Esports and Gaming Market, Global Outlook and Forecast 2023-2028

Report ID: 1068920 | Published Date: Jan 2025 | No. of Page: 68 | Base Year: 2024 | Rating: 4 | Webstory: Check our Web story
1 Introduction to Research & Analysis Reports
    1.1 Esports and Gaming Market Definition
    1.2 Market Segments
        1.2.1 Market by Type
        1.2.2 Market by Application
    1.3 Global Esports and Gaming 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 Esports and Gaming Overall Market Size
    2.1 Global Esports and Gaming Market Size: 2021 VS 2028
    2.2 Global Esports and Gaming 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 Esports and Gaming Players in Global Market
    3.2 Top Global Esports and Gaming Companies Ranked by Revenue
    3.3 Global Esports and Gaming Revenue by Companies
    3.4 Top 3 and Top 5 Esports and Gaming Companies in Global Market, by Revenue in 2021
    3.5 Global Companies Esports and Gaming Product Type
    3.6 Tier 1, Tier 2 and Tier 3 Esports and Gaming Players in Global Market
        3.6.1 List of Global Tier 1 Esports and Gaming Companies
        3.6.2 List of Global Tier 2 and Tier 3 Esports and Gaming Companies
4 Market Sights by Product
    4.1 Overview
        4.1.1 by Type - Global Esports and Gaming Market Size Markets, 2021 & 2028
        4.1.2 Single Player Games
        4.1.3 Competitive Games
        4.1.4 Online Games
    4.2 By Type - Global Esports and Gaming Revenue & Forecasts
        4.2.1 By Type - Global Esports and Gaming Revenue, 2017-2022
        4.2.2 By Type - Global Esports and Gaming Revenue, 2023-2028
        4.2.3 By Type - Global Esports and Gaming Revenue Market Share, 2017-2028
5 Sights by Application
    5.1 Overview
        5.1.1 By Application - Global Esports and Gaming Market Size, 2021 & 2028
        5.1.2 Clubs
        5.1.3 Associations and Organizations
        5.1.4 Others
    5.2 By Application - Global Esports and Gaming Revenue & Forecasts
        5.2.1 By Application - Global Esports and Gaming Revenue, 2017-2022
        5.2.2 By Application - Global Esports and Gaming Revenue, 2023-2028
        5.2.3 By Application - Global Esports and Gaming Revenue Market Share, 2017-2028
6 Sights by Region
    6.1 By Region - Global Esports and Gaming Market Size, 2021 & 2028
    6.2 By Region - Global Esports and Gaming Revenue & Forecasts
        6.2.1 By Region - Global Esports and Gaming Revenue, 2017-2022
        6.2.2 By Region - Global Esports and Gaming Revenue, 2023-2028
        6.2.3 By Region - Global Esports and Gaming Revenue Market Share, 2017-2028
    6.3 North America
        6.3.1 By Country - North America Esports and Gaming Revenue, 2017-2028
        6.3.2 US Esports and Gaming Market Size, 2017-2028
        6.3.3 Canada Esports and Gaming Market Size, 2017-2028
        6.3.4 Mexico Esports and Gaming Market Size, 2017-2028
    6.4 Europe
        6.4.1 By Country - Europe Esports and Gaming Revenue, 2017-2028
        6.4.2 Germany Esports and Gaming Market Size, 2017-2028
        6.4.3 France Esports and Gaming Market Size, 2017-2028
        6.4.4 U.K. Esports and Gaming Market Size, 2017-2028
        6.4.5 Italy Esports and Gaming Market Size, 2017-2028
        6.4.6 Russia Esports and Gaming Market Size, 2017-2028
        6.4.7 Nordic Countries Esports and Gaming Market Size, 2017-2028
        6.4.8 Benelux Esports and Gaming Market Size, 2017-2028
    6.5 Asia
        6.5.1 By Region - Asia Esports and Gaming Revenue, 2017-2028
        6.5.2 China Esports and Gaming Market Size, 2017-2028
        6.5.3 Japan Esports and Gaming Market Size, 2017-2028
        6.5.4 South Korea Esports and Gaming Market Size, 2017-2028
        6.5.5 Southeast Asia Esports and Gaming Market Size, 2017-2028
        6.5.6 India Esports and Gaming Market Size, 2017-2028
    6.6 South America
        6.6.1 By Country - South America Esports and Gaming Revenue, 2017-2028
        6.6.2 Brazil Esports and Gaming Market Size, 2017-2028
        6.6.3 Argentina Esports and Gaming Market Size, 2017-2028
    6.7 Middle East & Africa
        6.7.1 By Country - Middle East & Africa Esports and Gaming Revenue, 2017-2028
        6.7.2 Turkey Esports and Gaming Market Size, 2017-2028
        6.7.3 Israel Esports and Gaming Market Size, 2017-2028
        6.7.4 Saudi Arabia Esports and Gaming Market Size, 2017-2028
        6.7.5 UAE Esports and Gaming 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) Esports and Gaming Major Product Offerings
        7.1.4 Modern Times Group (Sweden) Esports and Gaming Revenue in Global Market (2017-2022)
        7.1.5 Modern Times Group (Sweden) Key News
    7.2 Activision Blizzard
        7.2.1 Activision Blizzard Corporate Summary
        7.2.2 Activision Blizzard Business Overview
        7.2.3 Activision Blizzard Esports and Gaming Major Product Offerings
        7.2.4 Activision Blizzard Esports and Gaming Revenue in Global Market (2017-2022)
        7.2.5 Activision Blizzard Key News
    7.3 FACEIT
        7.3.1 FACEIT Corporate Summary
        7.3.2 FACEIT Business Overview
        7.3.3 FACEIT Esports and Gaming Major Product Offerings
        7.3.4 FACEIT Esports and Gaming Revenue in Global Market (2017-2022)
        7.3.5 FACEIT Key News
    7.4 Total Entertainment Network
        7.4.1 Total Entertainment Network Corporate Summary
        7.4.2 Total Entertainment Network Business Overview
        7.4.3 Total Entertainment Network Esports and Gaming Major Product Offerings
        7.4.4 Total Entertainment Network Esports and Gaming Revenue in Global Market (2017-2022)
        7.4.5 Total Entertainment Network Key News
    7.5 Gfinity
        7.5.1 Gfinity Corporate Summary
        7.5.2 Gfinity Business Overview
        7.5.3 Gfinity Esports and Gaming Major Product Offerings
        7.5.4 Gfinity Esports and Gaming Revenue in Global Market (2017-2022)
        7.5.5 Gfinity Key News
    7.6 Turner Broadcasting System
        7.6.1 Turner Broadcasting System Corporate Summary
        7.6.2 Turner Broadcasting System Business Overview
        7.6.3 Turner Broadcasting System Esports and Gaming Major Product Offerings
        7.6.4 Turner Broadcasting System Esports and Gaming Revenue in Global Market (2017-2022)
        7.6.5 Turner Broadcasting System Key News
    7.7 CJ Corporation
        7.7.1 CJ Corporation Corporate Summary
        7.7.2 CJ Corporation Business Overview
        7.7.3 CJ Corporation Esports and Gaming Major Product Offerings
        7.7.4 CJ Corporation Esports and Gaming Revenue in Global Market (2017-2022)
        7.7.5 CJ Corporation Key News
    7.8 Valve Corporation
        7.8.1 Valve Corporation Corporate Summary
        7.8.2 Valve Corporation Business Overview
        7.8.3 Valve Corporation Esports and Gaming Major Product Offerings
        7.8.4 Valve Corporation Esports and Gaming Revenue in Global Market (2017-2022)
        7.8.5 Valve Corporation Key News
    7.9 Tencent
        7.9.1 Tencent Corporate Summary
        7.9.2 Tencent Business Overview
        7.9.3 Tencent Esports and Gaming Major Product Offerings
        7.9.4 Tencent Esports and Gaming Revenue in Global Market (2017-2022)
        7.9.5 Tencent 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) Esports and Gaming Major Product Offerings
        7.10.4 Electronic Arts (EA) (US) Esports and Gaming Revenue in Global Market (2017-2022)
        7.10.5 Electronic Arts (EA) (US) Key News
    7.11 Hi-Rez Studios
        7.11.1 Hi-Rez Studios Corporate Summary
        7.11.2 Hi-Rez Studios Business Overview
        7.11.3 Hi-Rez Studios Esports and Gaming Major Product Offerings
        7.11.4 Hi-Rez Studios Esports and Gaming Revenue in Global Market (2017-2022)
        7.11.5 Hi-Rez Studios Key News
    7.12 KaBuM
        7.12.1 KaBuM Corporate Summary
        7.12.2 KaBuM Business Overview
        7.12.3 KaBuM Esports and Gaming Major Product Offerings
        7.12.4 KaBuM Esports and Gaming Revenue in Global Market (2017-2022)
        7.12.5 KaBuM Key News
    7.13 Wargaming Public
        7.13.1 Wargaming Public Corporate Summary
        7.13.2 Wargaming Public Business Overview
        7.13.3 Wargaming Public Esports and Gaming Major Product Offerings
        7.13.4 Wargaming Public Esports and Gaming Revenue in Global Market (2017-2022)
        7.13.5 Wargaming Public Key News
8 Conclusion
9 Appendix
    9.1 Note
    9.2 Examples of Clients
    9.3 Disclaimer
List of Tables
    Table 1. Esports and Gaming Market Opportunities & Trends in Global Market
    Table 2. Esports and Gaming Market Drivers in Global Market
    Table 3. Esports and Gaming Market Restraints in Global Market
    Table 4. Key Players of Esports and Gaming in Global Market
    Table 5. Top Esports and Gaming Players in Global Market, Ranking by Revenue (2021)
    Table 6. Global Esports and Gaming Revenue by Companies, (US$, Mn), 2017-2022
    Table 7. Global Esports and Gaming Revenue Share by Companies, 2017-2022
    Table 8. Global Companies Esports and Gaming Product Type
    Table 9. List of Global Tier 1 Esports and Gaming Companies, Revenue (US$, Mn) in 2021 and Market Share
    Table 10. List of Global Tier 2 and Tier 3 Esports and Gaming Companies, Revenue (US$, Mn) in 2021 and Market Share
    Table 11. By Type – Global Esports and Gaming Revenue, (US$, Mn), 2021 & 2028
    Table 12. By Type - Esports and Gaming Revenue in Global (US$, Mn), 2017-2022
    Table 13. By Type - Esports and Gaming Revenue in Global (US$, Mn), 2023-2028
    Table 14. By Application – Global Esports and Gaming Revenue, (US$, Mn), 2021 & 2028
    Table 15. By Application - Esports and Gaming Revenue in Global (US$, Mn), 2017-2022
    Table 16. By Application - Esports and Gaming Revenue in Global (US$, Mn), 2023-2028
    Table 17. By Region – Global Esports and Gaming Revenue, (US$, Mn), 2021 & 2028
    Table 18. By Region - Global Esports and Gaming Revenue (US$, Mn), 2017-2022
    Table 19. By Region - Global Esports and Gaming Revenue (US$, Mn), 2023-2028
    Table 20. By Country - North America Esports and Gaming Revenue, (US$, Mn), 2017-2022
    Table 21. By Country - North America Esports and Gaming Revenue, (US$, Mn), 2023-2028
    Table 22. By Country - Europe Esports and Gaming Revenue, (US$, Mn), 2017-2022
    Table 23. By Country - Europe Esports and Gaming Revenue, (US$, Mn), 2023-2028
    Table 24. By Region - Asia Esports and Gaming Revenue, (US$, Mn), 2017-2022
    Table 25. By Region - Asia Esports and Gaming Revenue, (US$, Mn), 2023-2028
    Table 26. By Country - South America Esports and Gaming Revenue, (US$, Mn), 2017-2022
    Table 27. By Country - South America Esports and Gaming Revenue, (US$, Mn), 2023-2028
    Table 28. By Country - Middle East & Africa Esports and Gaming Revenue, (US$, Mn), 2017-2022
    Table 29. By Country - Middle East & Africa Esports and Gaming Revenue, (US$, Mn), 2023-2028
    Table 30. Modern Times Group (Sweden) Corporate Summary
    Table 31. Modern Times Group (Sweden) Esports and Gaming Product Offerings
    Table 32. Modern Times Group (Sweden) Esports and Gaming Revenue (US$, Mn), (2017-2022)
    Table 33. Activision Blizzard Corporate Summary
    Table 34. Activision Blizzard Esports and Gaming Product Offerings
    Table 35. Activision Blizzard Esports and Gaming Revenue (US$, Mn), (2017-2022)
    Table 36. FACEIT Corporate Summary
    Table 37. FACEIT Esports and Gaming Product Offerings
    Table 38. FACEIT Esports and Gaming Revenue (US$, Mn), (2017-2022)
    Table 39. Total Entertainment Network Corporate Summary
    Table 40. Total Entertainment Network Esports and Gaming Product Offerings
    Table 41. Total Entertainment Network Esports and Gaming Revenue (US$, Mn), (2017-2022)
    Table 42. Gfinity Corporate Summary
    Table 43. Gfinity Esports and Gaming Product Offerings
    Table 44. Gfinity Esports and Gaming Revenue (US$, Mn), (2017-2022)
    Table 45. Turner Broadcasting System Corporate Summary
    Table 46. Turner Broadcasting System Esports and Gaming Product Offerings
    Table 47. Turner Broadcasting System Esports and Gaming Revenue (US$, Mn), (2017-2022)
    Table 48. CJ Corporation Corporate Summary
    Table 49. CJ Corporation Esports and Gaming Product Offerings
    Table 50. CJ Corporation Esports and Gaming Revenue (US$, Mn), (2017-2022)
    Table 51. Valve Corporation Corporate Summary
    Table 52. Valve Corporation Esports and Gaming Product Offerings
    Table 53. Valve Corporation Esports and Gaming Revenue (US$, Mn), (2017-2022)
    Table 54. Tencent Corporate Summary
    Table 55. Tencent Esports and Gaming Product Offerings
    Table 56. Tencent Esports and Gaming Revenue (US$, Mn), (2017-2022)
    Table 57. Electronic Arts (EA) (US) Corporate Summary
    Table 58. Electronic Arts (EA) (US) Esports and Gaming Product Offerings
    Table 59. Electronic Arts (EA) (US) Esports and Gaming Revenue (US$, Mn), (2017-2022)
    Table 60. Hi-Rez Studios Corporate Summary
    Table 61. Hi-Rez Studios Esports and Gaming Product Offerings
    Table 62. Hi-Rez Studios Esports and Gaming Revenue (US$, Mn), (2017-2022)
    Table 63. KaBuM Corporate Summary
    Table 64. KaBuM Esports and Gaming Product Offerings
    Table 65. KaBuM Esports and Gaming Revenue (US$, Mn), (2017-2022)
    Table 66. Wargaming Public Corporate Summary
    Table 67. Wargaming Public Esports and Gaming Product Offerings
    Table 68. Wargaming Public Esports and Gaming Revenue (US$, Mn), (2017-2022)
List of Figures
    Figure 1. Esports and Gaming Segment by Type in 2021
    Figure 2. Esports and Gaming Segment by Application in 2021
    Figure 3. Global Esports and Gaming Market Overview: 2021
    Figure 4. Key Caveats
    Figure 5. Global Esports and Gaming Market Size: 2021 VS 2028 (US$, Mn)
    Figure 6. Global Esports and Gaming Revenue, 2017-2028 (US$, Mn)
    Figure 7. The Top 3 and 5 Players Market Share by Esports and Gaming Revenue in 2021
    Figure 8. By Type - Global Esports and Gaming Revenue Market Share, 2017-2028
    Figure 9. By Application - Global Esports and Gaming Revenue Market Share, 2017-2028
    Figure 10. By Region - Global Esports and Gaming Revenue Market Share, 2017-2028
    Figure 11. By Country - North America Esports and Gaming Revenue Market Share, 2017-2028
    Figure 12. US Esports and Gaming Revenue, (US$, Mn), 2017-2028
    Figure 13. Canada Esports and Gaming Revenue, (US$, Mn), 2017-2028
    Figure 14. Mexico Esports and Gaming Revenue, (US$, Mn), 2017-2028
    Figure 15. By Country - Europe Esports and Gaming Revenue Market Share, 2017-2028
    Figure 16. Germany Esports and Gaming Revenue, (US$, Mn), 2017-2028
    Figure 17. France Esports and Gaming Revenue, (US$, Mn), 2017-2028
    Figure 18. U.K. Esports and Gaming Revenue, (US$, Mn), 2017-2028
    Figure 19. Italy Esports and Gaming Revenue, (US$, Mn), 2017-2028
    Figure 20. Russia Esports and Gaming Revenue, (US$, Mn), 2017-2028
    Figure 21. Nordic Countries Esports and Gaming Revenue, (US$, Mn), 2017-2028
    Figure 22. Benelux Esports and Gaming Revenue, (US$, Mn), 2017-2028
    Figure 23. By Region - Asia Esports and Gaming Revenue Market Share, 2017-2028
    Figure 24. China Esports and Gaming Revenue, (US$, Mn), 2017-2028
    Figure 25. Japan Esports and Gaming Revenue, (US$, Mn), 2017-2028
    Figure 26. South Korea Esports and Gaming Revenue, (US$, Mn), 2017-2028
    Figure 27. Southeast Asia Esports and Gaming Revenue, (US$, Mn), 2017-2028
    Figure 28. India Esports and Gaming Revenue, (US$, Mn), 2017-2028
    Figure 29. By Country - South America Esports and Gaming Revenue Market Share, 2017-2028
    Figure 30. Brazil Esports and Gaming Revenue, (US$, Mn), 2017-2028
    Figure 31. Argentina Esports and Gaming Revenue, (US$, Mn), 2017-2028
    Figure 32. By Country - Middle East & Africa Esports and Gaming Revenue Market Share, 2017-2028
    Figure 33. Turkey Esports and Gaming Revenue, (US$, Mn), 2017-2028
    Figure 34. Israel Esports and Gaming Revenue, (US$, Mn), 2017-2028
    Figure 35. Saudi Arabia Esports and Gaming Revenue, (US$, Mn), 2017-2028
    Figure 36. UAE Esports and Gaming Revenue, (US$, Mn), 2017-2028
    Figure 37. Modern Times Group (Sweden) Esports and Gaming Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
    Figure 38. Activision Blizzard Esports and Gaming Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
    Figure 39. FACEIT Esports and Gaming Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
    Figure 40. Total Entertainment Network Esports and Gaming Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
    Figure 41. Gfinity Esports and Gaming Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
    Figure 42. Turner Broadcasting System Esports and Gaming Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
    Figure 43. CJ Corporation Esports and Gaming Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
    Figure 44. Valve Corporation Esports and Gaming Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
    Figure 45. Tencent Esports and Gaming Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
    Figure 46. Electronic Arts (EA) (US) Esports and Gaming Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
    Figure 47. Hi-Rez Studios Esports and Gaming Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
    Figure 48. KaBuM Esports and Gaming Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
    Figure 49. Wargaming Public Esports and Gaming Revenue Year Over Year Growth (US$, Mn) & (2017-2022)

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Frequently Asked Questions
Esports and Gaming Market In Global report offers great insights of the market and consumer data and their interpretation through various figures and graphs. Report has embedded global market and regional market deep analysis through various research methodologies. The report also offers great competitor analysis of the industries and highlights the key aspect of their business like success stories, market development and growth rate.
Esports and Gaming Market In Global report is categorised based on following features:
  1. Global Market Players
  2. Geopolitical regions
  3. Consumer Insights
  4. Technological advancement
  5. Historic and Future Analysis of the Market
Esports and Gaming Market In Global report is designed on the six basic aspects of analysing the market, which covers the SWOT and SWAR analysis like strength, weakness, opportunity, threat, aspirations and results. This methodology helps investors to reach on to the desired and correct decision to put their capital into the market.

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