According to the latest research analysis,the global market for ESports Club should grow from US$ million in 2022 to US$ million by 2029, with a CAGR of % for the period of 2023-2029.
By country, China accounted for percent of the global market last year and China’s market share increased from percent to percent. China ESports Club market should grow from US$ million in 2022 to US$ million by 2029, with a CAGR of % for the period of 2023-2029. The United States ESports Club market should grow from US$ million in 2022 to US$ million by 2029, with a CAGR of % for the period of 2023-2029.
By segment, Match Broadcast grew percent to account for percent of the total market sales, and AD Endorsement grew percent.
This report studies and analyses global ESports Club status and future trends, to help determine the ESports Club market size of the total market opportunity by Type, by Application, by company, and by region & country. This report is a detailed and comprehensive analysis of the world market for ESports Club, and provides market size (US$ million) and Year-over-Year growth, considering 2022 as the base year.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
To assess the competitive environment within the market including supplier revenue, market share, and company profiles.
Highlights
(1) Global ESports Club market size, history data 2018-2023, and forecast data 2024-2029, (US$ million)
(2) Global ESports Club by company, revenue, market share and industry ranking 2018-2023, (US$ million)
(3) China ESports Club by company, revenue, market share and industry ranking 2018-2023, (US$ million)
(4) Global ESports Club key consuming regions, consumption value and demand structure
(5) ESports Club industry chains, upstream, midstream and downstream
Understanding Market Segments by Key Players: Insights and Opportunities
Cloud9
Team SoloMid
Team Liquid
FaZe Clan
Immortals Gaming Club
Gen.G
Fnatic
Envy Gaming
G2 Esports
100 Thieves
NRG Esports
Misfits Gaming
OverActive Media
Understanding Market Segments by Type: A Comparative Analysis
League of Legends
Dota2
PUBG
CS:GO
Overwatch
Hearthstone
Others
Market Segmentation by Application: Dividing Key Markets and Identifying Opportunities
Match Broadcast
AD Endorsement
Bonus
Others
Breaking Down Market Segments by Region: A Deep Dive Analysis
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, Rest of South America)
Middle East & Africa
Uncovering Market Potential: What Our Report Includes
Chapter 1: to describe ESports Club product scope, global consumption value, China consumption value, development opportunities, challenges, trends, and policies.
Chapter 2: Global ESports Club market share and ranking of major manufacturers, revenue, 2018-2023
Chapter 3: China ESports Club market share and ranking of major manufacturers, revenue, 2018-2023
Chapter 4: ESports Club industry chain, upstream, medium-stream, and downstream.
Chapter 5: Segment by Type, consumption value, percent & CAGR, 2018-2029
Chapter 6: Segment by Application, consumption value, percent & CAGR, 2018-2029
Chapter 7: Segment in regional level, consumption value, percent & CAGR, 2018-2029
Chapter 8: Segment in country level, consumption value, percent & CAGR, 2018-2029
Chapter 9: Company profile, introducing the basic situation of the main companies in the market in detail, including product specifications, application, recent development, revenue, gross margin.
Chapter 10: Conclusions
1 Market Overview
1.1 ESports Club Definition
1.2 Global ESports Club Market Size and Forecast
1.3 China ESports Club Market Size and Forecast
1.4 China Percentage in Global Market
1.5 ESports Club Market Size: China VS Global Growth Rate, 2018-2029
1.6 ESports Club Market Dynamics
1.6.1 ESports Club Market Drivers
1.6.2 ESports Club Market Restraints
1.6.3 ESports Club Industry Trends
1.6.4 ESports Club Industry Policy
2 Global Leading Players and Market Share
2.1 By Revenue of ESports Club, Global Market Share by Company, 2018-2023
2.2 Global ESports Club Participants, Market Position (Tier 1, Tier 2, and Tier 3)
2.3 Global ESports Club Concentration Ratio
2.4 Global ESports Club Mergers & Acquisitions, Expansion Plans
2.5 Global ESports Club Major Companies Product Type
2.6 Head Office and ESports Club Production Site of Key Manufacturer
3 China Leading Players, Market Share and Ranking
3.1 By Revenue of ESports Club, China Market Share by Company, 2018-2023
3.2 China ESports Club Participants, Market Position (Tier 1, Tier 2, and Tier 3)
4 Industry Chain Analysis
4.1 ESports Club Industry Chain
4.2 ESports Club Upstream Analysis
4.2.1 ESports Club Core Raw Materials
4.2.2 Main Manufacturers of ESports Club Core Raw Materials
4.3 Midstream Analysis
4.4 Downstream Analysis
4.5 ESports Club Production Mode
4.6 ESports Club Procurement Model
4.7 ESports Club Industry Sales Model and Sales Channels
4.7.1 ESports Club Sales Model
4.7.2 ESports Club Typical Distributors
5 Sights by Type
5.1 ESports Club Classification
5.1.1 League of Legends
5.1.2 Dota2
5.1.3 PUBG
5.1.4 CS:GO
5.1.5 Overwatch
5.1.6 Hearthstone
5.1.7 Others
5.2 By Type, Global ESports Club Consumption Value & CAGR, 2018 VS 2022 VS 2029
5.3 By Type, Global ESports Club Consumption Value, 2018-2029
6 Sights by Application
6.1 ESports Club Segment by Application
6.1.1 Match Broadcast
6.1.2 AD Endorsement
6.1.3 Bonus
6.1.4 Others
6.2 By Application, Global ESports Club Consumption Value & CAGR, 2018 VS 2022 VS 2029
6.3 By Application, Global ESports Club Consumption Value, 2018-2029
7 Sales Sights by Region
7.1 By Region, Global ESports Club Consumption Value, 2018 VS 2022 VS 2029
7.2 By Region, Global ESports Club Consumption Value, 2018-2029
7.3 North America
7.3.1 North America ESports Club & Forecasts, 2018-2029
7.3.2 By Country, North America ESports Club Market Size Market Share
7.4 Europe
7.4.1 Europe ESports Club Market Size & Forecasts, 2018-2029
7.4.2 By Country, Europe ESports Club Market Size Market Share
7.5 Asia Pacific
7.5.1 Asia Pacific ESports Club Market Size & Forecasts, 2018-2029
7.5.2 By Country/Region, Asia Pacific ESports Club Market Size Market Share
7.6 South America
7.6.1 South America ESports Club Market Size & Forecasts, 2018-2029
7.6.2 By Country, South America ESports Club Market Size Market Share
7.7 Middle East & Africa
8 Sales Sights by Country Level
8.1 By Country, Global ESports Club Market Size & CAGR, 2018 VS 2022 VS 2029
8.2 By Country, Global ESports Club Consumption Value, 2018-2029
8.3 U.S.
8.3.1 U.S. ESports Club Market Size, 2018-2029
8.3.2 By Type, U.S. ESports Club Consumption Value Market Share, 2022 VS 2029
8.3.3 By Application, U.S. ESports Club Consumption Value Market Share, 2022 VS 2029
8.4 Europe
8.4.1 Europe ESports Club Market Size, 2018-2029
8.4.2 By Type, Europe ESports Club Consumption Value Market Share, 2022 VS 2029
8.4.3 By Application, Europe ESports Club Consumption Value Market Share, 2022 VS 2029
8.5 China
8.5.1 China ESports Club Market Size, 2018-2029
8.5.2 By Type, China ESports Club Consumption Value Market Share, 2022 VS 2029
8.5.3 By Application, China ESports Club Consumption Value Market Share, 2022 VS 2029
8.6 Japan
8.6.1 Japan ESports Club Market Size, 2018-2029
8.6.2 By Type, Japan ESports Club Consumption Value Market Share, 2022 VS 2029
8.6.3 By Application, Japan ESports Club Consumption Value Market Share, 2022 VS 2029
8.7 South Korea
8.7.1 South Korea ESports Club Market Size, 2018-2029
8.7.2 By Type, South Korea ESports Club Consumption Value Market Share, 2022 VS 2029
8.7.3 By Application, South Korea ESports Club Consumption Value Market Share, 2022 VS 2029
8.8 Southeast Asia
8.8.1 Southeast Asia ESports Club Market Size, 2018-2029
8.8.2 By Type, Southeast Asia ESports Club Consumption Value Market Share, 2022 VS 2029
8.8.3 By Application, Southeast Asia ESports Club Consumption Value Market Share, 2022 VS 2029
8.9 India
8.9.1 India ESports Club Market Size, 2018-2029
8.9.2 By Type, India ESports Club Consumption Value Market Share, 2022 VS 2029
8.9.3 By Application, India ESports Club Consumption Value Market Share, 2022 VS 2029
8.10 Middle East & Africa
8.10.1 Middle East & Africa ESports Club Market Size, 2018-2029
8.10.2 By Type, Middle East & Africa ESports Club Consumption Value Market Share, 2022 VS 2029
8.10.3 By Application, Middle East & Africa ESports Club Consumption Value Market Share, 2022 VS 2029
9 Company Profile
9.1 Cloud9
9.1.1 Cloud9 Company Information, Head Office, Market Area and Industry Position
9.1.2 Cloud9 Company Profile and Main Business
9.1.3 Cloud9 ESports Club Models, Specifications and Application
9.1.4 Cloud9 ESports Club Revenue and Gross Margin, 2018-2023
9.1.5 Cloud9 Recent Developments
9.2 Team SoloMid
9.2.1 Team SoloMid Company Information, Head Office, Market Area and Industry Position
9.2.2 Team SoloMid Company Profile and Main Business
9.2.3 Team SoloMid ESports Club Models, Specifications and Application
9.2.4 Team SoloMid ESports Club Revenue and Gross Margin, 2018-2023
9.2.5 Team SoloMid Recent Developments
9.3 Team Liquid
9.3.1 Team Liquid Company Information, Head Office, Market Area and Industry Position
9.3.2 Team Liquid Company Profile and Main Business
9.3.3 Team Liquid ESports Club Models, Specifications and Application
9.3.4 Team Liquid ESports Club Revenue and Gross Margin, 2018-2023
9.3.5 Team Liquid Recent Developments
9.4 FaZe Clan
9.4.1 FaZe Clan Company Information, Head Office, Market Area and Industry Position
9.4.2 FaZe Clan Company Profile and Main Business
9.4.3 FaZe Clan ESports Club Models, Specifications and Application
9.4.4 FaZe Clan ESports Club Revenue and Gross Margin, 2018-2023
9.4.5 FaZe Clan Recent Developments
9.5 Immortals Gaming Club
9.5.1 Immortals Gaming Club Company Information, Head Office, Market Area and Industry Position
9.5.2 Immortals Gaming Club Company Profile and Main Business
9.5.3 Immortals Gaming Club ESports Club Models, Specifications and Application
9.5.4 Immortals Gaming Club ESports Club Revenue and Gross Margin, 2018-2023
9.5.5 Immortals Gaming Club Recent Developments
9.6 Gen.G
9.6.1 Gen.G Company Information, Head Office, Market Area and Industry Position
9.6.2 Gen.G Company Profile and Main Business
9.6.3 Gen.G ESports Club Models, Specifications and Application
9.6.4 Gen.G ESports Club Revenue and Gross Margin, 2018-2023
9.6.5 Gen.G Recent Developments
9.7 Fnatic
9.7.1 Fnatic Company Information, Head Office, Market Area and Industry Position
9.7.2 Fnatic Company Profile and Main Business
9.7.3 Fnatic ESports Club Models, Specifications and Application
9.7.4 Fnatic ESports Club Revenue and Gross Margin, 2018-2023
9.7.5 Fnatic Recent Developments
9.8 Envy Gaming
9.8.1 Envy Gaming Company Information, Head Office, Market Area and Industry Position
9.8.2 Envy Gaming Company Profile and Main Business
9.8.3 Envy Gaming ESports Club Models, Specifications and Application
9.8.4 Envy Gaming ESports Club Revenue and Gross Margin, 2018-2023
9.8.5 Envy Gaming Recent Developments
9.9 G2 Esports
9.9.1 G2 Esports Company Information, Head Office, Market Area and Industry Position
9.9.2 G2 Esports Company Profile and Main Business
9.9.3 G2 Esports ESports Club Models, Specifications and Application
9.9.4 G2 Esports ESports Club Revenue and Gross Margin, 2018-2023
9.9.5 G2 Esports Recent Developments
9.10 100 Thieves
9.10.1 100 Thieves Company Information, Head Office, Market Area and Industry Position
9.10.2 100 Thieves Company Profile and Main Business
9.10.3 100 Thieves ESports Club Models, Specifications and Application
9.10.4 100 Thieves ESports Club Revenue and Gross Margin, 2018-2023
9.10.5 100 Thieves Recent Developments
9.11 NRG Esports
9.11.1 NRG Esports Company Information, Head Office, Market Area and Industry Position
9.11.2 NRG Esports Company Profile and Main Business
9.11.3 NRG Esports ESports Club Models, Specifications and Application
9.11.4 NRG Esports ESports Club Revenue and Gross Margin, 2018-2023
9.11.5 NRG Esports Recent Developments
9.12 Misfits Gaming
9.12.1 Misfits Gaming Company Information, Head Office, Market Area and Industry Position
9.12.2 Misfits Gaming Company Profile and Main Business
9.12.3 Misfits Gaming ESports Club Models, Specifications and Application
9.12.4 Misfits Gaming ESports Club Revenue and Gross Margin, 2018-2023
9.12.5 Misfits Gaming Recent Developments
9.13 OverActive Media
9.13.1 OverActive Media Company Information, Head Office, Market Area and Industry Position
9.13.2 OverActive Media Company Profile and Main Business
9.13.3 OverActive Media ESports Club Models, Specifications and Application
9.13.4 OverActive Media ESports Club Revenue and Gross Margin, 2018-2023
9.13.5 OverActive Media Recent Developments
10 Conclusion
11 Appendix
11.1 Research Methodology
11.2 Data Source
11.2.1 Secondary Sources
11.2.2 Primary Sources
11.3 Market Estimation Model
11.4 Disclaimer
Methodology/Research Approach
This research study involved the extensive usage of both primary and secondary data sources. The research process involved the study of various factors affecting the industry, including the government policy, market environment, competitive landscape, historical data, present trends in the market, technological innovation, upcoming technologies and the technical progress in related industry, and market risks, opportunities, market barriers and challenges. The following illustrative figure shows the market research methodology applied in this report.Research Programs/Design
Historical Data (2015-2019) |
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Influencing Factors |
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Market Forecast (2021-2026) |
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Market Size Estimation
Top-down and bottom-up approaches are used to validate the global Voluntary Carbon Offset market size market and estimate the market size for Company, regions segments, product segments and Application (end users).
The market estimations in this report are based on the marketed sale price of Voluntary Carbon Offset (excluding any discounts provided by the player, distributor, wholesaler or traders). The percentage splits, market share, and breakdowns of the product segments are derived on the basis of weights assigned to each of the segments on the basis of their utilization rate and average sale price. The regional splits of the overall Voluntary Carbon Offset market and its sub-segments are based on the percentage adoption or utilization of the given product in the respective region or country.
Major Company in the market is identified through secondary research and their market revenues determined through primary and secondary research. Secondary research included the research of the annual and financial reports of the top Company; whereas, primary research included extensive interviews of key opinion leaders and industry experts such as experienced front-line staff, directors, CEOs and marketing executives. The percentage splits, market share, Growth Rate and breakdowns of the product markets are determined through using secondary sources and verified through the primary sources.
All possible factors that influence the markets included in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data. The market size for top-level markets and sub-segments is normalized, and the effect of inflation, economic downturns, and regulatory & policy changes or other factors are not accounted for in the market forecast. This data is combined and added with detailed inputs and analysis from Market Intellix and presented in this report
The following figure shows an illustrative representation of the overall market size estimation process used for this study.
Market Breakdown and Data Triangulation
After complete market engineering with calculations for market statistics; market size estimations; market forecasting; market breakdown; and data triangulation, extensive primary research was conducted to gather information and verify and validate the critical numbers arrived at. In the complete market engineering process, both top-down and bottom-up approaches were extensively used, along with several data triangulation methods, to perform market estimation and market forecasting for the overall market segments and sub-segments listed in this report. Extensive qualitative and further quantitative analysis is also done from all the numbers arrived at in the complete market engineering process to list key information throughout the report.
Data Source
Secondary Sources
Secondary sources include such as press releases, annual reports, non-profit organizations, industry associations, governmental agencies and customs data, etc. This research study involves the usage of widespread secondary sources, directories, databases such as Bloomberg Business, Wind Info, Hoovers, Factiva (Dow Jones & Company), and TRADING ECONOMICS, and News Network, statista, Federal Reserve Economic Data, annual reports, BIS Statistics, ICIS; company house documents; CAS(American Chemical Society); investor presentations; and SEC filings of companies. Secondary research was used to identify and collect information useful for the extensive, technical, market-oriented, and Hospitals study of the Voluntary Carbon Offset market. It was also used to obtain important information about the top companies, market classification and segmentation according to industry trends to the bottom-most level, and key developments related to market and technology perspectives.
Market Size |
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Qualitative Analysis |
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Primary Sources
In the primary research process, various sources from both the supply and demand sides were interviewed to obtain qualitative and quantitative information for this report. The primary sources from the supply side include product Company (and their competitors), opinion leaders, industry experts, research institutions, distributors, dealer and traders, as well as the raw materials suppliers and producers, etc.
The primary sources from the demand side include industry experts such as business leaders, marketing and sales directors, technology and innovation directors, supply chain executive, end use (product buyers), and related key executives from various key companies and organizations operating in the global market.
Primary research was conducted to identify segmentation Type, product price range, product Application, key Company, raw materials supply and the downstream demand, industry status and outlook, and key market dynamics such as risks, influence factors, opportunities, market barriers, industry trends, and key player strategies.
Key Executives Interviewed
Key Data Information from Primary Sources
Primary Sources | Parameters | Key Data |
Market Segments(by Application, by Type) |
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Total Market |
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