Table of Content
1 Esports (egames) Market Introduction and Overview
1.1 Esports (egames) Definition
1.2 Research Purposes
1.3 Currency Rate
1.4 Report Timeline
1.5 Economic Analysis of Global Regions
1.6 Inflation Analysis
1.7 The Impact of the Russian-Ukrainian War on the Market
2 Market Competition by Manufacturers
2.1 Global Esports (egames) Revenue and Market Share by Manufacturer
2.2 Manufacturers Esports (egames) Production Sites, Area Served, Product Types
2.3 Esports (egames) Market Competitive Situation and Trends
2.3.1 Esports (egames) Market Concentration Rate
2.3.2 Global Top 5 and Top 10 Players Market Share by Revenue in 2023
2.3.3 Mergers & Acquisitions, Expansion
3 Global Esports (egames) Historical Market Analysis by Type
3.1 Market Size Analysis by Types
3.1.4 Global Esports (egames) Market Share by Type 2018 VS 2022
3.2 Global Esports (egames) Revenue and Market Share by Type
4 Global Esports (egames) Historical and Forecast Market Analysis by Application
4.1 Market Size Analysis by Application
4.1.4 Global Esports (egames) Market Share by Application 2018 VS 2022
4.2 Global Esports (egames) Revenue Market Share by Application (2018-2023)
5 Global Market Growth Trends Analysis
5.1 Global Esports (egames) Market Size (2018-2023)
5.2 Esports (egames) Growth Trends Analysis by Regions
5.2.1 Esports (egames) Market Size by Regions: 2018 VS 2023 VS 2029
5.2.2 Esports (egames) Historic Revenue Market Size by Regions (2018-2023)
5.3 North America
5.3.1 North America Esports (egames) Revenue by Countries (2018-2023)
5.3.2 North America SWOT Analysis
5.3.3 United States
5.3.4 Canada
5.4 China
5.4.1 China SWOT Analysis
5.5 Asia Pacific (Excluding China)
5.5.1 Asia Pacific Esports (egames) Revenue by Countries (2018-2023)
5.5.2 Asia Pacific SWOT Analysis
5.5.3 Japan
5.5.4 Korea
5.5.5 Southeast Asia
5.5.6 India
5.5.7 Australia
5.6 EMEA
5.6.1 EMEA Esports (egames) Revenue by Countries (2018-2023)
5.6.2 EMEA SWOT Analysis
5.6.3 Europe
5.6.4 Middle East
5.6.5 Africa
5.7 Latin America
5.7.1 Latin America Esports (egames) Revenue by Countries (2018-2023)
5.7.2 Latin America SWOT Analysis
5.7.3 Brazil
5.7.4 Argentina
5.7.5 Mexico
6 Players Profiles
6.1 Modern Times Group (Sweden)
6.1.1 Modern Times Group (Sweden) Company Profile
6.1.2 Esports (egames) Product Overview
6.1.3 Modern Times Group (Sweden) Esports (egames) Market Performance (2018-2023)
6.1.4 Modern Times Group (Sweden) Business Overview
6.1.5 SWOT Analysis
6.2 Activision Blizzard
6.2.1 Activision Blizzard Company Profile
6.2.2 Esports (egames) Product Overview
6.2.3 Activision Blizzard Esports (egames) Market Performance (2018-2023)
6.2.4 Activision Blizzard Business Overview
6.2.5 SWOT Analysis
6.3 FACEIT
6.3.1 FACEIT Company Profile
6.3.2 Esports (egames) Product Overview
6.3.3 FACEIT Esports (egames) Market Performance (2018-2023)
6.3.4 FACEIT Business Overview
6.3.5 SWOT Analysis
6.4 Total Entertainment Network (US)
6.4.1 Total Entertainment Network (US) Company Profile
6.4.2 Esports (egames) Product Overview
6.4.3 Total Entertainment Network (US) Esports (egames) Market Performance (2018-2023)
6.4.4 Total Entertainment Network (US) Business Overview
6.4.5 SWOT Analysis
6.5 Gfinity
6.5.1 Gfinity Company Profile
6.5.2 Esports (egames) Product Overview
6.5.3 Gfinity Esports (egames) Market Performance (2018-2023)
6.5.4 Gfinity Business Overview
6.5.5 SWOT Analysis
6.6 Turner Broadcasting System (US)
6.6.1 Turner Broadcasting System (US) Company Profile
6.6.2 Esports (egames) Product Overview
6.6.3 Turner Broadcasting System (US) Esports (egames) Market Performance (2018-2023)
6.6.4 Turner Broadcasting System (US) Business Overview
6.6.5 SWOT Analysis
6.7 CJ Corporation
6.7.1 CJ Corporation Company Profile
6.7.2 Esports (egames) Product Overview
6.7.3 CJ Corporation Esports (egames) Market Performance (2018-2023)
6.7.4 CJ Corporation Business Overview
6.7.5 SWOT Analysis
6.8 Valve Corporation
6.8.1 Valve Corporation Company Profile
6.8.2 Esports (egames) Product Overview
6.8.3 Valve Corporation Esports (egames) Market Performance (2018-2023)
6.8.4 Valve Corporation Business Overview
6.8.5 SWOT Analysis
6.9 Tencent
6.9.1 Tencent Company Profile
6.9.2 Esports (egames) Product Overview
6.9.3 Tencent Esports (egames) Market Performance (2018-2023)
6.9.4 Tencent Business Overview
6.9.5 SWOT Analysis
6.10 Electronic Arts
6.10.1 Electronic Arts Company Profile
6.10.2 Esports (egames) Product Overview
6.10.3 Electronic Arts Esports (egames) Market Performance (2018-2023)
6.10.4 Electronic Arts Business Overview
6.10.5 SWOT Analysis
6.11 Hi-Rez Studios
6.11.1 Hi-Rez Studios Company Profile
6.11.2 Esports (egames) Product Overview
6.11.3 Hi-Rez Studios Esports (egames) Market Performance (2018-2023)
6.11.4 Hi-Rez Studios Business Overview
6.11.5 SWOT Analysis
6.12 KaBuM
6.12.1 KaBuM Company Profile
6.12.2 Esports (egames) Product Overview
6.12.3 KaBuM Esports (egames) Market Performance (2018-2023)
6.12.4 KaBuM Business Overview
6.12.5 SWOT Analysis
6.13 Wargaming
6.13.1 Wargaming Company Profile
6.13.2 Esports (egames) Product Overview
6.13.3 Wargaming Esports (egames) Market Performance (2018-2023)
6.13.4 Wargaming Business Overview
6.13.5 SWOT Analysis
6.14 Rovio Entertainment (Finland)
6.14.1 Rovio Entertainment (Finland) Company Profile
6.14.2 Esports (egames) Product Overview
6.14.3 Rovio Entertainment (Finland) Esports (egames) Market Performance (2018-2023)
6.14.4 Rovio Entertainment (Finland) Business Overview
6.14.5 SWOT Analysis
6.15 GungHo Online Entertainment (Japan)
6.15.1 GungHo Online Entertainment (Japan) Company Profile
6.15.2 Esports (egames) Product Overview
6.15.3 GungHo Online Entertainment (Japan) Esports (egames) Market Performance (2018-2023)
6.15.4 GungHo Online Entertainment (Japan) Business Overview
6.15.5 SWOT Analysis
6.16 Alisports (Alibaba Group)
6.16.1 Alisports (Alibaba Group) Company Profile
6.16.2 Esports (egames) Product Overview
6.16.3 Alisports (Alibaba Group) Esports (egames) Market Performance (2018-2023)
6.16.4 Alisports (Alibaba Group) Business Overview
6.16.5 SWOT Analysis
6.17 EA Sports
6.17.1 EA Sports Company Profile
6.17.2 Esports (egames) Product Overview
6.17.3 EA Sports Esports (egames) Market Performance (2018-2023)
6.17.4 EA Sports Business Overview
6.17.5 SWOT Analysis
6.18 Epic Games
6.18.1 Epic Games Company Profile
6.18.2 Esports (egames) Product Overview
6.18.3 Epic Games Esports (egames) Market Performance (2018-2023)
6.18.4 Epic Games Business Overview
6.18.5 SWOT Analysis
6.19 Nintendo
6.19.1 Nintendo Company Profile
6.19.2 Esports (egames) Product Overview
6.19.3 Nintendo Esports (egames) Market Performance (2018-2023)
6.19.4 Nintendo Business Overview
6.19.5 SWOT Analysis
6.20 Riot Games
6.20.1 Riot Games Company Profile
6.20.2 Esports (egames) Product Overview
6.20.3 Riot Games Esports (egames) Market Performance (2018-2023)
6.20.4 Riot Games Business Overview
6.20.5 SWOT Analysis
6.21 Microsoft Studios
6.21.1 Microsoft Studios Company Profile
6.21.2 Esports (egames) Product Overview
6.21.3 Microsoft Studios Esports (egames) Market Performance (2018-2023)
6.21.4 Microsoft Studios Business Overview
6.21.5 SWOT Analysis
7 Esports (egames) Business Cost Analysis
7.1 Labor Cost Analysis
7.2 Proportion of Manufacturing Cost Structure
7.3 Esports (egames) Industrial Chain Analysis
8 Esports (egames) Industry Dynamic Analysis
8.1 Esports (egames) Market Trends Analysis
8.2 Esports (egames) Market Drivers Analysis
8.3 Esports (egames) Market Challenges Analysis
8.4 Esports (egames) Market Restraints Analysis
9 Global Esports (egames) Forecast Market Analysis by Type & Application
9.1 Global Esports (egames) Revenue Market Forecast by Type (2023-2029)
9.2 Esports (egames) Revenue Market Forecast by Application (2023-2029)
10 Global Esports (egames) Forecast Market Analysis by Region
10.1 Esports (egames) Revenue Market Forecast by Region (2023-2029)
10.2 North America Esports (egames) Forecast Market Analysis
10.3 EMEA Esports (egames) Forecast Market Analysis
10.4 China Esports (egames) Forecast Market Analysis
10.5 Asia-Pacific Esports (egames) Forecast Market Analysis
10.6 Latin America Esports (egames) Forecast Market Analysis
11 Research Findings and Conclusion