List of Chapters/Sections(Table Of Content)
1 Study Coverage
1.1 eSports Organization Revenue in eSports Organization Business (2017-2022) & (US$ Million) Introduction
1.2 Global eSports Organization Outlook 2017 VS 2022 VS 2028
1.2.1 Global eSports Organization Market Size for the Year 2017-2028
1.2.2 Global eSports Organization Market Size for the Year 2017-2028
1.3 eSports Organization Market Size, United States VS Global, 2017 VS 2022 VS 2028
1.3.1 The Market Share of United States eSports Organization in Global, 2017 VS 2022 VS 2028
1.3.2 The Growth Rate of eSports Organization Market Size, United States VS Global, 2017 VS 2022 VS 2028
1.4 eSports Organization Market Dynamics
1.4.1 eSports Organization Industry Trends
1.4.2 eSports Organization Market Drivers
1.4.3 eSports Organization Market Challenges
1.4.4 eSports Organization Market Restraints
1.5 Study Objectives
1.6 Years Considered
2 eSports Organization by Type
2.1 eSports Organization Market Segment by Type
2.1.1 LOL
2.1.2 PUBG
2.1.3 StarCraft
2.1.4 Fortnite
2.1.5 CS?GO
2.1.6 Other
2.2 Global eSports Organization Market Size by Type (2017, 2022 & 2028)
2.3 Global eSports Organization Market Size by Type (2017-2028)
2.4 United States eSports Organization Market Size by Type (2017, 2022 & 2028)
2.5 United States eSports Organization Market Size by Type (2017-2028)
3 eSports Organization by Application
3.1 eSports Organization Market Segment by Application
3.1.1 Professional
3.1.2 Amateur
3.2 Global eSports Organization Market Size by Application (2017, 2022 & 2028)
3.3 Global eSports Organization Market Size by Application (2017-2028)
3.4 United States eSports Organization Market Size by Application (2017, 2022 & 2028)
3.5 United States eSports Organization Market Size by Application (2017-2028)
4 Global eSports Organization Competitor Landscape by Company
4.1 Global eSports Organization Market Size by Company
4.1.1 Top Global eSports Organization Companies Ranked by Revenue (2021)
4.1.2 Global eSports Organization Revenue by Player (2017-2022)
4.2 Global eSports Organization Concentration Ratio (CR)
4.2.1 eSports Organization Market Concentration Ratio (CR) (2017-2022)
4.2.2 Global Top 5 and Top 10 Largest Companies of eSports Organization in 2021
4.2.3 Global eSports Organization Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
4.3 Global eSports Organization Headquarters, Revenue in eSports Organization Business (2017-2022) & (US$ Million) Type
4.3.1 Global eSports Organization Headquarters and Area Served
4.3.2 Global eSports Organization Companies Revenue in eSports Organization Business (2017-2022) & (US$ Million) Type
4.3.3 Date of International Companies Enter into eSports Organization Market
4.4 Companies Mergers & Acquisitions, Expansion Plans
4.5 United States eSports Organization Market Size by Company
4.5.1 Top eSports Organization Players in United States, Ranked by Revenue (2021)
4.5.2 United States eSports Organization Revenue by Players (2020, 2021 & 2022)
5 Global eSports Organization Market Size by Region
5.1 Global eSports Organization Market Size by Region: 2017 VS 2022 VS 2028
5.2 Global eSports Organization Market Size by Region (2017-2028)
5.2.1 Global eSports Organization Market Size by Region: 2017-2022
5.2.2 Global eSports Organization Market Size by Region (2023-2028)
6 Segment in Region Level & Country Level
6.1 North America
6.1.1 North America eSports Organization Market Size YoY Growth 2017-2028
6.1.2 North America eSports Organization 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 eSports Organization Market Size YoY Growth 2017-2028
6.2.2 Asia-Pacific eSports Organization 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 eSports Organization Market Size YoY Growth 2017-2028
6.3.2 Europe eSports Organization 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 eSports Organization Market Size YoY Growth 2017-2028
6.4.2 Latin America eSports Organization 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 eSports Organization Market Size YoY Growth 2017-2028
6.5.2 Middle East and Africa eSports Organization 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 Fnatic
7.1.1 Fnatic Company Details
7.1.2 Fnatic Business Overview
7.1.3 Fnatic eSports Organization Introduction
7.1.4 Fnatic Revenue in eSports Organization Business (2017-2022)
7.1.5 Fnatic Recent Development
7.2 C9
7.2.1 C9 Company Details
7.2.2 C9 Business Overview
7.2.3 C9 eSports Organization Introduction
7.2.4 C9 Revenue in eSports Organization Business (2017-2022)
7.2.5 C9 Recent Development
7.3 SKT
7.3.1 SKT Company Details
7.3.2 SKT Business Overview
7.3.3 SKT eSports Organization Introduction
7.3.4 SKT Revenue in eSports Organization Business (2017-2022)
7.3.5 SKT Recent Development
7.4 Samsung
7.4.1 Samsung Company Details
7.4.2 Samsung Business Overview
7.4.3 Samsung eSports Organization Introduction
7.4.4 Samsung Revenue in eSports Organization Business (2017-2022)
7.4.5 Samsung Recent Development
7.5 RNG
7.5.1 RNG Company Details
7.5.2 RNG Business Overview
7.5.3 RNG eSports Organization Introduction
7.5.4 RNG Revenue in eSports Organization Business (2017-2022)
7.5.5 RNG Recent Development
7.6 EDG
7.6.1 EDG Company Details
7.6.2 EDG Business Overview
7.6.3 EDG eSports Organization Introduction
7.6.4 EDG Revenue in eSports Organization Business (2017-2022)
7.6.5 EDG Recent Development
7.7 Invictus
7.7.1 Invictus Company Details
7.7.2 Invictus Business Overview
7.7.3 Invictus eSports Organization Introduction
7.7.4 Invictus Revenue in eSports Organization Business (2017-2022)
7.7.5 Invictus Recent Development
7.8 OG
7.8.1 OG Company Details
7.8.2 OG Business Overview
7.8.3 OG eSports Organization Introduction
7.8.4 OG Revenue in eSports Organization Business (2017-2022)
7.8.5 OG Recent Development
7.9 LGD
7.9.1 LGD Company Details
7.9.2 LGD Business Overview
7.9.3 LGD eSports Organization Introduction
7.9.4 LGD Revenue in eSports Organization Business (2017-2022)
7.9.5 LGD Recent Development
7.10 G2
7.10.1 G2 Company Details
7.10.2 G2 Business Overview
7.10.3 G2 eSports Organization Introduction
7.10.4 G2 Revenue in eSports Organization Business (2017-2022)
7.10.5 G2 Recent Development
7.11 TSM
7.11.1 TSM Company Details
7.11.2 TSM Business Overview
7.11.3 TSM eSports Organization Introduction
7.11.4 TSM Revenue in eSports Organization Business (2017-2022)
7.11.5 TSM Recent Development
7.12 CLG
7.12.1 CLG Company Details
7.12.2 CLG Business Overview
7.12.3 CLG eSports Organization Introduction
7.12.4 CLG Revenue in eSports Organization Business (2017-2022)
7.12.5 CLG Recent Development
7.13 Team Liquid
7.13.1 Team Liquid Company Details
7.13.2 Team Liquid Business Overview
7.13.3 Team Liquid eSports Organization Introduction
7.13.4 Team Liquid Revenue in eSports Organization Business (2017-2022)
7.13.5 Team Liquid Recent Development
7.14 Echo Fox
7.14.1 Echo Fox Company Details
7.14.2 Echo Fox Business Overview
7.14.3 Echo Fox eSports Organization Introduction
7.14.4 Echo Fox Revenue in eSports Organization Business (2017-2022)
7.14.5 Echo Fox Recent Development
7.15 100 Thieves
7.15.1 100 Thieves Company Details
7.15.2 100 Thieves Business Overview
7.15.3 100 Thieves eSports Organization Introduction
7.15.4 100 Thieves Revenue in eSports Organization Business (2017-2022)
7.15.5 100 Thieves Recent Development
7.16 Clutch Gaming
7.16.1 Clutch Gaming Company Details
7.16.2 Clutch Gaming Business Overview
7.16.3 Clutch Gaming eSports Organization Introduction
7.16.4 Clutch Gaming Revenue in eSports Organization Business (2017-2022)
7.16.5 Clutch Gaming Recent Development
7.17 Optic
7.17.1 Optic Company Details
7.17.2 Optic Business Overview
7.17.3 Optic eSports Organization Introduction
7.17.4 Optic Revenue in eSports Organization Business (2017-2022)
7.17.5 Optic Recent Development
7.18 GGS
7.18.1 GGS Company Details
7.18.2 GGS Business Overview
7.18.3 GGS eSports Organization Introduction
7.18.4 GGS Revenue in eSports Organization Business (2017-2022)
7.18.5 GGS Recent Development
7.19 Flyquest
7.19.1 Flyquest Company Details
7.19.2 Flyquest Business Overview
7.19.3 Flyquest eSports Organization Introduction
7.19.4 Flyquest Revenue in eSports Organization Business (2017-2022)
7.19.5 Flyquest Recent Development
7.20 Splyce
7.20.1 Splyce Company Details
7.20.2 Splyce Business Overview
7.20.3 Splyce eSports Organization Introduction
7.20.4 Splyce Revenue in eSports Organization Business (2017-2022)
7.20.5 Splyce Recent Development
7.21 Misfits
7.21.1 Misfits Company Details
7.21.2 Misfits Business Overview
7.21.3 Misfits eSports Organization Introduction
7.21.4 Misfits Revenue in eSports Organization Business (2017-2022)
7.21.5 Misfits Recent Development
7.22 Schalke 04
7.22.1 Schalke 04 Company Details
7.22.2 Schalke 04 Business Overview
7.22.3 Schalke 04 eSports Organization Introduction
7.22.4 Schalke 04 Revenue in eSports Organization Business (2017-2022)
7.22.5 Schalke 04 Recent Development
7.23 Counter Logic Gaming
7.23.1 Counter Logic Gaming Company Details
7.23.2 Counter Logic Gaming Business Overview
7.23.3 Counter Logic Gaming eSports Organization Introduction
7.23.4 Counter Logic Gaming Revenue in eSports Organization Business (2017-2022)
7.23.5 Counter Logic Gaming 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