Global Esports (egames) Market Report 2023

  • At the beginning of 2020, COVID-19 disease began to spread around the world, millions of people worldwide were infected with COVID-19 disease, and major countries around the world have implemented foot prohibitions and work stoppage orders. Except for the medical supplies and life support products industries, most industries have been greatly impacted, and Esports (egames) industries have also been greatly affected.

    In the past few years, the Esports (egames) market experienced a growth of xx, the global market size of Esports (egames) reached xx million $ in 2020, of what is about xx million $ in 2015.

    From 2015 to 2019, the growth rate of global Esports (egames) market size was in the range of xxx%. At the end of 2019, COVID-19 began to erupt in China, Due to the huge decrease of global economy; we forecast the growth rate of global economy will show a decrease of about 4%, due to this reason, Esports (egames) market size in 2020 will be xx with a growth rate of xxx%. This is xxx percentage points lower than in previous years.

    As of the date of the report, there have been more than 20 million confirmed cases of CVOID-19 worldwide, and the epidemic has not been effectively controlled. Therefore, We predict that the global epidemic will be basically controlled by the end of 2020 and the global Esports (egames) market size will reach xx million $ in 2025, with a CAGR of xxx% between 2020-2025.

    This Report covers the Major Players’ data, including: shipment, revenue, gross profit, interview record, business distribution etc., these data help the consumer know about the competitors better. This report also covers all the regions and countries of the world, which shows a regional development status, including market size.

    Besides, the report also covers segment data, including: type segment, industry segment, channel segment etc. cover different segment market size. Also cover different industries clients’ information, which is very important for the Major Players. If you need more information, please contact us

    Section 1: Free——Definition

    Section (2 3): 1200 USD——Major Player Detail

    Modern Times Group (Sweden)

    Activision Blizzard

    FACEIT

    Total Entertainment Network (US)

    Gfinity

    Turner Broadcasting System (US)

    CJ Corporation

    Valve Corporation

    Tencent

    Electronic Arts

    Hi-Rez Studios

    KaBuM

    Wargaming

    Rovio Entertainment (Finland)

    GungHo Online Entertainment (Japan)

    Alisports (Alibaba Group)

    EA Sports

    Epic Games

    Nintendo

    Riot Games

    Microsoft Studios

    Section 4: 900 USD——Region Segmentation

    North America Country (United States, Canada)

    South America

    Asia Country (China, Japan, India, Korea)

    Europe Country (Germany, UK, France, Italy)

    Other Country (Middle East, Africa, GCC)

    Section (5 6 7): 500 USD——

    Type Segmentation (By Game, Multiplayer Online Battle Arena (MOBA), First-Person Shooter (FPS), Real-Time Strategy (RTS), By Revenue Stream/Media (Subscription And Online Advertising)/Tickets And Merchandise/Sponsorship And Direct Advertising/Publisher Fee)

    Industry Segmentation (Amateur Players, Professional Players, Club, Associations And Organizations, Other)

    Channel (Direct Sales, Distributor) Segmentation

    Section 8: 400 USD——Trend (2020-2025)

    Section 9: 300 USD—— Type Detail

    Section 10: 700 USD——Downstream Consumer

    Section 11: 200 USD——Cost Structure

    Section 12: 500 USD——Conclusion

     

  • With tables and figures helping analyze worldwide Global Esports (egames) market, this research provides key statistics on the state of the industry and is a valuable source of guidance and direction for companies and individuals interested in the market.

    Section 1 Esports (egames) Definition
    Section 2 Global Esports (egames) Market Major Player Share and Market Overview

    2.1 Global Major Player Esports (egames) Business Revenue

    2.2 Global Esports (egames) Market Overview

    2.3 COVID-19 Impact on Esports (egames) Industry

    Section 3 Major Player Esports (egames) Business Introduction

    3.1 Modern Times Group (Sweden) Esports (egames) Business Introduction

    3.1.1 Modern Times Group (Sweden) Esports (egames) Revenue, Growth Rate and Gross profit 2015-2020
    3.1.2 Modern Times Group (Sweden) Esports (egames) Business Distribution by Region
    3.1.3 Modern Times Group (Sweden) Interview Record
    3.1.4 Modern Times Group (Sweden) Esports (egames) Business Profile
    3.1.5 Modern Times Group (Sweden) Esports (egames) Specification

    3.2 Activision Blizzard Esports (egames) Business Introduction

    3.2.1 Activision Blizzard Esports (egames) Revenue, Growth Rate and Gross profit 2015-2020
    3.2.2 Activision Blizzard Esports (egames) Business Distribution by Region
    3.2.3 Interview Record
    3.2.4 Activision Blizzard Esports (egames) Business Overview
    3.2.5 Activision Blizzard Esports (egames) Specification

    3.3 FACEIT Esports (egames) Business Introduction

    3.3.1 FACEIT Esports (egames) Revenue, Growth Rate and Gross profit 2015-2020
    3.3.2 FACEIT Esports (egames) Business Distribution by Region
    3.3.3 Interview Record
    3.3.4 FACEIT Esports (egames) Business Overview
    3.3.5 FACEIT Esports (egames) Specification

    3.4 Total Entertainment Network (US) Esports (egames) Business Introduction

    3.5 Gfinity Esports (egames) Business Introduction

    3.6 Turner Broadcasting System (US) Esports (egames) Business Introduction


    Section 4 Global Esports (egames) Market Segmentation (Region Level)

    4.1 North America Country

    4.1.1 United States Esports (egames) Market Size and Market Segmentation (Industry Level) 2015-2020
    4.1.2 Canada Esports (egames) Market Size and Market Segmentation (Industry Level) 2015-2020

    4.2 South America Country

    4.2.1 South America Esports (egames) Market Size and Market Segmentation (Industry Level) 2015-2020

    4.3 Asia Country

    4.3.1 China Esports (egames) Market Size and Market Segmentation (Industry Level) 2015-2020
    4.3.2 Japan Esports (egames) Market Size and Market Segmentation (Industry Level) 2015-2020
    4.3.3 India Esports (egames) Market Size and Market Segmentation (Industry Level) 2015-2020
    4.3.4 Korea Esports (egames) Market Size and Market Segmentation (Industry Level) 2015-2020

    4.4 Europe Country

    4.4.1 Germany Esports (egames) Market Size and Market Segmentation (Industry Level) 2015-2020
    4.4.2 UK Esports (egames) Market Size and Market Segmentation (Industry Level) 2015-2020
    4.4.3 France Esports (egames) Market Size and Market Segmentation (Industry Level) 2015-2020
    4.4.4 Italy Esports (egames) Market Size and Market Segmentation (Industry Level) 2015-2020
    4.4.5 Europe Esports (egames) Market Size and Market Segmentation (Industry Level) 2015-2020

    4.5 Other Country and Region

    4.5.1 Middle East Esports (egames) Market Size and Market Segmentation (Industry Level) 2015-2020
    4.5.2 Africa Esports (egames) Market Size and Market Segmentation (Industry Level) 2015-2020
    4.5.3 GCC Esports (egames) Market Size and Market Segmentation (Industry Level) 2015-2020

    4.6 Global Esports (egames) Market Segmentation (Region Level) Analysis 2015-2020

    4.7 Global Esports (egames) Market Segmentation (Region Level) Analysis
    Section 5 Global Esports (egames) Market Segmentation (Type Level)

    5.1 Global Esports (egames) Market Segmentation (Type Level) Market Size 2015-2020

    5.2 Different Esports (egames) Market Segmentation (Type Level) Market Size Growth Rate 2015-2020

    5.3 Global Esports (egames) Market Segmentation (Type Level) Analysis

    Section 6 Global Esports (egames) Market Segmentation (Industry Level)

    6.1 Global Esports (egames) Market Segmentation (Industry Level) Market Size 2015-2020

    6.2 Different Industry Trend 2015-2020

    6.3 Global Esports (egames) Market Segmentation (Industry Level) Analysis

    Section 7 Global Esports (egames) Market Segmentation (Channel Level)

    7.1 Global Esports (egames) Market Segmentation (Channel Level) Market Size and Share 2015-2020

    7.2 Global Esports (egames) Market Segmentation (Channel Level) Analysis

    Section 8 Esports (egames) Market Forecast 2020-2025

    8.1 Esports (egames) Segmentation Market Forecast (Region Level)

    8.2 Esports (egames) Segmentation Market Forecast (Type Level)

    8.3 Esports (egames) Segmentation Market Forecast (Industry Level)

    8.4 Esports (egames) Segmentation Market Forecast (Channel Level)

    Section 9 Esports (egames) Segmentation Type

    9.1 By Game Introduction

    9.2 Multiplayer Online Battle Arena (MOBA) Introduction

    9.3 First-Person Shooter (FPS) Introduction

    9.4 Real-Time Strategy (RTS) Introduction

    9.5 By Revenue Stream/Media (Subscription And Online Advertising)/Tickets And Merchandise/Sponsorship And Direct Advertising/Publisher Fee Introduction

    Section 10 Esports (egames) Segmentation Industry

    10.1 Amateur Players Clients

    10.2 Professional Players Clients

    10.3 Club Clients

    10.4 Associations And Organizations Clients

    10.5 Other Clients

    Section 11 Esports (egames) Cost Analysis

    11.1 Technology Cost Analysis

    11.2 Labor Cost Analysis

    11.3 Cost Overview

    Section 12 Conclusion
    Chart and Figure
    Figure Esports (egames) from Modern Times Group (Sweden)
    Chart 2015-2020 Global Major Player Esports (egames) Business Revenue (Million USD)
    Chart 2015-2020 Global Major Player Esports (egames) Business Revenue Share
    Chart Modern Times Group (Sweden) Esports (egames) Revenue, Growth Rate and Gross profit 2015-2020
    Chart Modern Times Group (Sweden) Esports (egames) Business Distribution
    Chart Modern Times Group (Sweden) Interview Record (Partly)
    Figure Modern Times Group (Sweden) Esports (egames) Picture
    Chart Modern Times Group (Sweden) Esports (egames) Business Profile
    Table Modern Times Group (Sweden) Esports (egames) Specification
    Chart Activision Blizzard Esports (egames) Revenue, Growth Rate and Gross profit 2015-2020
    Chart Activision Blizzard Esports (egames) Business Distribution
    Chart Activision Blizzard Interview Record (Partly)
    Figure Activision Blizzard Esports (egames) Picture
    Chart Activision Blizzard Esports (egames) Business Overview
    Table Activision Blizzard Esports (egames) Specification
    Chart FACEIT Esports (egames) Revenue, Growth Rate and Gross profit 2015-2020
    Chart FACEIT Esports (egames) Business Distribution
    Chart FACEIT Interview Record (Partly)
    Figure FACEIT Esports (egames) Picture
    Chart FACEIT Esports (egames) Business Overview
    Table FACEIT Esports (egames) Specification

    Chart United States Esports (egames) Market Size (Million $) and Growth Rate 2015-2020
    Chart United States Esports (egames) Market Segmentation (Industry Level) 2015-2020
    Chart Canada Esports (egames) Market Size (Million $) and Growth Rate 2015-2020
    Chart Canada Esports (egames) Market Segmentation (Industry Level) 2015-2020
    Chart South America Esports (egames) Market Size (Million $) and Growth Rate 2015-2020
    Chart South America Esports (egames) Market Segmentation (Industry Level) 2015-2020
    Chart China Esports (egames) Market Size (Million $) and Growth Rate 2015-2020
    Chart China Esports (egames) Market Segmentation (Industry Level) 2015-2020
    Chart Japan Esports (egames) Market Size (Million $) and Growth Rate 2015-2020
    Chart Japan Esports (egames) Market Segmentation (Industry Level) 2015-2020
    Chart India Esports (egames) Market Size (Million $) and Growth Rate 2015-2020
    Chart India Esports (egames) Market Segmentation (Industry Level) 2015-2020
    Chart Korea Esports (egames) Market Size (Million $) and Growth Rate 2015-2020
    Chart Korea Esports (egames) Market Segmentation (Industry Level) 2015-2020
    Chart Germany Esports (egames) Market Size (Million $) and Growth Rate 2015-2020
    Chart Germany Esports (egames) Market Segmentation (Industry Level) 2015-2020
    Chart UK Esports (egames) Market Size (Million $) and Growth Rate 2015-2020
    Chart UK Esports (egames) Market Segmentation (Industry Level) 2015-2020
    Chart France Esports (egames) Market Size (Million $) and Growth Rate 2015-2020
    Chart France Esports (egames) Market Segmentation (Industry Level) 2015-2020
    Chart Italy Esports (egames) Market Size (Million $) and Growth Rate 2015-2020
    Chart Italy Esports (egames) Market Segmentation (Industry Level) 2015-2020
    Chart Europe Esports (egames) Market Size (Million $) and Growth Rate 2015-2020
    Chart Europe Esports (egames) Market Segmentation (Industry Level) 2015-2020
    Chart Middle East Esports (egames) Market Size (Million $) and Growth Rate 2015-2020
    Chart Middle East Esports (egames) Market Segmentation (Industry Level) 2015-2020
    Chart Africa Esports (egames) Market Size (Million $) and Growth Rate 2015-2020
    Chart Africa Esports (egames) Market Segmentation (Industry Level) 2015-2020
    Chart GCC Esports (egames) Market Size (Million $) and Growth Rate 2015-2020
    Chart GCC Esports (egames) Market Segmentation (Industry Level) 2015-2020
    Chart Global Esports (egames) Market Segmentation (Region Level) Market size 2015-2020
    Chart Esports (egames) Market Segmentation (Type Level) Market Size (Million $) 2015-2020
    Chart Different Esports (egames) Market Segmentation (Type Level) Market Size Growth Rate 2015-2020
    Chart Esports (egames) Market Segmentation (Industry Level) Market Size (Million $) 2015-2020
    Chart Esports (egames) Market Segmentation (Industry Level) Market Size (Value) Growth Rate 2015-2020
    Chart Global Esports (egames) Market Segmentation (Channel Level) Sales Value 2015-2020
    Chart Global Esports (egames) Market Segmentation (Channel Level) Share 2015-2020
    Chart Esports (egames) Segmentation Market Forecast (Region Level) Market Size 2020-2025
    Chart Esports (egames) Segmentation Market Forecast (Type Level) Market Size 2020-2025
    Chart Esports (egames) Segmentation Market Forecast (Industry Level) Market Size 2020-2025
    Chart Esports (egames) Segmentation Market Forecast (Channel Level) Market Size 2020-2025
    Chart By Game Figure
    Chart By Game Advantage and Disadvantage Comparison
    Chart Multiplayer Online Battle Arena (MOBA) Figure
    Chart Multiplayer Online Battle Arena (MOBA) Advantage and Disadvantage Comparison
    Chart First-Person Shooter (FPS) Figure
    Chart First-Person Shooter (FPS) Advantage and Disadvantage Comparison
    Chart Real-Time Strategy (RTS) Figure
    Chart Real-Time Strategy (RTS) Advantage and Disadvantage Comparison
    Chart By Revenue Stream/Media (Subscription And Online Advertising)/Tickets And Merchandise/Sponsorship And Direct Advertising/Publisher Fee Figure
    Chart By Revenue Stream/Media (Subscription And Online Advertising)/Tickets And Merchandise/Sponsorship And Direct Advertising/Publisher Fee Advantage and Disadvantage Comparison
    Chart Amateur Players Clients
    Chart Professional Players Clients
    Chart Club Clients
    Chart Associations And Organizations Clients
    Chart Other Clients

     

  • The Global Esports (egames) Market has been segregated into various crucial divisions including applications, types, and regions. Each market segment is intensively studied in the report contemplating its market acceptance, worthiness, demand, and growth prospects. The segmentation analysis will help the client to customize their marketing approach to have a better command of each segment and to identify the most prospective customer base.

    Report Objectives / Segmentation Covered :
    By Companies / players:
      By Regions:
        By Type:
          By Application:
          Frequently asked questions(FAQ's):
          How are players chosen for the research coverage of the Global Esports (egames) Market study?

          MI used a variety of industry standards such as NAICS, ICB, TRIC, and others to identify functional players in the industry, which they then shortlist and validate in an iterative process to finalize the most relevant players.

          What are the major applications of the Global Esports (egames) Market?

          Depending upon the type of applications, the Global Esports (egames) Market has been segmented into and other applications.

          What is the current state of the Global Esports (egames) Industry, and what is the projected growth trajectory through 2030?

          In 2024, the Global Esports (egames) Market share surpassed USD xx million, and between 2025 and 2030, it will grow at a CAGR of yy%.

          What challenges does the Global Esports (egames) Market face in the future?

          The convergence of various vital triggers, including a major slowdown in Western economies, and some critical points in globalization, leads to the transformation of business in the Global Esports (egames) Market across the extensive corporate landscape.

          What are the primary data sources used to evaluate the Global Esports (egames) Market sizing?

          The majority of data for the Global Esports (egames) Industry is gathered through primary sources, which include interviews and surveys with industry experts from the core and related industries involved in the supply chain. Secondary sources, such as SEC filings, annual reports, whitepapers, and press releases, are also used.

          Our Clients