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

SKU ID : QYR-18624788 | Publishing Date : 23-Jun-2021 | No. of pages : 116

eSports can be termed as the electronic sports, professional video gaming or pro-gaming. It is an advanced form of competitive video gaming with competition at a professional level and in an organized format with a specific goal. The majority of the eSports played are team based games played in leagues or tournaments throughout the year.
The market is mainly driven by the increasing popularity of video games and growing awareness about esports.

Market Analysis and Insights: Global Electronic Sports (eSports) Market
The research report studies the Electronic Sports (eSports) market using different methodologies and analyzes to provide accurate and in-depth information about the market. For a clearer understanding, it is divided into several parts to cover different aspects of the market. Each area is then elaborated to help the reader comprehend the growth potential of each region and its contribution to the global market. The researchers have used primary and secondary methodologies to collate the information in the report. They have also used the same data to generate the current market scenario. This report is aimed at guiding people towards an apprehensive, better, and clearer knowledge of the market.
The global Electronic Sports (eSports) market size is projected to reach US$ XX million by 2027, from US$ XX million in 2020, at a CAGR of XX% during 2021-2027.

Global Electronic Sports (eSports) Scope and Segment
The global Electronic Sports (eSports) market is segmented by company, 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 region (country), by Type, and by Application for the period 2016-2027.

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
U.K.
Italy
Russia
Nordic
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Latin America
Mexico
Brazil
Middle East & Africa
Turkey
Saudi Arabia
UAE

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)

Frequently Asked Questions

This market study covers the global and regional market with an in-depth analysis of the overall growth prospects in the market. Furthermore, it sheds light on the comprehensive competitive landscape of the global market. The report further offers a dashboard overview of leading companies encompassing their successful marketing strategies, market contribution, recent developments in both historic and present contexts.
  • By product type
  • By End User/Applications
  • By Technology
  • By Region
The report provides a detailed evaluation of the market by highlighting information on different aspects which include drivers, restraints, opportunities, and threats. This information can help stakeholders to make appropriate decisions before investing.
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