E-Sports Comprehensive Study by Type (MOBA, FPS, RTS, Others), Application (Professional, Amateur) Players and Region - Global Market Outlook to 2026

E-Sports Market by XX Submarkets | Forecast Years 2022-2027 | CAGR: 18.61%  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
Market Snapshot:
E-Sports refer as a type of sport facilitated by electronic system in which all the functions of the sport are performed through human-computer interface. E-Sports is allowing the users to experience different type of game aspects including ladder, tournament and league through single system. E-Sports provides several competitive advantages such as selection of teams, players, and organisations which are not bound with location and ability to integrate with non-traditional media. The market is growing due to increasing popularity and awareness of video games and E-Sports among the younger generation, while the connection problem in mid of the game can be a barrier, which can hinder the market

The research analyst at AMA estimates E-Sports market to grow at a compounded annual growth rate of 18.61%

Market Drivers
  • Increasing popularity of video games and growing awareness about esports
  • Increase in number of eSports enthusiast

Market Trend
  • The emergence of franchises
  • Convergence of business models

Restraints
  • Connection problem can be the barrier
  • Operator do not have full control over the tournaments and leagues

Opportunities
Sponsorships and direct advertisements are offering various opportunities to the brand owners to directly reach to the game fans in an event

Vendors Covered in the Study are:
Modern Times Group (Sweden), Activision Blizzard (United States), FACEIT (United Kingdom), Total Entertainment Network (United States), Gfinity (United Kingdom), Turner Broadcasting System (United States), CJ Corporation (South Korea), Valve Corporation (United States), Tencent (China), Electronic Arts (United States), Hi-Rez Studios (United States), KaBuM (Canada) and Wargaming Public (Cyprus)

The Global E-Sports market is gaining huge competition due to involvement of United States companies that constantly invest in research & development to meet market expectation with new innovation.

Industry Insights:
Danish telecoms firm TDC has called off its plans to acquire Modern Times Group’s Nordic group, which includes a raft of channels and production and distribution assets

What can be explored with E-Sports study:
• Where E-Sports industry stands in scaling its end use implementations
• What concrete benefits would result from scaled initiatives by Vendors
• Where Vendors should focus their investments cycle
• Key success factors and recommendations for upscaling future growth.
• Target Market / Country and Key Business Segments

Available Customization:
List of players that can be included in the study on immediate basis are Rovio Entertainment (Finland), GungHo Online Entertainment (Japan), Alisports (China), YouTube (United States), Twitch (United States), Facebook (United States) and Beyond the Summit (BTS) (United States).

Report Objectives / Segmentation Covered

By Type
  • MOBA
  • FPS
  • RTS
  • Others
By Application
  • Professional
  • Amateur
By Regions
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Taiwan
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • Italy
    • United Kingdom
    • Netherlands
    • Rest of Europe
  • MEA
    • Middle East
    • Africa
  • North America
    • United States
    • Canada
    • Mexico
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. Increasing popularity of video games and growing awareness about esports
      • 3.2.2. Increase in number of eSports enthusiast
    • 3.3. Market Challenges
      • 3.3.1. Higher cost associated with the e-sports
      • 3.3.2. Fraudulent betting is another challenge that can negatively affect the growth of eSports market
    • 3.4. Market Trends
      • 3.4.1. The emergence of franchises
      • 3.4.2. Convergence of business models
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global E-Sports, by Type, Application and Region (value) (2015-2020)
    • 5.1. Introduction
    • 5.2. Global E-Sports (Value)
      • 5.2.1. Global E-Sports by: Type (Value)
        • 5.2.1.1. MOBA
        • 5.2.1.2. FPS
        • 5.2.1.3. RTS
        • 5.2.1.4. Others
      • 5.2.2. Global E-Sports by: Application (Value)
        • 5.2.2.1. Professional
        • 5.2.2.2. Amateur
      • 5.2.3. Global E-Sports Region
        • 5.2.3.1. South America
          • 5.2.3.1.1. Brazil
          • 5.2.3.1.2. Argentina
          • 5.2.3.1.3. Rest of South America
        • 5.2.3.2. Asia Pacific
          • 5.2.3.2.1. China
          • 5.2.3.2.2. Japan
          • 5.2.3.2.3. India
          • 5.2.3.2.4. South Korea
          • 5.2.3.2.5. Taiwan
          • 5.2.3.2.6. Australia
          • 5.2.3.2.7. Rest of Asia-Pacific
        • 5.2.3.3. Europe
          • 5.2.3.3.1. Germany
          • 5.2.3.3.2. France
          • 5.2.3.3.3. Italy
          • 5.2.3.3.4. United Kingdom
          • 5.2.3.3.5. Netherlands
          • 5.2.3.3.6. Rest of Europe
        • 5.2.3.4. MEA
          • 5.2.3.4.1. Middle East
          • 5.2.3.4.2. Africa
        • 5.2.3.5. North America
          • 5.2.3.5.1. United States
          • 5.2.3.5.2. Canada
          • 5.2.3.5.3. Mexico
  • 6. E-Sports: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2020)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. Modern Times Group (Sweden)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. Activision Blizzard (United States)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. FACEIT (United Kingdom)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. Total Entertainment Network (United States)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. Gfinity (United Kingdom)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. Turner Broadcasting System (United States)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. CJ Corporation (South Korea)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. Valve Corporation (United States)
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
      • 6.4.9. Tencent (China)
        • 6.4.9.1. Business Overview
        • 6.4.9.2. Products/Services Offerings
        • 6.4.9.3. Financial Analysis
        • 6.4.9.4. SWOT Analysis
      • 6.4.10. Electronic Arts (United States)
        • 6.4.10.1. Business Overview
        • 6.4.10.2. Products/Services Offerings
        • 6.4.10.3. Financial Analysis
        • 6.4.10.4. SWOT Analysis
      • 6.4.11. Hi-Rez Studios (United States)
        • 6.4.11.1. Business Overview
        • 6.4.11.2. Products/Services Offerings
        • 6.4.11.3. Financial Analysis
        • 6.4.11.4. SWOT Analysis
      • 6.4.12. KaBuM (Canada)
        • 6.4.12.1. Business Overview
        • 6.4.12.2. Products/Services Offerings
        • 6.4.12.3. Financial Analysis
        • 6.4.12.4. SWOT Analysis
      • 6.4.13. Wargaming Public (Cyprus)
        • 6.4.13.1. Business Overview
        • 6.4.13.2. Products/Services Offerings
        • 6.4.13.3. Financial Analysis
        • 6.4.13.4. SWOT Analysis
  • 7. Global E-Sports Sale, by Type, Application and Region (value) (2021-2026)
    • 7.1. Introduction
    • 7.2. Global E-Sports (Value)
      • 7.2.1. Global E-Sports by: Type (Value)
        • 7.2.1.1. MOBA
        • 7.2.1.2. FPS
        • 7.2.1.3. RTS
        • 7.2.1.4. Others
      • 7.2.2. Global E-Sports by: Application (Value)
        • 7.2.2.1. Professional
        • 7.2.2.2. Amateur
      • 7.2.3. Global E-Sports Region
        • 7.2.3.1. South America
          • 7.2.3.1.1. Brazil
          • 7.2.3.1.2. Argentina
          • 7.2.3.1.3. Rest of South America
        • 7.2.3.2. Asia Pacific
          • 7.2.3.2.1. China
          • 7.2.3.2.2. Japan
          • 7.2.3.2.3. India
          • 7.2.3.2.4. South Korea
          • 7.2.3.2.5. Taiwan
          • 7.2.3.2.6. Australia
          • 7.2.3.2.7. Rest of Asia-Pacific
        • 7.2.3.3. Europe
          • 7.2.3.3.1. Germany
          • 7.2.3.3.2. France
          • 7.2.3.3.3. Italy
          • 7.2.3.3.4. United Kingdom
          • 7.2.3.3.5. Netherlands
          • 7.2.3.3.6. Rest of Europe
        • 7.2.3.4. MEA
          • 7.2.3.4.1. Middle East
          • 7.2.3.4.2. Africa
        • 7.2.3.5. North America
          • 7.2.3.5.1. United States
          • 7.2.3.5.2. Canada
          • 7.2.3.5.3. Mexico
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. E-Sports: by Type(USD Million)
  • Table 2. E-Sports MOBA , by Region USD Million (2015-2020)
  • Table 3. E-Sports FPS , by Region USD Million (2015-2020)
  • Table 4. E-Sports RTS , by Region USD Million (2015-2020)
  • Table 5. E-Sports Others , by Region USD Million (2015-2020)
  • Table 6. E-Sports: by Application(USD Million)
  • Table 7. E-Sports Professional , by Region USD Million (2015-2020)
  • Table 8. E-Sports Amateur , by Region USD Million (2015-2020)
  • Table 9. South America E-Sports, by Country USD Million (2015-2020)
  • Table 10. South America E-Sports, by Type USD Million (2015-2020)
  • Table 11. South America E-Sports, by Application USD Million (2015-2020)
  • Table 12. Brazil E-Sports, by Type USD Million (2015-2020)
  • Table 13. Brazil E-Sports, by Application USD Million (2015-2020)
  • Table 14. Argentina E-Sports, by Type USD Million (2015-2020)
  • Table 15. Argentina E-Sports, by Application USD Million (2015-2020)
  • Table 16. Rest of South America E-Sports, by Type USD Million (2015-2020)
  • Table 17. Rest of South America E-Sports, by Application USD Million (2015-2020)
  • Table 18. Asia Pacific E-Sports, by Country USD Million (2015-2020)
  • Table 19. Asia Pacific E-Sports, by Type USD Million (2015-2020)
  • Table 20. Asia Pacific E-Sports, by Application USD Million (2015-2020)
  • Table 21. China E-Sports, by Type USD Million (2015-2020)
  • Table 22. China E-Sports, by Application USD Million (2015-2020)
  • Table 23. Japan E-Sports, by Type USD Million (2015-2020)
  • Table 24. Japan E-Sports, by Application USD Million (2015-2020)
  • Table 25. India E-Sports, by Type USD Million (2015-2020)
  • Table 26. India E-Sports, by Application USD Million (2015-2020)
  • Table 27. South Korea E-Sports, by Type USD Million (2015-2020)
  • Table 28. South Korea E-Sports, by Application USD Million (2015-2020)
  • Table 29. Taiwan E-Sports, by Type USD Million (2015-2020)
  • Table 30. Taiwan E-Sports, by Application USD Million (2015-2020)
  • Table 31. Australia E-Sports, by Type USD Million (2015-2020)
  • Table 32. Australia E-Sports, by Application USD Million (2015-2020)
  • Table 33. Rest of Asia-Pacific E-Sports, by Type USD Million (2015-2020)
  • Table 34. Rest of Asia-Pacific E-Sports, by Application USD Million (2015-2020)
  • Table 35. Europe E-Sports, by Country USD Million (2015-2020)
  • Table 36. Europe E-Sports, by Type USD Million (2015-2020)
  • Table 37. Europe E-Sports, by Application USD Million (2015-2020)
  • Table 38. Germany E-Sports, by Type USD Million (2015-2020)
  • Table 39. Germany E-Sports, by Application USD Million (2015-2020)
  • Table 40. France E-Sports, by Type USD Million (2015-2020)
  • Table 41. France E-Sports, by Application USD Million (2015-2020)
  • Table 42. Italy E-Sports, by Type USD Million (2015-2020)
  • Table 43. Italy E-Sports, by Application USD Million (2015-2020)
  • Table 44. United Kingdom E-Sports, by Type USD Million (2015-2020)
  • Table 45. United Kingdom E-Sports, by Application USD Million (2015-2020)
  • Table 46. Netherlands E-Sports, by Type USD Million (2015-2020)
  • Table 47. Netherlands E-Sports, by Application USD Million (2015-2020)
  • Table 48. Rest of Europe E-Sports, by Type USD Million (2015-2020)
  • Table 49. Rest of Europe E-Sports, by Application USD Million (2015-2020)
  • Table 50. MEA E-Sports, by Country USD Million (2015-2020)
  • Table 51. MEA E-Sports, by Type USD Million (2015-2020)
  • Table 52. MEA E-Sports, by Application USD Million (2015-2020)
  • Table 53. Middle East E-Sports, by Type USD Million (2015-2020)
  • Table 54. Middle East E-Sports, by Application USD Million (2015-2020)
  • Table 55. Africa E-Sports, by Type USD Million (2015-2020)
  • Table 56. Africa E-Sports, by Application USD Million (2015-2020)
  • Table 57. North America E-Sports, by Country USD Million (2015-2020)
  • Table 58. North America E-Sports, by Type USD Million (2015-2020)
  • Table 59. North America E-Sports, by Application USD Million (2015-2020)
  • Table 60. United States E-Sports, by Type USD Million (2015-2020)
  • Table 61. United States E-Sports, by Application USD Million (2015-2020)
  • Table 62. Canada E-Sports, by Type USD Million (2015-2020)
  • Table 63. Canada E-Sports, by Application USD Million (2015-2020)
  • Table 64. Mexico E-Sports, by Type USD Million (2015-2020)
  • Table 65. Mexico E-Sports, by Application USD Million (2015-2020)
  • Table 66. Company Basic Information, Sales Area and Its Competitors
  • Table 67. Company Basic Information, Sales Area and Its Competitors
  • Table 68. Company Basic Information, Sales Area and Its Competitors
  • Table 69. Company Basic Information, Sales Area and Its Competitors
  • Table 70. Company Basic Information, Sales Area and Its Competitors
  • Table 71. Company Basic Information, Sales Area and Its Competitors
  • Table 72. Company Basic Information, Sales Area and Its Competitors
  • Table 73. Company Basic Information, Sales Area and Its Competitors
  • Table 74. Company Basic Information, Sales Area and Its Competitors
  • Table 75. Company Basic Information, Sales Area and Its Competitors
  • Table 76. Company Basic Information, Sales Area and Its Competitors
  • Table 77. Company Basic Information, Sales Area and Its Competitors
  • Table 78. Company Basic Information, Sales Area and Its Competitors
  • Table 79. E-Sports: by Type(USD Million)
  • Table 80. E-Sports MOBA , by Region USD Million (2021-2026)
  • Table 81. E-Sports FPS , by Region USD Million (2021-2026)
  • Table 82. E-Sports RTS , by Region USD Million (2021-2026)
  • Table 83. E-Sports Others , by Region USD Million (2021-2026)
  • Table 84. E-Sports: by Application(USD Million)
  • Table 85. E-Sports Professional , by Region USD Million (2021-2026)
  • Table 86. E-Sports Amateur , by Region USD Million (2021-2026)
  • Table 87. South America E-Sports, by Country USD Million (2021-2026)
  • Table 88. South America E-Sports, by Type USD Million (2021-2026)
  • Table 89. South America E-Sports, by Application USD Million (2021-2026)
  • Table 90. Brazil E-Sports, by Type USD Million (2021-2026)
  • Table 91. Brazil E-Sports, by Application USD Million (2021-2026)
  • Table 92. Argentina E-Sports, by Type USD Million (2021-2026)
  • Table 93. Argentina E-Sports, by Application USD Million (2021-2026)
  • Table 94. Rest of South America E-Sports, by Type USD Million (2021-2026)
  • Table 95. Rest of South America E-Sports, by Application USD Million (2021-2026)
  • Table 96. Asia Pacific E-Sports, by Country USD Million (2021-2026)
  • Table 97. Asia Pacific E-Sports, by Type USD Million (2021-2026)
  • Table 98. Asia Pacific E-Sports, by Application USD Million (2021-2026)
  • Table 99. China E-Sports, by Type USD Million (2021-2026)
  • Table 100. China E-Sports, by Application USD Million (2021-2026)
  • Table 101. Japan E-Sports, by Type USD Million (2021-2026)
  • Table 102. Japan E-Sports, by Application USD Million (2021-2026)
  • Table 103. India E-Sports, by Type USD Million (2021-2026)
  • Table 104. India E-Sports, by Application USD Million (2021-2026)
  • Table 105. South Korea E-Sports, by Type USD Million (2021-2026)
  • Table 106. South Korea E-Sports, by Application USD Million (2021-2026)
  • Table 107. Taiwan E-Sports, by Type USD Million (2021-2026)
  • Table 108. Taiwan E-Sports, by Application USD Million (2021-2026)
  • Table 109. Australia E-Sports, by Type USD Million (2021-2026)
  • Table 110. Australia E-Sports, by Application USD Million (2021-2026)
  • Table 111. Rest of Asia-Pacific E-Sports, by Type USD Million (2021-2026)
  • Table 112. Rest of Asia-Pacific E-Sports, by Application USD Million (2021-2026)
  • Table 113. Europe E-Sports, by Country USD Million (2021-2026)
  • Table 114. Europe E-Sports, by Type USD Million (2021-2026)
  • Table 115. Europe E-Sports, by Application USD Million (2021-2026)
  • Table 116. Germany E-Sports, by Type USD Million (2021-2026)
  • Table 117. Germany E-Sports, by Application USD Million (2021-2026)
  • Table 118. France E-Sports, by Type USD Million (2021-2026)
  • Table 119. France E-Sports, by Application USD Million (2021-2026)
  • Table 120. Italy E-Sports, by Type USD Million (2021-2026)
  • Table 121. Italy E-Sports, by Application USD Million (2021-2026)
  • Table 122. United Kingdom E-Sports, by Type USD Million (2021-2026)
  • Table 123. United Kingdom E-Sports, by Application USD Million (2021-2026)
  • Table 124. Netherlands E-Sports, by Type USD Million (2021-2026)
  • Table 125. Netherlands E-Sports, by Application USD Million (2021-2026)
  • Table 126. Rest of Europe E-Sports, by Type USD Million (2021-2026)
  • Table 127. Rest of Europe E-Sports, by Application USD Million (2021-2026)
  • Table 128. MEA E-Sports, by Country USD Million (2021-2026)
  • Table 129. MEA E-Sports, by Type USD Million (2021-2026)
  • Table 130. MEA E-Sports, by Application USD Million (2021-2026)
  • Table 131. Middle East E-Sports, by Type USD Million (2021-2026)
  • Table 132. Middle East E-Sports, by Application USD Million (2021-2026)
  • Table 133. Africa E-Sports, by Type USD Million (2021-2026)
  • Table 134. Africa E-Sports, by Application USD Million (2021-2026)
  • Table 135. North America E-Sports, by Country USD Million (2021-2026)
  • Table 136. North America E-Sports, by Type USD Million (2021-2026)
  • Table 137. North America E-Sports, by Application USD Million (2021-2026)
  • Table 138. United States E-Sports, by Type USD Million (2021-2026)
  • Table 139. United States E-Sports, by Application USD Million (2021-2026)
  • Table 140. Canada E-Sports, by Type USD Million (2021-2026)
  • Table 141. Canada E-Sports, by Application USD Million (2021-2026)
  • Table 142. Mexico E-Sports, by Type USD Million (2021-2026)
  • Table 143. Mexico E-Sports, by Application USD Million (2021-2026)
  • Table 144. Research Programs/Design for This Report
  • Table 145. Key Data Information from Secondary Sources
  • Table 146. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global E-Sports: by Type USD Million (2015-2020)
  • Figure 5. Global E-Sports: by Application USD Million (2015-2020)
  • Figure 6. South America E-Sports Share (%), by Country
  • Figure 7. Asia Pacific E-Sports Share (%), by Country
  • Figure 8. Europe E-Sports Share (%), by Country
  • Figure 9. MEA E-Sports Share (%), by Country
  • Figure 10. North America E-Sports Share (%), by Country
  • Figure 11. Global E-Sports share by Players 2020 (%)
  • Figure 12. Global E-Sports share by Players (Top 3) 2020(%)
  • Figure 13. Global E-Sports share by Players (Top 5) 2020(%)
  • Figure 14. BCG Matrix for key Companies
  • Figure 15. Modern Times Group (Sweden) Revenue, Net Income and Gross profit
  • Figure 16. Modern Times Group (Sweden) Revenue: by Geography 2020
  • Figure 17. Activision Blizzard (United States) Revenue, Net Income and Gross profit
  • Figure 18. Activision Blizzard (United States) Revenue: by Geography 2020
  • Figure 19. FACEIT (United Kingdom) Revenue, Net Income and Gross profit
  • Figure 20. FACEIT (United Kingdom) Revenue: by Geography 2020
  • Figure 21. Total Entertainment Network (United States) Revenue, Net Income and Gross profit
  • Figure 22. Total Entertainment Network (United States) Revenue: by Geography 2020
  • Figure 23. Gfinity (United Kingdom) Revenue, Net Income and Gross profit
  • Figure 24. Gfinity (United Kingdom) Revenue: by Geography 2020
  • Figure 25. Turner Broadcasting System (United States) Revenue, Net Income and Gross profit
  • Figure 26. Turner Broadcasting System (United States) Revenue: by Geography 2020
  • Figure 27. CJ Corporation (South Korea) Revenue, Net Income and Gross profit
  • Figure 28. CJ Corporation (South Korea) Revenue: by Geography 2020
  • Figure 29. Valve Corporation (United States) Revenue, Net Income and Gross profit
  • Figure 30. Valve Corporation (United States) Revenue: by Geography 2020
  • Figure 31. Tencent (China) Revenue, Net Income and Gross profit
  • Figure 32. Tencent (China) Revenue: by Geography 2020
  • Figure 33. Electronic Arts (United States) Revenue, Net Income and Gross profit
  • Figure 34. Electronic Arts (United States) Revenue: by Geography 2020
  • Figure 35. Hi-Rez Studios (United States) Revenue, Net Income and Gross profit
  • Figure 36. Hi-Rez Studios (United States) Revenue: by Geography 2020
  • Figure 37. KaBuM (Canada) Revenue, Net Income and Gross profit
  • Figure 38. KaBuM (Canada) Revenue: by Geography 2020
  • Figure 39. Wargaming Public (Cyprus) Revenue, Net Income and Gross profit
  • Figure 40. Wargaming Public (Cyprus) Revenue: by Geography 2020
  • Figure 41. Global E-Sports: by Type USD Million (2021-2026)
  • Figure 42. Global E-Sports: by Application USD Million (2021-2026)
  • Figure 43. South America E-Sports Share (%), by Country
  • Figure 44. Asia Pacific E-Sports Share (%), by Country
  • Figure 45. Europe E-Sports Share (%), by Country
  • Figure 46. MEA E-Sports Share (%), by Country
  • Figure 47. North America E-Sports Share (%), by Country
List of companies from research coverage that are profiled in the study
  • Modern Times Group (Sweden)
  • Activision Blizzard (United States)
  • FACEIT (United Kingdom)
  • Total Entertainment Network (United States)
  • Gfinity (United Kingdom)
  • Turner Broadcasting System (United States)
  • CJ Corporation (South Korea)
  • Valve Corporation (United States)
  • Tencent (China)
  • Electronic Arts (United States)
  • Hi-Rez Studios (United States)
  • KaBuM (Canada)
  • Wargaming Public (Cyprus)
Additional players considered in the study are as follows:
Rovio Entertainment (Finland) , GungHo Online Entertainment (Japan) , Alisports (China) , YouTube (United States) , Twitch (United States) , Facebook (United States) , Beyond the Summit (BTS) (United States)
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Jan 2021 233 Pages 87 Tables Base Year: 2021 Coverage: 15+ Companies; 18 Countries

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