Global eSports Organization Market 2024 by Company, Regions, Type and Application, Forecast to 2030
According to our (Global Info Research) latest study, the global eSports Organization market size was valued at USD million in 2023 and is forecast to a readjusted size of USD million by 2030 with a CAGR of % during review period.
League of Legends World Championship, an annual League of Legends tournament, known for rotating its venues across different major countries and regions each year
Esports (also known as electronic sports, e-sports, or eSports) is a form of competition using video games. Most commonly, esports takes the form of organized, multiplayer video game competitions, particularly between professional players. Although organized online and offline competitions have long been a part of video game culture, these were largely between amateurs until the late 2000s, when participation by professional gamers and spectatorship in these events through live streaming saw a large surge in popularity. By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing toward a professional esports subculture.
The Global Info Research report includes an overview of the development of the eSports Organization industry chain, the market status of Professional (LOL, PUBG), Amateur (LOL, PUBG), and key enterprises in developed and developing market, and analysed the cutting-edge technology, patent, hot applications and market trends of eSports Organization.
Regionally, the report analyzes the eSports Organization markets in key regions. North America and Europe are experiencing steady growth, driven by government initiatives and increasing consumer awareness. Asia-Pacific, particularly China, leads the global eSports Organization market, with robust domestic demand, supportive policies, and a strong manufacturing base.
Key Features:
The report presents comprehensive understanding of the eSports Organization market. It provides a holistic view of the industry, as well as detailed insights into individual components and stakeholders. The report analysis market dynamics, trends, challenges, and opportunities within the eSports Organization industry.
The report involves analyzing the market at a macro level:
Market Sizing and Segmentation: Report collect data on the overall market size, including the revenue generated, and market share of different by Type (e.g., LOL, PUBG).
Industry Analysis: Report analyse the broader industry trends, such as government policies and regulations, technological advancements, consumer preferences, and market dynamics. This analysis helps in understanding the key drivers and challenges influencing the eSports Organization market.
Regional Analysis: The report involves examining the eSports Organization market at a regional or national level. Report analyses regional factors such as government incentives, infrastructure development, economic conditions, and consumer behaviour to identify variations and opportunities within different markets.
Market Projections: Report covers the gathered data and analysis to make future projections and forecasts for the eSports Organization market. This may include estimating market growth rates, predicting market demand, and identifying emerging trends.
The report also involves a more granular approach to eSports Organization:
Company Analysis: Report covers individual eSports Organization players, suppliers, and other relevant industry players. This analysis includes studying their financial performance, market positioning, product portfolios, partnerships, and strategies.
Consumer Analysis: Report covers data on consumer behaviour, preferences, and attitudes towards eSports Organization This may involve surveys, interviews, and analysis of consumer reviews and feedback from different by Application (Professional, Amateur).
Technology Analysis: Report covers specific technologies relevant to eSports Organization. It assesses the current state, advancements, and potential future developments in eSports Organization areas.
Competitive Landscape: By analyzing individual companies, suppliers, and consumers, the report present insights into the competitive landscape of the eSports Organization market. This analysis helps understand market share, competitive advantages, and potential areas for differentiation among industry players.
Market Validation: The report involves validating findings and projections through primary research, such as surveys, interviews, and focus groups.
Market Segmentation
eSports Organization market is split by Type and by Application. For the period 2019-2030, the growth among segments provides accurate calculations and forecasts for consumption value by Type, and by Application in terms of value.
Market segment by Type
LOL
PUBG
StarCraft
Fortnite
CS:GO
Other
Market segment by Application
Professional
Amateur
Market segment by players, this report covers
Fnatic
C9
SKT
Samsung
RNG
EDG
Invictus
OG
LGD
G2
TSM
CLG
Team Liquid
Echo Fox
100 Thieves
Clutch Gaming
Optic
GGS
Flyquest
Splyce
Misfits
Schalke 04
Counter Logic Gaming
Market segment by regions, regional analysis covers
North America (United States, Canada, and Mexico)
Europe (Germany, France, UK, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia and Rest of Asia-Pacific)
South America (Brazil, Argentina and Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)
The content of the study subjects, includes a total of 13 chapters:
Chapter 1, to describe eSports Organization product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top players of eSports Organization, with revenue, gross margin and global market share of eSports Organization from 2019 to 2024.
Chapter 3, the eSports Organization competitive situation, revenue and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by Type and application, with consumption value and growth rate by Type, application, from 2019 to 2030.
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2019 to 2024.and eSports Organization market forecast, by regions, type and application, with consumption value, from 2025 to 2030.
Chapter 11, market dynamics, drivers, restraints, trends and Porters Five Forces analysis.
Chapter 12, the key raw materials and key suppliers, and industry chain of eSports Organization.
Chapter 13, to describe eSports Organization research findings and conclusion.