Global Esports Education and Training Organization Market Growth (Status and Outlook) 2024-2030

Global Esports Education and Training Organization Market Growth (Status and Outlook) 2024-2030


A Esports Education and Training Organization is dedicated to providing education, skills development, and professional training in the gaming industry. These organizations offer courses, certifications, and workshops that cover various aspects of gaming, including game design, development, programming, art, and esports management. They aim to equip individuals with the knowledge and practical experience needed to pursue careers in the gaming sector, fostering talent and innovation in the industry.

The global Esports Education and Training Organization market size is projected to grow from US$ million in 2024 to US$ million in 2030; it is expected to grow at a CAGR of %from 2024 to 2030.

LPI (LP Information)' newest research report, the “Esports Education and Training Organization Industry Forecast” looks at past sales and reviews total world Esports Education and Training Organization sales in 2022, providing a comprehensive analysis by region and market sector of projected Esports Education and Training Organization sales for 2023 through 2029. With Esports Education and Training Organization sales broken down by region, market sector and sub-sector, this report provides a detailed analysis in US$ millions of the world Esports Education and Training Organization industry.

This Insight Report provides a comprehensive analysis of the global Esports Education and Training Organization landscape and highlights key trends related to product segmentation, company formation, revenue, and market share, latest development, and M&A activity. This report also analyses the strategies of leading global companies with a focus on Esports Education and Training Organization portfolios and capabilities, market entry strategies, market positions, and geographic footprints, to better understand these firms’ unique position in an accelerating global Esports Education and Training Organization market.

This Insight Report evaluates the key market trends, drivers, and affecting factors shaping the global outlook for Esports Education and Training Organization and breaks down the forecast by Type, by Application, geography, and market size to highlight emerging pockets of opportunity. With a transparent methodology based on hundreds of bottom-up qualitative and quantitative market inputs, this study forecast offers a highly nuanced view of the current state and future trajectory in the global Esports Education and Training Organization.

United States market for Esports Education and Training Organization is estimated to increase from US$ million in 2023 to US$ million by 2030, at a CAGR of % from 2024 through 2030.

China market for Esports Education and Training Organization is estimated to increase from US$ million in 2023 to US$ million by 2030, at a CAGR of % from 2024 through 2030.

Europe market for Esports Education and Training Organization is estimated to increase from US$ million in 2023 to US$ million by 2030, at a CAGR of % from 2024 through 2030.

Global key Esports Education and Training Organization players cover eFuse, Gamer Sensei, ECA, NASEF, UCI Esports, etc. In terms of revenue, the global two largest companies occupied for a share nearly % in 2023.

This report presents a comprehensive overview, market shares, and growth opportunities of Esports Education and Training Organization market by product type, application, key players and key regions and countries.

Segmentation by Type:
Online Teaching
Offline Teaching

Segmentation by Application:
Professional Gaming
Non-Professional Gamer
Others

This report also splits the market by region:
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries

Segmentation by Type:
Online Teaching
Offline Teaching

Segmentation by Application:
Professional Gaming
Non-Professional Gamer
Others

This report also splits the market by region:
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries

The below companies that are profiled have been selected based on inputs gathered from primary experts and analyzing the company's coverage, product portfolio, its market penetration.
eFuse
Gamer Sensei
ECA
NASEF
UCI Esports
TESports
Hero Academy
CEEDA
Full Sail University
ESL Academy
EPA
XP League
1HP
Uconnect Esports
Learn2Esport
Ggtech
Chaojing Education
Perfect World Education
Zhejiang Wangjing Education
Taidu Intelligent Technology

Please note: The report will take approximately 2 business days to prepare and deliver.


*This is a tentative TOC and the final deliverable is subject to change.*
1 Scope of the Report
2 Executive Summary
3 Esports Education and Training Organization Key Players
4 Esports Education and Training Organization by Regions
5 United States
6 Europe
7 China
8 Rest of World
9 Market Drivers, Challenges and Trends
10 Key Investors in Esports Education and Training Organization
11 Key Players Analysis
12 Research Findings and Conclusion

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