COMPANIES COVERED
FnaticDownload FREE Report Sample
Download Free sampleLeague of Legends World Championship, an annual League of Legends tournament, known for rotating its venues across different major countries and regions each year
Esports (also known as electronic sports, e-sports, or eSports) is a form of competition using video games. Most commonly, esports takes the form of organized, multiplayer video game competitions, particularly between professional players. Although organized online and offline competitions have long been a part of video game culture, these were largely between amateurs until the late 2000s, when participation by professional gamers and spectatorship in these events through live streaming saw a large surge in popularity. By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing toward a professional esports subculture.
eSports Organization Market contains market size and forecasts of eSports Organization in Global, including the following market information:
The global eSports Organization market was valued at million in 2021 and is projected to reach US$ million by 2028, at a CAGR of % during the forecast period.
The U.S. Market is Estimated at $ Million in 2021, While China is Forecast to Reach $ Million by 2028.
LOL Segment to Reach $ Million by 2028, with a % CAGR in next six years.
The global key manufacturers of eSports Organization include Fnatic, C9, SKT, Samsung, RNG, EDG, Invictus, OG and LGD, etc. In 2021, the global top five players have a share approximately % in terms of revenue.
MARKET MONITOR GLOBAL, INC (MMG) has surveyed the eSports Organization companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global eSports Organization Market, by Type, 2017-2022, 2023-2028 ($ millions)
Global eSports Organization Market Segment Percentages, by Type, 2021 (%)
Global eSports Organization Market, by Application, 2017-2022, 2023-2028 ($ millions)
Global eSports Organization Market Segment Percentages, by Application, 2021 (%)
Global eSports Organization Market, By Region and Country, 2017-2022, 2023-2028 ($ Millions)
Global eSports Organization Market Segment Percentages, By Region and Country, 2021 (%)
The report also provides analysis of leading market participants including:
Further, the report presents profiles of competitors in the market, key players include:
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