List of Chapters/Sections(Table Of Content)
1 Introduction to Research & Analysis Reports
1.1 Electronic Sports (eSports) Market Definition
1.2 Market Segments
1.2.1 Market by Type
1.2.2 Market by Application
1.3 Global Electronic Sports (eSports) 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 Electronic Sports (eSports) Overall Market Size
2.1 Global Electronic Sports (eSports) Market Size: 2021 VS 2028
2.2 Global Electronic Sports (eSports) Market Size, Prospects & Forecasts: 2017-2028
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 Electronic Sports (eSports) Players in Global Market
3.2 Top Global Electronic Sports (eSports) Companies Ranked by Revenue
3.3 Global Electronic Sports (eSports) Revenue by Companies
3.4 Top 3 and Top 5 Electronic Sports (eSports) Companies in Global Market, by Revenue in 2021
3.5 Global Companies Electronic Sports (eSports) Product Type
3.6 Tier 1, Tier 2 and Tier 3 Electronic Sports (eSports) Players in Global Market
3.6.1 List of Global Tier 1 Electronic Sports (eSports) Companies
3.6.2 List of Global Tier 2 and Tier 3 Electronic Sports (eSports) Companies
4 Market Sights by Product
4.1 Overview
4.1.1 by Type - Global Electronic Sports (eSports) Market Size Markets, 2021 & 2028
4.1.2 Media Rights (Subscription & Online Advertisement)
4.1.3 Tickets and Merchandise
4.1.4 Sponsorship & Direct Advertisement
4.1.5 Publisher Fees
4.1.6 Others
4.2 By Type - Global Electronic Sports (eSports) Revenue & Forecasts
4.2.1 By Type - Global Electronic Sports (eSports) Revenue, 2017-2022
4.2.2 By Type - Global Electronic Sports (eSports) Revenue, 2023-2028
4.2.3 By Type - Global Electronic Sports (eSports) Revenue Market Share, 2017-2028
5 Sights by Application
5.1 Overview
5.1.1 By Application - Global Electronic Sports (eSports) Market Size, 2021 & 2028
5.1.2 Online
5.1.3 Offline
5.2 By Application - Global Electronic Sports (eSports) Revenue & Forecasts
5.2.1 By Application - Global Electronic Sports (eSports) Revenue, 2017-2022
5.2.2 By Application - Global Electronic Sports (eSports) Revenue, 2023-2028
5.2.3 By Application - Global Electronic Sports (eSports) Revenue Market Share, 2017-2028
6 Sights by Region
6.1 By Region - Global Electronic Sports (eSports) Market Size, 2021 & 2028
6.2 By Region - Global Electronic Sports (eSports) Revenue & Forecasts
6.2.1 By Region - Global Electronic Sports (eSports) Revenue, 2017-2022
6.2.2 By Region - Global Electronic Sports (eSports) Revenue, 2023-2028
6.2.3 By Region - Global Electronic Sports (eSports) Revenue Market Share, 2017-2028
6.3 North America
6.3.1 By Country - North America Electronic Sports (eSports) Revenue, 2017-2028
6.3.2 US Electronic Sports (eSports) Market Size, 2017-2028
6.3.3 Canada Electronic Sports (eSports) Market Size, 2017-2028
6.3.4 Mexico Electronic Sports (eSports) Market Size, 2017-2028
6.4 Europe
6.4.1 By Country - Europe Electronic Sports (eSports) Revenue, 2017-2028
6.4.2 Germany Electronic Sports (eSports) Market Size, 2017-2028
6.4.3 France Electronic Sports (eSports) Market Size, 2017-2028
6.4.4 U.K. Electronic Sports (eSports) Market Size, 2017-2028
6.4.5 Italy Electronic Sports (eSports) Market Size, 2017-2028
6.4.6 Russia Electronic Sports (eSports) Market Size, 2017-2028
6.4.7 Nordic Countries Electronic Sports (eSports) Market Size, 2017-2028
6.4.8 Benelux Electronic Sports (eSports) Market Size, 2017-2028
6.5 Asia
6.5.1 By Region - Asia Electronic Sports (eSports) Revenue, 2017-2028
6.5.2 China Electronic Sports (eSports) Market Size, 2017-2028
6.5.3 Japan Electronic Sports (eSports) Market Size, 2017-2028
6.5.4 South Korea Electronic Sports (eSports) Market Size, 2017-2028
6.5.5 Southeast Asia Electronic Sports (eSports) Market Size, 2017-2028
6.5.6 India Electronic Sports (eSports) Market Size, 2017-2028
6.6 South America
6.6.1 By Country - South America Electronic Sports (eSports) Revenue, 2017-2028
6.6.2 Brazil Electronic Sports (eSports) Market Size, 2017-2028
6.6.3 Argentina Electronic Sports (eSports) Market Size, 2017-2028
6.7 Middle East & Africa
6.7.1 By Country - Middle East & Africa Electronic Sports (eSports) Revenue, 2017-2028
6.7.2 Turkey Electronic Sports (eSports) Market Size, 2017-2028
6.7.3 Israel Electronic Sports (eSports) Market Size, 2017-2028
6.7.4 Saudi Arabia Electronic Sports (eSports) Market Size, 2017-2028
6.7.5 UAE Electronic Sports (eSports) Market Size, 2017-2028
7 Players Profiles
7.1 Modern Times Group (Sweden)
7.1.1 Modern Times Group (Sweden) Corporate Summary
7.1.2 Modern Times Group (Sweden) Business Overview
7.1.3 Modern Times Group (Sweden) Electronic Sports (eSports) Major Product Offerings
7.1.4 Modern Times Group (Sweden) Electronic Sports (eSports) Revenue in Global Market (2017-2022)
7.1.5 Modern Times Group (Sweden) Key News
7.2 Activision Blizzard (US)
7.2.1 Activision Blizzard (US) Corporate Summary
7.2.2 Activision Blizzard (US) Business Overview
7.2.3 Activision Blizzard (US) Electronic Sports (eSports) Major Product Offerings
7.2.4 Activision Blizzard (US) Electronic Sports (eSports) Revenue in Global Market (2017-2022)
7.2.5 Activision Blizzard (US) Key News
7.3 FACEIT (UK)
7.3.1 FACEIT (UK) Corporate Summary
7.3.2 FACEIT (UK) Business Overview
7.3.3 FACEIT (UK) Electronic Sports (eSports) Major Product Offerings
7.3.4 FACEIT (UK) Electronic Sports (eSports) Revenue in Global Market (2017-2022)
7.3.5 FACEIT (UK) Key News
7.4 Total Entertainment Network (US)
7.4.1 Total Entertainment Network (US) Corporate Summary
7.4.2 Total Entertainment Network (US) Business Overview
7.4.3 Total Entertainment Network (US) Electronic Sports (eSports) Major Product Offerings
7.4.4 Total Entertainment Network (US) Electronic Sports (eSports) Revenue in Global Market (2017-2022)
7.4.5 Total Entertainment Network (US) Key News
7.5 Gfinity (UK)
7.5.1 Gfinity (UK) Corporate Summary
7.5.2 Gfinity (UK) Business Overview
7.5.3 Gfinity (UK) Electronic Sports (eSports) Major Product Offerings
7.5.4 Gfinity (UK) Electronic Sports (eSports) Revenue in Global Market (2017-2022)
7.5.5 Gfinity (UK) Key News
7.6 Turner Broadcasting System (US)
7.6.1 Turner Broadcasting System (US) Corporate Summary
7.6.2 Turner Broadcasting System (US) Business Overview
7.6.3 Turner Broadcasting System (US) Electronic Sports (eSports) Major Product Offerings
7.6.4 Turner Broadcasting System (US) Electronic Sports (eSports) Revenue in Global Market (2017-2022)
7.6.5 Turner Broadcasting System (US) Key News
7.7 CJ Corporation (South Korea)
7.7.1 CJ Corporation (South Korea) Corporate Summary
7.7.2 CJ Corporation (South Korea) Business Overview
7.7.3 CJ Corporation (South Korea) Electronic Sports (eSports) Major Product Offerings
7.7.4 CJ Corporation (South Korea) Electronic Sports (eSports) Revenue in Global Market (2017-2022)
7.7.5 CJ Corporation (South Korea) Key News
7.8 Valve Corporation (US)
7.8.1 Valve Corporation (US) Corporate Summary
7.8.2 Valve Corporation (US) Business Overview
7.8.3 Valve Corporation (US) Electronic Sports (eSports) Major Product Offerings
7.8.4 Valve Corporation (US) Electronic Sports (eSports) Revenue in Global Market (2017-2022)
7.8.5 Valve Corporation (US) Key News
7.9 Tencent (China)
7.9.1 Tencent (China) Corporate Summary
7.9.2 Tencent (China) Business Overview
7.9.3 Tencent (China) Electronic Sports (eSports) Major Product Offerings
7.9.4 Tencent (China) Electronic Sports (eSports) Revenue in Global Market (2017-2022)
7.9.5 Tencent (China) Key News
7.10 Electronic Arts (EA) (US)
7.10.1 Electronic Arts (EA) (US) Corporate Summary
7.10.2 Electronic Arts (EA) (US) Business Overview
7.10.3 Electronic Arts (EA) (US) Electronic Sports (eSports) Major Product Offerings
7.10.4 Electronic Arts (EA) (US) Electronic Sports (eSports) Revenue in Global Market (2017-2022)
7.10.5 Electronic Arts (EA) (US) Key News
7.11 Hi-Rez Studios (US)
7.11.1 Hi-Rez Studios (US) Corporate Summary
7.11.2 Hi-Rez Studios (US) Business Overview
7.11.3 Hi-Rez Studios (US) Electronic Sports (eSports) Major Product Offerings
7.11.4 Hi-Rez Studios (US) Electronic Sports (eSports) Revenue in Global Market (2017-2022)
7.11.5 Hi-Rez Studios (US) Key News
7.12 KaBuM (Canada)
7.12.1 KaBuM (Canada) Corporate Summary
7.12.2 KaBuM (Canada) Business Overview
7.12.3 KaBuM (Canada) Electronic Sports (eSports) Major Product Offerings
7.12.4 KaBuM (Canada) Electronic Sports (eSports) Revenue in Global Market (2017-2022)
7.12.5 KaBuM (Canada) Key News
7.13 Wargaming Public (Cyprus)
7.13.1 Wargaming Public (Cyprus) Corporate Summary
7.13.2 Wargaming Public (Cyprus) Business Overview
7.13.3 Wargaming Public (Cyprus) Electronic Sports (eSports) Major Product Offerings
7.13.4 Wargaming Public (Cyprus) Electronic Sports (eSports) Revenue in Global Market (2017-2022)
7.13.5 Wargaming Public (Cyprus) Key News
7.14 Rovio Entertainment (Finland)
7.14.1 Rovio Entertainment (Finland) Corporate Summary
7.14.2 Rovio Entertainment (Finland) Business Overview
7.14.3 Rovio Entertainment (Finland) Electronic Sports (eSports) Major Product Offerings
7.14.4 Rovio Entertainment (Finland) Electronic Sports (eSports) Revenue in Global Market (2017-2022)
7.14.5 Rovio Entertainment (Finland) Key News
7.15 GungHo Online Entertainment (Japan)
7.15.1 GungHo Online Entertainment (Japan) Corporate Summary
7.15.2 GungHo Online Entertainment (Japan) Business Overview
7.15.3 GungHo Online Entertainment (Japan) Electronic Sports (eSports) Major Product Offerings
7.15.4 GungHo Online Entertainment (Japan) Electronic Sports (eSports) Revenue in Global Market (2017-2022)
7.15.5 GungHo Online Entertainment (Japan) Key News
7.16 Alisports (China)
7.16.1 Alisports (China) Corporate Summary
7.16.2 Alisports (China) Business Overview
7.16.3 Alisports (China) Electronic Sports (eSports) Major Product Offerings
7.16.4 Alisports (China) Electronic Sports (eSports) Revenue in Global Market (2017-2022)
7.16.5 Alisports (China) Key News
8 Conclusion
9 Appendix
9.1 Note
9.2 Examples of Clients
9.3 Disclaimer