
The global market for E-Sports Event Operation Service was valued at US$ million in the year 2024 and is projected to reach a revised size of US$ million by 2031, growing at a CAGR of %during the forecast period.
E-sports event operation services cover the planning, organization, management and promotion of events in the field of electronic sports (eSports). These services are provided by professional e-sports operation companies or organizations to ensure the smooth progress of e-sports events in terms of technology, business and entertainment. The scope of esports event operation services is wide, covering various types of events from small online competitions to large international championships. With the development of technology, e-sports event operation services will increasingly adopt new technologies such as virtual reality (VR), augmented reality (AR) and artificial intelligence (AI) to enhance the audience experience.
This report aims to provide a comprehensive presentation of the global market for E-Sports Event Operation Service, 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 E-Sports Event Operation Service.
The E-Sports Event Operation Service market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. This report segments the global E-Sports Event Operation Service market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
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.
The report will help the E-Sports Event Operation Service companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
麻豆原创 Segmentation
By Company
FACEIT
ESL
DreamHack
Blizzard Entertainment
Riot Games
OGN
WePlay Esports
Segment by Type
Event Planning Service
Venue Management Service
Others
Segment by Application
Enterprise
Campus
Others
By Region
North America
United States
Canada
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Rest of Europe
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of E-Sports Event Operation Service company competitive landscape, revenue 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, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. 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, and capacity of each country in the world.
Chapter 11: 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 12: The main points and conclusions of the report.
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Report Overview
1.1 Study Scope
1.2 麻豆原创 Analysis by Type
1.2.1 Global E-Sports Event Operation Service 麻豆原创 Size Growth Rate by Type: 2020 VS 2024 VS 2031
1.2.2 Event Planning Service
1.2.3 Venue Management Service
1.2.4 Others
1.3 麻豆原创 by Application
1.3.1 Global E-Sports Event Operation Service 麻豆原创 Growth by Application: 2020 VS 2024 VS 2031
1.3.2 Enterprise
1.3.3 Campus
1.3.4 Others
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global E-Sports Event Operation Service 麻豆原创 Perspective (2020-2031)
2.2 Global E-Sports Event Operation Service Growth Trends by Region
2.2.1 Global E-Sports Event Operation Service 麻豆原创 Size by Region: 2020 VS 2024 VS 2031
2.2.2 E-Sports Event Operation Service Historic 麻豆原创 Size by Region (2020-2025)
2.2.3 E-Sports Event Operation Service Forecasted 麻豆原创 Size by Region (2026-2031)
2.3 E-Sports Event Operation Service 麻豆原创 Dynamics
2.3.1 E-Sports Event Operation Service Industry Trends
2.3.2 E-Sports Event Operation Service 麻豆原创 Drivers
2.3.3 E-Sports Event Operation Service 麻豆原创 Challenges
2.3.4 E-Sports Event Operation Service 麻豆原创 Restraints
3 Competition Landscape by Key Players
3.1 Global Top E-Sports Event Operation Service Players by Revenue
3.1.1 Global Top E-Sports Event Operation Service Players by Revenue (2020-2025)
3.1.2 Global E-Sports Event Operation Service Revenue 麻豆原创 Share by Players (2020-2025)
3.2 Global E-Sports Event Operation Service 麻豆原创 Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players Ranking by E-Sports Event Operation Service Revenue
3.4 Global E-Sports Event Operation Service 麻豆原创 Concentration Ratio
3.4.1 Global E-Sports Event Operation Service 麻豆原创 Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by E-Sports Event Operation Service Revenue in 2024
3.5 Global Key Players of E-Sports Event Operation Service Head office and Area Served
3.6 Global Key Players of E-Sports Event Operation Service, Product and Application
3.7 Global Key Players of E-Sports Event Operation Service, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 E-Sports Event Operation Service Breakdown Data by Type
4.1 Global E-Sports Event Operation Service Historic 麻豆原创 Size by Type (2020-2025)
4.2 Global E-Sports Event Operation Service Forecasted 麻豆原创 Size by Type (2026-2031)
5 E-Sports Event Operation Service Breakdown Data by Application
5.1 Global E-Sports Event Operation Service Historic 麻豆原创 Size by Application (2020-2025)
5.2 Global E-Sports Event Operation Service Forecasted 麻豆原创 Size by Application (2026-2031)
6 North America
6.1 North America E-Sports Event Operation Service 麻豆原创 Size (2020-2031)
6.2 North America E-Sports Event Operation Service 麻豆原创 Growth Rate by Country: 2020 VS 2024 VS 2031
6.3 North America E-Sports Event Operation Service 麻豆原创 Size by Country (2020-2025)
6.4 North America E-Sports Event Operation Service 麻豆原创 Size by Country (2026-2031)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe E-Sports Event Operation Service 麻豆原创 Size (2020-2031)
7.2 Europe E-Sports Event Operation Service 麻豆原创 Growth Rate by Country: 2020 VS 2024 VS 2031
7.3 Europe E-Sports Event Operation Service 麻豆原创 Size by Country (2020-2025)
7.4 Europe E-Sports Event Operation Service 麻豆原创 Size by Country (2026-2031)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific E-Sports Event Operation Service 麻豆原创 Size (2020-2031)
8.2 Asia-Pacific E-Sports Event Operation Service 麻豆原创 Growth Rate by Region: 2020 VS 2024 VS 2031
8.3 Asia-Pacific E-Sports Event Operation Service 麻豆原创 Size by Region (2020-2025)
8.4 Asia-Pacific E-Sports Event Operation Service 麻豆原创 Size by Region (2026-2031)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America E-Sports Event Operation Service 麻豆原创 Size (2020-2031)
9.2 Latin America E-Sports Event Operation Service 麻豆原创 Growth Rate by Country: 2020 VS 2024 VS 2031
9.3 Latin America E-Sports Event Operation Service 麻豆原创 Size by Country (2020-2025)
9.4 Latin America E-Sports Event Operation Service 麻豆原创 Size by Country (2026-2031)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa E-Sports Event Operation Service 麻豆原创 Size (2020-2031)
10.2 Middle East & Africa E-Sports Event Operation Service 麻豆原创 Growth Rate by Country: 2020 VS 2024 VS 2031
10.3 Middle East & Africa E-Sports Event Operation Service 麻豆原创 Size by Country (2020-2025)
10.4 Middle East & Africa E-Sports Event Operation Service 麻豆原创 Size by Country (2026-2031)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 FACEIT
11.1.1 FACEIT Company Details
11.1.2 FACEIT Business Overview
11.1.3 FACEIT E-Sports Event Operation Service Introduction
11.1.4 FACEIT Revenue in E-Sports Event Operation Service Business (2020-2025)
11.1.5 FACEIT Recent Development
11.2 ESL
11.2.1 ESL Company Details
11.2.2 ESL Business Overview
11.2.3 ESL E-Sports Event Operation Service Introduction
11.2.4 ESL Revenue in E-Sports Event Operation Service Business (2020-2025)
11.2.5 ESL Recent Development
11.3 DreamHack
11.3.1 DreamHack Company Details
11.3.2 DreamHack Business Overview
11.3.3 DreamHack E-Sports Event Operation Service Introduction
11.3.4 DreamHack Revenue in E-Sports Event Operation Service Business (2020-2025)
11.3.5 DreamHack Recent Development
11.4 Blizzard Entertainment
11.4.1 Blizzard Entertainment Company Details
11.4.2 Blizzard Entertainment Business Overview
11.4.3 Blizzard Entertainment E-Sports Event Operation Service Introduction
11.4.4 Blizzard Entertainment Revenue in E-Sports Event Operation Service Business (2020-2025)
11.4.5 Blizzard Entertainment Recent Development
11.5 Riot Games
11.5.1 Riot Games Company Details
11.5.2 Riot Games Business Overview
11.5.3 Riot Games E-Sports Event Operation Service Introduction
11.5.4 Riot Games Revenue in E-Sports Event Operation Service Business (2020-2025)
11.5.5 Riot Games Recent Development
11.6 OGN
11.6.1 OGN Company Details
11.6.2 OGN Business Overview
11.6.3 OGN E-Sports Event Operation Service Introduction
11.6.4 OGN Revenue in E-Sports Event Operation Service Business (2020-2025)
11.6.5 OGN Recent Development
11.7 WePlay Esports
11.7.1 WePlay Esports Company Details
11.7.2 WePlay Esports Business Overview
11.7.3 WePlay Esports E-Sports Event Operation Service Introduction
11.7.4 WePlay Esports Revenue in E-Sports Event Operation Service Business (2020-2025)
11.7.5 WePlay Esports Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.1.1 Research Programs/Design
13.1.1.2 麻豆原创 Size Estimation
13.1.1.3 麻豆原创 Breakdown and Data Triangulation
13.1.2 Data Source
13.1.2.1 Secondary Sources
13.1.2.2 Primary Sources
13.2 Author Details
13.3 Disclaimer
FACEIT
ESL
DreamHack
Blizzard Entertainment
Riot Games
OGN
WePlay Esports
听
听
*If Applicable.
