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Download Free sampleeSports 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.
Electronic Sports Market contains market size and forecasts of Electronic Sports (eSports) in Global, including the following market information:
Global Electronic Sports (eSports) Market Revenue, 2017-2022, 2023-2028, ($ millions)
Global top five companies in 2021 (%)
The global Electronic Sports (eSports) market was valued at million in 2021 and is projected to reach US$ million by 2028, at a CAGR of % during the forecast period.
The U.S. Market is Estimated at $ Million in 2021, While China is Forecast to Reach $ Million by 2028.
Media Rights (Subscription & Online Advertisement) Segment to Reach $ Million by 2028, with a % CAGR in next six years.
The global key manufacturers of Electronic Sports (eSports) include 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) and Tencent (China), etc. In 2021, the global top five players have a share approximately % in terms of revenue.
We surveyed the Electronic Sports (eSports) 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 Electronic Sports (eSports) Market, by Type, 2017-2022, 2023-2028 ($ millions)
Global Electronic Sports (eSports) Market Segment Percentages, by Type, 2021 (%)
Global Electronic Sports (eSports) Market, by Application, 2017-2022, 2023-2028 ($ millions)
Global Electronic Sports (eSports) Market Segment Percentages, by Application, 2021 (%)
Global Electronic Sports (eSports) Market, By Region and Country, 2017-2022, 2023-2028 ($ Millions)
Global Electronic Sports (eSports) Market Segment Percentages, By Region and Country, 2021 (%)
Competitor Analysis
The report also provides analysis of leading market participants including:
Further, the report presents profiles of competitors in the market, key players include:
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