in Brazil, Breakdown by Type (2022-2027)
Table 111. Esports (egames) Market Size (US$ Million) in Brazil, Breakdown by Application (2016-2021)
Table 112. Esports (egames) Market Size (US$ Million) in Brazil, Breakdown by Application (2022-2027)
Table 113. Esports (egames) Market Size (US$ Million) in Argentina, Breakdown by Type (2016-2021)
Table 114. Esports (egames) Market Size (US$ Million) in Argentina, Breakdown by Type (2022-2027)
Table 115. Esports (egames) Market Size (US$ Million) in Argentina, Breakdown by Application (2016-2021)
Table 116. Esports (egames) Market Size (US$ Million) in Argentina, Breakdown by Application (2022-2027)
Table 117. Key Players Esports (egames) Revenue in Middle East & Africa (2020-2021) (US$ Million)
Table 118. Middle East & Africa Esports (egames) Market Size by Countries (2016-2021) (US$ Million)
Table 119. Middle East & Africa Esports (egames) Market Size by Countries (2022-2027) (US$ Million)
Table 120. Esports (egames) Market Size (US$ Million) in Turkey, Breakdown by Type (2016-2021)
Table 121. Esports (egames) Market Size (US$ Million) in Turkey, Breakdown by Type (2022-2027)
Table 122. Esports (egames) Market Size (US$ Million) in Turkey, Breakdown by Application (2016-2021)
Table 123. Esports (egames) Market Size (US$ Million) in Turkey, Breakdown by Application (2022-2027)
Table 124. Esports (egames) Market Size (US$ Million) in Saudi Arabia, Breakdown by Type (2016-2021)
Table 125. Esports (egames) Market Size (US$ Million) in Saudi Arabia, Breakdown by Type (2022-2027)
Table 126. Esports (egames) Market Size (US$ Million) in Saudi Arabia, Breakdown by Application (2016-2021)
Table 127. Esports (egames) Market Size (US$ Million) in Saudi Arabia, Breakdown by Application (2022-2027)
Table 128. Esports (egames) Market Size (US$ Million) in U.A.E, Breakdown by Type (2016-2021)
Table 129. Esports (egames) Market Size (US$ Million) in U.A.E, Breakdown by Type (2022-2027)
Table 130. Esports (egames) Market Size (US$ Million) in U.A.E, Breakdown by Application (2016-2021)
Table 131. Esports (egames) Market Size (US$ Million) in U.A.E, Breakdown by Application (2022-2027)
Table 132. Modern Times Group (Sweden) Company Details
Table 133. Modern Times Group (Sweden) Business Overview
Table 134. Modern Times Group (Sweden) Revenue in Esports (egames) Business (2016-2021) (US$ Million)
Table 135. Modern Times Group (Sweden) Esports (egames) Esports (egames) Product
Table 136. Modern Times Group (Sweden) Recent Development
Table 137. Activision Blizzard Company Details
Table 138. Activision Blizzard Business Overview
Table 139. Activision Blizzard Revenue in Esports (egames) Business (2016-2021) (US$ Million)
Table 140. Activision Blizzard Esports (egames) Product
Table 141. Activision Blizzard Recent Development
Table 142. FACEIT Company Details
Table 143. FACEIT Business Overview
Table 144. FACEIT Revenue in Esports (egames) Business (2016-2021) (US$ Million)
Table 145. FACEIT Esports (egames) Product
Table 146. FACEIT Recent Development
Table 147. Total Entertainment Network (US) Company Details
Table 148. Total Entertainment Network (US) Business Overview
Table 149. Total Entertainment Network (US) Revenue in Esports (egames) Business (2016-2021) (US$ Million)
Table 150. Total Entertainment Network (US) Esports (egames) Product
Table 151. Total Entertainment Network (US) Recent Development
Table 152. Gfinity Company Details
Table 153. Gfinity Business Overview
Table 154. Gfinity Revenue in Esports (egames) Business (2016-2021) (US$ Million)
Table 155. Gfinity Esports (egames) Product
Table 156. Gfinity Recent Development
Table 157. Turner Broadcasting System (US) Company Details
Table 158. Turner Broadcasting System (US) Business Overview
Table 159. Turner Broadcasting System (US) Revenue in Esports (egames) Business (2016-2021) (US$ Million)
Table 160. Turner Broadcasting System (US) Esports (egames) Product
Table 161. Turner Bro
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