List of Chapters/Sections(Table Of Content)
1 Study Coverage
1.1 Electronic Sports (eSports) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million) Introduction
1.2 Global Electronic Sports (eSports) Outlook 2017 VS 2022 VS 2028
1.2.1 Global Electronic Sports (eSports) Market Size for the Year 2017-2028
1.2.2 Global Electronic Sports (eSports) Market Size for the Year 2017-2028
1.3 Electronic Sports (eSports) Market Size, United States VS Global, 2017 VS 2022 VS 2028
1.3.1 The Market Share of United States Electronic Sports (eSports) in Global, 2017 VS 2022 VS 2028
1.3.2 The Growth Rate of Electronic Sports (eSports) Market Size, United States VS Global, 2017 VS 2022 VS 2028
1.4 Electronic Sports (eSports) Market Dynamics
1.4.1 Electronic Sports (eSports) Industry Trends
1.4.2 Electronic Sports (eSports) Market Drivers
1.4.3 Electronic Sports (eSports) Market Challenges
1.4.4 Electronic Sports (eSports) Market Restraints
1.5 Study Objectives
1.6 Years Considered
2 Electronic Sports (eSports) by Type
2.1 Electronic Sports (eSports) Market Segment by Type
2.1.1 Media Rights (Subscription & Online Advertisement)
2.1.2 Tickets and Merchandise
2.1.3 Sponsorship & Direct Advertisement
2.1.4 Publisher Fees
2.1.5 Others
2.2 Global Electronic Sports (eSports) Market Size by Type (2017, 2022 & 2028)
2.3 Global Electronic Sports (eSports) Market Size by Type (2017-2028)
2.4 United States Electronic Sports (eSports) Market Size by Type (2017, 2022 & 2028)
2.5 United States Electronic Sports (eSports) Market Size by Type (2017-2028)
3 Electronic Sports (eSports) by Application
3.1 Electronic Sports (eSports) Market Segment by Application
3.1.1 Online
3.1.2 Offline
3.2 Global Electronic Sports (eSports) Market Size by Application (2017, 2022 & 2028)
3.3 Global Electronic Sports (eSports) Market Size by Application (2017-2028)
3.4 United States Electronic Sports (eSports) Market Size by Application (2017, 2022 & 2028)
3.5 United States Electronic Sports (eSports) Market Size by Application (2017-2028)
4 Global Electronic Sports (eSports) Competitor Landscape by Company
4.1 Global Electronic Sports (eSports) Market Size by Company
4.1.1 Top Global Electronic Sports (eSports) Companies Ranked by Revenue (2021)
4.1.2 Global Electronic Sports (eSports) Revenue by Player (2017-2022)
4.2 Global Electronic Sports (eSports) Concentration Ratio (CR)
4.2.1 Electronic Sports (eSports) Market Concentration Ratio (CR) (2017-2022)
4.2.2 Global Top 5 and Top 10 Largest Companies of Electronic Sports (eSports) in 2021
4.2.3 Global Electronic Sports (eSports) Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
4.3 Global Electronic Sports (eSports) Headquarters, Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million) Type
4.3.1 Global Electronic Sports (eSports) Headquarters and Area Served
4.3.2 Global Electronic Sports (eSports) Companies Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million) Type
4.3.3 Date of International Companies Enter into Electronic Sports (eSports) Market
4.4 Companies Mergers & Acquisitions, Expansion Plans
4.5 United States Electronic Sports (eSports) Market Size by Company
4.5.1 Top Electronic Sports (eSports) Players in United States, Ranked by Revenue (2021)
4.5.2 United States Electronic Sports (eSports) Revenue by Players (2020, 2021 & 2022)
5 Global Electronic Sports (eSports) Market Size by Region
5.1 Global Electronic Sports (eSports) Market Size by Region: 2017 VS 2022 VS 2028
5.2 Global Electronic Sports (eSports) Market Size by Region (2017-2028)
5.2.1 Global Electronic Sports (eSports) Market Size by Region: 2017-2022
5.2.2 Global Electronic Sports (eSports) Market Size by Region (2023-2028)
6 Segment in Region Level & Country Level
6.1 North America
6.1.1 North America Electronic Sports (eSports) Market Size YoY Growth 2017-2028
6.1.2 North America Electronic Sports (eSports) Market Facts & Figures by Country (2017, 2022 & 2028)
6.1.3 U.S.
6.1.4 Canada
6.2 Asia-Pacific
6.2.1 Asia-Pacific Electronic Sports (eSports) Market Size YoY Growth 2017-2028
6.2.2 Asia-Pacific Electronic Sports (eSports) Market Facts & Figures by Region (2017, 2022 & 2028)
6.2.3 China
6.2.4 Japan
6.2.5 South Korea
6.2.6 India
6.2.7 Australia
6.2.8 Taiwan
6.2.9 Indonesia
6.2.10 Thailand
6.2.11 Malaysia
6.2.12 Philippines
6.3 Europe
6.3.1 Europe Electronic Sports (eSports) Market Size YoY Growth 2017-2028
6.3.2 Europe Electronic Sports (eSports) Market Facts & Figures by Country (2017, 2022 & 2028)
6.3.3 Germany
6.3.4 France
6.3.5 U.K.
6.3.6 Italy
6.3.7 Russia
6.4 Latin America
6.4.1 Latin America Electronic Sports (eSports) Market Size YoY Growth 2017-2028
6.4.2 Latin America Electronic Sports (eSports) Market Facts & Figures by Country (2017, 2022 & 2028)
6.4.3 Mexico
6.4.4 Brazil
6.4.5 Argentina
6.5 Middle East and Africa
6.5.1 Middle East and Africa Electronic Sports (eSports) Market Size YoY Growth 2017-2028
6.5.2 Middle East and Africa Electronic Sports (eSports) Market Facts & Figures by Country (2017, 2022 & 2028)
6.5.3 Turkey
6.5.4 Saudi Arabia
6.5.5 U.A.E
7 Company Profiles
7.1 Modern Times Group (Sweden)
7.1.1 Modern Times Group (Sweden) Company Details
7.1.2 Modern Times Group (Sweden) Business Overview
7.1.3 Modern Times Group (Sweden) Electronic Sports (eSports) Introduction
7.1.4 Modern Times Group (Sweden) Revenue in Electronic Sports (eSports) Business (2017-2022)
7.1.5 Modern Times Group (Sweden) Recent Development
7.2 Activision Blizzard (US)
7.2.1 Activision Blizzard (US) Company Details
7.2.2 Activision Blizzard (US) Business Overview
7.2.3 Activision Blizzard (US) Electronic Sports (eSports) Introduction
7.2.4 Activision Blizzard (US) Revenue in Electronic Sports (eSports) Business (2017-2022)
7.2.5 Activision Blizzard (US) Recent Development
7.3 FACEIT (UK)
7.3.1 FACEIT (UK) Company Details
7.3.2 FACEIT (UK) Business Overview
7.3.3 FACEIT (UK) Electronic Sports (eSports) Introduction
7.3.4 FACEIT (UK) Revenue in Electronic Sports (eSports) Business (2017-2022)
7.3.5 FACEIT (UK) Recent Development
7.4 Total Entertainment Network (US)
7.4.1 Total Entertainment Network (US) Company Details
7.4.2 Total Entertainment Network (US) Business Overview
7.4.3 Total Entertainment Network (US) Electronic Sports (eSports) Introduction
7.4.4 Total Entertainment Network (US) Revenue in Electronic Sports (eSports) Business (2017-2022)
7.4.5 Total Entertainment Network (US) Recent Development
7.5 Gfinity (UK)
7.5.1 Gfinity (UK) Company Details
7.5.2 Gfinity (UK) Business Overview
7.5.3 Gfinity (UK) Electronic Sports (eSports) Introduction
7.5.4 Gfinity (UK) Revenue in Electronic Sports (eSports) Business (2017-2022)
7.5.5 Gfinity (UK) Recent Development
7.6 Turner Broadcasting System (US)
7.6.1 Turner Broadcasting System (US) Company Details
7.6.2 Turner Broadcasting System (US) Business Overview
7.6.3 Turner Broadcasting System (US) Electronic Sports (eSports) Introduction
7.6.4 Turner Broadcasting System (US) Revenue in Electronic Sports (eSports) Business (2017-2022)
7.6.5 Turner Broadcasting System (US) Recent Development
7.7 CJ Corporation (South Korea)
7.7.1 CJ Corporation (South Korea) Company Details
7.7.2 CJ Corporation (South Korea) Business Overview
7.7.3 CJ Corporation (South Korea) Electronic Sports (eSports) Introduction
7.7.4 CJ Corporation (South Korea) Revenue in Electronic Sports (eSports) Business (2017-2022)
7.7.5 CJ Corporation (South Korea) Recent Development
7.8 Valve Corporation (US)
7.8.1 Valve Corporation (US) Company Details
7.8.2 Valve Corporation (US) Business Overview
7.8.3 Valve Corporation (US) Electronic Sports (eSports) Introduction
7.8.4 Valve Corporation (US) Revenue in Electronic Sports (eSports) Business (2017-2022)
7.8.5 Valve Corporation (US) Recent Development
7.9 Tencent (China)
7.9.1 Tencent (China) Company Details
7.9.2 Tencent (China) Business Overview
7.9.3 Tencent (China) Electronic Sports (eSports) Introduction
7.9.4 Tencent (China) Revenue in Electronic Sports (eSports) Business (2017-2022)
7.9.5 Tencent (China) Recent Development
7.10 Electronic Arts (EA) (US)
7.10.1 Electronic Arts (EA) (US) Company Details
7.10.2 Electronic Arts (EA) (US) Business Overview
7.10.3 Electronic Arts (EA) (US) Electronic Sports (eSports) Introduction
7.10.4 Electronic Arts (EA) (US) Revenue in Electronic Sports (eSports) Business (2017-2022)
7.10.5 Electronic Arts (EA) (US) Recent Development
7.11 Hi-Rez Studios (US)
7.11.1 Hi-Rez Studios (US) Company Details
7.11.2 Hi-Rez Studios (US) Business Overview
7.11.3 Hi-Rez Studios (US) Electronic Sports (eSports) Introduction
7.11.4 Hi-Rez Studios (US) Revenue in Electronic Sports (eSports) Business (2017-2022)
7.11.5 Hi-Rez Studios (US) Recent Development
7.12 KaBuM (Canada)
7.12.1 KaBuM (Canada) Company Details
7.12.2 KaBuM (Canada) Business Overview
7.12.3 KaBuM (Canada) Electronic Sports (eSports) Introduction
7.12.4 KaBuM (Canada) Revenue in Electronic Sports (eSports) Business (2017-2022)
7.12.5 KaBuM (Canada) Recent Development
7.13 Wargaming Public (Cyprus)
7.13.1 Wargaming Public (Cyprus) Company Details
7.13.2 Wargaming Public (Cyprus) Business Overview
7.13.3 Wargaming Public (Cyprus) Electronic Sports (eSports) Introduction
7.13.4 Wargaming Public (Cyprus) Revenue in Electronic Sports (eSports) Business (2017-2022)
7.13.5 Wargaming Public (Cyprus) Recent Development
7.14 Rovio Entertainment (Finland)
7.14.1 Rovio Entertainment (Finland) Company Details
7.14.2 Rovio Entertainment (Finland) Business Overview
7.14.3 Rovio Entertainment (Finland) Electronic Sports (eSports) Introduction
7.14.4 Rovio Entertainment (Finland) Revenue in Electronic Sports (eSports) Business (2017-2022)
7.14.5 Rovio Entertainment (Finland) Recent Development
7.15 GungHo Online Entertainment (Japan)
7.15.1 GungHo Online Entertainment (Japan) Company Details
7.15.2 GungHo Online Entertainment (Japan) Business Overview
7.15.3 GungHo Online Entertainment (Japan) Electronic Sports (eSports) Introduction
7.15.4 GungHo Online Entertainment (Japan) Revenue in Electronic Sports (eSports) Business (2017-2022)
7.15.5 GungHo Online Entertainment (Japan) Recent Development
7.16 Alisports (China)
7.16.1 Alisports (China) Company Details
7.16.2 Alisports (China) Business Overview
7.16.3 Alisports (China) Electronic Sports (eSports) Introduction
7.16.4 Alisports (China) Revenue in Electronic Sports (eSports) Business (2017-2022)
7.16.5 Alisports (China) Recent Development
8 Research Findings and Conclusion
9 Appendix
9.1 Research Methodology
9.1.1 Methodology/Research Approach
9.1.2 Data Source
9.2 Author Details
9.3 Disclaimer