Electronic Sports Market
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
List of Tables
Table 1. Electronic Sports (eSports) Market Opportunities & Trends in Global Market
Table 2. Electronic Sports (eSports) Market Drivers in Global Market
Table 3. Electronic Sports (eSports) Market Restraints in Global Market
Table 4. Key Players of Electronic Sports (eSports) in Global Market
Table 5. Top Electronic Sports (eSports) Players in Global Market, Ranking by Revenue (2021)
Table 6. Global Electronic Sports (eSports) Revenue by Companies, (US$, Mn), 2017-2022
Table 7. Global Electronic Sports (eSports) Revenue Share by Companies, 2017-2022
Table 8. Global Companies Electronic Sports (eSports) Product Type
Table 9. List of Global Tier 1 Electronic Sports (eSports) Companies, Revenue (US$, Mn) in 2021 and Market Share
Table 10. List of Global Tier 2 and Tier 3 Electronic Sports (eSports) Companies, Revenue (US$, Mn) in 2021 and Market Share
Table 11. By Type ? Global Electronic Sports (eSports) Revenue, (US$, Mn), 2021 & 2028
Table 12. By Type - Electronic Sports (eSports) Revenue in Global (US$, Mn), 2017-2022
Table 13. By Type - Electronic Sports (eSports) Revenue in Global (US$, Mn), 2023-2028
Table 14. By Application ? Global Electronic Sports (eSports) Revenue, (US$, Mn), 2021 & 2028
Table 15. By Application - Electronic Sports (eSports) Revenue in Global (US$, Mn), 2017-2022
Table 16. By Application - Electronic Sports (eSports) Revenue in Global (US$, Mn), 2023-2028
Table 17. By Region ? Global Electronic Sports (eSports) Revenue, (US$, Mn), 2021 & 2028
Table 18. By Region - Global Electronic Sports (eSports) Revenue (US$, Mn), 2017-2022
Table 19. By Region - Global Electronic Sports (eSports) Revenue (US$, Mn), 2023-2028
Table 20. By Country - North America Electronic Sports (eSports) Revenue, (US$, Mn), 2017-2022
Table 21. By Country - North America Electronic Sports (eSports) Revenue, (US$, Mn), 2023-2028
Table 22. By Country - Europe Electronic Sports (eSports) Revenue, (US$, Mn), 2017-2022
Table 23. By Country - Europe Electronic Sports (eSports) Revenue, (US$, Mn), 2023-2028
Table 24. By Region - Asia Electronic Sports (eSports) Revenue, (US$, Mn), 2017-2022
Table 25. By Region - Asia Electronic Sports (eSports) Revenue, (US$, Mn), 2023-2028
Table 26. By Country - South America Electronic Sports (eSports) Revenue, (US$, Mn), 2017-2022
Table 27. By Country - South America Electronic Sports (eSports) Revenue, (US$, Mn), 2023-2028
Table 28. By Country - Middle East & Africa Electronic Sports (eSports) Revenue, (US$, Mn), 2017-2022
Table 29. By Country - Middle East & Africa Electronic Sports (eSports) Revenue, (US$, Mn), 2023-2028
Table 30. Modern Times Group (Sweden) Corporate Summary
Table 31. Modern Times Group (Sweden) Electronic Sports (eSports) Product Offerings
Table 32. Modern Times Group (Sweden) Electronic Sports (eSports) Revenue (US$, Mn), (2017-2022)
Table 33. Activision Blizzard (US) Corporate Summary
Table 34. Activision Blizzard (US) Electronic Sports (eSports) Product Offerings
Table 35. Activision Blizzard (US) Electronic Sports (eSports) Revenue (US$, Mn), (2017-2022)
Table 36. FACEIT (UK) Corporate Summary
Table 37. FACEIT (UK) Electronic Sports (eSports) Product Offerings
Table 38. FACEIT (UK) Electronic Sports (eSports) Revenue (US$, Mn), (2017-2022)
Table 39. Total Entertainment Network (US) Corporate Summary
Table 40. Total Entertainment Network (US) Electronic Sports (eSports) Product Offerings
Table 41. Total Entertainment Network (US) Electronic Sports (eSports) Revenue (US$, Mn), (2017-2022)
Table 42. Gfinity (UK) Corporate Summary
Table 43. Gfinity (UK) Electronic Sports (eSports) Product Offerings
Table 44. Gfinity (UK) Electronic Sports (eSports) Revenue (US$, Mn), (2017-2022)
Table 45. Turner Broadcasting System (US) Corporate Summary
Table 46. Turner Broadcasting System (US) Electronic Sports (eSports) Product Offerings
Table 47. Turner Broadcasting System (US) Electronic Sports (eSports) Revenue (US$, Mn), (2017-2022)
Table 48. CJ Corporation (South Korea) Corporate Summary
Table 49. CJ Corporation (South Korea) Electronic Sports (eSports) Product Offerings
Table 50. CJ Corporation (South Korea) Electronic Sports (eSports) Revenue (US$, Mn), (2017-2022)
Table 51. Valve Corporation (US) Corporate Summary
Table 52. Valve Corporation (US) Electronic Sports (eSports) Product Offerings
Table 53. Valve Corporation (US) Electronic Sports (eSports) Revenue (US$, Mn), (2017-2022)
Table 54. Tencent (China) Corporate Summary
Table 55. Tencent (China) Electronic Sports (eSports) Product Offerings
Table 56. Tencent (China) Electronic Sports (eSports) Revenue (US$, Mn), (2017-2022)
Table 57. Electronic Arts (EA) (US) Corporate Summary
Table 58. Electronic Arts (EA) (US) Electronic Sports (eSports) Product Offerings
Table 59. Electronic Arts (EA) (US) Electronic Sports (eSports) Revenue (US$, Mn), (2017-2022)
Table 60. Hi-Rez Studios (US) Corporate Summary
Table 61. Hi-Rez Studios (US) Electronic Sports (eSports) Product Offerings
Table 62. Hi-Rez Studios (US) Electronic Sports (eSports) Revenue (US$, Mn), (2017-2022)
Table 63. KaBuM (Canada) Corporate Summary
Table 64. KaBuM (Canada) Electronic Sports (eSports) Product Offerings
Table 65. KaBuM (Canada) Electronic Sports (eSports) Revenue (US$, Mn), (2017-2022)
Table 66. Wargaming Public (Cyprus) Corporate Summary
Table 67. Wargaming Public (Cyprus) Electronic Sports (eSports) Product Offerings
Table 68. Wargaming Public (Cyprus) Electronic Sports (eSports) Revenue (US$, Mn), (2017-2022)
Table 69. Rovio Entertainment (Finland) Corporate Summary
Table 70. Rovio Entertainment (Finland) Electronic Sports (eSports) Product Offerings
Table 71. Rovio Entertainment (Finland) Electronic Sports (eSports) Revenue (US$, Mn), (2017-2022)
Table 72. GungHo Online Entertainment (Japan) Corporate Summary
Table 73. GungHo Online Entertainment (Japan) Electronic Sports (eSports) Product Offerings
Table 74. GungHo Online Entertainment (Japan) Electronic Sports (eSports) Revenue (US$, Mn), (2017-2022)
Table 75. Alisports (China) Corporate Summary
Table 76. Alisports (China) Electronic Sports (eSports) Product Offerings
Table 77. Alisports (China) Electronic Sports (eSports) Revenue (US$, Mn), (2017-2022)
List of Figures
Figure 1. Electronic Sports (eSports) Segment by Type in 2021
Figure 2. Electronic Sports (eSports) Segment by Application in 2021
Figure 3. Global Electronic Sports (eSports) Market Overview: 2020
Figure 4. Key Caveats
Figure 5. Global Electronic Sports (eSports) Market Size: 2021 VS 2028 (US$, Mn)
Figure 6. Global Electronic Sports (eSports) Revenue, 2017-2028 (US$, Mn)
Figure 7. The Top 3 and 5 Players Market Share by Electronic Sports (eSports) Revenue in 2021
Figure 8. By Type - Global Electronic Sports (eSports) Revenue Market Share, 2017-2028
Figure 9. By Application - Global Electronic Sports (eSports) Revenue Market Share, 2017-2028
Figure 10. By Region - Global Electronic Sports (eSports) Revenue Market Share, 2017-2028
Figure 11. By Country - North America Electronic Sports (eSports) Revenue Market Share, 2017-2028
Figure 12. US Electronic Sports (eSports) Revenue, (US$, Mn), 2017-2028
Figure 13. Canada Electronic Sports (eSports) Revenue, (US$, Mn), 2017-2028
Figure 14. Mexico Electronic Sports (eSports) Revenue, (US$, Mn), 2017-2028
Figure 15. By Country - Europe Electronic Sports (eSports) Revenue Market Share, 2017-2028
Figure 16. Germany Electronic Sports (eSports) Revenue, (US$, Mn), 2017-2028
Figure 17. France Electronic Sports (eSports) Revenue, (US$, Mn), 2017-2028
Figure 18. U.K. Electronic Sports (eSports) Revenue, (US$, Mn), 2017-2028
Figure 19. Italy Electronic Sports (eSports) Revenue, (US$, Mn), 2017-2028
Figure 20. Russia Electronic Sports (eSports) Revenue, (US$, Mn), 2017-2028
Figure 21. Nordic Countries Electronic Sports (eSports) Revenue, (US$, Mn), 2017-2028
Figure 22. Benelux Electronic Sports (eSports) Revenue, (US$, Mn), 2017-2028
Figure 23. By Region - Asia Electronic Sports (eSports) Revenue Market Share, 2017-2028
Figure 24. China Electronic Sports (eSports) Revenue, (US$, Mn), 2017-2028
Figure 25. Japan Electronic Sports (eSports) Revenue, (US$, Mn), 2017-2028
Figure 26. South Korea Electronic Sports (eSports) Revenue, (US$, Mn), 2017-2028
Figure 27. Southeast Asia Electronic Sports (eSports) Revenue, (US$, Mn), 2017-2028
Figure 28. India Electronic Sports (eSports) Revenue, (US$, Mn), 2017-2028
Figure 29. By Country - South America Electronic Sports (eSports) Revenue Market Share, 2017-2028
Figure 30. Brazil Electronic Sports (eSports) Revenue, (US$, Mn), 2017-2028
Figure 31. Argentina Electronic Sports (eSports) Revenue, (US$, Mn), 2017-2028
Figure 32. By Country - Middle East & Africa Electronic Sports (eSports) Revenue Market Share, 2017-2028
Figure 33. Turkey Electronic Sports (eSports) Revenue, (US$, Mn), 2017-2028
Figure 34. Israel Electronic Sports (eSports) Revenue, (US$, Mn), 2017-2028
Figure 35. Saudi Arabia Electronic Sports (eSports) Revenue, (US$, Mn), 2017-2028
Figure 36. UAE Electronic Sports (eSports) Revenue, (US$, Mn), 2017-2028
Figure 37. Modern Times Group (Sweden) Electronic Sports (eSports) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 38. Activision Blizzard (US) Electronic Sports (eSports) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 39. FACEIT (UK) Electronic Sports (eSports) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 40. Total Entertainment Network (US) Electronic Sports (eSports) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 41. Gfinity (UK) Electronic Sports (eSports) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 42. Turner Broadcasting System (US) Electronic Sports (eSports) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 43. CJ Corporation (South Korea) Electronic Sports (eSports) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 44. Valve Corporation (US) Electronic Sports (eSports) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 45. Tencent (China) Electronic Sports (eSports) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 46. Electronic Arts (EA) (US) Electronic Sports (eSports) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 47. Hi-Rez Studios (US) Electronic Sports (eSports) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 48. KaBuM (Canada) Electronic Sports (eSports) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 49. Wargaming Public (Cyprus) Electronic Sports (eSports) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 50. Rovio Entertainment (Finland) Electronic Sports (eSports) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 51. GungHo Online Entertainment (Japan) Electronic Sports (eSports) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 52. Alisports (China) Electronic Sports (eSports) Revenue Year Over Year Growth (US$, Mn) & (2017-2022)