Global Esports (egames) Market Research Report 2022

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Date: 03-Aug-2022
No. of pages: 115
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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 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

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

Global Esports (egames) Market Research Report 2022

Table of Contents
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Game
1.2.1 Global Esports (egames) Market Size Growth Rate by Game: 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 Share 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 Country (2017-2022)
6.3 North America Esports (egames) Market Size by Country (2023-2028)
6.4 United States
6.5 Canada
7 Europe
7.1 Europe Esports (egames) Market Size (2017-2028)
7.2 Europe Esports (egames) Market Size by Country (2017-2022)
7.3 Europe Esports (egames) Market Size by Country (2023-2028)
7.4 Germany
7.5 France
7.6 U.K.
7.7 Italy
7.8 Russia
7.9 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Esports (egames) Market Size (2017-2028)
8.2 Asia-Pacific Esports (egames) Market Size by Country (2017-2022)
8.3 Asia-Pacific Esports (egames) Market Size by Country (2023-2028)
8.4 China
8.5 Japan
8.6 South Korea
8.7 Southeast Asia
8.8 India
8.9 Australia
9 Latin America
9.1 Latin America Esports (egames) Market Size (2017-2028)
9.2 Latin America Esports (egames) Market Size by Country (2017-2022)
9.3 Latin America Esports (egames) Market Size by Country (2023-2028)
9.4 Mexico
9.5 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 Country (2017-2022)
10.3 Middle East & Africa Esports (egames) Market Size by Country (2023-2028)
10.4 Turkey
10.5 Saudi Arabia
10.6 UAE
11 Key Players Profiles
11.1 Modern Times Group (Sweden)
11.1.1 Modern Times Group (Sweden) Company Detail
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 Development
11.2 Activision Blizzard
11.2.1 Activision Blizzard Company Detail
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 Development
11.3 FACEIT
11.3.1 FACEIT Company Detail
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 Development
11.4 Total Entertainment Network (US)
11.4.1 Total Entertainment Network (US) Company Detail
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 Development
11.5 Gfinity
11.5.1 Gfinity Company Detail
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 Development
11.6 Turner Broadcasting System (US)
11.6.1 Turner Broadcasting System (US) Company Detail
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 Development
11.7 CJ Corporation
11.7.1 CJ Corporation Company Detail
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 Development
11.8 Valve Corporation
11.8.1 Valve Corporation Company Detail
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 Development
11.9 Tencent
11.9.1 Tencent Company Detail
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 Development
11.10 Electronic Arts
11.10.1 Electronic Arts Company Detail
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 Development
11.11 Hi-Rez Studios
11.11.1 Hi-Rez Studios Company Detail
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 Development
11.12 KaBuM
11.12.1 KaBuM Company Detail
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 Development
11.13 Wargaming
11.13.1 Wargaming Company Detail
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 Development
11.14 Rovio Entertainment (Finland)
11.14.1 Rovio Entertainment (Finland) Company Detail
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 Development
11.15 GungHo Online Entertainment (Japan)
11.15.1 GungHo Online Entertainment (Japan) Company Detail
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 Development
11.16 Alisports (Alibaba Group)
11.16.1 Alisports (Alibaba Group) Company Detail
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 Development
11.17 EA Sports
11.17.1 EA Sports Company Detail
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 Development
11.18 Epic Games
11.18.1 Epic Games Company Detail
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 Development
11.19 Nintendo
11.19.1 Nintendo Company Detail
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 Development
11.20 Riot Games
11.20.1 Riot Games Company Detail
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 Development
11.21 Microsoft Studios
11.21.1 Microsoft Studios Company Detail
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 Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
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 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) Market Share by Players (2017-2022)
Table 18. 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)
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 Market 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 Market Share by Application (2023-2028)
Table 33. North America Esports (egames) Market Size by Country (2017-2022) & (US$ Million)
Table 34. North America Esports (egames) Market Size by Country (2023-2028) & (US$ Million)
Table 35. Europe Esports (egames) Market Size by Country (2017-2022) & (US$ Million)
Table 36. Europe Esports (egames) Market Size by Country (2023-2028) & (US$ Million)
Table 37. Asia-Pacific Esports (egames) Market Size by Region (2017-2022) & (US$ Million)
Table 38. Asia-Pacific Esports (egames) Market Size by Region (2023-2028) & (US$ Million)
Table 39. Latin America Esports (egames) Market Size by Country (2017-2022) & (US$ Million)
Table 40. Latin America Esports (egames) Market Size by Country (2023-2028) & (US$ Million)
Table 41. Middle East & Africa Esports (egames) Market Size by Country (2017-2022) & (US$ Million)
Table 42. Middle East & Africa Esports (egames) Market Size by Country (2023-2028) & (US$ Million)
Table 43. Modern Times Group (Sweden) Company Detail
Table 44. Modern Times Group (Sweden) Business Overview
Table 45. Modern Times Group (Sweden) Esports (egames) Product
Table 46. Modern Times Group (Sweden) Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 47. Modern Times Group (Sweden) Recent Development
Table 48. Activision Blizzard Company Detail
Table 49. Activision Blizzard Business Overview
Table 50. Activision Blizzard Esports (egames) Product
Table 51. Activision Blizzard Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 52. Activision Blizzard Recent Development
Table 53. FACEIT Company Detail
Table 54. FACEIT Business Overview
Table 55. FACEIT Esports (egames) Product
Table 56. FACEIT Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 57. FACEIT Recent Development
Table 58. Total Entertainment Network (US) Company Detail
Table 59. Total Entertainment Network (US) Business Overview
Table 60. Total Entertainment Network (US) Esports (egames) Product
Table 61. Total Entertainment Network (US) Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 62. Total Entertainment Network (US) Recent Development
Table 63. Gfinity Company Detail
Table 64. Gfinity Business Overview
Table 65. Gfinity Esports (egames) Product
Table 66. Gfinity Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 67. Gfinity Recent Development
Table 68. Turner Broadcasting System (US) Company Detail
Table 69. Turner Broadcasting System (US) Business Overview
Table 70. Turner Broadcasting System (US) Esports (egames) Product
Table 71. Turner Broadcasting System (US) Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 72. Turner Broadcasting System (US) Recent Development
Table 73. CJ Corporation Company Detail
Table 74. CJ Corporation Business Overview
Table 75. CJ Corporation Esports (egames) Product
Table 76. CJ Corporation Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 77. CJ Corporation Recent Development
Table 78. Valve Corporation Company Detail
Table 79. Valve Corporation Business Overview
Table 80. Valve Corporation Esports (egames) Product
Table 81. Valve Corporation Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 82. Valve Corporation Recent Development
Table 83. Tencent Company Detail
Table 84. Tencent Business Overview
Table 85. Tencent Esports (egames) Product
Table 86. Tencent Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 87. Tencent Recent Development
Table 88. Electronic Arts Company Detail
Table 89. Electronic Arts Business Overview
Table 90. Electronic Arts Esports (egames) Product
Table 91. Electronic Arts Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 92. Electronic Arts Recent Development
Table 93. Hi-Rez Studios Company Detail
Table 94. Hi-Rez Studios Business Overview
Table 95. Hi-Rez Studios Esports (egames)Product
Table 96. Hi-Rez Studios Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 97. Hi-Rez Studios Recent Development
Table 98. KaBuM Company Detail
Table 99. KaBuM Business Overview
Table 100. KaBuM Esports (egames)Product
Table 101. KaBuM Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 102. KaBuM Recent Development
Table 103. Wargaming Company Detail
Table 104. Wargaming Business Overview
Table 105. Wargaming Esports (egames)Product
Table 106. Wargaming Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 107. Wargaming Recent Development
Table 108. Rovio Entertainment (Finland) Company Detail
Table 109. Rovio Entertainment (Finland) Business Overview
Table 110. Rovio Entertainment (Finland) Esports (egames)Product
Table 111. Rovio Entertainment (Finland) Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 112. Rovio Entertainment (Finland) Recent Development
Table 113. GungHo Online Entertainment (Japan) Company Detail
Table 114. GungHo Online Entertainment (Japan) Business Overview
Table 115. GungHo Online Entertainment (Japan) Esports (egames)Product
Table 116. GungHo Online Entertainment (Japan) Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 117. GungHo Online Entertainment (Japan) Recent Development
Table 118. Alisports (Alibaba Group) Company Detail
Table 119. Alisports (Alibaba Group) Business Overview
Table 120. Alisports (Alibaba Group) Esports (egames)Product
Table 121. Alisports (Alibaba Group) Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 122. Alisports (Alibaba Group) Recent Development
Table 123. EA Sports Company Detail
Table 124. EA Sports Business Overview
Table 125. EA Sports Esports (egames)Product
Table 126. EA Sports Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 127. EA Sports Recent Development
Table 128. Epic Games Company Detail
Table 129. Epic Games Business Overview
Table 130. Epic Games Esports (egames)Product
Table 131. Epic Games Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 132. Epic Games Recent Development
Table 133. Nintendo Company Detail
Table 134. Nintendo Business Overview
Table 135. Nintendo Esports (egames)Product
Table 136. Nintendo Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 137. Nintendo Recent Development
Table 138. Riot Games Company Detail
Table 139. Riot Games Business Overview
Table 140. Riot Games Esports (egames)Product
Table 141. Riot Games Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 142. Riot Games Recent Development
Table 143. Microsoft Studios Company Detail
Table 144. Microsoft Studios Business Overview
Table 145. Microsoft Studios Esports (egames)Product
Table 146. Microsoft Studios Revenue in Esports (egames) Business (2017-2022) & (US$ Million)
Table 147. Microsoft Studios Recent Development
Table 148. Research Programs/Design for This Report
Table 149. Key Data Information from Secondary Sources
Table 150. 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 in 2021 & 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 Growth (2017-2028) & (US$ Million)
Figure 20. North America Esports (egames) Market Share by Country (2017-2028)
Figure 21. United States Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 22. Canada Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 23. Europe Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 24. Europe Esports (egames) Market Share by Country (2017-2028)
Figure 25. Germany Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 26. France Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 27. U.K. Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 28. Italy Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 29. Russia Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 30. Nordic Countries Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 31. Asia-Pacific Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 32. Asia-Pacific Esports (egames) Market Share by Region (2017-2028)
Figure 33. China Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 34. Japan Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 35. South Korea Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 36. Southeast Asia Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 37. India Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 38. Australia Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 39. Latin America Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 40. Latin America Esports (egames) Market Share by Country (2017-2028)
Figure 41. Mexico Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 42. Brazil Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 43. Middle East & Africa Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 44. Middle East & Africa Esports (egames) Market Share by Country (2017-2028)
Figure 45. Turkey Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 46. Saudi Arabia Esports (egames) Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 47. Modern Times Group (Sweden) Revenue Growth Rate in Esports (egames) Business (2017-2022)
Figure 48. Activision Blizzard Revenue Growth Rate in Esports (egames) Business (2017-2022)
Figure 49. FACEIT Revenue Growth Rate in Esports (egames) Business (2017-2022)
Figure 50. Total Entertainment Network (US) Revenue Growth Rate in Esports (egames) Business (2017-2022)
Figure 51. Gfinity Revenue Growth Rate in Esports (egames) Business (2017-2022)
Figure 52. Turner Broadcasting System (US) Revenue Growth Rate in Esports (egames) Business (2017-2022)
Figure 53. CJ Corporation Revenue Growth Rate in Esports (egames) Business (2017-2022)
Figure 54. Valve Corporation Revenue Growth Rate in Esports (egames) Business (2017-2022)
Figure 55. Tencent Revenue Growth Rate in Esports (egames) Business (2017-2022)
Figure 56. Electronic Arts Revenue Growth Rate in Esports (egames) Business (2017-2022)
Figure 57. Hi-Rez Studios Revenue Growth Rate in Esports (egames) Business (2017-2022)
Figure 58. KaBuM Revenue Growth Rate in Esports (egames) Business (2017-2022)
Figure 59. Wargaming Revenue Growth Rate in Esports (egames) Business (2017-2022)
Figure 60. Rovio Entertainment (Finland) Revenue Growth Rate in Esports (egames) Business (2017-2022)
Figure 61. GungHo Online Entertainment (Japan) Revenue Growth Rate in Esports (egames) Business (2017-2022)
Figure 62. Alisports (Alibaba Group) Revenue Growth Rate in Esports (egames) Business (2017-2022)
Figure 63. EA Sports Revenue Growth Rate in Esports (egames) Business (2017-2022)
Figure 64. Epic Games Revenue Growth Rate in Esports (egames) Business (2017-2022)
Figure 65. Nintendo Revenue Growth Rate in Esports (egames) Business (2017-2022)
Figure 66. Riot Games Revenue Growth Rate in Esports (egames) Business (2017-2022)
Figure 67. Microsoft Studios Revenue Growth Rate in Esports (egames) Business (2017-2022)
Figure 68. Bottom-up and Top-down Approaches for This Report
Figure 69. Data Triangulation
Figure 70. Key Executives Interviewed
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