Global Esports (egames) Market Research Report 2022

SKU ID :QYR-21415637 | Published Date: 03-Aug-2022 | No. of pages: 115
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
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
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