Report Detail

Service & Software Global Electronic Sports (eSports) Market 2024 by Company, Regions, Type and Application, Forecast to 2030

  • RnM2839318
  • |
  • 02 July, 2024
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  • Global
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  • 147 Pages
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  • GIR (Global Info Research)
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  • Service & Software

According to our (Global Info Research) latest study, the global Electronic Sports (eSports) market size was valued at USD 1440.5 million in 2023 and is forecast to a readjusted size of USD 4681.1 million by 2030 with a CAGR of 18.3% during review period.
eSports 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.
The growing trend of live streaming of games, gaming investments, rising viewership, ticket sales, engagement activity, and demand for league tournament infrastructure are the factors influencing the esports market growth. The market is benefiting from growing revenue opportunities from increased participation of gamers, organizers, influencers, and game developers. Attractive international prize money and opportunities to earn high income have made eSports a professional career choice among youngsters. Additionally, colleges and universities have begun offering dedicated programs to develop gaming skills among students. For instance, In March 2023, U.S.-based Syracuse University announced that it will soon offer a new degree course dedicated to electronic sports. Through this program, the university aims to offer new excellence for upcoming tools and trends.
The Global Info Research report includes an overview of the development of the Electronic Sports (eSports) industry chain, the market status of Online (Media Rights (Subscription & Online Advertisement), Tickets and Merchandise), Offline (Media Rights (Subscription & Online Advertisement), Tickets and Merchandise), and key enterprises in developed and developing market, and analysed the cutting-edge technology, patent, hot applications and market trends of Electronic Sports (eSports).
Regionally, the report analyzes the Electronic Sports (eSports) 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 Electronic Sports (eSports) market, with robust domestic demand, supportive policies, and a strong manufacturing base.
Key Features:
The report presents comprehensive understanding of the Electronic Sports (eSports) 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 Electronic Sports (eSports) 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., Media Rights (Subscription & Online Advertisement), Tickets and Merchandise).
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 Electronic Sports (eSports) market.
Regional Analysis: The report involves examining the Electronic Sports (eSports) 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 Electronic Sports (eSports) market. This may include estimating market growth rates, predicting market demand, and identifying emerging trends.
The report also involves a more granular approach to Electronic Sports (eSports):
Company Analysis: Report covers individual Electronic Sports (eSports) 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 Electronic Sports (eSports) This may involve surveys, interviews, and analysis of consumer reviews and feedback from different by Application (Online, Offline).
Technology Analysis: Report covers specific technologies relevant to Electronic Sports (eSports). It assesses the current state, advancements, and potential future developments in Electronic Sports (eSports) areas.
Competitive Landscape: By analyzing individual companies, suppliers, and consumers, the report present insights into the competitive landscape of the Electronic Sports (eSports) 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
Electronic Sports (eSports) 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
Media Rights (Subscription & Online Advertisement)
Tickets and Merchandise
Sponsorship & Direct Advertisement
Publisher Fees
Others
Market segment by Application
Online
Offline
Market segment by players, this report covers
Modern Times Group
Activision Blizzard
FACEIT
Total Entertainment Network
Gfinity
Turner Broadcasting System
CJ Corporation
Valve Corporation
Tencent
Electronic Arts (EA)
Hi-Rez Studios
KaBuM
Wargaming Public
Rovio Entertainment
GungHo Online Entertainment
Alisports
Twitch Interactive, Inc
Riot Games, Inc
Sony Corporation
X1 Esports and Entertainment Ltd
Loco (Stoughton Street Tech Labs Private Limited)
Caffeine
DLive Entertainment Pte. Ltd
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 Electronic Sports (eSports) product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top players of Electronic Sports (eSports), with revenue, gross margin and global market share of Electronic Sports (eSports) from 2019 to 2024.
Chapter 3, the Electronic Sports (eSports) 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 Electronic Sports (eSports) 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 Electronic Sports (eSports).
Chapter 13, to describe Electronic Sports (eSports) research findings and conclusion.


1 Market Overview

  • 1.1 Product Overview and Scope of Electronic Sports (eSports)
  • 1.2 Market Estimation Caveats and Base Year
  • 1.3 Classification of Electronic Sports (eSports) by Type
    • 1.3.1 Overview: Global Electronic Sports (eSports) Market Size by Type: 2019 Versus 2023 Versus 2030
    • 1.3.2 Global Electronic Sports (eSports) Consumption Value Market Share by Type in 2023
    • 1.3.3 Media Rights (Subscription & Online Advertisement)
    • 1.3.4 Tickets and Merchandise
    • 1.3.5 Sponsorship & Direct Advertisement
    • 1.3.6 Publisher Fees
    • 1.3.7 Others
  • 1.4 Global Electronic Sports (eSports) Market by Application
    • 1.4.1 Overview: Global Electronic Sports (eSports) Market Size by Application: 2019 Versus 2023 Versus 2030
    • 1.4.2 Online
    • 1.4.3 Offline
  • 1.5 Global Electronic Sports (eSports) Market Size & Forecast
  • 1.6 Global Electronic Sports (eSports) Market Size and Forecast by Region
    • 1.6.1 Global Electronic Sports (eSports) Market Size by Region: 2019 VS 2023 VS 2030
    • 1.6.2 Global Electronic Sports (eSports) Market Size by Region, (2019-2030)
    • 1.6.3 North America Electronic Sports (eSports) Market Size and Prospect (2019-2030)
    • 1.6.4 Europe Electronic Sports (eSports) Market Size and Prospect (2019-2030)
    • 1.6.5 Asia-Pacific Electronic Sports (eSports) Market Size and Prospect (2019-2030)
    • 1.6.6 South America Electronic Sports (eSports) Market Size and Prospect (2019-2030)
    • 1.6.7 Middle East and Africa Electronic Sports (eSports) Market Size and Prospect (2019-2030)

2 Company Profiles

  • 2.1 Modern Times Group
    • 2.1.1 Modern Times Group Details
    • 2.1.2 Modern Times Group Major Business
    • 2.1.3 Modern Times Group Electronic Sports (eSports) Product and Solutions
    • 2.1.4 Modern Times Group Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
    • 2.1.5 Modern Times Group Recent Developments and Future Plans
  • 2.2 Activision Blizzard
    • 2.2.1 Activision Blizzard Details
    • 2.2.2 Activision Blizzard Major Business
    • 2.2.3 Activision Blizzard Electronic Sports (eSports) Product and Solutions
    • 2.2.4 Activision Blizzard Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
    • 2.2.5 Activision Blizzard Recent Developments and Future Plans
  • 2.3 FACEIT
    • 2.3.1 FACEIT Details
    • 2.3.2 FACEIT Major Business
    • 2.3.3 FACEIT Electronic Sports (eSports) Product and Solutions
    • 2.3.4 FACEIT Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
    • 2.3.5 FACEIT Recent Developments and Future Plans
  • 2.4 Total Entertainment Network
    • 2.4.1 Total Entertainment Network Details
    • 2.4.2 Total Entertainment Network Major Business
    • 2.4.3 Total Entertainment Network Electronic Sports (eSports) Product and Solutions
    • 2.4.4 Total Entertainment Network Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
    • 2.4.5 Total Entertainment Network Recent Developments and Future Plans
  • 2.5 Gfinity
    • 2.5.1 Gfinity Details
    • 2.5.2 Gfinity Major Business
    • 2.5.3 Gfinity Electronic Sports (eSports) Product and Solutions
    • 2.5.4 Gfinity Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
    • 2.5.5 Gfinity Recent Developments and Future Plans
  • 2.6 Turner Broadcasting System
    • 2.6.1 Turner Broadcasting System Details
    • 2.6.2 Turner Broadcasting System Major Business
    • 2.6.3 Turner Broadcasting System Electronic Sports (eSports) Product and Solutions
    • 2.6.4 Turner Broadcasting System Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
    • 2.6.5 Turner Broadcasting System Recent Developments and Future Plans
  • 2.7 CJ Corporation
    • 2.7.1 CJ Corporation Details
    • 2.7.2 CJ Corporation Major Business
    • 2.7.3 CJ Corporation Electronic Sports (eSports) Product and Solutions
    • 2.7.4 CJ Corporation Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
    • 2.7.5 CJ Corporation Recent Developments and Future Plans
  • 2.8 Valve Corporation
    • 2.8.1 Valve Corporation Details
    • 2.8.2 Valve Corporation Major Business
    • 2.8.3 Valve Corporation Electronic Sports (eSports) Product and Solutions
    • 2.8.4 Valve Corporation Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
    • 2.8.5 Valve Corporation Recent Developments and Future Plans
  • 2.9 Tencent
    • 2.9.1 Tencent Details
    • 2.9.2 Tencent Major Business
    • 2.9.3 Tencent Electronic Sports (eSports) Product and Solutions
    • 2.9.4 Tencent Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
    • 2.9.5 Tencent Recent Developments and Future Plans
  • 2.10 Electronic Arts (EA)
    • 2.10.1 Electronic Arts (EA) Details
    • 2.10.2 Electronic Arts (EA) Major Business
    • 2.10.3 Electronic Arts (EA) Electronic Sports (eSports) Product and Solutions
    • 2.10.4 Electronic Arts (EA) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
    • 2.10.5 Electronic Arts (EA) Recent Developments and Future Plans
  • 2.11 Hi-Rez Studios
    • 2.11.1 Hi-Rez Studios Details
    • 2.11.2 Hi-Rez Studios Major Business
    • 2.11.3 Hi-Rez Studios Electronic Sports (eSports) Product and Solutions
    • 2.11.4 Hi-Rez Studios Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
    • 2.11.5 Hi-Rez Studios Recent Developments and Future Plans
  • 2.12 KaBuM
    • 2.12.1 KaBuM Details
    • 2.12.2 KaBuM Major Business
    • 2.12.3 KaBuM Electronic Sports (eSports) Product and Solutions
    • 2.12.4 KaBuM Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
    • 2.12.5 KaBuM Recent Developments and Future Plans
  • 2.13 Wargaming Public
    • 2.13.1 Wargaming Public Details
    • 2.13.2 Wargaming Public Major Business
    • 2.13.3 Wargaming Public Electronic Sports (eSports) Product and Solutions
    • 2.13.4 Wargaming Public Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
    • 2.13.5 Wargaming Public Recent Developments and Future Plans
  • 2.14 Rovio Entertainment
    • 2.14.1 Rovio Entertainment Details
    • 2.14.2 Rovio Entertainment Major Business
    • 2.14.3 Rovio Entertainment Electronic Sports (eSports) Product and Solutions
    • 2.14.4 Rovio Entertainment Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
    • 2.14.5 Rovio Entertainment Recent Developments and Future Plans
  • 2.15 GungHo Online Entertainment
    • 2.15.1 GungHo Online Entertainment Details
    • 2.15.2 GungHo Online Entertainment Major Business
    • 2.15.3 GungHo Online Entertainment Electronic Sports (eSports) Product and Solutions
    • 2.15.4 GungHo Online Entertainment Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
    • 2.15.5 GungHo Online Entertainment Recent Developments and Future Plans
  • 2.16 Alisports
    • 2.16.1 Alisports Details
    • 2.16.2 Alisports Major Business
    • 2.16.3 Alisports Electronic Sports (eSports) Product and Solutions
    • 2.16.4 Alisports Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
    • 2.16.5 Alisports Recent Developments and Future Plans
  • 2.17 Twitch Interactive, Inc
    • 2.17.1 Twitch Interactive, Inc Details
    • 2.17.2 Twitch Interactive, Inc Major Business
    • 2.17.3 Twitch Interactive, Inc Electronic Sports (eSports) Product and Solutions
    • 2.17.4 Twitch Interactive, Inc Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
    • 2.17.5 Twitch Interactive, Inc Recent Developments and Future Plans
  • 2.18 Riot Games, Inc
    • 2.18.1 Riot Games, Inc Details
    • 2.18.2 Riot Games, Inc Major Business
    • 2.18.3 Riot Games, Inc Electronic Sports (eSports) Product and Solutions
    • 2.18.4 Riot Games, Inc Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
    • 2.18.5 Riot Games, Inc Recent Developments and Future Plans
  • 2.19 Sony Corporation
    • 2.19.1 Sony Corporation Details
    • 2.19.2 Sony Corporation Major Business
    • 2.19.3 Sony Corporation Electronic Sports (eSports) Product and Solutions
    • 2.19.4 Sony Corporation Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
    • 2.19.5 Sony Corporation Recent Developments and Future Plans
  • 2.20 X1 Esports and Entertainment Ltd
    • 2.20.1 X1 Esports and Entertainment Ltd Details
    • 2.20.2 X1 Esports and Entertainment Ltd Major Business
    • 2.20.3 X1 Esports and Entertainment Ltd Electronic Sports (eSports) Product and Solutions
    • 2.20.4 X1 Esports and Entertainment Ltd Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
    • 2.20.5 X1 Esports and Entertainment Ltd Recent Developments and Future Plans
  • 2.21 Loco (Stoughton Street Tech Labs Private Limited)
    • 2.21.1 Loco (Stoughton Street Tech Labs Private Limited) Details
    • 2.21.2 Loco (Stoughton Street Tech Labs Private Limited) Major Business
    • 2.21.3 Loco (Stoughton Street Tech Labs Private Limited) Electronic Sports (eSports) Product and Solutions
    • 2.21.4 Loco (Stoughton Street Tech Labs Private Limited) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
    • 2.21.5 Loco (Stoughton Street Tech Labs Private Limited) Recent Developments and Future Plans
  • 2.22 Caffeine
    • 2.22.1 Caffeine Details
    • 2.22.2 Caffeine Major Business
    • 2.22.3 Caffeine Electronic Sports (eSports) Product and Solutions
    • 2.22.4 Caffeine Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
    • 2.22.5 Caffeine Recent Developments and Future Plans
  • 2.23 DLive Entertainment Pte. Ltd
    • 2.23.1 DLive Entertainment Pte. Ltd Details
    • 2.23.2 DLive Entertainment Pte. Ltd Major Business
    • 2.23.3 DLive Entertainment Pte. Ltd Electronic Sports (eSports) Product and Solutions
    • 2.23.4 DLive Entertainment Pte. Ltd Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2019-2024)
    • 2.23.5 DLive Entertainment Pte. Ltd Recent Developments and Future Plans

3 Market Competition, by Players

  • 3.1 Global Electronic Sports (eSports) Revenue and Share by Players (2019-2024)
  • 3.2 Market Share Analysis (2023)
    • 3.2.1 Market Share of Electronic Sports (eSports) by Company Revenue
    • 3.2.2 Top 3 Electronic Sports (eSports) Players Market Share in 2023
    • 3.2.3 Top 6 Electronic Sports (eSports) Players Market Share in 2023
  • 3.3 Electronic Sports (eSports) Market: Overall Company Footprint Analysis
    • 3.3.1 Electronic Sports (eSports) Market: Region Footprint
    • 3.3.2 Electronic Sports (eSports) Market: Company Product Type Footprint
    • 3.3.3 Electronic Sports (eSports) Market: Company Product Application Footprint
  • 3.4 New Market Entrants and Barriers to Market Entry
  • 3.5 Mergers, Acquisition, Agreements, and Collaborations

4 Market Size Segment by Type

  • 4.1 Global Electronic Sports (eSports) Consumption Value and Market Share by Type (2019-2024)
  • 4.2 Global Electronic Sports (eSports) Market Forecast by Type (2025-2030)

5 Market Size Segment by Application

  • 5.1 Global Electronic Sports (eSports) Consumption Value Market Share by Application (2019-2024)
  • 5.2 Global Electronic Sports (eSports) Market Forecast by Application (2025-2030)

6 North America

  • 6.1 North America Electronic Sports (eSports) Consumption Value by Type (2019-2030)
  • 6.2 North America Electronic Sports (eSports) Consumption Value by Application (2019-2030)
  • 6.3 North America Electronic Sports (eSports) Market Size by Country
    • 6.3.1 North America Electronic Sports (eSports) Consumption Value by Country (2019-2030)
    • 6.3.2 United States Electronic Sports (eSports) Market Size and Forecast (2019-2030)
    • 6.3.3 Canada Electronic Sports (eSports) Market Size and Forecast (2019-2030)
    • 6.3.4 Mexico Electronic Sports (eSports) Market Size and Forecast (2019-2030)

7 Europe

  • 7.1 Europe Electronic Sports (eSports) Consumption Value by Type (2019-2030)
  • 7.2 Europe Electronic Sports (eSports) Consumption Value by Application (2019-2030)
  • 7.3 Europe Electronic Sports (eSports) Market Size by Country
    • 7.3.1 Europe Electronic Sports (eSports) Consumption Value by Country (2019-2030)
    • 7.3.2 Germany Electronic Sports (eSports) Market Size and Forecast (2019-2030)
    • 7.3.3 France Electronic Sports (eSports) Market Size and Forecast (2019-2030)
    • 7.3.4 United Kingdom Electronic Sports (eSports) Market Size and Forecast (2019-2030)
    • 7.3.5 Russia Electronic Sports (eSports) Market Size and Forecast (2019-2030)
    • 7.3.6 Italy Electronic Sports (eSports) Market Size and Forecast (2019-2030)

8 Asia-Pacific

  • 8.1 Asia-Pacific Electronic Sports (eSports) Consumption Value by Type (2019-2030)
  • 8.2 Asia-Pacific Electronic Sports (eSports) Consumption Value by Application (2019-2030)
  • 8.3 Asia-Pacific Electronic Sports (eSports) Market Size by Region
    • 8.3.1 Asia-Pacific Electronic Sports (eSports) Consumption Value by Region (2019-2030)
    • 8.3.2 China Electronic Sports (eSports) Market Size and Forecast (2019-2030)
    • 8.3.3 Japan Electronic Sports (eSports) Market Size and Forecast (2019-2030)
    • 8.3.4 South Korea Electronic Sports (eSports) Market Size and Forecast (2019-2030)
    • 8.3.5 India Electronic Sports (eSports) Market Size and Forecast (2019-2030)
    • 8.3.6 Southeast Asia Electronic Sports (eSports) Market Size and Forecast (2019-2030)
    • 8.3.7 Australia Electronic Sports (eSports) Market Size and Forecast (2019-2030)

9 South America

  • 9.1 South America Electronic Sports (eSports) Consumption Value by Type (2019-2030)
  • 9.2 South America Electronic Sports (eSports) Consumption Value by Application (2019-2030)
  • 9.3 South America Electronic Sports (eSports) Market Size by Country
    • 9.3.1 South America Electronic Sports (eSports) Consumption Value by Country (2019-2030)
    • 9.3.2 Brazil Electronic Sports (eSports) Market Size and Forecast (2019-2030)
    • 9.3.3 Argentina Electronic Sports (eSports) Market Size and Forecast (2019-2030)

10 Middle East & Africa

  • 10.1 Middle East & Africa Electronic Sports (eSports) Consumption Value by Type (2019-2030)
  • 10.2 Middle East & Africa Electronic Sports (eSports) Consumption Value by Application (2019-2030)
  • 10.3 Middle East & Africa Electronic Sports (eSports) Market Size by Country
    • 10.3.1 Middle East & Africa Electronic Sports (eSports) Consumption Value by Country (2019-2030)
    • 10.3.2 Turkey Electronic Sports (eSports) Market Size and Forecast (2019-2030)
    • 10.3.3 Saudi Arabia Electronic Sports (eSports) Market Size and Forecast (2019-2030)
    • 10.3.4 UAE Electronic Sports (eSports) Market Size and Forecast (2019-2030)

11 Market Dynamics

  • 11.1 Electronic Sports (eSports) Market Drivers
  • 11.2 Electronic Sports (eSports) Market Restraints
  • 11.3 Electronic Sports (eSports) Trends Analysis
  • 11.4 Porters Five Forces Analysis
    • 11.4.1 Threat of New Entrants
    • 11.4.2 Bargaining Power of Suppliers
    • 11.4.3 Bargaining Power of Buyers
    • 11.4.4 Threat of Substitutes
    • 11.4.5 Competitive Rivalry

12 Industry Chain Analysis

  • 12.1 Electronic Sports (eSports) Industry Chain
  • 12.2 Electronic Sports (eSports) Upstream Analysis
  • 12.3 Electronic Sports (eSports) Midstream Analysis
  • 12.4 Electronic Sports (eSports) Downstream Analysis

13 Research Findings and Conclusion

    14 Appendix

    • 14.1 Methodology
    • 14.2 Research Process and Data Source

    Summary:
    Get latest Market Research Reports on Electronic Sports (eSports) . Industry analysis & Market Report on Electronic Sports (eSports) is a syndicated market report, published as Global Electronic Sports (eSports) Market 2024 by Company, Regions, Type and Application, Forecast to 2030. It is complete Research Study and Industry Analysis of Electronic Sports (eSports) market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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