Report Cover

Global Electronic Sports (eSports) Market Research Report 2022


Electronic Sports (eSports) market is segmented by players, region (country), by Type and by Application. Players, stakeholders, and other participants in the global Electronic Sports (eSports) 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 2017-2028.
Segment by Type
    Media Rights (Subscription & Online Advertisement)
    Tickets and Merchandise
    Sponsorship & Direct Advertisement
    Publisher Fees
    Others
Segment by Application
    Online
    Offline
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
    Modern Times Group (Sweden)
    Activision Blizzard (US)
    FACEIT (UK)
    Total Entertainment Network (US)
    Gfinity (UK)
    Turner Broadcasting System (US)
    CJ Corporation (South Korea)
    Valve Corporation (US)
    Tencent (China)
    Electronic Arts (EA) (US)
    Hi-Rez Studios (US)
    KaBuM (Canada)
    Wargaming Public (Cyprus)
    Rovio Entertainment (Finland)
    GungHo Online Entertainment (Japan)
    Alisports (China)
1 Report Overview
    1.1 Study Scope
    1.2 Market Analysis by Type
        1.2.1 Global Electronic Sports (eSports) Market Size Growth Rate by Type: 2017 VS 2021 VS 2028
        1.2.2 Media Rights (Subscription & Online Advertisement)
        1.2.3 Tickets and Merchandise
        1.2.4 Sponsorship & Direct Advertisement
        1.2.5 Publisher Fees
        1.2.6 Others
    1.3 Market by Application
        1.3.1 Global Electronic Sports (eSports) Market Share by Application: 2017 VS 2021 VS 2028
        1.3.2 Online
        1.3.3 Offline
    1.4 Study Objectives
    1.5 Years Considered
2 Global Growth Trends
    2.1 Global Electronic Sports (eSports) Market Perspective (2017-2028)
    2.2 Electronic Sports (eSports) Growth Trends by Region
        2.2.1 Electronic Sports (eSports) Market Size by Region: 2017 VS 2021 VS 2028
        2.2.2 Electronic Sports (eSports) Historic Market Size by Region (2017-2022)
        2.2.3 Electronic Sports (eSports) Forecasted Market Size by Region (2023-2028)
    2.3 Electronic Sports (eSports) Market Dynamics
        2.3.1 Electronic Sports (eSports) Industry Trends
        2.3.2 Electronic Sports (eSports) Market Drivers
        2.3.3 Electronic Sports (eSports) Market Challenges
        2.3.4 Electronic Sports (eSports) Market Restraints
3 Competition Landscape by Key Players
    3.1 Global Top Electronic Sports (eSports) Players by Revenue
        3.1.1 Global Top Electronic Sports (eSports) Players by Revenue (2017-2022)
        3.1.2 Global Electronic Sports (eSports) Revenue Market Share by Players (2017-2022)
    3.2 Global Electronic Sports (eSports) Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
    3.3 Players Covered: Ranking by Electronic Sports (eSports) Revenue
    3.4 Global Electronic Sports (eSports) Market Concentration Ratio
        3.4.1 Global Electronic Sports (eSports) Market Concentration Ratio (CR5 and HHI)
        3.4.2 Global Top 10 and Top 5 Companies by Electronic Sports (eSports) Revenue in 2021
    3.5 Electronic Sports (eSports) Key Players Head office and Area Served
    3.6 Key Players Electronic Sports (eSports) Product Solution and Service
    3.7 Date of Enter into Electronic Sports (eSports) Market
    3.8 Mergers & Acquisitions, Expansion Plans
4 Electronic Sports (eSports) Breakdown Data by Type
    4.1 Global Electronic Sports (eSports) Historic Market Size by Type (2017-2022)
    4.2 Global Electronic Sports (eSports) Forecasted Market Size by Type (2023-2028)
5 Electronic Sports (eSports) Breakdown Data by Application
    5.1 Global Electronic Sports (eSports) Historic Market Size by Application (2017-2022)
    5.2 Global Electronic Sports (eSports) Forecasted Market Size by Application (2023-2028)
6 North America
    6.1 North America Electronic Sports (eSports) Market Size (2017-2028)
    6.2 North America Electronic Sports (eSports) Market Size by Country (2017-2022)
    6.3 North America Electronic Sports (eSports) Market Size by Country (2023-2028)
    6.4 United States
    6.5 Canada
7 Europe
    7.1 Europe Electronic Sports (eSports) Market Size (2017-2028)
    7.2 Europe Electronic Sports (eSports) Market Size by Country (2017-2022)
    7.3 Europe Electronic Sports (eSports) Market Size by Country (2023-2028)
    7.4 Germany
    7.5 France
    7.6 U.K.
    7.7 Italy
    7.8 Russia
    7.9 Nordic Countries
8 Asia-Pacific
    8.1 Asia-Pacific Electronic Sports (eSports) Market Size (2017-2028)
    8.2 Asia-Pacific Electronic Sports (eSports) Market Size by Country (2017-2022)
    8.3 Asia-Pacific Electronic Sports (eSports) Market Size by Country (2023-2028)
    8.4 China
    8.5 Japan
    8.6 South Korea
    8.7 Southeast Asia
    8.8 India
    8.9 Australia
9 Latin America
    9.1 Latin America Electronic Sports (eSports) Market Size (2017-2028)
    9.2 Latin America Electronic Sports (eSports) Market Size by Country (2017-2022)
    9.3 Latin America Electronic Sports (eSports) Market Size by Country (2023-2028)
    9.4 Mexico
    9.5 Brazil
10 Middle East & Africa
    10.1 Middle East & Africa Electronic Sports (eSports) Market Size (2017-2028)
    10.2 Middle East & Africa Electronic Sports (eSports) Market Size by Country (2017-2022)
    10.3 Middle East & Africa Electronic Sports (eSports) Market Size by Country (2023-2028)
    10.4 Turkey
    10.5 Saudi Arabia
    10.6 UAE
11 Key Players Profiles
    11.1 Modern Times Group (Sweden)
        11.1.1 Modern Times Group (Sweden) Company Detail
        11.1.2 Modern Times Group (Sweden) Business Overview
        11.1.3 Modern Times Group (Sweden) Electronic Sports (eSports) Introduction
        11.1.4 Modern Times Group (Sweden) Revenue in Electronic Sports (eSports) Business (2017-2022)
        11.1.5 Modern Times Group (Sweden) Recent Development
    11.2 Activision Blizzard (US)
        11.2.1 Activision Blizzard (US) Company Detail
        11.2.2 Activision Blizzard (US) Business Overview
        11.2.3 Activision Blizzard (US) Electronic Sports (eSports) Introduction
        11.2.4 Activision Blizzard (US) Revenue in Electronic Sports (eSports) Business (2017-2022)
        11.2.5 Activision Blizzard (US) Recent Development
    11.3 FACEIT (UK)
        11.3.1 FACEIT (UK) Company Detail
        11.3.2 FACEIT (UK) Business Overview
        11.3.3 FACEIT (UK) Electronic Sports (eSports) Introduction
        11.3.4 FACEIT (UK) Revenue in Electronic Sports (eSports) Business (2017-2022)
        11.3.5 FACEIT (UK) Recent Development
    11.4 Total Entertainment Network (US)
        11.4.1 Total Entertainment Network (US) Company Detail
        11.4.2 Total Entertainment Network (US) Business Overview
        11.4.3 Total Entertainment Network (US) Electronic Sports (eSports) Introduction
        11.4.4 Total Entertainment Network (US) Revenue in Electronic Sports (eSports) Business (2017-2022)
        11.4.5 Total Entertainment Network (US) Recent Development
    11.5 Gfinity (UK)
        11.5.1 Gfinity (UK) Company Detail
        11.5.2 Gfinity (UK) Business Overview
        11.5.3 Gfinity (UK) Electronic Sports (eSports) Introduction
        11.5.4 Gfinity (UK) Revenue in Electronic Sports (eSports) Business (2017-2022)
        11.5.5 Gfinity (UK) Recent Development
    11.6 Turner Broadcasting System (US)
        11.6.1 Turner Broadcasting System (US) Company Detail
        11.6.2 Turner Broadcasting System (US) Business Overview
        11.6.3 Turner Broadcasting System (US) Electronic Sports (eSports) Introduction
        11.6.4 Turner Broadcasting System (US) Revenue in Electronic Sports (eSports) Business (2017-2022)
        11.6.5 Turner Broadcasting System (US) Recent Development
    11.7 CJ Corporation (South Korea)
        11.7.1 CJ Corporation (South Korea) Company Detail
        11.7.2 CJ Corporation (South Korea) Business Overview
        11.7.3 CJ Corporation (South Korea) Electronic Sports (eSports) Introduction
        11.7.4 CJ Corporation (South Korea) Revenue in Electronic Sports (eSports) Business (2017-2022)
        11.7.5 CJ Corporation (South Korea) Recent Development
    11.8 Valve Corporation (US)
        11.8.1 Valve Corporation (US) Company Detail
        11.8.2 Valve Corporation (US) Business Overview
        11.8.3 Valve Corporation (US) Electronic Sports (eSports) Introduction
        11.8.4 Valve Corporation (US) Revenue in Electronic Sports (eSports) Business (2017-2022)
        11.8.5 Valve Corporation (US) Recent Development
    11.9 Tencent (China)
        11.9.1 Tencent (China) Company Detail
        11.9.2 Tencent (China) Business Overview
        11.9.3 Tencent (China) Electronic Sports (eSports) Introduction
        11.9.4 Tencent (China) Revenue in Electronic Sports (eSports) Business (2017-2022)
        11.9.5 Tencent (China) Recent Development
    11.10 Electronic Arts (EA) (US)
        11.10.1 Electronic Arts (EA) (US) Company Detail
        11.10.2 Electronic Arts (EA) (US) Business Overview
        11.10.3 Electronic Arts (EA) (US) Electronic Sports (eSports) Introduction
        11.10.4 Electronic Arts (EA) (US) Revenue in Electronic Sports (eSports) Business (2017-2022)
        11.10.5 Electronic Arts (EA) (US) Recent Development
    11.11 Hi-Rez Studios (US)
        11.11.1 Hi-Rez Studios (US) Company Detail
        11.11.2 Hi-Rez Studios (US) Business Overview
        11.11.3 Hi-Rez Studios (US) Electronic Sports (eSports) Introduction
        11.11.4 Hi-Rez Studios (US) Revenue in Electronic Sports (eSports) Business (2017-2022)
        11.11.5 Hi-Rez Studios (US) Recent Development
    11.12 KaBuM (Canada)
        11.12.1 KaBuM (Canada) Company Detail
        11.12.2 KaBuM (Canada) Business Overview
        11.12.3 KaBuM (Canada) Electronic Sports (eSports) Introduction
        11.12.4 KaBuM (Canada) Revenue in Electronic Sports (eSports) Business (2017-2022)
        11.12.5 KaBuM (Canada) Recent Development
    11.13 Wargaming Public (Cyprus)
        11.13.1 Wargaming Public (Cyprus) Company Detail
        11.13.2 Wargaming Public (Cyprus) Business Overview
        11.13.3 Wargaming Public (Cyprus) Electronic Sports (eSports) Introduction
        11.13.4 Wargaming Public (Cyprus) Revenue in Electronic Sports (eSports) Business (2017-2022)
        11.13.5 Wargaming Public (Cyprus) Recent Development
    11.14 Rovio Entertainment (Finland)
        11.14.1 Rovio Entertainment (Finland) Company Detail
        11.14.2 Rovio Entertainment (Finland) Business Overview
        11.14.3 Rovio Entertainment (Finland) Electronic Sports (eSports) Introduction
        11.14.4 Rovio Entertainment (Finland) Revenue in Electronic Sports (eSports) Business (2017-2022)
        11.14.5 Rovio Entertainment (Finland) Recent Development
    11.15 GungHo Online Entertainment (Japan)
        11.15.1 GungHo Online Entertainment (Japan) Company Detail
        11.15.2 GungHo Online Entertainment (Japan) Business Overview
        11.15.3 GungHo Online Entertainment (Japan) Electronic Sports (eSports) Introduction
        11.15.4 GungHo Online Entertainment (Japan) Revenue in Electronic Sports (eSports) Business (2017-2022)
        11.15.5 GungHo Online Entertainment (Japan) Recent Development
    11.16 Alisports (China)
        11.16.1 Alisports (China) Company Detail
        11.16.2 Alisports (China) Business Overview
        11.16.3 Alisports (China) Electronic Sports (eSports) Introduction
        11.16.4 Alisports (China) Revenue in Electronic Sports (eSports) Business (2017-2022)
        11.16.5 Alisports (China) Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
    13.1 Research Methodology
        13.1.1 Methodology/Research Approach
        13.1.2 Data Source
    13.2 Disclaimer
    13.3 Author Details

List of Tables Table 1. Global Electronic Sports (eSports) Market Size Growth Rate by Type (US$ Million): 2017 VS 2021 VS 2028 Table 2. Key Players of Media Rights (Subscription & Online Advertisement) Table 3. Key Players of Tickets and Merchandise Table 4. Key Players of Sponsorship & Direct Advertisement Table 5. Key Players of Publisher Fees Table 6. Key Players of Others Table 7. Global Electronic Sports (eSports) Market Size Growth by Application (US$ Million): 2017 VS 2021 VS 2028 Table 8. Global Electronic Sports (eSports) Market Size by Region (US$ Million): 2017 VS 2021 VS 2028 Table 9. Global Electronic Sports (eSports) Market Size by Region (2017-2022) & (US$ Million) Table 10. Global Electronic Sports (eSports) Market Share by Region (2017-2022) Table 11. Global Electronic Sports (eSports) Forecasted Market Size by Region (2023-2028) & (US$ Million) Table 12. Global Electronic Sports (eSports) Market Share by Region (2023-2028) Table 13. Electronic Sports (eSports) Market Trends Table 14. Electronic Sports (eSports) Market Drivers Table 15. Electronic Sports (eSports) Market Challenges Table 16. Electronic Sports (eSports) Market Restraints Table 17. Global Electronic Sports (eSports) Revenue by Players (2017-2022) & (US$ Million) Table 18. Global Electronic Sports (eSports) Market Share by Players (2017-2022) Table 19. Global Top Electronic Sports (eSports) Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Electronic Sports (eSports) as of 2021) Table 20. Ranking of Global Top Electronic Sports (eSports) Companies by Revenue (US$ Million) in 2021 Table 21. Global 5 Largest Players Market Share by Electronic Sports (eSports) Revenue (CR5 and HHI) & (2017-2022) Table 22. Key Players Headquarters and Area Served Table 23. Key Players Electronic Sports (eSports) Product Solution and Service Table 24. Date of Enter into Electronic Sports (eSports) Market Table 25. Mergers & Acquisitions, Expansion Plans Table 26. Global Electronic Sports (eSports) Market Size by Type (2017-2022) & (US$ Million) Table 27. Global Electronic Sports (eSports) Revenue Market Share by Type (2017-2022) Table 28. Global Electronic Sports (eSports) Forecasted Market Size by Type (2023-2028) & (US$ Million) Table 29. Global Electronic Sports (eSports) Revenue Market Share by Type (2023-2028) Table 30. Global Electronic Sports (eSports) Market Size by Application (2017-2022) & (US$ Million) Table 31. Global Electronic Sports (eSports) Revenue Market Share by Application (2017-2022) Table 32. Global Electronic Sports (eSports) Forecasted Market Size by Application (2023-2028) & (US$ Million) Table 33. Global Electronic Sports (eSports) Revenue Market Share by Application (2023-2028) Table 34. North America Electronic Sports (eSports) Market Size by Country (2017-2022) & (US$ Million) Table 35. North America Electronic Sports (eSports) Market Size by Country (2023-2028) & (US$ Million) Table 36. Europe Electronic Sports (eSports) Market Size by Country (2017-2022) & (US$ Million) Table 37. Europe Electronic Sports (eSports) Market Size by Country (2023-2028) & (US$ Million) Table 38. Asia-Pacific Electronic Sports (eSports) Market Size by Region (2017-2022) & (US$ Million) Table 39. Asia-Pacific Electronic Sports (eSports) Market Size by Region (2023-2028) & (US$ Million) Table 40. Latin America Electronic Sports (eSports) Market Size by Country (2017-2022) & (US$ Million) Table 41. Latin America Electronic Sports (eSports) Market Size by Country (2023-2028) & (US$ Million) Table 42. Middle East & Africa Electronic Sports (eSports) Market Size by Country (2017-2022) & (US$ Million) Table 43. Middle East & Africa Electronic Sports (eSports) Market Size by Country (2023-2028) & (US$ Million) Table 44. Modern Times Group (Sweden) Company Detail Table 45. Modern Times Group (Sweden) Business Overview Table 46. Modern Times Group (Sweden) Electronic Sports (eSports) Product Table 47. Modern Times Group (Sweden) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million) Table 48. Modern Times Group (Sweden) Recent Development Table 49. Activision Blizzard (US) Company Detail Table 50. Activision Blizzard (US) Business Overview Table 51. Activision Blizzard (US) Electronic Sports (eSports) Product Table 52. Activision Blizzard (US) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million) Table 53. Activision Blizzard (US) Recent Development Table 54. FACEIT (UK) Company Detail Table 55. FACEIT (UK) Business Overview Table 56. FACEIT (UK) Electronic Sports (eSports) Product Table 57. FACEIT (UK) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million) Table 58. FACEIT (UK) Recent Development Table 59. Total Entertainment Network (US) Company Detail Table 60. Total Entertainment Network (US) Business Overview Table 61. Total Entertainment Network (US) Electronic Sports (eSports) Product Table 62. Total Entertainment Network (US) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million) Table 63. Total Entertainment Network (US) Recent Development Table 64. Gfinity (UK) Company Detail Table 65. Gfinity (UK) Business Overview Table 66. Gfinity (UK) Electronic Sports (eSports) Product Table 67. Gfinity (UK) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million) Table 68. Gfinity (UK) Recent Development Table 69. Turner Broadcasting System (US) Company Detail Table 70. Turner Broadcasting System (US) Business Overview Table 71. Turner Broadcasting System (US) Electronic Sports (eSports) Product Table 72. Turner Broadcasting System (US) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million) Table 73. Turner Broadcasting System (US) Recent Development Table 74. CJ Corporation (South Korea) Company Detail Table 75. CJ Corporation (South Korea) Business Overview Table 76. CJ Corporation (South Korea) Electronic Sports (eSports) Product Table 77. CJ Corporation (South Korea) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million) Table 78. CJ Corporation (South Korea) Recent Development Table 79. Valve Corporation (US) Company Detail Table 80. Valve Corporation (US) Business Overview Table 81. Valve Corporation (US) Electronic Sports (eSports) Product Table 82. Valve Corporation (US) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million) Table 83. Valve Corporation (US) Recent Development Table 84. Tencent (China) Company Detail Table 85. Tencent (China) Business Overview Table 86. Tencent (China) Electronic Sports (eSports) Product Table 87. Tencent (China) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million) Table 88. Tencent (China) Recent Development Table 89. Electronic Arts (EA) (US) Company Detail Table 90. Electronic Arts (EA) (US) Business Overview Table 91. Electronic Arts (EA) (US) Electronic Sports (eSports) Product Table 92. Electronic Arts (EA) (US) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million) Table 93. Electronic Arts (EA) (US) Recent Development Table 94. Hi-Rez Studios (US) Company Detail Table 95. Hi-Rez Studios (US) Business Overview Table 96. Hi-Rez Studios (US) Electronic Sports (eSports)Product Table 97. Hi-Rez Studios (US) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million) Table 98. Hi-Rez Studios (US) Recent Development Table 99. KaBuM (Canada) Company Detail Table 100. KaBuM (Canada) Business Overview Table 101. KaBuM (Canada) Electronic Sports (eSports)Product Table 102. KaBuM (Canada) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million) Table 103. KaBuM (Canada) Recent Development Table 104. Wargaming Public (Cyprus) Company Detail Table 105. Wargaming Public (Cyprus) Business Overview Table 106. Wargaming Public (Cyprus) Electronic Sports (eSports)Product Table 107. Wargaming Public (Cyprus) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million) Table 108. Wargaming Public (Cyprus) Recent Development Table 109. Rovio Entertainment (Finland) Company Detail Table 110. Rovio Entertainment (Finland) Business Overview Table 111. Rovio Entertainment (Finland) Electronic Sports (eSports)Product Table 112. Rovio Entertainment (Finland) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million) Table 113. Rovio Entertainment (Finland) Recent Development Table 114. GungHo Online Entertainment (Japan) Company Detail Table 115. GungHo Online Entertainment (Japan) Business Overview Table 116. GungHo Online Entertainment (Japan) Electronic Sports (eSports)Product Table 117. GungHo Online Entertainment (Japan) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million) Table 118. GungHo Online Entertainment (Japan) Recent Development Table 119. Alisports (China) Company Detail Table 120. Alisports (China) Business Overview Table 121. Alisports (China) Electronic Sports (eSports)Product Table 122. Alisports (China) Revenue in Electronic Sports (eSports) Business (2017-2022) & (US$ Million) Table 123. Alisports (China) Recent Development Table 124. Research Programs/Design for This Report Table 125. Key Data Information from Secondary Sources Table 126. Key Data Information from Primary Sources List of Figures Figure 1. Global Electronic Sports (eSports) Market Share by Type: 2021 VS 2028 Figure 2. Media Rights (Subscription & Online Advertisement) Features Figure 3. Tickets and Merchandise Features Figure 4. Sponsorship & Direct Advertisement Features Figure 5. Publisher Fees Features Figure 6. Others Features Figure 7. Global Electronic Sports (eSports) Market Share by Application in 2021 & 2028 Figure 8. Online Case Studies Figure 9. Offline Case Studies Figure 10. Electronic Sports (eSports) Report Years Considered Figure 11. Global Electronic Sports (eSports) Market Size (US$ Million), Year-over-Year: 2017-2028 Figure 12. Global Electronic Sports (eSports) Market Size, (US$ Million), 2017 VS 2021 VS 2028 Figure 13. Global Electronic Sports (eSports) Market Share by Region: 2021 VS 2028 Figure 14. Global Electronic Sports (eSports) Market Share by Players in 2021 Figure 15. Global Top Electronic Sports (eSports) Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Electronic Sports (eSports) as of 2021) Figure 16. The Top 10 and 5 Players Market Share by Electronic Sports (eSports) Revenue in 2021 Figure 17. North America Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million) Figure 18. North America Electronic Sports (eSports) Market Share by Country (2017-2028) Figure 19. United States Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million) Figure 20. Canada Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million) Figure 21. Europe Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million) Figure 22. Europe Electronic Sports (eSports) Market Share by Country (2017-2028) Figure 23. Germany Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million) Figure 24. France Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million) Figure 25. U.K. Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million) Figure 26. Italy Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million) Figure 27. Russia Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million) Figure 28. Nordic Countries Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million) Figure 29. Asia-Pacific Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million) Figure 30. Asia-Pacific Electronic Sports (eSports) Market Share by Region (2017-2028) Figure 31. China Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million) Figure 32. Japan Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million) Figure 33. South Korea Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million) Figure 34. Southeast Asia Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million) Figure 35. India Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million) Figure 36. Australia Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million) Figure 37. Latin America Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million) Figure 38. Latin America Electronic Sports (eSports) Market Share by Country (2017-2028) Figure 39. Mexico Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million) Figure 40. Brazil Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million) Figure 41. Middle East & Africa Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million) Figure 42. Middle East & Africa Electronic Sports (eSports) Market Share by Country (2017-2028) Figure 43. Turkey Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million) Figure 44. Saudi Arabia Electronic Sports (eSports) Market Size YoY Growth (2017-2028) & (US$ Million) Figure 45. Modern Times Group (Sweden) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022) Figure 46. Activision Blizzard (US) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022) Figure 47. FACEIT (UK) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022) Figure 48. Total Entertainment Network (US) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022) Figure 49. Gfinity (UK) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022) Figure 50. Turner Broadcasting System (US) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022) Figure 51. CJ Corporation (South Korea) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022) Figure 52. Valve Corporation (US) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022) Figure 53. Tencent (China) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022) Figure 54. Electronic Arts (EA) (US) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022) Figure 55. Hi-Rez Studios (US) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022) Figure 56. KaBuM (Canada) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022) Figure 57. Wargaming Public (Cyprus) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022) Figure 58. Rovio Entertainment (Finland) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022) Figure 59. GungHo Online Entertainment (Japan) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022) Figure 60. Alisports (China) Revenue Growth Rate in Electronic Sports (eSports) Business (2017-2022) Figure 61. Bottom-up and Top-down Approaches for This Report Figure 62. Data Triangulation Figure 63. Key Executives Interviewed

This research study involved the extensive usage of both primary and secondary data sources.  The research process involved the study of various factors affecting the industry, including the government policy, market environment, competitive landscape, historical data, present trends in the market, technological innovation, upcoming technologies and the technical progress in related industry, and market risks, opportunities, market barriers and challenges. Top-down and bottom-up approaches are used to validate the global market size market and estimate the market size for manufacturers, regions segments, product segments and applications (end users). All possible factors that influence the markets included in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data. The market size for top-level markets and sub-segments is normalized, and the effect of inflation, economic downturns, and regulatory & policy changes or other factors are not accounted for in the market forecast. This data is combined and added with detailed inputs and analysis from QYResearch and presented in this report.
 

After complete market engineering with calculations for market statistics; market size estimations; market forecasting; market breakdown; and data triangulation, extensive primary research was conducted to gather information and verify and validate the critical numbers arrived at. In the complete market engineering process, both top-down and bottom-up approaches were extensively used, along with several data triangulation methods, to perform market estimation and market forecasting for the overall market segments and sub segments listed in this report. Extensive qualitative and further quantitative analysis is also done from all the numbers arrived at in the complete market engineering process to list key information throughout the report.
 

Secondary Sources occupies Approximately 25% of Sources, such as press releases, annual reports, Non-Profit organizations, industry associations, governmental agencies and customs data, and so on; This research study involved the usage of widespread secondary sources; directories; databases such as Bloomberg Business, Wind Info, Hoovers, Factiva (Dow Jones & Company), TRADING ECONOMICS, and avention; Investing News Network; statista; Federal Reserve Economic Data; annual reports; BIS Statistics; ICIS; company house documents; CAS(American Chemical Society); investor presentations; and SEC filings of companies. Secondary research was used to identify and collect information useful for the extensive, technical, market-oriented, and commercial study of the Light Aircraft market. It was also used to obtain important information about the top players, market classification and segmentation according to industry trends to the bottom-most level, and key developments related to market and technology perspectives.
 

In the primary research process, various sources from both the supply and demand sides were interviewed to obtain qualitative and quantitative information for this report. The primary sources from the supply side include product manufacturers (and their competitors), opinion leaders, industry experts, research institutions, distributors, dealer and traders, as well as the raw materials suppliers and producers etc.
 

The primary sources from the demand side include industry experts such as business leaders, marketing and sales directors, technology and innovation directors, supply chain executive, end users (product buyers), and related key executives from various key companies and organizations operating in the global market.
 

Primary research was conducted to identify segmentation types, product price range, product applications, key players, raw materials supply and the downstream demand, industry status and outlook, and key market dynamics such as risks, influence factors, opportunities, market barriers, industry trends, and key player strategies.
 

Publisher: QY Research
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