This report aims to provide a comprehensive presentation of the global market for Esports (egames), with and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Esports (egames).
The Esports (egames) market size considering 2022 as the base year, with history and forecast data for the period from 2018 to 2029. This report segments the global Esports (egames) market comprehensively. Regional market sizes, concerning products by type, by application and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Esports (egames) manufacturers, new entrants, and industry chain related companies in this market with information for the overall market and the sub-segments across the different segments, by company, by type, by application, and by regions.
The global Esports (egames) market size in 2022 is xx million US dollars, and it is expected to be xx million US dollars by 2029, with a compound annual growth rate of xx% expected in 2023-2029.
MARKET COMPETITIVE LANDSCAPE:
The main players in the Esports (egames) market include Modern Times Group (Sweden), Activision Blizzard, FACEIT, Total Entertainment Network (US), and Gfinity. The share of the top 3 players in the Esports (egames) market is xx%.
REGION SHARE:
The report covers the market size information of North America, Europe, Asia Pacific, Latin America, Middle East and Africa, and North America accounted for xx%, Europe accounted for xx% of Esports (egames) market, and Asia Pacific accounted for xx%.
SEGMENT OVERVIEW:
The report segments the market by Type and Application. Multiplayer Online Battle Arena (MOBA) accounted for xx% of Esports (egames) market in 2022. First-Person Shooter (FPS) share of xx%.
Amateur Players accounted for xx% of the Esports (egames) market in 2022. Professional Players accounts for xx%.
Chapter Outline
Chapter 1: Introduces the product overview, market scope, product classification, application, and regional division, and then includes inflation analysis, the impact of the Russo-Ukrainian war on the market, and the global impact of the coronavirus disease (COVID-19).
Chapter 2: Analysis of the competitive environment of Esports (egames) market participants. This mainly includes the revenue and market share of the top players, along with the players' M&A and expansion in recent years.
Chapter 3: Analyzes the main companies in the Esports (egames) industry, including their main businesses, products/services, revenue, gross margin, and the latest developments.
Chapters 4-6: Segmented the global Esports (egames) market by type, application and region. Analyze the revenue of market segments from different perspectives.
Chapters 7-10: Provide Americas, Europe, Asia Pacific and Middle East and Africa Esports (egames) market country segmentation data.
Chapter 11: Introduces the market dynamics, the trends factors and drivers factors of the market, and the challenges and restraints faced by manufacturers in the industry.
Chapters 12-13: Segmented the global Esports (egames) market by type, and application. Analyze the revenue of market segments from different perspectives.
Chapter 14: Provide Esports (egames) market forecast data, broken down by region to help understand future growth trends.
Chapter 15: The main points and conclusions of the report.
Chapter 16: Concludes with an explanation of the data sources and research methods.
Highlights-Regions
Americas
United States
Canada
Brazil
Argentina
Mexico
Europe
Germany
France
UK
Italy
Russia
Asia Pacific
China
Japan
South Korea
India
Southeast Asia
Australia
MEA
Saudi Arabia
UAE
Turkey
Player list
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
Types list
Multiplayer Online Battle Arena (MOBA)
First-Person Shooter (FPS)
Real-Time Strategy (RTS)
Other
Application list
Amateur Players
Professional Players
Club
Associations And Organizations
Other