eSports Organization Market, Global Outlook and Forecast 2023-2032
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.
This report aims to provide a comprehensive presentation of the global market for eSports Organization, 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 Organization. This report contains market size and forecasts of eSports Organization in global, including the following market information:
Global eSports Organization Market Revenue, 2018-2023, 2024-2032, ($ millions)
Global top five companies in 2022 (%)
The global eSports Organization market was valued at US$ million in 2022 and is projected to reach US$ million by 2029, 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 2022, While China is to reach $ Million.
LOL Segment to Reach $ Million by 2029, with a % CAGR in next six years.
The global key manufacturers of eSports Organization include Fnatic, C9, SKT, Samsung, RNG, EDG, Invictus, OG and LGD, etc. in 2022, the global top five players have a share approximately % in terms of revenue.
We has surveyed the eSports Organization 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 Organization Market, by Type, 2018-2023, 2024-2032 ($ millions)
Global eSports Organization Market Segment Percentages, by Type, 2022 (%)
LOL
PUBG
StarCraft
Fortnite
CS?GO
Other
Global eSports Organization Market, by Application, 2018-2023, 2024-2032 ($ millions)
Global eSports Organization Market Segment Percentages, by Application, 2022 (%)
Professional
Amateur
Global eSports Organization Market, By Region and Country, 2018-2023, 2024-2032 ($ Millions)
Global eSports Organization Market Segment Percentages, By Region and Country, 2022 (%)
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 Organization revenues in global market, 2018-2023 (estimated), ($ millions)
Key companies eSports Organization revenues share in global market, 2022 (%)
Further, the report presents profiles of competitors in the market, key players include:
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
Outline of Major Chapters:
Chapter 1: Introduces the definition of eSports Organization, market overview.
Chapter 2: Global eSports Organization market size in revenue.
Chapter 3: Detailed analysis of eSports Organization 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 Organization 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.