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.
The 鈥淓sports Education and Training Organization Industry Forecast鈥 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鈥 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 - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Scope of the Report
1.1 麻豆原创 Introduction
1.2 Years Considered
1.3 Research Objectives
1.4 麻豆原创 Research Methodology
1.5 Research Process and Data Source
1.6 Economic Indicators
1.7 Currency Considered
2 Executive Summary
2.1 World 麻豆原创 Overview
2.1.1 Global Esports Education and Training Organization 麻豆原创 Size 2025-2030
2.1.2 Esports Education and Training Organization 麻豆原创 Size CAGR by Region
2.2 Esports Education and Training Organization Segment by Type
2.2.1 Online Teaching
2.2.2 Offline Teaching
2.3 Esports Education and Training Organization 麻豆原创 Size by Type
2.3.1 Global Esports Education and Training Organization 麻豆原创 Size 麻豆原创 Share by Type (2025-2030)
2.3.2 Global Esports Education and Training Organization 麻豆原创 Size Growth Rate by Type (2025-2030)
2.4 Esports Education and Training Organization Segment by Application
2.4.1 Professional Gaming
2.4.2 Non-Professional Gamer
2.4.3 Others
2.5 Esports Education and Training Organization 麻豆原创 Size by Application (2025-2030)
2.5.1 Global Esports Education and Training Organization 麻豆原创 Size 麻豆原创 Share by Application (2025-2030)
2.5.2 Global Esports Education and Training Organization 麻豆原创 Size Growth Rate by Application (2025-2030)
3 Esports Education and Training Organization Key Players
3.1 Date of Key Players Enter into Esports Education and Training Organization
3.2 Key Players Esports Education and Training Organization Product Offered
3.3 Key Players Esports Education and Training Organization Funding/Investment Analysis
3.4 Funding/Investment
3.4.1 Funding/Investment by Regions
3.4.2 Funding/Investment by End-Industry
3.5 Key Players Esports Education and Training Organization Valuation & 麻豆原创 Capitalization
3.6 Key Players Mergers & Acquisitions, Expansion Plans
3.7 麻豆原创 Ranking
3.8 New Product/Technology Launches
3.9 Partnerships, Agreements, and Collaborations
3.10 Mergers and Acquisitions
4 Esports Education and Training Organization by Regions
4.1 Esports Education and Training Organization 麻豆原创 Size by Regions (2025-2030)
4.2 United States Esports Education and Training Organization 麻豆原创 Size Growth (2025-2030)
4.3 China Esports Education and Training Organization 麻豆原创 Size Growth (2025-2030)
4.4 Europe Esports Education and Training Organization 麻豆原创 Size Growth (2025-2030)
4.5 Rest of World Esports Education and Training Organization 麻豆原创 Size Growth (2025-2030)
5 United States
5.1 United States Esports Education and Training Organization 麻豆原创 Size by Type (2025-2030)
5.2 United States Esports Education and Training Organization 麻豆原创 Size by Application (2025-2030)
6 Europe
6.1 Europe Esports Education and Training Organization 麻豆原创 Size by Type (2025-2030)
6.2 Europe Esports Education and Training Organization 麻豆原创 Size by Application (2025-2030)
7 China
7.1 China Esports Education and Training Organization 麻豆原创 Size by Type (2025-2030)
7.2 China Esports Education and Training Organization 麻豆原创 Size by Application (2025-2030)
8 Rest of World
8.1 Rest of World Esports Education and Training Organization 麻豆原创 Size by Type (2025-2030)
8.2 Rest of World Esports Education and Training Organization 麻豆原创 Size by Application (2025-2030)
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
9 麻豆原创 Drivers, Challenges and Trends
9.1 麻豆原创 Drivers & Growth Opportunities
9.2 麻豆原创 Challenges & Risks
9.3 Industry Trends
10 Key Investors in Esports Education and Training Organization
10.1 Company A
10.1.1 Company A Company Details
10.1.2 Company Description
10.1.3 Companies Invested by Company A
10.1.4 Company A Key Development and 麻豆原创 Layout
10.2 Company B
10.2.1 Company B Company Details
10.2.2 Company Description
10.2.3 Companies Invested by Company B
10.2.4 Company B Key Development and 麻豆原创 Layout
10.3 Company C
10.3.1 Company C Company Details
10.3.2 Company Description
10.3.3 Companies Invested by Company C
10.3.4 Company C Key Development and 麻豆原创 Layout
10.4 Company D
10.5 鈥︹
11 Key Players Analysis
11.1 eFuse
11.1.1 eFuse Company Details
11.1.2 eFuse Esports Education and Training Organization Product Offered
11.1.3 eFuse Esports Education and Training Organization 麻豆原创 Size (2023 VS 2028)
11.1.4 eFuse Main Business Overview
11.1.5 eFuse News
11.2 Gamer Sensei
11.2.1 Gamer Sensei Company Details
11.2.2 Gamer Sensei Esports Education and Training Organization Product Offered
11.2.3 Gamer Sensei Esports Education and Training Organization 麻豆原创 Size (2023 VS 2028)
11.2.4 Gamer Sensei Main Business Overview
11.2.5 Gamer Sensei News
11.3 ECA
11.3.1 ECA Company Details
11.3.2 ECA Esports Education and Training Organization Product Offered
11.3.3 ECA Esports Education and Training Organization 麻豆原创 Size (2023 VS 2028)
11.3.4 ECA Main Business Overview
11.3.5 ECA News
11.4 NASEF
11.4.1 NASEF Company Details
11.4.2 NASEF Esports Education and Training Organization Product Offered
11.4.3 NASEF Esports Education and Training Organization 麻豆原创 Size (2023 VS 2028)
11.4.4 NASEF Main Business Overview
11.4.5 NASEF News
11.5 UCI Esports
11.5.1 UCI Esports Company Details
11.5.2 UCI Esports Esports Education and Training Organization Product Offered
11.5.3 UCI Esports Esports Education and Training Organization 麻豆原创 Size (2023 VS 2028)
11.5.4 UCI Esports Main Business Overview
11.5.5 UCI Esports News
11.6 TESports
11.6.1 TESports Company Details
11.6.2 TESports Esports Education and Training Organization Product Offered
11.6.3 TESports Esports Education and Training Organization 麻豆原创 Size (2023 VS 2028)
11.6.4 TESports Main Business Overview
11.6.5 TESports News
11.7 Hero Academy
11.7.1 Hero Academy Company Details
11.7.2 Hero Academy Esports Education and Training Organization Product Offered
11.7.3 Hero Academy Esports Education and Training Organization 麻豆原创 Size (2023 VS 2028)
11.7.4 Hero Academy Main Business Overview
11.7.5 Hero Academy News
11.8 CEEDA
11.8.1 CEEDA Company Details
11.8.2 CEEDA Esports Education and Training Organization Product Offered
11.8.3 CEEDA Esports Education and Training Organization 麻豆原创 Size (2023 VS 2028)
11.8.4 CEEDA Main Business Overview
11.8.5 CEEDA News
11.9 Full Sail University
11.9.1 Full Sail University Company Details
11.9.2 Full Sail University Esports Education and Training Organization Product Offered
11.9.3 Full Sail University Esports Education and Training Organization 麻豆原创 Size (2023 VS 2028)
11.9.4 Full Sail University Main Business Overview
11.9.5 Full Sail University News
11.10 ESL Academy
11.10.1 ESL Academy Company Details
11.10.2 ESL Academy Esports Education and Training Organization Product Offered
11.10.3 ESL Academy Esports Education and Training Organization 麻豆原创 Size (2023 VS 2028)
11.10.4 ESL Academy Main Business Overview
11.10.5 ESL Academy News
11.11 EPA
11.12 XP League
11.13 1HP
11.14 Uconnect Esports
11.15 Learn2Esport
11.16 Ggtech
11.17 Chaojing Education
11.18 Perfect World Education
11.19 Zhejiang Wangjing Education
11.20 Taidu Intelligent Technology
12 Research Findings and Conclusion
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*If Applicable.