Market Analysis and Insights: Global eSports Organization Market
The global eSports Organization market size is projected to reach US$ XX million by 2027, from US$ XX million in 2021, at a CAGR of XX% during 2021-2027.
With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global eSports Organization market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global eSports Organization market in terms of revenue.
On the whole, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global eSports Organization market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global eSports Organization market.
Global eSports Organization Scope and Market Size
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League 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.
The global eSports Organization market size is projected to reach US$ million by 2030, from US$ million in 2022, at a CAGR of % during 2023-2030.
Fully considering the economic change by this health crisis, LOL accounting for % of the eSports Organization global market in 2022, is projected to value US$ million by 2030, growing at a revised % CAGR from 2023 to 2030. While Professional segment is altered to an % CAGR throughout this forecast period.
China eSports Organization market size is valued at US$ million in 2022, while the North America and Europe eSports Organization are US$ million and US$ million, severally. The proportion of the North America is % in 2022, while China and Europe are % and respectively, and it is predicted that China proportion will reach % in 2030, trailing a CAGR of % through the analysis period 2023-2030. Japan, South Korea, and Southeast Asia are noteworthy markets in Asia, with CAGR %, %, and % respectively for the next 6-year period. As for the Europe eSports Organization landscape, Germany is projected to reach US$ million by 2030 trailing a CAGR of % over the forecast period 2023-2030.
With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global eSports Organization market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global eSports Organization market in terms of revenue.
Overall, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global eSports Organization market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global eSports Organization market.
Global eSports Organization Scope and Market Size
eSports Organization market is segmented by players, region (country), by Type and by Application. Players, stakeholders, and other participants in the global eSports Organization market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application for the period 2018-2030.
Segment by Type
LOL
PUBG
StarCraft
Fortnite
CS?GO
Other
Segment by Application
Professional
Amateur
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
By Company
Fnatic
C9
SKT
Samsung
RNG
EDG
Invictus
OG
LGD
G2
TSM
CLG
Team Liquid
Echo Fox
100 Thieves
Clutch Gaming
Optic
GGS
Flyquest
Splyce
Misfits
Schalke 04
Counter Logic Gaming
The information for each competitor/Company Profile includes:
Key Indicators Analysed:
The content of the study subjects includes a total of 15 chapters:
Chapter 1, describes eSports Organization product scope, market overview, market opportunities, market driving force, and market risks.
Chapter 2, profiles the top manufacturers of eSports Organization, with price, sales, revenue, and global market share of eSports Organization from 2019 to 2022.
Chapter 3, the eSports Organization competitive situation, sales, revenue, and global market share of top manufacturers are analyzed emphatically by landscape contrast.
Chapter 4, the eSports Organization breakdown data are shown at the regional level, to show the sales, revenue and growth by regions, from 2017 to 2028.
Chapters 5 and 6, to segment the sales by Type and application, with sales market share and growth rate by type, and application, from 2017 to 2028.
Chapters 7, 8, 9, 10, and 11, to break the sales data at the country level, with sales, revenue, and market share for key countries in the world, from 2017 to 2022. and the eSports Organization market forecast, by regions, type, and application, with sales and revenue, from 2023 to 2028.
Chapter 12, the key raw materials and key suppliers, and industry chain of eSports Organization.
Chapter 13, 14, and 15, to describe eSports Organization sales channel, distributors, customers, research findings and conclusion, appendix and data source.
Reasons to Purchase this Report:
Research Methodology:
The research methodology used to estimate and forecast this market begins by capturing the revenues of the key players and their shares in the market. Various secondary sources such as press releases, annual reports, non-profit organizations, industry associations, governmental agencies and customs data, have been used to identify and collect information useful for this extensive commercial study of the market. Calculations based on this led to the overall market size. After arriving at the overall market size, the total market has been split into several segments and subsegments, which have then been verified through primary research by conducting extensive interviews with industry experts such as CEOs, VPs, directors, and executives. The data triangulation and market breakdown procedures have been employed to complete the overall market engineering process and arrive at the exact statistics for all segments and subsegments.
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