Global and Japan Electronic Sports (eSports) Market Size, Status and Forecast 2021-2027

SKU ID :QYR-19056131 | Published Date: 31-Aug-2021 | No. of pages: 115
1 Report Overview 1.1 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 Tables Table 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
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)
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