Global Esports (egames) Market Insights and Forecast to 2028

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Date: 11-Apr-2022
No. of pages: 129
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Esports (egames) market is segmented by players, 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 revenue and forecast by Type and by Application for the period 2017-2028.

Segment by Type

- by Game

- - Multiplayer Online Battle Arena (MOBA)

- - First-Person Shooter (FPS)

- - Real-Time Strategy (RTS)

- - Other

- by Revenue Stream

- - Media (Subscription And Online Advertising)

- - Tickets And Merchandise

- - Sponsorship And Direct Advertising

- - Publisher Fee

- - Other

Segment by Application

- Amateur Players

- Professional Players

- Club

- Associations And Organizations

- Other

By Company

- 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

- Microsoft Studios

By Region

- North America

- - United States

- - Canada

- Europe

- - Germany

- - France

- - UK

- - Italy

- - Russia

- - Nordic Countries

- - Rest of Europe

- Asia-Pacific

- - China

- - Japan

- - South Korea

- - Southeast Asia

- - India

- - Australia

- - Rest of Asia

- Latin America

- - Mexico

- - Brazil

- - Rest of Latin America

- Middle East & Africa

- - Turkey

- - Saudi Arabia

- - UAE

- - Rest of MEA

Global Esports (egames) Market Insights and Forecast to 2028

Table of Contents
1 Report Business Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Esports (egames) Market Size Growth Rate by Type, 2017 VS 2021 VS 2028
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 Size Growth Rate by Application, 2017 VS 2021 VS 2028
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 Trends
2.1 Global Esports (egames) Market Perspective (2017-2028)
2.2 Esports (egames) Growth Trends by Region
2.2.1 Esports (egames) Market Size by Region: 2017 VS 2021 VS 2028
2.2.2 Esports (egames) Historic Market Size by Region (2017-2022)
2.2.3 Esports (egames) Forecasted Market Size by Region (2023-2028)
2.3 Esports (egames) Market Dynamics
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 Revenue
3.1.1 Global Top Esports (egames) Players by Revenue (2017-2022)
3.1.2 Global Esports (egames) Revenue Market Share by Players (2017-2022)
3.2 Global Esports (egames) Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Esports (egames) Revenue
3.4 Global Esports (egames) Market Concentration Ratio
3.4.1 Global Esports (egames) Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Esports (egames) Revenue in 2021
3.5 Esports (egames) Key Players Head office and Area Served
3.6 Key Players Esports (egames) Product Solution and Service
3.7 Date of Enter into Esports (egames) Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Esports (egames) Breakdown Data by Type
4.1 Global Esports (egames) Historic Market Size by Type (2017-2022)
4.2 Global Esports (egames) Forecasted Market Size by Type (2023-2028)
5 Esports (egames) Breakdown Data by Application
5.1 Global Esports (egames) Historic Market Size by Application (2017-2022)
5.2 Global Esports (egames) Forecasted Market Size by Application (2023-2028)
6 North America
6.1 North America Esports (egames) Market Size (2017-2028)
6.2 North America Esports (egames) Market Size by Type
6.2.1 North America Esports (egames) Market Size by Type (2017-2022)
6.2.2 North America Esports (egames) Market Size by Type (2023-2028)
6.2.3 North America Esports (egames) Market Share by Type (2017-2028)
6.3 North America Esports (egames) Market Size by Application
6.3.1 North America Esports (egames) Market Size by Application (2017-2022)
6.3.2 North America Esports (egames) Market Size by Application (2023-2028)
6.3.3 North America Esports (egames) Market Share by Application (2017-2028)
6.4 North America Esports (egames) Market Size by Country
6.4.1 North America Esports (egames) Market Size by Country (2017-2022)
6.4.2 North America Esports (egames) Market Size by Country (2023-2028)
6.4.3 U.S.
6.4.4 Canada
7 Europe
7.1 Europe Esports (egames) Market Size (2017-2028)
7.2 Europe Esports (egames) Market Size by Type
7.2.1 Europe Esports (egames) Market Size by Type (2017-2022)
7.2.2 Europe Esports (egames) Market Size by Type (2023-2028)
7.2.3 Europe Esports (egames) Market Share by Type (2017-2028)
7.3 Europe Esports (egames) Market Size by Application
7.3.1 Europe Esports (egames) Market Size by Application (2017-2022)
7.3.2 Europe Esports (egames) Market Size by Application (2023-2028)
7.3.3 Europe Esports (egames) Market Share by Application (2017-2028)
7.4 Europe Esports (egames) Market Size by Country
7.4.1 Europe Esports (egames) Market Size by Country (2017-2022)
7.4.2 Europe Esports (egames) Market Size by Country (2023-2028)
7.4.3 Germany
7.4.4 France
7.4.5 U.K.
7.4.6 Italy
7.4.7 Russia
7.4.8 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Esports (egames) Market Size (2017-2028)
8.2 Asia-Pacific Esports (egames) Market Size by Type
8.2.1 Asia-Pacific Esports (egames) Market Size by Type (2017-2022)
8.2.2 Asia-Pacific Esports (egames) Market Size by Type (2023-2028)
8.2.3 Asia-Pacific Esports (egames) Market Share by Type (2017-2028)
8.3 Asia-Pacific Esports (egames) Market Size by Application
8.3.1 Asia-Pacific Esports (egames) Market Size by Application (2017-2022)
8.3.2 Asia-Pacific Esports (egames) Market Size by Application (2023-2028)
8.3.3 Asia-Pacific Esports (egames) Market Share by Application (2017-2028)
8.4 Asia-Pacific Esports (egames) Market Size by Region
8.4.1 Asia-Pacific Esports (egames) Market Size by Region (2017-2022)
8.4.2 Asia-Pacific Esports (egames) Market Size by Region (2023-2028)
8.4.3 China
8.4.4 Japan
8.4.5 South Korea
8.4.6 Southeast Asia
8.4.7 India
8.4.8 Australia
9 Latin America
9.1 Latin America Esports (egames) Market Size (2017-2028)
9.2 Latin America Esports (egames) Market Size by Type
9.2.1 Latin America Esports (egames) Market Size by Type (2017-2022)
9.2.2 Latin America Esports (egames) Market Size by Type (2023-2028)
9.2.3 Latin America Esports (egames) Market Share by Type (2017-2028)
9.3 Latin America Esports (egames) Market Size by Application
9.3.1 Latin America Esports (egames) Market Size by Application (2017-2022)
9.3.2 Latin America Esports (egames) Market Size by Application (2023-2028)
9.3.3 Latin America Esports (egames) Market Share by Application (2017-2028)
9.4 Latin America Esports (egames) Market Size by Country
9.4.1 Latin America Esports (egames) Market Size by Country (2017-2022)
9.4.2 Latin America Esports (egames) Market Size by Country (2023-2028)
9.4.3 Mexico
9.4.4 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Esports (egames) Market Size (2017-2028)
10.2 Middle East & Africa Esports (egames) Market Size by Type
10.2.1 Middle East & Africa Esports (egames) Market Size by Type (2017-2022)
10.2.2 Middle East & Africa Esports (egames) Market Size by Type (2023-2028)
10.2.3 Middle East & Africa Esports (egames) Market Share by Type (2017-2028)
10.3 Middle East & Africa Esports (egames) Market Size by Application
10.3.1 Middle East & Africa Esports (egames) Market Size by Application (2017-2022)
10.3.2 Middle East & Africa Esports (egames) Market Size by Application (2023-2028)
10.3.3 Middle East & Africa Esports (egames) Market Share by Application (2017-2028)
10.4 Middle East & Africa Esports (egames) Market Size by Country
10.4.1 Middle East & Africa Esports (egames) Market Size by Country (2017-2022)
10.4.2 Middle East & Africa Esports (egames) Market Size by Country (2023-2028)
10.4.3 Turkey
10.4.4 Saudi Arabia
10.4.5 UAE
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
11.1.3 Modern Times Group (Sweden) Esports (egames) Introduction
11.1.4 Modern Times Group (Sweden) Revenue in Esports (egames) Business (2017-2022)
11.1.5 Modern Times Group (Sweden) Recent Developments
11.2 Activision Blizzard
11.2.1 Activision Blizzard Company Details
11.2.2 Activision Blizzard Business Overview
11.2.3 Activision Blizzard Esports (egames) Introduction
11.2.4 Activision Blizzard Revenue in Esports (egames) Business (2017-2022)
11.2.5 Activision Blizzard Recent Developments
11.3 FACEIT
11.3.1 FACEIT Company Details
11.3.2 FACEIT Business Overview
11.3.3 FACEIT Esports (egames) Introduction
11.3.4 FACEIT Revenue in Esports (egames) Business (2017-2022)
11.3.5 FACEIT Recent Developments
11.4 Total Entertainment Network (US)
11.4.1 Total Entertainment Network (US) Company Details
11.4.2 Total Entertainment Network (US) Business Overview
11.4.3 Total Entertainment Network (US) Esports (egames) Introduction
11.4.4 Total Entertainment Network (US) Revenue in Esports (egames) Business (2017-2022)
11.4.5 Total Entertainment Network (US) Recent Developments
11.5 Gfinity
11.5.1 Gfinity Company Details
11.5.2 Gfinity Business Overview
11.5.3 Gfinity Esports (egames) Introduction
11.5.4 Gfinity Revenue in Esports (egames) Business (2017-2022)
11.5.5 Gfinity Recent Developments
11.6 Turner Broadcasting System (US)
11.6.1 Turner Broadcasting System (US) Company Details
11.6.2 Turner Broadcasting System (US) Business Overview
11.6.3 Turner Broadcasting System (US) Esports (egames) Introduction
11.6.4 Turner Broadcasting System (US) Revenue in Esports (egames) Business (2017-2022)
11.6.5 Turner Broadcasting System (US) Recent Developments
11.7 CJ Corporation
11.7.1 CJ Corporation Company Details
11.7.2 CJ Corporation Business Overview
11.7.3 CJ Corporation Esports (egames) Introduction
11.7.4 CJ Corporation Revenue in Esports (egames) Business (2017-2022)
11.7.5 CJ Corporation Recent Developments
11.8 Valve Corporation
11.8.1 Valve Corporation Company Details
11.8.2 Valve Corporation Business Overview
11.8.3 Valve Corporation Esports (egames) Introduction
11.8.4 Valve Corporation Revenue in Esports (egames) Business (2017-2022)
11.8.5 Valve Corporation Recent Developments
11.9 Tencent
11.9.1 Tencent Company Details
11.9.2 Tencent Business Overview
11.9.3 Tencent Esports (egames) Introduction
11.9.4 Tencent Revenue in Esports (egames) Business (2017-2022)
11.9.5 Tencent Recent Developments
11.10 Electronic Arts
11.10.1 Electronic Arts Company Details
11.10.2 Electronic Arts Business Overview
11.10.3 Electronic Arts Esports (egames) Introduction
11.10.4 Electronic Arts Revenue in Esports (egames) Business (2017-2022)
11.10.5 Electronic Arts Recent Developments
11.11 Hi-Rez Studios
11.11.1 Hi-Rez Studios Company Details
11.11.2 Hi-Rez Studios Business Overview
11.11.3 Hi-Rez Studios Esports (egames) Introduction
11.11.4 Hi-Rez Studios Revenue in Esports (egames) Business (2017-2022)
11.11.5 Hi-Rez Studios Recent Developments
11.12 KaBuM
11.12.1 KaBuM Company Details
11.12.2 KaBuM Business Overview
11.12.3 KaBuM Esports (egames) Introduction
11.12.4 KaBuM Revenue in Esports (egames) Business (2017-2022)
11.12.5 KaBuM Recent Developments
11.13 Wargaming
11.13.1 Wargaming Company Details
11.13.2 Wargaming Business Overview
11.13.3 Wargaming Esports (egames) Introduction
11.13.4 Wargaming Revenue in Esports (egames) Business (2017-2022)
11.13.5 Wargaming Recent Developments
11.14 Rovio Entertainment (Finland)
11.14.1 Rovio Entertainment (Finland) Company Details
11.14.2 Rovio Entertainment (Finland) Business Overview
11.14.3 Rovio Entertainment (Finland) Esports (egames) Introduction
11.14.4 Rovio Entertainment (Finland) Revenue in Esports (egames) Business (2017-2022)
11.14.5 Rovio Entertainment (Finland) Recent Developments
11.15 GungHo Online Entertainment (Japan)
11.15.1 GungHo Online Entertainment (Japan) Company Details
11.15.2 GungHo Online Entertainment (Japan) Business Overview
11.15.3 GungHo Online Entertainment (Japan) Esports (egames) Introduction
11.15.4 GungHo Online Entertainment (Japan) Revenue in Esports (egames) Business (2017-2022)
11.15.5 GungHo Online Entertainment (Japan) Recent Developments
11.16 Alisports (Alibaba Group)
11.16.1 Alisports (Alibaba Group) Company Details
11.16.2 Alisports (Alibaba Group) Business Overview
11.16.3 Alisports (Alibaba Group) Esports (egames) Introduction
11.16.4 Alisports (Alibaba Group) Revenue in Esports (egames) Business (2017-2022)
11.16.5 Alisports (Alibaba Group) Recent Developments
11.17 EA Sports
11.17.1 EA Sports Company Details
11.17.2 EA Sports Business Overview
11.17.3 EA Sports Esports (egames) Introduction
11.17.4 EA Sports Revenue in Esports (egames) Business (2017-2022)
11.17.5 EA Sports Recent Developments
11.18 Epic Games
11.18.1 Epic Games Company Details
11.18.2 Epic Games Business Overview
11.18.3 Epic Games Esports (egames) Introduction
11.18.4 Epic Games Revenue in Esports (egames) Business (2017-2022)
11.18.5 Epic Games Recent Developments
11.19 Nintendo
11.19.1 Nintendo Company Details
11.19.2 Nintendo Business Overview
11.19.3 Nintendo Esports (egames) Introduction
11.19.4 Nintendo Revenue in Esports (egames) Business (2017-2022)
11.19.5 Nintendo Recent Developments
11.20 Riot Games
11.20.1 Riot Games Company Details
11.20.2 Riot Games Business Overview
11.20.3 Riot Games Esports (egames) Introduction
11.20.4 Riot Games Revenue in Esports (egames) Business (2017-2022)
11.20.5 Riot Games Recent Developments
11.21 Microsoft Studios
11.21.1 Microsoft Studios Company Details
11.21.2 Microsoft Studios Business Overview
11.21.3 Microsoft Studios Esports (egames) Introduction
11.21.4 Microsoft Studios Revenue in Esports (egames) Business (2017-2022)
11.21.5 Microsoft Studios Recent Developments
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Author Details
13.3 Disclaimer
List of Tables
Table 1. Global Esports (egames) Market Size Growth Rate by Type (US$ Million), 2017 VS 2021 VS 2028
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 Rate by Application (US$ Million), 2017 VS 2021 VS 2028
Table 7. Global Esports (egames) Market Size by Region (US$ Million): 2017 VS 2021 VS 2028
Table 8. Global Esports (egames) Market Size by Region (2017-2022) & (US$ Million)
Table 9. Global Esports (egames) Market Share by Region (2017-2022)
Table 10. Global Esports (egames) Forecasted Market Size by Region (2023-2028) & (US$ Million)
Table 11. Global Esports (egames) Market Share by Region (2023-2028)
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. Global Esports (egames) Revenue by Players (2017-2022) & (US$ Million)
Table 17. Global Esports (egames) Revenue Share by Players (2017-2022)
Table 18. Global Top Esports (egames) by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Esports (egames) as of 2021)
Table 19. Ranking of Global Top Esports (egames) Companies by Revenue (US$ Million) in 2021
Table 20. Global 5 Largest Players Market Share by Esports (egames) Revenue (CR5 and HHI) & (2017-2022)
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 (2017-2022) & (US$ Million)
Table 26. Global Esports (egames) Revenue Market Share by Type (2017-2022)
Table 27. Global Esports (egames) Forecasted Market Size by Type (2023-2028) & (US$ Million)
Table 28. Global Esports (egames) Revenue Market Share by Type (2023-2028)
Table 29. Global Esports (egames) Market Size by Application (2017-2022) & (US$ Million)
Table 30. Global Esports (egames) Revenue Share by Application (2017-2022)
Table 31. Global Esports (egames) Forecasted Market Size by Application (2023-2028) & (US$ Million)
Table 32. Global Esports (egames) Revenue Share by Application (2023-2028)
Table 33. North America Esports (egames) Market Size by Type (2017-2022) & (US$ Million)
Table 34. North America Esports (egames) Market Size by Type (2023-2028) & (US$ Million)
Table 35. North America Esports (egames) Market Size by Application (2017-2022) & (US$ Million)
Table 36. North America Esports (egames) Market Size by Application (2023-2028) & (US$ Million)
Table 37. North America Esports (egames) Market Size by Country (2017-2022) & (US$ Million)
Table 38. North America Esports (egames) Market Size by Country (2023-2028) & (US$ Million)
Table 39. Europe Esports (egames) Market Size by Type (2017-2022) & (US$ Million)
Table 40. Europe Esports (egames) Market Size by Type (2023-2028) & (US$ Million)
Table 41. Europe Esports (egames) Market Size by Application (2017-2022) & (US$ Million)
Table 42. Europe Esports (egames) Market Size by Application (2023-2028) & (US$ Million)
Table 43. Europe Esports (egames) Market Size by Country (2017-2022) & (US$ Million)
Table 44. Europe Esports (egames) Market Size by Country (2023-2028) & (US$ Million)
Table 45. Asia Pacific Esports (egames) Market Size by Type (2017-2022) & (US$ Million)
Table 46. Asia Pacific Esports (egames) Market Size by Type (2023-2028) & (US$ Million)
Table 47. Asia Pacific Esports (egames) Market Size by Application (2017-2022) & (US$ Million)
Table 48. Asia Pacific Esports (egames) Market Size by Application (2023-2028) & (US$ Million)
Table 49. Asia Pacific Esports (egames) Market Size by Region (2017-2022) & (US$ Million)
Table 50. Asia Pacific Esports (egames) Market Size by Region (2023-2028) & (US$ Million)
Table 51. Latin America Esports (egames) Market Size by Type (2017-2022) & (US$ Million)
Table 52. Latin America Esports (egames) Market Size by Type (2023-2028) & (US$ Million)
Table 53. Latin America Esports (egames) Market Size by Application (2017-2022) & (US$ Million)
Table 54. Latin America Esports (egames) Market Size by Application (2023-2028) & (US$ Million)
Table 55. Latin America Esports (egames) Market Size by Country (2017-2022) & (US$ Million)
Table 56. Latin America Esports (egames) Market Size by Country (2023-2028) & (US$ Million)
Table 57. Middle East and Africa Esports (egames) Market Size by Type (2017-2022) & (US$ Million)
Table 58. Middle East and Africa Esports (egames) Market Size by Type (2023-2028) & (US$ Million)
Table 59. Middle East and Africa Esports (egames) Market Size by Application (2017-2022) & (US$ Million)
Table 60. Middle East and Africa Esports (egames) Market Size by Application (2023-2028) & (US$ Million)
Table 61. Middle East and Africa Esports (egames) Market Size by Country (2017-2022) & (US$ Million)
Table 62. Middle East and Africa Esports (egames) Market Size by Country (2023-2028) & (US$ Million)
Table 63. Modern Times Group (Sweden) Company Details
Table 64. Modern Times Group (Sweden) Business Overview
Table 65. Modern Times Group (Sweden) Esports (egames) Product
Table 66. Modern Times Group (Sweden) Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 67. Modern Times Group (Sweden) Recent Developments
Table 68. Activision Blizzard Company Details
Table 69. Activision Blizzard Business Overview
Table 70. Activision Blizzard Esports (egames) Product
Table 71. Activision Blizzard Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 72. Activision Blizzard Recent Developments
Table 73. FACEIT Company Details
Table 74. FACEIT Business Overview
Table 75. FACEIT Esports (egames) Product
Table 76. FACEIT Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 77. FACEIT Recent Developments
Table 78. Total Entertainment Network (US) Company Details
Table 79. Total Entertainment Network (US) Business Overview
Table 80. Total Entertainment Network (US) Esports (egames) Product
Table 81. Total Entertainment Network (US) Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 82. Total Entertainment Network (US) Recent Developments
Table 83. Gfinity Company Details
Table 84. Gfinity Business Overview
Table 85. Gfinity Esports (egames) Product
Table 86. Gfinity Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 87. Gfinity Recent Developments
Table 88. Turner Broadcasting System (US) Company Details
Table 89. Turner Broadcasting System (US) Business Overview
Table 90. Turner Broadcasting System (US) Esports (egames) Product
Table 91. Turner Broadcasting System (US) Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 92. Turner Broadcasting System (US) Recent Developments
Table 93. CJ Corporation Company Details
Table 94. CJ Corporation Business Overview
Table 95. CJ Corporation Esports (egames) Product
Table 96. CJ Corporation Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 97. CJ Corporation Recent Developments
Table 98. Valve Corporation Company Details
Table 99. Valve Corporation Business Overview
Table 100. Valve Corporation Esports (egames) Product
Table 101. Valve Corporation Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 102. Valve Corporation Recent Developments
Table 103. Tencent Company Details
Table 104. Tencent Business Overview
Table 105. Tencent Esports (egames) Product
Table 106. Tencent Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 107. Tencent Recent Developments
Table 108. Electronic Arts Company Details
Table 109. Electronic Arts Business Overview
Table 110. Electronic Arts Esports (egames) Product
Table 111. Electronic Arts Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 112. Electronic Arts Recent Developments
Table 113. Hi-Rez Studios Company Details
Table 114. Hi-Rez Studios Business Overview
Table 115. Hi-Rez Studios Esports (egames) Product
Table 116. Hi-Rez Studios Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 117. Hi-Rez Studios Recent Developments
Table 118. KaBuM Company Details
Table 119. KaBuM Business Overview
Table 120. KaBuM Esports (egames) Product
Table 121. KaBuM Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 122. KaBuM Recent Developments
Table 123. Wargaming Company Details
Table 124. Wargaming Business Overview
Table 125. Wargaming Esports (egames) Product
Table 126. Wargaming Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 127. Wargaming Recent Developments
Table 128. Rovio Entertainment (Finland) Company Details
Table 129. Rovio Entertainment (Finland) Business Overview
Table 130. Rovio Entertainment (Finland) Esports (egames) Product
Table 131. Rovio Entertainment (Finland) Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 132. Rovio Entertainment (Finland) Recent Developments
Table 133. GungHo Online Entertainment (Japan) Company Details
Table 134. GungHo Online Entertainment (Japan) Business Overview
Table 135. GungHo Online Entertainment (Japan) Esports (egames) Product
Table 136. GungHo Online Entertainment (Japan) Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 137. GungHo Online Entertainment (Japan) Recent Developments
Table 138. Alisports (Alibaba Group) Company Details
Table 139. Alisports (Alibaba Group) Business Overview
Table 140. Alisports (Alibaba Group) Esports (egames) Product
Table 141. Alisports (Alibaba Group) Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 142. Alisports (Alibaba Group) Recent Developments
Table 143. EA Sports Company Details
Table 144. EA Sports Business Overview
Table 145. EA Sports Esports (egames) Product
Table 146. EA Sports Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 147. EA Sports Recent Developments
Table 148. Epic Games Company Details
Table 149. Epic Games Business Overview
Table 150. Epic Games Esports (egames) Product
Table 151. Epic Games Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 152. Epic Games Recent Developments
Table 153. Nintendo Company Details
Table 154. Nintendo Business Overview
Table 155. Nintendo Esports (egames) Product
Table 156. Nintendo Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 157. Nintendo Recent Developments
Table 158. Riot Games Company Details
Table 159. Riot Games Business Overview
Table 160. Riot Games Esports (egames) Product
Table 161. Riot Games Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 162. Riot Games Recent Developments
Table 163. Microsoft Studios Company Details
Table 164. Microsoft Studios Business Overview
Table 165. Microsoft Studios Esports (egames) Product
Table 166. Microsoft Studios Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 167. Microsoft Studios Recent Developments
Table 168. Research Programs/Design for This Report
Table 169. Key Data Information from Secondary Sources
Table 170. Key Data Information from Primary Sources
List of Figures
Figure 1. Global Esports (egames) Market Share by Type: 2021 VS 2028
Figure 2. Multiplayer Online Battle Arena (MOBA) Features
Figure 3. First-Person Shooter (FPS) Features
Figure 4. Real-Time Strategy (RTS) Features
Figure 5. Other Features
Figure 6. Global Esports (egames) Market Share by Application: 2021 VS 2028
Figure 7. Amateur Players Case Studies
Figure 8. Professional Players Case Studies
Figure 9. Club Case Studies
Figure 10. Associations And Organizations Case Studies
Figure 11. Other Case Studies
Figure 12. Esports (egames) Report Years Considered
Figure 13. Global Esports (egames) Market Size (US$ Million), Year-over-Year: 2017-2028
Figure 14. Global Esports (egames) Market Size, (US$ Million), 2017 VS 2021 VS 2028
Figure 15. Global Esports (egames) Market Share by Region: 2021 VS 2028
Figure 16. Global Esports (egames) Market Share by Players in 2021
Figure 17. Global Top Esports (egames) Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Esports (egames) as of 2021)
Figure 18. The Top 10 and 5 Players Market Share by Esports (egames) Revenue in 2021
Figure 19. North America Esports (egames) Market Size YoY (2017-2028) & (US$ Million)
Figure 20. North America Esports (egames) Market Size Market Share by Type (2017-2028)
Figure 21. North America Esports (egames) Market Size Market Share by Application (2017-2028)
Figure 22. North America Esports (egames) Market Size Share by Country (2017-2028)
Figure 23. United States Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 24. Canada Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 25. Europe Esports (egames) Market Size YoY (2017-2028) & (US$ Million)
Figure 26. Europe Esports (egames) Market Size Market Share by Type (2017-2028)
Figure 27. Europe Esports (egames) Market Size Market Share by Application (2017-2028)
Figure 28. Europe Esports (egames) Market Size Share by Country (2017-2028)
Figure 29. Germany Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 30. France Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 31. U.K. Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 32. Italy Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 33. Russia Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 34. Nordic Countries Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 35. Asia-Pacific Esports (egames) Market Size YoY (2017-2028) & (US$ Million)
Figure 36. Asia Pacific Esports (egames) Market Size Market Share by Type (2017-2028)
Figure 37. Asia Pacific Esports (egames) Market Size Market Share by Application (2017-2028)
Figure 38. Asia Pacific Esports (egames) Market Size Share by Region (2017-2028)
Figure 39. China Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 40. Japan Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 41. South Korea Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 42. Southeast Asia Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 43. India Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 44. Australia Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
List of Figures
Figure 45. Latin America Esports (egames) Market Size YoY (2017-2028) & (US$ Million)
Figure 46. Latin America Esports (egames) Market Size Market Share by Type (2017-2028)
Figure 47. Latin America Esports (egames) Market Size Market Share by Application (2017-2028)
Figure 48. Latin America Esports (egames) Market Size Share by Country (2017-2028)
Figure 49. Mexico Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 50. Brazil Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 51. Middle East & Africa Esports (egames) Market Size YoY (2017-2028) & (US$ Million)
Figure 52. Middle East and Africa Esports (egames) Market Size Market Share by Type (2017-2028)
Figure 53. Middle East and Africa Esports (egames) Market Size Market Share by Application (2017-2028)
Figure 54. Middle East and Africa Esports (egames) Market Size Share by Country (2017-2028)
Figure 55. Turkey Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 56. Saudi Arabia Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 57. UAE Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 58. Modern Times Group (Sweden) Revenue Growth Rate in Esports (egames) Business (2017-2022)
Figure 59. Activision Blizzard Revenue Growth Rate in Esports (egames) Business (2017-2022)
Figure 60. FACEIT Revenue Growth Rate in Esports (egames) Business (2017-2022)
Figure 61. Total Entertainment Network (US) Revenue Growth Rate in Esports (egames) Business (2017-2022)
Figure 62. Gfinity Revenue Growth Rate in Esports (egames) Business (2017-2022)
Figure 63. Turner Broadcasting System (US) Revenue Growth Rate in Esports (egames) Business (2017-2022)
Figure 64. CJ Corporation Revenue Growth Rate in Esports (egames) Business (2017-2022)
Figure 65. Valve Corporation Revenue Growth Rate in Esports (egames) Business (2017-2022)
Figure 66. Tencent Revenue Growth Rate in Esports (egames) Business (2017-2022)
Figure 67. Electronic Arts Revenue Growth Rate in Esports (egames) Business (2017-2022)
Figure 68. Hi-Rez Studio
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