Table of Content
1 Study Coverage
1.1 Esports (egames) Product Introduction
1.2 Market by Type
1.2.1 Global Esports (egames) Market Size Growth Rate by Type, 2018 VS 2023 VS 2029
1.3 Market by Application
1.3.1 Global Esports (egames) Market Size Growth Rate by Application, 2018 VS 2023 VS 2029
1.4 Global Esports (egames) Market by Region
1.4.1 Global Esports (egames) Market by Region: 2018 VS 2023 VS 2029
1.4.2 Global Esports (egames) Revenue Market
1.5 Study Objectives
1.6 Years Considered
1.7 Inflation Analysis
1.8 The Impact of the Russian-Ukrainian War on the Market
1.9 Coronavirus Disease (COVID-19) Impact on Global
2 Competition by Players
2.1 Global Esports (egames) Revenue by Players
2.1.1 Global Esports (egames) Revenue by Players (2018-2023)
2.1.2 Global Esports (egames) Revenue Market Share by Players (2018-2023)
2.1.3 Global Top 5 and Top 10 Companies by Esports (egames) Revenue in 2023
2.2 Global Esports (egames) Gross Margin by Players
2.3 Analysis of Competitive Landscape
2.3.1 Players Market Concentration Ratio (CR5)
2.3.2 Global Esports (egames) Players Geographical Distribution
2.4 Mergers & Acquisitions, Expansion Plans
3 Company Overview
3.1 Modern Times Group (Sweden)
3.1.1 Modern Times Group (Sweden) Information
3.1.2 Modern Times Group (Sweden) Overview
3.1.3 Modern Times Group (Sweden) Esports (egames) Revenue and Gross Margin (2018-2023)
3.1.4 Modern Times Group (Sweden) Related Developments
3.2 Activision Blizzard
3.2.1 Activision Blizzard Information
3.2.2 Activision Blizzard Overview
3.2.3 Activision Blizzard Esports (egames) Revenue and Gross Margin (2018-2023)
3.2.4 Activision Blizzard Related Developments
3.3 FACEIT
3.3.1 FACEIT Information
3.3.2 FACEIT Overview
3.3.3 FACEIT Esports (egames) Revenue and Gross Margin (2018-2023)
3.3.4 FACEIT Related Developments
3.4 Total Entertainment Network (US)
3.4.1 Total Entertainment Network (US) Information
3.4.2 Total Entertainment Network (US) Overview
3.4.3 Total Entertainment Network (US) Esports (egames) Revenue and Gross Margin (2018-2023)
3.4.4 Total Entertainment Network (US) Related Developments
3.5 Gfinity
3.5.1 Gfinity Information
3.5.2 Gfinity Overview
3.5.3 Gfinity Esports (egames) Revenue and Gross Margin (2018-2023)
3.5.4 Gfinity Related Developments
3.6 Turner Broadcasting System (US)
3.6.1 Turner Broadcasting System (US) Information
3.6.2 Turner Broadcasting System (US) Overview
3.6.3 Turner Broadcasting System (US) Esports (egames) Revenue and Gross Margin (2018-2023)
3.6.4 Turner Broadcasting System (US) Related Developments
3.7 CJ Corporation
3.7.1 CJ Corporation Information
3.7.2 CJ Corporation Overview
3.7.3 CJ Corporation Esports (egames) Revenue and Gross Margin (2018-2023)
3.7.4 CJ Corporation Related Developments
3.8 Valve Corporation
3.8.1 Valve Corporation Information
3.8.2 Valve Corporation Overview
3.8.3 Valve Corporation Esports (egames) Revenue and Gross Margin (2018-2023)
3.8.4 Valve Corporation Related Developments
3.9 Tencent
3.9.1 Tencent Information
3.9.2 Tencent Overview
3.9.3 Tencent Esports (egames) Revenue and Gross Margin (2018-2023)
3.9.4 Tencent Related Developments
3.10 Electronic Arts
3.10.1 Electronic Arts Information
3.10.2 Electronic Arts Overview
3.10.3 Electronic Arts Esports (egames) Revenue and Gross Margin (2018-2023)
3.10.4 Electronic Arts Related Developments
3.11 Hi-Rez Studios
3.11.1 Hi-Rez Studios Information
3.11.2 Hi-Rez Studios Overview
3.11.3 Hi-Rez Studios Esports (egames) Revenue and Gross Margin (2018-2023)
3.11.4 Hi-Rez Studios Related Developments
3.12 KaBuM
3.12.1 KaBuM Information
3.12.2 KaBuM Overview
3.12.3 KaBuM Esports (egames) Revenue and Gross Margin (2018-2023)
3.12.4 KaBuM Related Developments
3.13 Wargaming
3.13.1 Wargaming Information
3.13.2 Wargaming Overview
3.13.3 Wargaming Esports (egames) Revenue and Gross Margin (2018-2023)
3.13.4 Wargaming Related Developments
3.14 Rovio Entertainment (Finland)
3.14.1 Rovio Entertainment (Finland) Information
3.14.2 Rovio Entertainment (Finland) Overview
3.14.3 Rovio Entertainment (Finland) Esports (egames) Revenue and Gross Margin (2018-2023)
3.14.4 Rovio Entertainment (Finland) Related Developments
3.15 GungHo Online Entertainment (Japan)
3.15.1 GungHo Online Entertainment (Japan) Information
3.15.2 GungHo Online Entertainment (Japan) Overview
3.15.3 GungHo Online Entertainment (Japan) Esports (egames) Revenue and Gross Margin (2018-2023)
3.15.4 GungHo Online Entertainment (Japan) Related Developments
3.16 Alisports (Alibaba Group)
3.16.1 Alisports (Alibaba Group) Information
3.16.2 Alisports (Alibaba Group) Overview
3.16.3 Alisports (Alibaba Group) Esports (egames) Revenue and Gross Margin (2018-2023)
3.16.4 Alisports (Alibaba Group) Related Developments
3.17 EA Sports
3.17.1 EA Sports Information
3.17.2 EA Sports Overview
3.17.3 EA Sports Esports (egames) Revenue and Gross Margin (2018-2023)
3.17.4 EA Sports Related Developments
3.18 Epic Games
3.18.1 Epic Games Information
3.18.2 Epic Games Overview
3.18.3 Epic Games Esports (egames) Revenue and Gross Margin (2018-2023)
3.18.4 Epic Games Related Developments
3.19 Nintendo
3.19.1 Nintendo Information
3.19.2 Nintendo Overview
3.19.3 Nintendo Esports (egames) Revenue and Gross Margin (2018-2023)
3.19.4 Nintendo Related Developments
3.20 Riot Games
3.20.1 Riot Games Information
3.20.2 Riot Games Overview
3.20.3 Riot Games Esports (egames) Revenue and Gross Margin (2018-2023)
3.20.4 Riot Games Related Developments
3.21 Microsoft Studios
3.21.1 Microsoft Studios Information
3.21.2 Microsoft Studios Overview
3.21.3 Microsoft Studios Esports (egames) Revenue and Gross Margin (2018-2023)
3.21.4 Microsoft Studios Related Developments
4 Market Size by Type
4.1 Global Esports (egames) Revenue by Type
4.2 Global Esports (egames) Market Size Growth by Type 2018-2023
5 Market Size by Application
5.1 Global Esports (egames) Revenue by Application
5.2 Global Esports (egames) Market Size Growth by Application 2018-2023
6 Global Esports (egames) Market Insights
6.1 Global Esports (egames) Market Revenue 2018-2023
6.2 Global Esports (egames) Revenue by Region
6.3 Americas
6.4 Europe
6.5 Asia-Pacific
6.6 Middle East & Africa
7 Americas
7.1 Americas Esports (egames) Market Size by Country
7.1.1 Americas Esports (egames) Revenue by Country (2018-2023)
7.1.2 U.S.
7.1.3 Canada
7.1.4 Mexico
7.1.5 Brazil
7.1.6 Argentina
8 Europe
8.1 Europe Esports (egames) Market Size by Country
8.1.1 Europe Esports (egames) Revenue by Country (2018-2023)
8.1.2 Germany
8.1.3 France
8.1.4 U.K.
8.1.5 Italy
8.1.6 Russia
9 Asia Pacific
9.1 Asia Pacific Esports (egames) Market Size by Region
9.1.1 Asia Pacific Esports (egames) Revenue by Region (2018-2023)
9.1.2 China
9.1.3 Japan
9.1.4 South Korea
9.1.5 India
9.1.6 Southeast Asia
9.1.7 Australia
10 Middle East and Africa
10.1 Middle East and Africa Esports (egames) Market Size by Country
10.1.1 Middle East and Africa Esports (egames) Revenue by Country (2018-2023)
10.1.2 Turkey
10.1.3 Saudi Arabia
10.1.4 U.A.E
11 Market Drivers, Opportunities, Challenges and Risks Factors Analysis
11.1 Esports (egames) Industry Trends
11.2 Esports (egames) Market Drivers
11.3 Esports (egames) Market Challenges
11.4 Esports (egames) Market Restraints
12 Esports (egames) Forecasted Market Size by Type
12.1 Global Esports (egames) Forecasted Revenue by Type
12.2 Global Esports (egames) Forecasted Market Size Growth by Type 2023-2029
13 Esports (egames) Forecasted Market Size by Application
13.1 Global Esports (egames) Forecasted Revenue by Application
13.2 Global Esports (egames) Forecasted Market Size Growth by Application 2023-2029
14 Global Esports (egames) Market Forecasts
14.1 Global Esports (egames) Market Revenue Forecasts 2023-2029
14.2 Global Esports (egames) Forecasts Revenue by Region
14.3 Americas
14.3.1 Americas Esports (egames) Forecasts Revenue by Country (2018-2023)
14.4 Europe
14.4.1 Europe Esports (egames) Forecasts Revenue by Country (2018-2023)
14.5 Asia-Pacific
14.5.1 Asia Pacific Esports (egames) Forecasts Revenue by Country (2018-2023)
14.6 Middle East & Africa
14.6.1 Middle East and Africa Esports (egames) Forecasts Revenue by Country (2018-2023)
15 Research Findings and Conclusion
16 Methodology and Data Source
16.1 Methodology
16.1.1 Research Process
16.1.2 Market Size Estimation
16.1.3 Market Breakdown and Data Triangulation
16.2 Data Source
16.2.1 Legal Disclaimer