Global Electronic Sports (eSports) Market Report, History and Forecast 2016-2027, Breakdown Data by Companies, Key Regions, Types and Application

SKU ID :QYR-18624788 | Published Date: 23-Jun-2021 | No. of pages: 116
1 Market Overview of Electronic Sports (eSports) 1.1 Electronic Sports (eSports) Market Overview 1.1.1 Electronic Sports (eSports) Product Scope 1.1.2 Electronic Sports (eSports) Market Status and Outlook 1.2 Global Electronic Sports (eSports) Market Size Overview by Region 2016 VS 2021VS 2027 1.3 Global Electronic Sports (eSports) Market Size by Region (2016-2027) 1.4 Global Electronic Sports (eSports) Historic Market Size by Region (2016-2021) 1.5 Global Electronic Sports (eSports) Market Size Forecast by Region (2022-2027) 1.6 Key Regions, Electronic Sports (eSports) Market Size (2016-2027) 1.6.1 North America Electronic Sports (eSports) Market Size (2016-2027) 1.6.2 Europe Electronic Sports (eSports) Market Size (2016-2027) 1.6.3 Asia-Pacific Electronic Sports (eSports) Market Size (2016-2027) 1.6.4 Latin America Electronic Sports (eSports) Market Size (2016-2027) 1.6.5 Middle East & Africa Electronic Sports (eSports) Market Size (2016-2027) 2 Electronic Sports (eSports) Market Overview by Type 2.1 Global Electronic Sports (eSports) Market Size by Type: 2016 VS 2021 VS 2027 2.2 Global Electronic Sports (eSports) Historic Market Size by Type (2016-2021) 2.3 Global Electronic Sports (eSports) Forecasted Market Size by Type (2022-2027) 2.4 Media Rights (Subscription & Online Advertisement) 2.5 Tickets and Merchandise 2.6 Sponsorship & Direct Advertisement 2.7 Publisher Fees 2.8 Others 3 Electronic Sports (eSports) Market Overview by Application 3.1 Global Electronic Sports (eSports) Market Size by Application: 2016 VS 2021 VS 2027 3.2 Global Electronic Sports (eSports) Historic Market Size by Application (2016-2021) 3.3 Global Electronic Sports (eSports) Forecasted Market Size by Application (2022-2027) 3.4 Online 3.5 Offline 4 Electronic Sports (eSports) Competition Analysis by Players 4.1 Global Electronic Sports (eSports) Market Size by Players (2016-2021) 4.2 Global Top Players by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in Electronic Sports (eSports) as of 2020) 4.3 Date of Key Players Enter into Electronic Sports (eSports) Market 4.4 Global Top Players Electronic Sports (eSports) Headquarters and Area Served 4.5 Key Players Electronic Sports (eSports) Product Solution and Service 4.6 Competitive Status 4.6.1 Electronic Sports (eSports) Market Concentration Rate 4.6.2 Mergers & Acquisitions, Expansion Plans 5 Company (Top Players) Profiles and Key Data 5.1 Modern Times Group (Sweden) 5.1.1 Modern Times Group (Sweden) Profile 5.1.2 Modern Times Group (Sweden) Main Business 5.1.3 Modern Times Group (Sweden) Electronic Sports (eSports) Products, Services and Solutions 5.1.4 Modern Times Group (Sweden) Electronic Sports (eSports) Revenue (US$ Million) & (2016-2021) 5.1.5 Modern Times Group (Sweden) Recent Developments 5.2 Activision Blizzard (US) 5.2.1 Activision Blizzard (US) Profile 5.2.2 Activision Blizzard (US) Main Business 5.2.3 Activision Blizzard (US) Electronic Sports (eSports) Products, Services and Solutions 5.2.4 Activision Blizzard (US) Electronic Sports (eSports) Revenue (US$ Million) & (2016-2021) 5.2.5 Activision Blizzard (US) Recent Developments 5.3 FACEIT (UK) 5.5.1 FACEIT (UK) Profile 5.3.2 FACEIT (UK) Main Business 5.3.3 FACEIT (UK) Electronic Sports (eSports) Products, Services and Solutions 5.3.4 FACEIT (UK) Electronic Sports (eSports) Revenue (US$ Million) & (2016-2021) 5.3.5 Total Entertainment Network (US) Recent Developments 5.4 Total Entertainment Network (US) 5.4.1 Total Entertainment Network (US) Profile 5.4.2 Total Entertainment Network (US) Main Business 5.4.3 Total Entertainment Network (US) Electronic Sports (eSports) Products, Services and Solutions 5.4.4 Total Entertainment Network (US) Electronic Sports (eSports) Revenue (US$ Million) & (2016-2021) 5.4.5 Total Entertainment Network (US) Recent Developments 5.5 Gfinity (UK) 5.5.1 Gfinity (UK) Profile 5.5.2 Gfinity (UK) Main Business 5.5.3 Gfinity (UK) Electronic Sports (eSports) Products, Services and Solutions 5.5.4 Gfinity (UK) Electronic Sports (eSports) Revenue (US$ Million) & (2016-2021) 5.5.5 Gfinity (UK) Recent Developments 5.6 Turner Broadcasting System (US) 5.6.1 Turner Broadcasting System (US) Profile 5.6.2 Turner Broadcasting System (US) Main Business 5.6.3 Turner Broadcasting System (US) Electronic Sports (eSports) Products, Services and Solutions 5.6.4 Turner Broadcasting System (US) Electronic Sports (eSports) Revenue (US$ Million) & (2016-2021) 5.6.5 Turner Broadcasting System (US) Recent Developments 5.7 CJ Corporation (South Korea) 5.7.1 CJ Corporation (South Korea) Profile 5.7.2 CJ Corporation (South Korea) Main Business 5.7.3 CJ Corporation (South Korea) Electronic Sports (eSports) Products, Services and Solutions 5.7.4 CJ Corporation (South Korea) Electronic Sports (eSports) Revenue (US$ Million) & (2016-2021) 5.7.5 CJ Corporation (South Korea) Recent Developments 5.8 Valve Corporation (US) 5.8.1 Valve Corporation (US) Profile 5.8.2 Valve Corporation (US) Main Business 5.8.3 Valve Corporation (US) Electronic Sports (eSports) Products, Services and Solutions 5.8.4 Valve Corporation (US) Electronic Sports (eSports) Revenue (US$ Million) & (2016-2021) 5.8.5 Valve Corporation (US) Recent Developments 5.9 Tencent (China) 5.9.1 Tencent (China) Profile 5.9.2 Tencent (China) Main Business 5.9.3 Tencent (China) Electronic Sports (eSports) Products, Services and Solutions 5.9.4 Tencent (China) Electronic Sports (eSports) Revenue (US$ Million) & (2016-2021) 5.9.5 Tencent (China) Recent Developments 5.10 Electronic Arts (EA) (US) 5.10.1 Electronic Arts (EA) (US) Profile 5.10.2 Electronic Arts (EA) (US) Main Business 5.10.3 Electronic Arts (EA) (US) Electronic Sports (eSports) Products, Services and Solutions 5.10.4 Electronic Arts (EA) (US) Electronic Sports (eSports) Revenue (US$ Million) & (2016-2021) 5.10.5 Electronic Arts (EA) (US) Recent Developments 5.11 Hi-Rez Studios (US) 5.11.1 Hi-Rez Studios (US) Profile 5.11.2 Hi-Rez Studios (US) Main Business 5.11.3 Hi-Rez Studios (US) Electronic Sports (eSports) Products, Services and Solutions 5.11.4 Hi-Rez Studios (US) Electronic Sports (eSports) Revenue (US$ Million) & (2016-2021) 5.11.5 Hi-Rez Studios (US) Recent Developments 5.12 KaBuM (Canada) 5.12.1 KaBuM (Canada) Profile 5.12.2 KaBuM (Canada) Main Business 5.12.3 KaBuM (Canada) Electronic Sports (eSports) Products, Services and Solutions 5.12.4 KaBuM (Canada) Electronic Sports (eSports) Revenue (US$ Million) & (2016-2021) 5.12.5 KaBuM (Canada) Recent Developments 5.13 Wargaming Public (Cyprus) 5.13.1 Wargaming Public (Cyprus) Profile 5.13.2 Wargaming Public (Cyprus) Main Business 5.13.3 Wargaming Public (Cyprus) Electronic Sports (eSports) Products, Services and Solutions 5.13.4 Wargaming Public (Cyprus) Electronic Sports (eSports) Revenue (US$ Million) & (2016-2021) 5.13.5 Wargaming Public (Cyprus) Recent Developments 5.14 Rovio Entertainment (Finland) 5.14.1 Rovio Entertainment (Finland) Profile 5.14.2 Rovio Entertainment (Finland) Main Business 5.14.3 Rovio Entertainment (Finland) Electronic Sports (eSports) Products, Services and Solutions 5.14.4 Rovio Entertainment (Finland) Electronic Sports (eSports) Revenue (US$ Million) & (2016-2021) 5.14.5 Rovio Entertainment (Finland) Recent Developments 5.15 GungHo Online Entertainment (Japan) 5.15.1 GungHo Online Entertainment (Japan) Profile 5.15.2 GungHo Online Entertainment (Japan) Main Business 5.15.3 GungHo Online Entertainment (Japan) Electronic Sports (eSports) Products, Services and Solutions 5.15.4 GungHo Online Entertainment (Japan) Electronic Sports (eSports) Revenue (US$ Million) & (2016-2021) 5.15.5 GungHo Online Entertainment (Japan) Recent Developments 5.16 Alisports (China) 5.16.1 Alisports (China) Profile 5.16.2 Alisports (China) Main Business 5.16.3 Alisports (China) Electronic Sports (eSports) Products, Services and Solutions 5.16.4 Alisports (China) Electronic Sports (eSports) Revenue (US$ Million) & (2016-2021) 5.16.5 Alisports (China) Recent Developments 6 North America 6.1 North America Electronic Sports (eSports) Market Size by Country (2016-2027) 6.2 United States 6.3 Canada 7 Europe 7.1 Europe Electronic Sports (eSports) Market Size by Country (2016-2027) 7.2 Germany 7.3 France 7.4 U.K. 7.5 Italy 7.6 Russia 7.7 Nordic 7.8 Rest of Europe 8 Asia-Pacific 8.1 Asia-Pacific Electronic Sports (eSports) Market Size by Region (2016-2027) 8.2 China 8.3 Japan 8.4 South Korea 8.5 Southeast Asia 8.6 India 8.7 Australia 8.8 Rest of Asia-Pacific 9 Latin America 9.1 Latin America Electronic Sports (eSports) Market Size by Country (2016-2027) 9.2 Mexico 9.3 Brazil 9.4 Rest of Latin America 10 Middle East & Africa 10.1 Middle East & Africa Electronic Sports (eSports) Market Size by Country (2016-2027) 10.2 Turkey 10.3 Saudi Arabia 10.4 UAE 10.5 Rest of Middle East & Africa 11 Electronic Sports (eSports) Market Dynamics 11.1 Electronic Sports (eSports) Industry Trends 11.2 Electronic Sports (eSports) Market Drivers 11.3 Electronic Sports (eSports) Market Challenges 11.4 Electronic Sports (eSports) Market Restraints 12 Research Finding /Conclusion 13 Methodology and Data Source 13.1 Methodology/Research Approach 13.1.1 Research Programs/Design 13.1.2 Market Size Estimation 13.1.3 Market Breakdown and Data Triangulation 13.2 Data Source 13.2.1 Secondary Sources 13.2.2 Primary Sources 13.3 Disclaimer 13.4 Author List
List of Tables Table 1. Global Market Electronic Sports (eSports) Market Size (US$ Million) Comparison by Region 2016 VS 2021 VS 2027 Table 2. Global Electronic Sports (eSports) Market Size by Region (2016-2021) & (US$ Million) Table 3. Global Electronic Sports (eSports) Market Size Share by Region (2016-2021) Table 4. Global Electronic Sports (eSports) Forecasted Market Size by Region (2022-2027) & (US$ Million) Table 5. Global Electronic Sports (eSports) Forecasted Market Size Share by Region (2022-2027) Table 6. Global Electronic Sports (eSports) Market Size (US$ Million) by Type: 2016 VS 2021 VS 2027 Table 7. Global Electronic Sports (eSports) Market Size by Type (2016-2021) & (US$ Million) Table 8. Global Electronic Sports (eSports) Revenue Market Share by Type (2016-2021) Table 9. Global Electronic Sports (eSports) Forecasted Market Size by Type (2022-2027) & (US$ Million) Table 10. Global Electronic Sports (eSports) Revenue Market Share by Type (2022-2027) Table 11. Global Electronic Sports (eSports) Market Size (US$ Million) by Application: 2016 VS 2021 VS 2027 Table 12. Global Electronic Sports (eSports) Market Size by Application (2016-2021) & (US$ Million) Table 13. Global Electronic Sports (eSports) Revenue Market Share by Application (2016-2021) Table 14. Global Electronic Sports (eSports) Forecasted Market Size by Application (2022-2027) & (US$ Million) Table 15. Global Electronic Sports (eSports) Revenue Market Share by Application (2022-2027) Table 16. Global Electronic Sports (eSports) Revenue (US$ Million) by Players (2016-2021) Table 17. Global Electronic Sports (eSports) Revenue Market Share by Players (2016-2021) Table 18. Global Top Manufacturers Market Share by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in Electronic Sports (eSports) as of 2020) Table 19. Date of Key Manufacturers Enter into Electronic Sports (eSports) Market Table 20. Global Electronic Sports (eSports) Top Players Headquarters and Area Served Table 21. Electronic Sports (eSports) Product Solution and Service Table 22. Global Electronic Sports (eSports) Players Market Concentration Ratio (CR5 and HHI) Table 23. Mergers & Acquisitions, Expansion Plans Table 24. Modern Times Group (Sweden) Basic Information List Table 25. Modern Times Group (Sweden) Description and Business Overview Table 26. Modern Times Group (Sweden) Electronic Sports (eSports) Products, Services and Solutions Table 27. Revenue (US$ Million) in Electronic Sports (eSports) Business of Modern Times Group (Sweden) (2016-2021) Table 28. Modern Times Group (Sweden) Recent Developments Table 29. Activision Blizzard (US) Basic Information List Table 30. Activision Blizzard (US) Description and Business Overview Table 31. Activision Blizzard (US) Electronic Sports (eSports) Products, Services and Solutions Table 32. Revenue (US$ Million) in Electronic Sports (eSports) Business of Activision Blizzard (US) (2016-2021) Table 33. Activision Blizzard (US) Recent Developments Table 34. FACEIT (UK) Basic Information List Table 35. FACEIT (UK) Description and Business Overview Table 36. FACEIT (UK) Electronic Sports (eSports) Products, Services and Solutions Table 37. Revenue (US$ Million) in Electronic Sports (eSports) Business of FACEIT (UK) (2016-2021) Table 38. FACEIT (UK) Recent Developments Table 39. Total Entertainment Network (US) Basic Information List Table 40. Total Entertainment Network (US) Description and Business Overview Table 41. Total Entertainment Network (US) Electronic Sports (eSports) Products, Services and Solutions Table 42. Revenue (US$ Million) in Electronic Sports (eSports) Business of Total Entertainment Network (US) (2016-2021) Table 43. Total Entertainment Network (US) Recent Developments Table 44. Gfinity (UK) Basic Information List Table 45. Gfinity (UK) Description and Business Overview Table 46. Gfinity (UK) Electronic Sports (eSports) Products, Services and Solutions Table 47. Revenue (US$ Million) in Electronic Sports (eSports) Business of Gfinity (UK) (2016-2021) Table 48. Gfinity (UK) Recent Developments Table 49. Turner Broadcasting System (US) Basic Information List Table 50. Turner Broadcasting System (US) Description and Business Overview Table 51. Turner Broadcasting System (US) Electronic Sports (eSports) Products, Services and Solutions Table 52. Revenue (US$ Million) in Electronic Sports (eSports) Business of Turner Broadcasting System (US) (2016-2021) Table 53. Turner Broadcasting System (US) Recent Developments Table 54. CJ Corporation (South Korea) Basic Information List Table 55. CJ Corporation (South Korea) Description and Business Overview Table 56. CJ Corporation (South Korea) Electronic Sports (eSports) Products, Services and Solutions Table 57. Revenue (US$ Million) in Electronic Sports (eSports) Business of CJ Corporation (South Korea) (2016-2021) Table 58. CJ Corporation (South Korea) Recent Developments Table 59. Valve Corporation (US) Basic Information List Table 60. Valve Corporation (US) Description and Business Overview Table 61. Valve Corporation (US) Electronic Sports (eSports) Products, Services and Solutions Table 62. Revenue (US$ Million) in Electronic Sports (eSports) Business of Valve Corporation (US) (2016-2021) Table 63. Valve Corporation (US) Recent Developments Table 64. Tencent (China) Basic Information List Table 65. Tencent (China) Description and Business Overview Table 66. Tencent (China) Electronic Sports (eSports) Products, Services and Solutions Table 67. Revenue (US$ Million) in Electronic Sports (eSports) Business of Tencent (China) (2016-2021) Table 68. Tencent (China) Recent Developments Table 69. Electronic Arts (EA) (US) Basic Information List Table 70. Electronic Arts (EA) (US) Description and Business Overview Table 71. Electronic Arts (EA) (US) Electronic Sports (eSports) Products, Services and Solutions Table 72. Revenue (US$ Million) in Electronic Sports (eSports) Business of Electronic Arts (EA) (US) (2016-2021) Table 73. Electronic Arts (EA) (US) Recent Developments Table 74. Hi-Rez Studios (US) Basic Information List Table 75. Hi-Rez Studios (US) Description and Business Overview Table 76. Hi-Rez Studios (US) Electronic Sports (eSports) Products, Services and Solutions Table 77. Revenue (US$ Million) in Electronic Sports (eSports) Business of Hi-Rez Studios (US) (2016-2021) Table 78. Hi-Rez Studios (US) Recent Developments Table 79. KaBuM (Canada) Basic Information List Table 80. KaBuM (Canada) Description and Business Overview Table 81. KaBuM (Canada) Electronic Sports (eSports) Products, Services and Solutions Table 82. Revenue (US$ Million) in Electronic Sports (eSports) Business of KaBuM (Canada) (2016-2021) Table 83. KaBuM (Canada) Recent Developments Table 84. Wargaming Public (Cyprus) Basic Information List Table 85. Wargaming Public (Cyprus) Description and Business Overview Table 86. Wargaming Public (Cyprus) Electronic Sports (eSports) Products, Services and Solutions Table 87. Revenue (US$ Million) in Electronic Sports (eSports) Business of Wargaming Public (Cyprus) (2016-2021) Table 88. Wargaming Public (Cyprus) Recent Developments Table 89. Rovio Entertainment (Finland) Basic Information List Table 90. Rovio Entertainment (Finland) Description and Business Overview Table 91. Rovio Entertainment (Finland) Electronic Sports (eSports) Products, Services and Solutions Table 92. Revenue (US$ Million) in Electronic Sports (eSports) Business of Rovio Entertainment (Finland) (2016-2021) Table 93. Rovio Entertainment (Finland) Recent Developments Table 94. GungHo Online Entertainment (Japan) Basic Information List Table 95. GungHo Online Entertainment (Japan) Description and Business Overview Table 96. GungHo Online Entertainment (Japan) Electronic Sports (eSports) Products, Services and Solutions Table 97. Revenue (US$ Million) in Electronic Sports (eSports) Business of GungHo Online Entertainment (Japan) (2016-2021) Table 98. GungHo Online Entertainment (Japan) Recent Developments Table 99. Alisports (China) Basic Information List Table 100. Alisports (China) Description and Business Overview Table 101. Alisports (China) Electronic Sports (eSports) Products, Services and Solutions Table 102. Revenue (US$ Million) in Electronic Sports (eSports) Business of Alisports (China) (2016-2021) Table 103. Alisports (China) Recent Developments Table 104. North America Electronic Sports (eSports) Market Size by Country (2016-2021) & (US$ Million) Table 105. North America Electronic Sports (eSports) Market Size by Country (2022-2027) & (US$ Million) Table 106. Europe Electronic Sports (eSports) Market Size by Country (2016-2021) & (US$ Million) Table 107. Europe Electronic Sports (eSports) Market Size by Country (2022-2027) & (US$ Million) Table 108. Asia-Pacific Electronic Sports (eSports) Market Size by Region (2016-2021) & (US$ Million) Table 109. Asia-Pacific Electronic Sports (eSports) Market Size by Region (2022-2027) & (US$ Million) Table 110. Asia-Pacific Electronic Sports (eSports) Market Share by Region (2016-2021) Table 111. Asia-Pacific Electronic Sports (eSports) Market Share by Region (2022-2027) Table 112. Latin America Electronic Sports (eSports) Market Size by Country (2016-2021) & (US$ Million) Table 113. Latin America Electronic Sports (eSports) Market Size by Country (2022-2027) & (US$ Million) Table 114. Middle East & Africa Electronic Sports (eSports) Market Size by Players (2016-2021) & (US$ Million) Table 115. Middle East & Africa Electronic Sports (eSports) Market Size by Country (2022-2027) & (US$ Million) Table 116. Electronic Sports (eSports) Market Trends Table 117. Electronic Sports (eSports) Market Drivers Table 118. Electronic Sports (eSports) Market Challenges Table 119. Electronic Sports (eSports) Market Restraints Table 120. Research Programs/Design for This Report Table 121. Key Data Information from Secondary Sources Table 122. Key Data Information from Primary Sources List of Figures Figure 1. Global Electronic Sports (eSports) Market Size Year-over-Year 2016-2027 & (US$ Million) Figure 2. Global Electronic Sports (eSports) Market Size (US$ Million), 2016 VS 2021 VS 2027 Figure 3. Global Electronic Sports (eSports) Market Share by Regions: 2021 VS 2027 Figure 4. Global Electronic Sports (eSports) Forecasted Market Size Share by Region (2022-2027) Figure 5. North America Electronic Sports (eSports) Market Size (US$ Million) Growth Rate (2016-2027) Figure 6. Europe Electronic Sports (eSports) Market Size (US$ Million) and Growth Rate (2016-2027) Figure 7. Asia-Pacific Electronic Sports (eSports) Market Size (US$ Million) and Growth Rate (2016-2027) Figure 8. Latin America Electronic Sports (eSports) Market Size (US$ Million) and Growth Rate (2016-2027) Figure 9. Middle East & Africa Electronic Sports (eSports) Market Size (US$ Million) and Growth Rate (2016-2027) Figure 10. Global Electronic Sports (eSports) Market Size Share by Type in 2021 & 2027 Figure 11. Media Rights (Subscription & Online Advertisement) Market Size (US$ Million) YoY Growth (2016-2027) Figure 12. Tickets and Merchandise Market Size (US$ Million) YoY Growth (2016-2027) Figure 13. Sponsorship & Direct Advertisement Market Size (US$ Million) YoY Growth (2016-2027) Figure 14. Publisher Fees Market Size (US$ Million) YoY Growth (2016-2027) Figure 15. Others Market Size (US$ Million) YoY Growth (2016-2027) Figure 16. Global Electronic Sports (eSports) Market Size Share by Application in 2021 & 2027 Figure 17. Online Market Size (US$ Million) YoY Growth (2016-2027) Figure 18. Offline Market Size (US$ Million) YoY Growth (2016-2027) Figure 19. Electronic Sports (eSports) Market Share by Company Type (Tier 1, Tier 2 and Tier 3): 2016 VS 2020 Figure 20. Global Top 5 and Top 10 Players Electronic Sports (eSports) Market Share in 2020 Figure 21. North America Electronic Sports (eSports) Market Share by Country (2016-2027) Figure 22. United States Electronic Sports (eSports) Market Size (2016-2027) & (US$ Million) Figure 23. Canada Electronic Sports (eSports) Market Size (2016-2027) & (US$ Million) Figure 24. Germany Electronic Sports (eSports) Market Size (2016-2027) & (US$ Million) Figure 25. France Electronic Sports (eSports) Market Size (2016-2027) & (US$ Million) Figure 26. U.K. Electronic Sports (eSports) Market Size (2016-2027) & (US$ Million) Figure 27. Italy Electronic Sports (eSports) Market Size (2016-2027) & (US$ Million) Figure 28. Russia Electronic Sports (eSports) Market Size (2016-2027) & (US$ Million) Figure 29. Nordic Electronic Sports (eSports) Market Size (2016-2027) & (US$ Million) Figure 30. Rest of Europe Electronic Sports (eSports) Market Size (2016-2027) & (US$ Million) Figure 31. Asia-Pacific Electronic Sports (eSports) Market Share by Region (2016-2027) Figure 32. China Electronic Sports (eSports) Market Size (2016-2027) & (US$ Million) Figure 33. Japan Electronic Sports (eSports) Market Size (2016-2027) & (US$ Million) Figure 34. South Korea Electronic Sports (eSports) Market Size (2016-2027) & (US$ Million) Figure 35. Southeast Asia Electronic Sports (eSports) Market Size (2016-2027) & (US$ Million) Figure 36. India Electronic Sports (eSports) Market Size (2016-2027) & (US$ Million) Figure 37. Australia Electronic Sports (eSports) Market Size (2016-2027) & (US$ Million) Figure 38. Rest of Asia-Pacific Electronic Sports (eSports) Market Size (2016-2027) & (US$ Million) Figure 39. Latin America Electronic Sports (eSports) Market Share by Country (2016-2027) Figure 40. Mexico Electronic Sports (eSports) Market Size (2016-2027) & (US$ Million) Figure 41. Brazil Electronic Sports (eSports) Market Size (2016-2027) & (US$ Million) Figure 42. Rest of Latin America Electronic Sports (eSports) Market Size (2016-2027) & (US$ Million) Figure 43. Middle East & Africa Electronic Sports (eSports) Market Share by Country (2016-2027) Figure 44. Turkey Electronic Sports (eSports) Market Size (2016-2027) & (US$ Million) Figure 45. Saudi Arabia Electronic Sports (eSports) Market Size (2016-2027) & (US$ Million) Figure 46. UAE Electronic Sports (eSports) Market Size (2016-2027) & (US$ Million) Figure 47. Rest of Middle East & Africa Electronic Sports (eSports) Market Size (2016-2027) & (US$ Million) Figure 48. Bottom-up and Top-down Approaches for This Report Figure 49. Data Triangulation
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)
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