E-Sports Market - Global Outlook and Forecast 2024-2031

Report ID: 906152 | Published Date: Jan 2025 | No. of Page: 90 | Base Year: 2024 | Rating: 4.5 | Webstory: Check our Web story
1 Introduction to Research & Analysis Reports
    1.1 E-Sports Market Definition
    1.2 Market Segments
        1.2.1 Market by Type
        1.2.2 Market by Application
    1.3 Global E-Sports Market Overview
    1.4 Features & Benefits of This Report
    1.5 Methodology & Sources of Information
        1.5.1 Research Methodology
        1.5.2 Research Process
        1.5.3 Base Year
        1.5.4 Report Assumptions & Caveats
2 Global E-Sports Overall Market Size
    2.1 Global E-Sports Market Size: 2021 VS 2027
    2.2 Global E-Sports Market Size, Prospects & Forecasts: 2016-2027
    2.3 Key Market Trends, Opportunity, Drivers and Restraints
        2.3.1 Market Opportunities & Trends
        2.3.2 Market Drivers
        2.3.3 Market Restraints
3 Company Landscape
    3.1 Top E-Sports Players in Global Market
    3.2 Top Global E-Sports Companies Ranked by Revenue
    3.3 Global E-Sports Revenue by Companies
    3.4 Top 3 and Top 5 E-Sports Companies in Global Market, by Revenue in 2020
    3.5 Global Companies E-Sports Product Type
    3.6 Tier 1, Tier 2 and Tier 3 E-Sports Players in Global Market
        3.6.1 List of Global Tier 1 E-Sports Companies
        3.6.2 List of Global Tier 2 and Tier 3 E-Sports Companies
4 Market Sights by Product
    4.1 Overview
        4.1.1 By Type - Global E-Sports Market Size Markets, 2021 & 2027
        4.1.2 MOBA
        4.1.3 FPS
        4.1.4 RTS
        4.1.5 Other
    4.2 By Type - Global E-Sports Revenue & Forecasts
        4.2.1 By Type - Global E-Sports Revenue, 2016-2021
        4.2.2 By Type - Global E-Sports Revenue, 2022-2027
        4.2.3 By Type - Global E-Sports Revenue Market Share, 2016-2027
5 Sights by Application
    5.1 Overview
        5.1.1 By Application - Global E-Sports Market Size, 2021 & 2027
        5.1.2 Professional
        5.1.3 Amateur
    5.2 By Application - Global E-Sports Revenue & Forecasts
        5.2.1 By Application - Global E-Sports Revenue, 2016-2021
        5.2.2 By Application - Global E-Sports Revenue, 2022-2027
        5.2.3 By Application - Global E-Sports Revenue Market Share, 2016-2027
6 Sights by Region
    6.1 By Region - Global E-Sports Market Size, 2021 & 2027
    6.2 By Region - Global E-Sports Revenue & Forecasts
        6.2.1 By Region - Global E-Sports Revenue, 2016-2021
        6.2.2 By Region - Global E-Sports Revenue, 2022-2027
        6.2.3 By Region - Global E-Sports Revenue Market Share, 2016-2027
    6.3 North America
        6.3.1 By Country - North America E-Sports Revenue, 2016-2027
        6.3.2 US E-Sports Market Size, 2016-2027
        6.3.3 Canada E-Sports Market Size, 2016-2027
        6.3.4 Mexico E-Sports Market Size, 2016-2027
    6.4 Europe
        6.4.1 By Country - Europe E-Sports Revenue, 2016-2027
        6.4.2 Germany E-Sports Market Size, 2016-2027
        6.4.3 France E-Sports Market Size, 2016-2027
        6.4.4 U.K. E-Sports Market Size, 2016-2027
        6.4.5 Italy E-Sports Market Size, 2016-2027
        6.4.6 Russia E-Sports Market Size, 2016-2027
        6.4.7 Nordic Countries E-Sports Market Size, 2016-2027
        6.4.8 Benelux E-Sports Market Size, 2016-2027
    6.5 Asia
        6.5.1 By Region - Asia E-Sports Revenue, 2016-2027
        6.5.2 China E-Sports Market Size, 2016-2027
        6.5.3 Japan E-Sports Market Size, 2016-2027
        6.5.4 South Korea E-Sports Market Size, 2016-2027
        6.5.5 Southeast Asia E-Sports Market Size, 2016-2027
        6.5.6 India E-Sports Market Size, 2016-2027
    6.6 South America
        6.6.1 By Country - South America E-Sports Revenue, 2016-2027
        6.6.2 Brazil E-Sports Market Size, 2016-2027
        6.6.3 Argentina E-Sports Market Size, 2016-2027
    6.7 Middle East & Africa
        6.7.1 By Country - Middle East & Africa E-Sports Revenue, 2016-2027
        6.7.2 Turkey E-Sports Market Size, 2016-2027
        6.7.3 Israel E-Sports Market Size, 2016-2027
        6.7.4 Saudi Arabia E-Sports Market Size, 2016-2027
        6.7.5 UAE E-Sports Market Size, 2016-2027
7 Players Profiles
    7.1 Activision Blizzard
        7.1.1 Activision Blizzard Corporate Summary
        7.1.2 Activision Blizzard Business Overview
        7.1.3 Activision Blizzard E-Sports Major Product Offerings
        7.1.4 Activision Blizzard E-Sports Revenue in Global (2016-2021)
        7.1.5 Activision Blizzard Key News
    7.2 Epic Games
        7.2.1 Epic Games Corporate Summary
        7.2.2 Epic Games Business Overview
        7.2.3 Epic Games E-Sports Major Product Offerings
        7.2.4 Epic Games E-Sports Revenue in Global (2016-2021)
        7.2.5 Epic Games Key News
    7.3 Nintendo
        7.3.1 Nintendo Corporate Summary
        7.3.2 Nintendo Business Overview
        7.3.3 Nintendo E-Sports Major Product Offerings
        7.3.4 Nintendo E-Sports Revenue in Global (2016-2021)
        7.3.5 Nintendo Key News
    7.4 Riot Games
        7.4.1 Riot Games Corporate Summary
        7.4.2 Riot Games Business Overview
        7.4.3 Riot Games E-Sports Major Product Offerings
        7.4.4 Riot Games E-Sports Revenue in Global (2016-2021)
        7.4.5 Riot Games Key News
    7.5 Valve Corporation
        7.5.1 Valve Corporation Corporate Summary
        7.5.2 Valve Corporation Business Overview
        7.5.3 Valve Corporation E-Sports Major Product Offerings
        7.5.4 Valve Corporation E-Sports Revenue in Global (2016-2021)
        7.5.5 Valve Corporation Key News
    7.6 Wargaming.Net
        7.6.1 Wargaming.Net Corporate Summary
        7.6.2 Wargaming.Net Business Overview
        7.6.3 Wargaming.Net E-Sports Major Product Offerings
        7.6.4 Wargaming.Net E-Sports Revenue in Global (2016-2021)
        7.6.5 Wargaming.Net Key News
    7.7 EA Sports
        7.7.1 EA Sports Corporate Summary
        7.7.2 EA Sports Business Overview
        7.7.3 EA Sports E-Sports Major Product Offerings
        7.4.4 EA Sports E-Sports Revenue in Global (2016-2021)
        7.7.5 EA Sports Key News
    7.8 Hi-Rez Studios
        7.8.1 Hi-Rez Studios Corporate Summary
        7.8.2 Hi-Rez Studios Business Overview
        7.8.3 Hi-Rez Studios E-Sports Major Product Offerings
        7.8.4 Hi-Rez Studios E-Sports Revenue in Global (2016-2021)
        7.8.5 Hi-Rez Studios Key News
    7.9 Microsoft Studios
        7.9.1 Microsoft Studios Corporate Summary
        7.9.2 Microsoft Studios Business Overview
        7.9.3 Microsoft Studios E-Sports Major Product Offerings
        7.9.4 Microsoft Studios E-Sports Revenue in Global (2016-2021)
        7.9.5 Microsoft Studios Key News
    7.10 Ubisoft Entertainment
        7.10.1 Ubisoft Entertainment Corporate Summary
        7.10.2 Ubisoft Entertainment Business Overview
        7.10.3 Ubisoft Entertainment E-Sports Major Product Offerings
        7.10.4 Ubisoft Entertainment E-Sports Revenue in Global (2016-2021)
        7.10.5 Ubisoft Entertainment Key News
8 Conclusion
9 Appendix
    9.1 Note
    9.2 Examples of Clients
    9.3 Disclaimer
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Frequently Asked Questions
E-Sports Market In Global report offers great insights of the market and consumer data and their interpretation through various figures and graphs. Report has embedded global market and regional market deep analysis through various research methodologies. The report also offers great competitor analysis of the industries and highlights the key aspect of their business like success stories, market development and growth rate.
E-Sports Market In Global report is categorised based on following features:
  1. Global Market Players
  2. Geopolitical regions
  3. Consumer Insights
  4. Technological advancement
  5. Historic and Future Analysis of the Market
E-Sports Market In Global report is designed on the six basic aspects of analysing the market, which covers the SWOT and SWAR analysis like strength, weakness, opportunity, threat, aspirations and results. This methodology helps investors to reach on to the desired and correct decision to put their capital into the market.

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