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Global eSports Organization Market 2024 by Company, Regions, Type and Application, Forecast to 2030

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1 Market Overview

  • 1.1 Product Overview and Scope of eSports Organization
  • 1.2 Market Estimation Caveats and Base Year
  • 1.3 Classification of eSports Organization by Type
    • 1.3.1 Overview: Global eSports Organization Market Size by Type: 2019 Versus 2023 Versus 2030
    • 1.3.2 Global eSports Organization Consumption Value Market Share by Type in 2023
    • 1.3.3 LOL
    • 1.3.4 PUBG
    • 1.3.5 StarCraft
    • 1.3.6 Fortnite
    • 1.3.7 CS:GO
    • 1.3.8 Other
  • 1.4 Global eSports Organization Market by Application
    • 1.4.1 Overview: Global eSports Organization Market Size by Application: 2019 Versus 2023 Versus 2030
    • 1.4.2 Professional
    • 1.4.3 Amateur
  • 1.5 Global eSports Organization Market Size & Forecast
  • 1.6 Global eSports Organization Market Size and Forecast by Region
    • 1.6.1 Global eSports Organization Market Size by Region: 2019 VS 2023 VS 2030
    • 1.6.2 Global eSports Organization Market Size by Region, (2019-2030)
    • 1.6.3 North America eSports Organization Market Size and Prospect (2019-2030)
    • 1.6.4 Europe eSports Organization Market Size and Prospect (2019-2030)
    • 1.6.5 Asia-Pacific eSports Organization Market Size and Prospect (2019-2030)
    • 1.6.6 South America eSports Organization Market Size and Prospect (2019-2030)
    • 1.6.7 Middle East and Africa eSports Organization Market Size and Prospect (2019-2030)

2 Company Profiles

  • 2.1 Fnatic
    • 2.1.1 Fnatic Details
    • 2.1.2 Fnatic Major Business
    • 2.1.3 Fnatic eSports Organization Product and Solutions
    • 2.1.4 Fnatic eSports Organization Revenue, Gross Margin and Market Share (2019-2024)
    • 2.1.5 Fnatic Recent Developments and Future Plans
  • 2.2 C9
    • 2.2.1 C9 Details
    • 2.2.2 C9 Major Business
    • 2.2.3 C9 eSports Organization Product and Solutions
    • 2.2.4 C9 eSports Organization Revenue, Gross Margin and Market Share (2019-2024)
    • 2.2.5 C9 Recent Developments and Future Plans
  • 2.3 SKT
    • 2.3.1 SKT Details
    • 2.3.2 SKT Major Business
    • 2.3.3 SKT eSports Organization Product and Solutions
    • 2.3.4 SKT eSports Organization Revenue, Gross Margin and Market Share (2019-2024)
    • 2.3.5 SKT Recent Developments and Future Plans
  • 2.4 Samsung
    • 2.4.1 Samsung Details
    • 2.4.2 Samsung Major Business
    • 2.4.3 Samsung eSports Organization Product and Solutions
    • 2.4.4 Samsung eSports Organization Revenue, Gross Margin and Market Share (2019-2024)
    • 2.4.5 Samsung Recent Developments and Future Plans
  • 2.5 RNG
    • 2.5.1 RNG Details
    • 2.5.2 RNG Major Business
    • 2.5.3 RNG eSports Organization Product and Solutions
    • 2.5.4 RNG eSports Organization Revenue, Gross Margin and Market Share (2019-2024)
    • 2.5.5 RNG Recent Developments and Future Plans
  • 2.6 EDG
    • 2.6.1 EDG Details
    • 2.6.2 EDG Major Business
    • 2.6.3 EDG eSports Organization Product and Solutions
    • 2.6.4 EDG eSports Organization Revenue, Gross Margin and Market Share (2019-2024)
    • 2.6.5 EDG Recent Developments and Future Plans
  • 2.7 Invictus
    • 2.7.1 Invictus Details
    • 2.7.2 Invictus Major Business
    • 2.7.3 Invictus eSports Organization Product and Solutions
    • 2.7.4 Invictus eSports Organization Revenue, Gross Margin and Market Share (2019-2024)
    • 2.7.5 Invictus Recent Developments and Future Plans
  • 2.8 OG
    • 2.8.1 OG Details
    • 2.8.2 OG Major Business
    • 2.8.3 OG eSports Organization Product and Solutions
    • 2.8.4 OG eSports Organization Revenue, Gross Margin and Market Share (2019-2024)
    • 2.8.5 OG Recent Developments and Future Plans
  • 2.9 LGD
    • 2.9.1 LGD Details
    • 2.9.2 LGD Major Business
    • 2.9.3 LGD eSports Organization Product and Solutions
    • 2.9.4 LGD eSports Organization Revenue, Gross Margin and Market Share (2019-2024)
    • 2.9.5 LGD Recent Developments and Future Plans
  • 2.10 G2
    • 2.10.1 G2 Details
    • 2.10.2 G2 Major Business
    • 2.10.3 G2 eSports Organization Product and Solutions
    • 2.10.4 G2 eSports Organization Revenue, Gross Margin and Market Share (2019-2024)
    • 2.10.5 G2 Recent Developments and Future Plans
  • 2.11 TSM
    • 2.11.1 TSM Details
    • 2.11.2 TSM Major Business
    • 2.11.3 TSM eSports Organization Product and Solutions
    • 2.11.4 TSM eSports Organization Revenue, Gross Margin and Market Share (2019-2024)
    • 2.11.5 TSM Recent Developments and Future Plans
  • 2.12 CLG
    • 2.12.1 CLG Details
    • 2.12.2 CLG Major Business
    • 2.12.3 CLG eSports Organization Product and Solutions
    • 2.12.4 CLG eSports Organization Revenue, Gross Margin and Market Share (2019-2024)
    • 2.12.5 CLG Recent Developments and Future Plans
  • 2.13 Team Liquid
    • 2.13.1 Team Liquid Details
    • 2.13.2 Team Liquid Major Business
    • 2.13.3 Team Liquid eSports Organization Product and Solutions
    • 2.13.4 Team Liquid eSports Organization Revenue, Gross Margin and Market Share (2019-2024)
    • 2.13.5 Team Liquid Recent Developments and Future Plans
  • 2.14 Echo Fox
    • 2.14.1 Echo Fox Details
    • 2.14.2 Echo Fox Major Business
    • 2.14.3 Echo Fox eSports Organization Product and Solutions
    • 2.14.4 Echo Fox eSports Organization Revenue, Gross Margin and Market Share (2019-2024)
    • 2.14.5 Echo Fox Recent Developments and Future Plans
  • 2.15 100 Thieves
    • 2.15.1 100 Thieves Details
    • 2.15.2 100 Thieves Major Business
    • 2.15.3 100 Thieves eSports Organization Product and Solutions
    • 2.15.4 100 Thieves eSports Organization Revenue, Gross Margin and Market Share (2019-2024)
    • 2.15.5 100 Thieves Recent Developments and Future Plans
  • 2.16 Clutch Gaming
    • 2.16.1 Clutch Gaming Details
    • 2.16.2 Clutch Gaming Major Business
    • 2.16.3 Clutch Gaming eSports Organization Product and Solutions
    • 2.16.4 Clutch Gaming eSports Organization Revenue, Gross Margin and Market Share (2019-2024)
    • 2.16.5 Clutch Gaming Recent Developments and Future Plans
  • 2.17 Optic
    • 2.17.1 Optic Details
    • 2.17.2 Optic Major Business
    • 2.17.3 Optic eSports Organization Product and Solutions
    • 2.17.4 Optic eSports Organization Revenue, Gross Margin and Market Share (2019-2024)
    • 2.17.5 Optic Recent Developments and Future Plans
  • 2.18 GGS
    • 2.18.1 GGS Details
    • 2.18.2 GGS Major Business
    • 2.18.3 GGS eSports Organization Product and Solutions
    • 2.18.4 GGS eSports Organization Revenue, Gross Margin and Market Share (2019-2024)
    • 2.18.5 GGS Recent Developments and Future Plans
  • 2.19 Flyquest
    • 2.19.1 Flyquest Details
    • 2.19.2 Flyquest Major Business
    • 2.19.3 Flyquest eSports Organization Product and Solutions
    • 2.19.4 Flyquest eSports Organization Revenue, Gross Margin and Market Share (2019-2024)
    • 2.19.5 Flyquest Recent Developments and Future Plans
  • 2.20 Splyce
    • 2.20.1 Splyce Details
    • 2.20.2 Splyce Major Business
    • 2.20.3 Splyce eSports Organization Product and Solutions
    • 2.20.4 Splyce eSports Organization Revenue, Gross Margin and Market Share (2019-2024)
    • 2.20.5 Splyce Recent Developments and Future Plans
  • 2.21 Misfits
    • 2.21.1 Misfits Details
    • 2.21.2 Misfits Major Business
    • 2.21.3 Misfits eSports Organization Product and Solutions
    • 2.21.4 Misfits eSports Organization Revenue, Gross Margin and Market Share (2019-2024)
    • 2.21.5 Misfits Recent Developments and Future Plans
  • 2.22 Schalke 04
    • 2.22.1 Schalke 04 Details
    • 2.22.2 Schalke 04 Major Business
    • 2.22.3 Schalke 04 eSports Organization Product and Solutions
    • 2.22.4 Schalke 04 eSports Organization Revenue, Gross Margin and Market Share (2019-2024)
    • 2.22.5 Schalke 04 Recent Developments and Future Plans
  • 2.23 Counter Logic Gaming
    • 2.23.1 Counter Logic Gaming Details
    • 2.23.2 Counter Logic Gaming Major Business
    • 2.23.3 Counter Logic Gaming eSports Organization Product and Solutions
    • 2.23.4 Counter Logic Gaming eSports Organization Revenue, Gross Margin and Market Share (2019-2024)
    • 2.23.5 Counter Logic Gaming Recent Developments and Future Plans

3 Market Competition, by Players

  • 3.1 Global eSports Organization Revenue and Share by Players (2019-2024)
  • 3.2 Market Share Analysis (2023)
    • 3.2.1 Market Share of eSports Organization by Company Revenue
    • 3.2.2 Top 3 eSports Organization Players Market Share in 2023
    • 3.2.3 Top 6 eSports Organization Players Market Share in 2023
  • 3.3 eSports Organization Market: Overall Company Footprint Analysis
    • 3.3.1 eSports Organization Market: Region Footprint
    • 3.3.2 eSports Organization Market: Company Product Type Footprint
    • 3.3.3 eSports Organization 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 eSports Organization Consumption Value and Market Share by Type (2019-2024)
  • 4.2 Global eSports Organization Market Forecast by Type (2025-2030)

5 Market Size Segment by Application

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

6 North America

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

7 Europe

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

8 Asia-Pacific

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

9 South America

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

10 Middle East & Africa

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

11 Market Dynamics

  • 11.1 eSports Organization Market Drivers
  • 11.2 eSports Organization Market Restraints
  • 11.3 eSports Organization 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 eSports Organization Industry Chain
  • 12.2 eSports Organization Upstream Analysis
  • 12.3 eSports Organization Midstream Analysis
  • 12.4 eSports Organization Downstream Analysis

13 Research Findings and Conclusion

    14 Appendix

    • 14.1 Methodology
    • 14.2 Research Process and Data Source

    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.

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