Global and Japan Electronic Sports (eSports) Market Size, Status and Forecast 2021-2027
SKU ID : QYR-19056131 | Publishing Date : 31-Aug-2021 | No. of pages : 115
Detailed TOC of Global and Japan Electronic Sports (eSports) Market Size, Status and Forecast 2021-2027
1 Report Overview1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Electronic Sports (eSports) Market Size Growth Rate by Type: 2016 VS 2021 VS 2027
1.2.2 Media Rights (Subscription & Online Advertisement)
1.2.3 Tickets and Merchandise
1.2.4 Sponsorship & Direct Advertisement
1.2.5 Publisher Fees
1.2.6 Others
1.3 Market by Application
1.3.1 Global Electronic Sports (eSports) Market Share by Application: 2016 VS 2021 VS 2027
1.3.2 Online
1.3.3 Offline
1.4 Study Objectives
1.5 Years Considered
2 Global Growth Trends
2.1 Global Electronic Sports (eSports) Market Perspective (2016-2027)
2.2 Electronic Sports (eSports) Growth Trends by Regions
2.2.1 Electronic Sports (eSports) Market Size by Regions: 2016 VS 2021 VS 2027
2.2.2 Electronic Sports (eSports) Historic Market Share by Regions (2016-2021)
2.2.3 Electronic Sports (eSports) Forecasted Market Size by Regions (2022-2027)
2.3 Electronic Sports (eSports) Industry Dynamic
2.3.1 Electronic Sports (eSports) Market Trends
2.3.2 Electronic Sports (eSports) Market Drivers
2.3.3 Electronic Sports (eSports) Market Challenges
2.3.4 Electronic Sports (eSports) Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Electronic Sports (eSports) Players by Revenue
3.1.1 Global Top Electronic Sports (eSports) Players by Revenue (2016-2021)
3.1.2 Global Electronic Sports (eSports) Revenue Market Share by Players (2016-2021)
3.2 Global Electronic Sports (eSports) Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
3.3 Players Covered: Ranking by Electronic Sports (eSports) Revenue
3.4 Global Electronic Sports (eSports) Market Concentration Ratio
3.4.1 Global Electronic Sports (eSports) Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Electronic Sports (eSports) Revenue in 2020
3.5 Electronic Sports (eSports) Key Players Head office and Area Served
3.6 Key Players Electronic Sports (eSports) Product Solution and Service
3.7 Date of Enter into Electronic Sports (eSports) Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Electronic Sports (eSports) Breakdown Data by Type
4.1 Global Electronic Sports (eSports) Historic Market Size by Type (2016-2021)
4.2 Global Electronic Sports (eSports) Forecasted Market Size by Type (2022-2027)
5 Electronic Sports (eSports) Breakdown Data by Application
5.1 Global Electronic Sports (eSports) Historic Market Size by Application (2016-2021)
5.2 Global Electronic Sports (eSports) Forecasted Market Size by Application (2022-2027)
6 North America
6.1 North America Electronic Sports (eSports) Market Size (2016-2027)
6.2 North America Electronic Sports (eSports) Market Size by Type
6.2.1 North America Electronic Sports (eSports) Market Size by Type (2016-2021)
6.2.2 North America Electronic Sports (eSports) Market Size by Type (2022-2027)
6.2.3 North America Electronic Sports (eSports) Market Size by Type (2016-2027)
6.3 North America Electronic Sports (eSports) Market Size by Application
6.3.1 North America Electronic Sports (eSports) Market Size by Application (2016-2021)
6.3.2 North America Electronic Sports (eSports) Market Size by Application (2022-2027)
6.3.3 North America Electronic Sports (eSports) Market Size by Application (2016-2027)
6.4 North America Electronic Sports (eSports) Market Size by Country
6.4.1 North America Electronic Sports (eSports) Market Size by Country (2016-2021)
6.4.2 North America Electronic Sports (eSports) Market Size by Country (2022-2027)
6.4.3 United States
6.4.4 Canada
7 Europe
7.1 Europe Electronic Sports (eSports) Market Size (2016-2027)
7.2 Europe Electronic Sports (eSports) Market Size by Type
7.2.1 Europe Electronic Sports (eSports) Market Size by Type (2016-2021)
7.2.2 Europe Electronic Sports (eSports) Market Size by Type (2022-2027)
7.2.3 Europe Electronic Sports (eSports) Market Size by Type (2016-2027)
7.3 Europe Electronic Sports (eSports) Market Size by Application
7.3.1 Europe Electronic Sports (eSports) Market Size by Application (2016-2021)
7.3.2 Europe Electronic Sports (eSports) Market Size by Application (2022-2027)
7.3.3 Europe Electronic Sports (eSports) Market Size by Application (2016-2027)
7.4 Europe Electronic Sports (eSports) Market Size by Country
7.4.1 Europe Electronic Sports (eSports) Market Size by Country (2016-2021)
7.4.2 Europe Electronic Sports (eSports) Market Size by Country (2022-2027)
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
8 Asia-Pacific
8.1 Asia-Pacific Electronic Sports (eSports) Market Size (2016-2027)
8.2 Asia-Pacific Electronic Sports (eSports) Market Size by Type
8.2.1 Asia-Pacific Electronic Sports (eSports) Market Size by Type (2016-2021)
8.2.2 Asia-Pacific Electronic Sports (eSports) Market Size by Type (2022-2027)
8.2.3 Asia-Pacific Electronic Sports (eSports) Market Size by Type (2016-2027)
8.3 Asia-Pacific Electronic Sports (eSports) Market Size by Application
8.3.1 Asia-Pacific Electronic Sports (eSports) Market Size by Application (2016-2021)
8.3.2 Asia-Pacific Electronic Sports (eSports) Market Size by Application (2022-2027)
8.3.3 Asia-Pacific Electronic Sports (eSports) Market Size by Application (2016-2027)
8.4 Asia-Pacific Electronic Sports (eSports) Market Size by Region
8.4.1 Asia-Pacific Electronic Sports (eSports) Market Size by Region (2016-2021)
8.4.2 Asia-Pacific Electronic Sports (eSports) Market Size by Region (2022-2027)
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 Electronic Sports (eSports) Market Size (2016-2027)
9.2 Latin America Electronic Sports (eSports) Market Size by Type
9.2.1 Latin America Electronic Sports (eSports) Market Size by Type (2016-2021)
9.2.2 Latin America Electronic Sports (eSports) Market Size by Type (2022-2027)
9.2.3 Latin America Electronic Sports (eSports) Market Size by Type (2016-2027)
9.3 Latin America Electronic Sports (eSports) Market Size by Application
9.3.1 Latin America Electronic Sports (eSports) Market Size by Application (2016-2021)
9.3.2 Latin America Electronic Sports (eSports) Market Size by Application (2022-2027)
9.3.3 Latin America Electronic Sports (eSports) Market Size by Application (2016-2027)
9.4 Latin America Electronic Sports (eSports) Market Size by Country
9.4.1 Latin America Electronic Sports (eSports) Market Size by Country (2016-2021)
9.4.2 Latin America Electronic Sports (eSports) Market Size by Country (2022-2027)
9.4.3 Mexico
9.4.4 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Electronic Sports (eSports) Market Size (2016-2027)
10.2 Middle East & Africa Electronic Sports (eSports) Market Size by Type
10.2.1 Middle East & Africa Electronic Sports (eSports) Market Size by Type (2016-2021)
10.2.2 Middle East & Africa Electronic Sports (eSports) Market Size by Type (2022-2027)
10.2.3 Middle East & Africa Electronic Sports (eSports) Market Size by Type (2016-2027)
10.3 Middle East & Africa Electronic Sports (eSports) Market Size by Application
10.3.1 Middle East & Africa Electronic Sports (eSports) Market Size by Application (2016-2021)
10.3.2 Middle East & Africa Electronic Sports (eSports) Market Size by Application (2022-2027)
10.3.3 Middle East & Africa Electronic Sports (eSports) Market Size by Application (2016-2027)
10.4 Middle East & Africa Electronic Sports (eSports) Market Size by Country
10.4.1 Middle East & Africa Electronic Sports (eSports) Market Size by Country (2016-2021)
10.4.2 Middle East & Africa Electronic Sports (eSports) Market Size by Country (2022-2027)
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) Electronic Sports (eSports) Introduction
11.1.4 Modern Times Group (Sweden) Revenue in Electronic Sports (eSports) Business (2016-2021)
11.1.5 Modern Times Group (Sweden) Recent Development
11.2 Activision Blizzard (US)
11.2.1 Activision Blizzard (US) Company Details
11.2.2 Activision Blizzard (US) Business Overview
11.2.3 Activision Blizzard (US) Electronic Sports (eSports) Introduction
11.2.4 Activision Blizzard (US) Revenue in Electronic Sports (eSports) Business (2016-2021)
11.2.5 Activision Blizzard (US) Recent Development
11.3 FACEIT (UK)
11.3.1 FACEIT (UK) Company Details
11.3.2 FACEIT (UK) Business Overview
11.3.3 FACEIT (UK) Electronic Sports (eSports) Introduction
11.3.4 FACEIT (UK) Revenue in Electronic Sports (eSports) Business (2016-2021)
11.3.5 FACEIT (UK) 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
11.4.3 Total Entertainment Network (US) Electronic Sports (eSports) Introduction
11.4.4 Total Entertainment Network (US) Revenue in Electronic Sports (eSports) Business (2016-2021)
11.4.5 Total Entertainment Network (US) Recent Development
11.5 Gfinity (UK)
11.5.1 Gfinity (UK) Company Details
11.5.2 Gfinity (UK) Business Overview
11.5.3 Gfinity (UK) Electronic Sports (eSports) Introduction
11.5.4 Gfinity (UK) Revenue in Electronic Sports (eSports) Business (2016-2021)
11.5.5 Gfinity (UK) 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
11.6.3 Turner Broadcasting System (US) Electronic Sports (eSports) Introduction
11.6.4 Turner Broadcasting System (US) Revenue in Electronic Sports (eSports) Business (2016-2021)
11.6.5 Turner Broadcasting System (US) Recent Development
11.7 CJ Corporation (South Korea)
11.7.1 CJ Corporation (South Korea) Company Details
11.7.2 CJ Corporation (South Korea) Business Overview
11.7.3 CJ Corporation (South Korea) Electronic Sports (eSports) Introduction
11.7.4 CJ Corporation (South Korea) Revenue in Electronic Sports (eSports) Business (2016-2021)
11.7.5 CJ Corporation (South Korea) Recent Development
11.8 Valve Corporation (US)
11.8.1 Valve Corporation (US) Company Details
11.8.2 Valve Corporation (US) Business Overview
11.8.3 Valve Corporation (US) Electronic Sports (eSports) Introduction
11.8.4 Valve Corporation (US) Revenue in Electronic Sports (eSports) Business (2016-2021)
11.8.5 Valve Corporation (US) Recent Development
11.9 Tencent (China)
11.9.1 Tencent (China) Company Details
11.9.2 Tencent (China) Business Overview
11.9.3 Tencent (China) Electronic Sports (eSports) Introduction
11.9.4 Tencent (China) Revenue in Electronic Sports (eSports) Business (2016-2021)
11.9.5 Tencent (China) Recent Development
11.10 Electronic Arts (EA) (US)
11.10.1 Electronic Arts (EA) (US) Company Details
11.10.2 Electronic Arts (EA) (US) Business Overview
11.10.3 Electronic Arts (EA) (US) Electronic Sports (eSports) Introduction
11.10.4 Electronic Arts (EA) (US) Revenue in Electronic Sports (eSports) Business (2016-2021)
11.10.5 Electronic Arts (EA) (US) Recent Development
11.11 Hi-Rez Studios (US)
11.11.1 Hi-Rez Studios (US) Company Details
11.11.2 Hi-Rez Studios (US) Business Overview
11.11.3 Hi-Rez Studios (US) Electronic Sports (eSports) Introduction
11.11.4 Hi-Rez Studios (US) Revenue in Electronic Sports (eSports) Business (2016-2021)
11.11.5 Hi-Rez Studios (US) Recent Development
11.12 KaBuM (Canada)
11.12.1 KaBuM (Canada) Company Details
11.12.2 KaBuM (Canada) Business Overview
11.12.3 KaBuM (Canada) Electronic Sports (eSports) Introduction
11.12.4 KaBuM (Canada) Revenue in Electronic Sports (eSports) Business (2016-2021)
11.12.5 KaBuM (Canada) Recent Development
11.13 Wargaming Public (Cyprus)
11.13.1 Wargaming Public (Cyprus) Company Details
11.13.2 Wargaming Public (Cyprus) Business Overview
11.13.3 Wargaming Public (Cyprus) Electronic Sports (eSports) Introduction
11.13.4 Wargaming Public (Cyprus) Revenue in Electronic Sports (eSports) Business (2016-2021)
11.13.5 Wargaming Public (Cyprus) Recent Development
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) Electronic Sports (eSports) Introduction
11.14.4 Rovio Entertainment (Finland) Revenue in Electronic Sports (eSports) 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
11.15.3 GungHo Online Entertainment (Japan) Electronic Sports (eSports) Introduction
11.15.4 GungHo Online Entertainment (Japan) Revenue in Electronic Sports (eSports) Business (2016-2021)
11.15.5 GungHo Online Entertainment (Japan) Recent Development
11.16 Alisports (China)
11.16.1 Alisports (China) Company Details
11.16.2 Alisports (China) Business Overview
11.16.3 Alisports (China) Electronic Sports (eSports) Introduction
11.16.4 Alisports (China) Revenue in Electronic Sports (eSports) Business (2016-2021)
11.16.5 Alisports (China) 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 Figures, Tables and Charts Available in Global and Japan Electronic Sports (eSports) Market Size, Status and Forecast 2021-2027
List of TablesTable 1. Global Electronic Sports (eSports) Market Size Growth Rate by Type (US$ Million):2016 VS 2021 VS 2027
Table 2. Key Players of Media Rights (Subscription & Online Advertisement)
Table 3. Key Players of Tickets and Merchandise
Table 4. Key Players of Sponsorship & Direct Advertisement
Table 5. Key Players of Publisher Fees
Table 6. Key Players of Others
Table 7. Global Electronic Sports (eSports) Market Size Growth by Application (US$ Million): 2016 VS 2021 VS 2027
Table 8. Global Electronic Sports (eSports) Market Size by Regions (US$ Million): 2016 VS 2021 VS 2027
Table 9. Global Electronic Sports (eSports) Market Size by Regions (2016-2021) & (US$ Million)
Table 10. Global Electronic Sports (eSports) Market Share by Regions (2016-2021)
Table 11. Global Electronic Sports (eSports) Forecasted Market Size by Regions (2022-2027) & (US$ Million)
Table 12. Global Electronic Sports (eSports) Market Share by Regions (2022-2027)
Table 13. Electronic Sports (eSports) Market Trends
Table 14. Electronic Sports (eSports) Market Drivers
Table 15. Electronic Sports (eSports) Market Challenges
Table 16. Electronic Sports (eSports) Market Restraints
Table 17. Global Electronic Sports (eSports) Revenue by Players (2016-2021) & (US$ Million)
Table 18. Global Electronic Sports (eSports) Market Share by Players (2016-2021)
Table 19. Global Top Electronic Sports (eSports) Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Electronic Sports (eSports) as of 2020)
Table 20. Ranking of Global Top Electronic Sports (eSports) Companies by Revenue (US$ Million) in 2020
Table 21. Global 5 Largest Players Market Share by Electronic Sports (eSports) Revenue (CR5 and HHI) & (2016-2021)
Table 22. Key Players Headquarters and Area Served
Table 23. Key Players Electronic Sports (eSports) Product Solution and Service
Table 24. Date of Enter into Electronic Sports (eSports) Market
Table 25. Mergers & Acquisitions, Expansion Plans
Table 26. Global Electronic Sports (eSports) Market Size by Type (2016-2021) (US$ Million)
Table 27. Global Electronic Sports (eSports) Revenue Market Share by Type (2016-2021)
Table 28. Global Electronic Sports (eSports) Forecasted Market Size by Type (2022-2027) (US$ Million)
Table 29. Global Electronic Sports (eSports) Revenue Market Share by Type (2022-2027) & (US$ Million)
Table 30. Global Electronic Sports (eSports) Market Size Share by Application (2016-2021) & (US$ Million)
Table 31. Global Electronic Sports (eSports) Revenue Market Share by Application (2016-2021)
Table 32. Global Electronic Sports (eSports) Forecasted Market Size by Application (2022-2027) (US$ Million)
Table 33. Global Electronic Sports (eSports) Revenue Market Share by Application (2022-2027) & (US$ Million)
Table 34. North America Electronic Sports (eSports) Market Size by Type (2016-2021) (US$ Million)
Table 35. North America Electronic Sports (eSports) Market Size by Type (2022-2027) & (US$ Million)
Table 36. North America Electronic Sports (eSports) Market Size by Application (2016-2021) (US$ Million)
Table 37. North America Electronic Sports (eSports) Market Size by Application (2022-2027) & (US$ Million)
Table 38. North America Electronic Sports (eSports) Market Size by Country (2016-2021) & (US$ Million)
Table 39. North America Electronic Sports (eSports) Market Size by Country (2022-2027) & (US$ Million)
Table 40. Europe Electronic Sports (eSports) Market Size by Type (2016-2021) (US$ Million)
Table 41. Europe Electronic Sports (eSports) Market Size by Type (2022-2027) & (US$ Million)
Table 42. Europe Electronic Sports (eSports) Market Size by Application (2016-2021) (US$ Million)
Table 43. Europe Electronic Sports (eSports) Market Size by Application (2022-2027) & (US$ Million)
Table 44. Europe Electronic Sports (eSports) Market Size by Country (2016-2021) & (US$ Million)
Table 45. Europe Electronic Sports (eSports) Market Size by Country (2022-2027) & (US$ Million)
Table 46. Asia-Pacific Electronic Sports (eSports) Market Size by Type (2016-2021) (US$ Million)
Table 47. Asia-Pacific Electronic Sports (eSports) Market Size by Type (2022-2027) & (US$ Million)
Table 48. Asia-Pacific Electronic Sports (eSports) Market Size by Application (2016-2021) (US$ Million)
Table 49. Asia-Pacific Electronic Sports (eSports) Market Size by Application (2022-2027) & (US$ Million)
Table 50. Asia-Pacific Electronic Sports (eSports) Market Size by Region (2016-2021) & (US$ Million)
Table 51. Asia-Pacific Electronic Sports (eSports) Market Size by Region (2022-2027) & (US$ Million)
Table 52. Latin America Electronic Sports (eSports) Market Size by Type (2016-2021) (US$ Million)
Table 53. Latin America Electronic Sports (eSports) Market Size by Type (2022-2027) & (US$ Million)
Table 54. Latin America Electronic Sports (eSports) Market Size by Application (2016-2021) (US$ Million)
Table 55. Latin America Electronic Sports (eSports) Market Size by Application (2022-2027) & (US$ Million)
Table 56. Latin America Electronic Sports (eSports) Market Size by Country (2016-2021) & (US$ Million)
Table 57. Latin America Electronic Sports (eSports) Market Size by Country (2022-2027) & (US$ Million)
Table 58. Middle East & Africa Electronic Sports (eSports) Market Size by Type (2016-2021) (US$ Million)
Table 59. Middle East & Africa Electronic Sports (eSports) Market Size by Type (2022-2027) & (US$ Million)
Table 60. Middle East & Africa Electronic Sports (eSports) Market Size by Application (2016-2021) (US$ Million)
Table 61. Middle East & Africa Electronic Sports (eSports) Market Size by Application (2022-2027) & (US$ Million)
Table 62. Middle East & Africa Electronic Sports (eSports) Market Size by Country (2016-2021) & (US$ Million)
Table 63. Middle East & Africa Electronic Sports (eSports) Market Size by Country (2022-2027) & (US$ Million)
Table 64. Modern Times Group (Sweden) Company Details
Table 65. Modern Times Group (Sweden) Business Overview
Table 66. Modern Times Group (Sweden) Electronic Sports (eSports) Product
Table 67. Modern Times Group (Sweden) Revenue in Electronic Sports (eSports) Business (2016-2021) & (US$ Million)
Table 68. Modern Times Group (Sweden) Recent Development
Table 69. Activision Blizzard (US) Company Details
Table 70. Activision Blizzard (US) Business Overview
Table 71. Activision Blizzard (US) Electronic Sports (eSports) Product
Table 72. Activision Blizzard (US) Revenue in Electronic Sports (eSports) Business (2016-2021) & (US$ Million)
Table 73. Activision Blizzard (US) Recent Development
Table 74. FACEIT (UK) Company Details
Table 75. FACEIT (UK) Business Overview
Table 76. FACEIT (UK) Electronic Sports (eSports) Product
Table 77. FACEIT (UK) Revenue in Electronic Sports (eSports) Business (2016-2021) & (US$ Million)
Table 78. FACEIT (UK) Recent Development
Table 79. Total Entertainment Network (US) Company Details
Table 80. Total Entertainment Network (US) Business Overview
Table 81. Total Entertainment Network (US) Electronic Sports (eSports) Product
Table 82. Total Entertainment Network (US) Revenue in Electronic Sports (eSports) Business (2016-2021) & (US$ Million)
Table 83. Total Entertainment Network (US) Recent Development
Table 84. Gfinity (UK) Company Details
Table 85. Gfinity (UK) Business Overview
Table 86. Gfinity (UK) Electronic Sports (eSports) Product
Table 87. Gfinity (UK) Revenue in Electronic Sports (eSports) Business (2016-2021) & (US$ Million)
Table 88. Gfinity (UK) Recent Development
Table 89. Turner Broadcasting System (US) Company Details
Table 90. Turner Broadcasting System (US) Business Overview
Table 91. Turner Broadcasting System (US) Electronic Sports (eSports) Product
Table 92. Turner Broadcasting System (US) Revenue in Electronic Sports (eSports) Business (2016-2021) & (US$ Million)
Table 93. Turner Broadcasting System (US) Recent Development
Table 94. CJ Corporation (South Korea) Company Details
Table 95. CJ Corporation (South Korea) Business Overview
Table 96. CJ Corporation (South Korea) Electronic Sports (eSports) Product
Table 97. CJ Corporation (South Korea) Revenue in Electronic Sports (eSports) Business (2016-2021) & (US$ Million)
Table 98. CJ Corporation (South Korea) Recent Development
Table 99. Valve Corporation (US) Company Details
Table 100. Valve Corporation (US) Business Overview
Table 101. Valve Corporation (US) Revenue in Electronic Sports (eSports) Business (2016-2021) & (US$ Million)
Table 102. Valve Corporation (US) Recent Development
Table 103. Tencent (China) Company Details
Table 104. Tencent (China) Business Overview
Table 105. Tencent (China) Electronic Sports (eSports) Product
Table 106. Tencent (China) Revenue in Electronic Sports (eSports) Business (2016-2021) & (US$ Million)
Table 107. Tencent (China) Recent Development
Table 108. Electronic Arts (EA) (US) Company Details
Table 109. Electronic Arts (EA) (US) Business Overview
Table 110. Electronic Arts (EA) (US) Electronic Sports (eSports) Product
Table 111. Electronic Arts (EA) (US) Revenue in Electronic Sports (eSports) Business (2016-2021) & (US$ Million)
Table 112. Electronic Arts (EA) (US) Recent Development
Table 113. Hi-Rez Studios (US) Company Details
Table 114. Hi-Rez Studios (US) Business Overview
Table 115. Hi-Rez Studios (US) Electronic Sports (eSports) Product
Table 116. Hi-Rez Studios (US) Revenue in Electronic Sports (eSports) Business (2016-2021) & (US$ Million)
Table 117. Hi-Rez Studios (US) Recent Development
Table 118. KaBuM (Canada) Company Details
Table 119. KaBuM (Canada) Business Overview
Table 120. KaBuM (Canada) Electronic Sports (eSports) Product
Table 121. KaBuM (Canada) Revenue in Electronic Sports (eSports) Business (2016-2021) & (US$ Million)
Table 122. KaBuM (Canada) Recent Development
Table 123. Wargaming Public (Cyprus) Company Details
Table 124. Wargaming Public (Cyprus) Business Overview
Table 125. Wargaming Public (Cyprus) Electronic Sports (eSports) Product
Table 126. Wargaming Public (Cyprus) Revenue in Electronic Sports (eSports) Business (2016-2021) & (US$ Million)
Table 127. Wargaming Public (Cyprus) Recent Development
Table 128. Rovio Entertainment (Finland) Company Details
Table 129. Rovio Entertainment (Finland) Business Overview
Table 130. Rovio Entertainment (Finland) Electronic Sports (eSports) Product
Table 131. Rovio Entertainment (Finland) Revenue in Electronic Sports (eSports) Business (2016-2021) & (US$ Million)
Table 132. Rovio Entertainment (Finland) Recent Development
Table 133. GungHo Online Entertainment (Japan) Company Details
Table 134. GungHo Online Entertainment (Japan) Business Overview
Table 135. GungHo Online Entertainment (Japan) Electronic Sports (eSports) Product
Table 136. GungHo Online Entertainment (Japan) Revenue in Electronic Sports (eSports) Business (2016-2021) & (US$ Million)
Table 137. GungHo Online Entertainment (Japan) Recent Development
Table 138. Alisports (China) Company Details
Table 139. Alisports (China) Business Overview
Table 140. Alisports (China) Electronic Sports (eSports) Product
Table 141. Alisports (China) Revenue in Electronic Sports (eSports) Business (2016-2021) & (US$ Million)
Table 142. Alisports (China) Recent Development
Table 143. Research Programs/Design for This Report
Table 144. Key Data Information from Secondary Sources
Table 145. Key Data Information from Primary Sources
List of Figures
Figure 1. Global Electronic Sports (eSports) Market Share by Type: 2020 VS 2027
Figure 2. Media Rights (Subscription & Online Advertisement) Features
Figure 3. Tickets and Merchandise Features
Figure 4. Sponsorship & Direct Advertisement Features
Figure 5. Publisher Fees Features
Figure 6. Others Features
Figure 7. Global Electronic Sports (eSports) Market Share by Application: 2020 VS 2027
Figure 8. Online Case Studies
Figure 9. Offline Case Studies
Figure 10. Electronic Sports (eSports) Report Years Considered
Figure 11. Global Electronic Sports (eSports) Market Size (US$ Million), Year-over-Year: 2016-2027
Figure 12. Global Electronic Sports (eSports) Market Size (US$ Million), 2016 VS 2021 VS 2027
Figure 13. Global Electronic Sports (eSports) Market Share by Regions: 2020 VS 2027
Figure 14. Global Electronic Sports (eSports) Market Share by Regions (2022-2027)
Figure 15. Global Electronic Sports (eSports) Market Share by Players in 2020
Figure 16. Global Top Electronic Sports (eSports) Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Electronic Sports (eSports) as of 2020
Figure 17. The Top 10 and 5 Players Market Share by Electronic Sports (eSports) Revenue in 2020
Figure 18. Global Electronic Sports (eSports) Revenue Market Share by Type (2016-2021)
Figure 19. Global Electronic Sports (eSports) Revenue Market Share by Type (2022-2027)
Figure 20. North America Electronic Sports (eSports) Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 21. North America Electronic Sports (eSports) Market Share by Type (2016-2027)
Figure 22. North America Electronic Sports (eSports) Market Share by Application (2016-2027)
Figure 23. North America Electronic Sports (eSports) Market Share by Country (2016-2027)
Figure 24. United States Electronic Sports (eSports) Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 25. Canada Electronic Sports (eSports) Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 26. Europe Electronic Sports (eSports) Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 27. Europe Electronic Sports (eSports) Market Share by Type (2016-2027)
Figure 28. Europe Electronic Sports (eSports) Market Share by Application (2016-2027)
Figure 29. Europe Electronic Sports (eSports) Market Share by Country (2016-2027)
Figure 30. Germany Electronic Sports (eSports) Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 31. France Electronic Sports (eSports) Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 32. U.K. Electronic Sports (eSports) Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 33. Italy Electronic Sports (eSports) Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 34. Russia Electronic Sports (eSports) Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 35. Nordic Electronic Sports (eSports) Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 36. Asia-Pacific Electronic Sports (eSports) Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 37. Asia-Pacific Electronic Sports (eSports) Market Share by Type (2016-2027)
Figure 38. Asia-Pacific Electronic Sports (eSports) Market Share by Application (2016-2027)
Figure 39. Asia-Pacific Electronic Sports (eSports) Market Share by Region (2016-2027)
Figure 40. China Electronic Sports (eSports) Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 41. Japan Electronic Sports (eSports) Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 42. South Korea Electronic Sports (eSports) Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 43. Southeast Asia Electronic Sports (eSports) Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 44. India Electronic Sports (eSports) Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 45. Australia Electronic Sports (eSports) Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 46. Latin America Electronic Sports (eSports) Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 47. Latin America Electronic Sports (eSports) Market Share by Type (2016-2027)
Figure 48. Latin America Electronic Sports (eSports) Market Share by Application (2016-2027)
Figure 49. Latin America Electronic Sports (eSports) Market Share by Country (2016-2027)
Figure 50. Mexico Electronic Sports (eSports) Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 51. Brazil Electronic Sports (eSports) Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 52. Middle East & Africa Electronic Sports (eSports) Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 53. Middle East & Africa Electronic Sports (eSports) Market Share by Type (2016-2027)
Figure 54. Middle East & Africa Electronic Sports (eSports) Market Share by Application (2016-2027)
Figure 55. Middle East & Africa Electronic Sports (eSports) Market Share by Country (2016-2027)
Figure 56. Turkey Electronic Sports (eSports) Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 57. Saudi Arabia Electronic Sports (eSports) Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 58. UAE Electronic Sports (eSports) Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 59. Modern Times Group (Sweden) Revenue Growth Rate in Electronic Sports (eSports) Business (2016-2021)
Figure 60. Activision Blizzard (US) Revenue Growth Rate in Electronic Sports (eSports) Business (2016-2021)
Figure 61. FACEIT (UK) Revenue Growth Rate in Electronic Sports (eSports) Business (2016-2021)
Figure 62. Total Entertainment Network (US) Revenue Growth Rate in Electronic Sports (eSports) Business (2016-2021)
Figure 63. Gfinity (UK) Revenue Growth Rate in Electronic Sports (eSports) Business (2016-2021)
Figure 64. Turner Broadcasting System (US) Revenue Growth Rate in Electronic Sports (eSports) Business (2016-2021)
Figure 65. CJ Corporation (South Korea) Revenue Growth Rate in Electronic Sports (eSports) Business (2016-2021)
Figure 66. Valve Corporation (US) Revenue Growth Rate in Electronic Sports (eSports) Business (2016-2021)
Figure 67. Tencent (China) Revenue Growth Rate in Electronic Sports (eSports) Business (2016-2021)
Figure 68. Electronic Arts (EA) (US) Revenue Growth Rate in Electronic Sports (eSports) Business (2016-2021)
Figure 69. Hi-Rez Studios (US) Revenue Growth Rate in Electronic Sports (eSports) Business (2016-2021)
Figure 70. KaBuM (Canada) Revenue Growth Rate in Electronic Sports (eSports) Business (2016-2021)
Figure 71. Wargaming Public (Cyprus) Revenue Growth Rate in Electronic Sports (eSports) Business (2016-2021)
Figure 72. Rovio Entertainment (Finland) Revenue Growth Rate in Electronic Sports (eSports) Business (2016-2021)
Figure 73. GungHo Online Entertainment (Japan) Revenue Growth Rate in Electronic Sports (eSports) Business (2016-2021)
Figure 74. Alisports (China) Revenue Growth Rate in Electronic Sports (eSports) Business (2016-2021)
Figure 75. Bottom-up and Top-down Approaches for This Report
Figure 76. Data Triangulation
Figure 77. Key Executives Interviewed
Keyplayers in Global and Japan Electronic Sports (eSports) Market Size, Status and Forecast 2021-2027
Modern Times Group (Sweden)Activision Blizzard (US)
FACEIT (UK)
Total Entertainment Network (US)
Gfinity (UK)
Turner Broadcasting System (US)
CJ Corporation (South Korea)
Valve Corporation (US)
Tencent (China)
Electronic Arts (EA) (US)
Hi-Rez Studios (US)
KaBuM (Canada)
Wargaming Public (Cyprus)
Rovio Entertainment (Finland)
GungHo Online Entertainment (Japan)
Alisports (China)