Esports and Gaming market

Esports and Gaming Market, Global Outlook and Forecast 2024-2030

  • 02 July 2024
  • Energy and Natural Resources
  • 63 Pages
  • Report code : PMR-7965972

  • 4.7 (158)

Esports and Gaming Market

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A new type of electronic games that aim to compitition.
Esports and Gaming Market aims to provide a comprehensive presentation of the global market for Esports and Gaming, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Esports and Gaming. Esports and Gaming Market contains market size and forecasts of Esports and Gaming in global, including the following market information:
Global Esports and Gaming Market Revenue, 2019-2024, 2025-2030, ($ millions)
Global top five companies in 2023 (%)
The global Esports and Gaming market was valued at US$ million in 2023 and is projected to reach US$ million by 2030, at a CAGR of % during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
The U.S. Market is Estimated at $ Million in 2023, While China is to reach $ Million.
Single Player Games Segment to Reach $ Million by 2030, with a % CAGR in next six years.
The global key manufacturers of Esports and Gaming include Modern Times Group (Sweden), Activision Blizzard, FACEIT, Total Entertainment Network, Gfinity, Turner Broadcasting System, CJ Corporation, Valve Corporation and Tencent, etc. in 2023, the global top five players have a share approximately % in terms of revenue.
We surveyed the Esports and Gaming companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Esports and Gaming Market, by Type, 2019-2024, 2025-2030 ($ millions)
Global Esports and Gaming Market Segment Percentages, by Type, 2023 (%)
Single Player Games
Competitive Games
Online Games
Global Esports and Gaming Market, by Application, 2019-2024, 2025-2030 ($ millions)
Global Esports and Gaming Market Segment Percentages, by Application, 2023 (%)
Clubs
Associations and Organizations
Others
Global Esports and Gaming Market, By Region and Country, 2019-2024, 2025-2030 ($ Millions)
Global Esports and Gaming Market Segment Percentages, By Region and Country, 2023 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies Esports and Gaming revenues in global market, 2019-2024 (estimated), ($ millions)
Key companies Esports and Gaming revenues share in global market, 2023 (%)
Further, the report presents profiles of competitors in the market, key players include:
Modern Times Group (Sweden)
Activision Blizzard
FACEIT
Total Entertainment Network
Gfinity
Turner Broadcasting System
CJ Corporation
Valve Corporation
Tencent
Electronic Arts (EA) (US)
Hi-Rez Studios
KaBuM
Wargaming Public
Outline of Major Chapters:
Chapter 1: Introduces the definition of Esports and Gaming, market overview.
Chapter 2: Global Esports and Gaming market size in revenue.
Chapter 3: Detailed analysis of Esports and Gaming company competitive landscape, revenue and market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Sales of Esports and Gaming in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: The main points and conclusions of the report.

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