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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.
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.
In terms of type, League of Legends segment holds a share about % in 2022 and will reach % in 2029; while in terms of application, Match Broadcast has a share approximately % in 2022 and will grow at a CAGR % during 2023 and 2029.
The global key manufacturers of ESports Club include Cloud9, Team SoloMid, Team Liquid, FaZe Clan, Immortals Gaming Club, Gen.G, Fnatic, Envy Gaming and G2 Esports, etc. In 2022, the global top five players hold a share approximately % in terms of revenue.
This report aims to provide a comprehensive study of the global market for ESports Club.
Data-Driven Insights: Highlights from Our Report
(1) Global ESports Club market size (value), history data from 2018-2022 and forecast data from 2023 to 2029.
(2) Global ESports Club market competitive situation, revenue and market share, from 2018 to 2022.
(3) China ESports Club market competitive situation, revenue and market share, from 2018 to 2022.
(4) Global ESports Club segment by region (or country), key regions cover the United States, Europe, Japan, South Korea, Southeast Asia and India, etc.
(5) Global ESports Club segment by type and by application and regional segment by type and by application.
(6) ESports Club industry supply chain, upstream, midstream and downstream analysis.
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
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
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
1 Market Overview
1.1 Product Overview and Scope of ESports Club
1.2 Global ESports Club Market Size and Forecast
1.3 China ESports Club Market Size and Forecast
1.4 China Market Percentage in Global
1.4.1 By Revenue, China ESports Club Share in Global Market, 2018-2029
1.4.2 ESports Club Market Size: China VS Global, 2018-2029
1.5 ESports Club Market Dynamics
1.5.1 ESports Club Market Drivers
1.5.2 ESports Club Market Restraints
1.5.3 ESports Club Industry Trends
1.5.4 ESports Club Industry Policy
2 Global Competitive Situation by Company
2.1 Global ESports Club Revenue 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 Manufacturers Product Type
3 China Competitive Situation by Company
3.1 China ESports Club Revenue by Company (2018-2023)
3.2 China ESports Club ESports Club Participants, Market Position (Tier 1, Tier 2 and Tier 3)
3.3 China ESports Club, Revenue Percentage of Local Players VS Foreign Manufacturers (2018-2023)
4 Industry Chain Analysis
4.1 ESports Club Industry Chain
4.2 ESports Club Upstream Analysis
4.3 ESports Club Midstream Analysis
4.4 ESports Club Downstream Analysis
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 Market Size & CAGR, 2018 VS 2022 VS 2029
5.3 By Type, Global ESports Club Revenue, 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 Market Size & CAGR, 2018 VS 2022 VS 2029
6.3 By Application, Global ESports Club Revenue, 2018-2029
7 Sales Sights by Region
7.1 By Region, Global ESports Club Market Size, 2018 VS 2022 VS 2029
7.2 By Region, Global ESports Club Market Size, 2018-2029
7.3 North America
7.3.1 North America ESports Club Market Size & 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 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 Market Size, 2018-2029
8.3 U.S.
8.3.1 U.S. ESports Club Market Size, 2018-2029
8.3.2 By Company, U.S. ESports Club Revenue Market Share, 2018-2023
8.3.3 By Type, U.S. ESports Club Revenue Market Share, 2022 VS 2029
8.3.4 By Application, U.S. ESports Club Revenue Market Share, 2022 VS 2029
8.4 Europe
8.4.1 Europe ESports Club Market Size, 2018-2029
8.4.2 By Company, Europe ESports Club Revenue Market Share, 2018-2023
8.4.3 By Type, Europe ESports Club Revenue Market Share, 2022 VS 2029
8.4.4 By Application, Europe ESports Club Revenue Market Share, 2022 VS 2029
8.5 China
8.5.1 China ESports Club Market Size, 2018-2029
8.5.2 By Company, China ESports Club Revenue Market Share, 2018-2023
8.5.3 By Type, China ESports Club Revenue Market Share, 2022 VS 2029
8.5.4 By Application, China ESports Club Revenue Market Share, 2022 VS 2029
8.6 Japan
8.6.1 Japan ESports Club Market Size, 2018-2029
8.6.2 By Company, Japan ESports Club Revenue Market Share, 2018-2023
8.6.3 By Type, Japan ESports Club Revenue Market Share, 2022 VS 2029
8.6.4 By Application, Japan ESports Club Revenue Market Share, 2022 VS 2029
8.7 South Korea
8.7.1 South Korea ESports Club Market Size, 2018-2029
8.7.2 By Company, South Korea ESports Club Revenue Market Share, 2018-2023
8.7.3 By Type, South Korea ESports Club Revenue Market Share, 2022 VS 2029
8.7.4 By Application, South Korea ESports Club Revenue Market Share, 2022 VS 2029
8.8 Southeast Asia
8.8.1 Southeast Asia ESports Club Market Size, 2018-2029
8.8.2 By Company, Southeast Asia ESports Club Revenue Market Share, 2018-2023
8.8.3 By Type, Southeast Asia ESports Club Revenue Market Share, 2022 VS 2029
8.8.4 By Application, Southeast Asia ESports Club Revenue Market Share, 2022 VS 2029
8.9 India
8.9.1 India ESports Club Market Size, 2018-2029
8.9.2 By Company, India ESports Club Revenue Market Share, 2018-2023
8.9.3 By Type, India ESports Club Revenue Market Share, 2022 VS 2029
8.9.4 By Application, India ESports Club Revenue Market Share, 2022 VS 2029
8.10 Middle East & Asia
8.10.1 Middle East & Asia ESports Club Market Size, 2018-2029
8.10.2 By Company, Middle East & Asia ESports Club Revenue Market Share, 2018-2023
8.10.3 By Type, Middle East & Asia ESports Club Revenue Market Share, 2022 VS 2029
8.10.4 By Application, Middle East & Asia ESports Club Revenue Market Share, 2022 VS 2029
9 Global Manufacturers 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
Research Methodology:
ESports Club Market Size Estimation
To estimate market size and trends, we use a combination of top-down and bottom-up methods. This allows us to evaluate the market from various perspectives—by company, region, product type, and end users.
Our estimates are based on actual sales data, excluding any discounts. Segment breakdowns and market shares are calculated using weighted averages based on usage rates and average prices. Regional insights are determined by how widely a product or service is adopted in each area.
Key companies are identified through secondary sources like industry reports and company filings. We then verify revenue estimates and other key data points through primary research, including interviews with industry experts, company executives, and decision-makers.
We take into account all relevant factors that could influence the market and validate our findings with real-world input. Our final insights combine both qualitative and quantitative data to provide a well-rounded view. Please note, these estimates do not account for unexpected changes such as inflation, economic downturns, or policy shifts.
Data Source
Secondary Sources
This study draws on a wide range of secondary sources, including press releases, annual reports, non-profit organizations, industry associations, government agencies, and customs data. We also referred to reputable databases and directories such as Bloomberg, Wind Info, Hoovers, Factiva, Trading Economics, Statista, and others. Additional references include investor presentations, company filings (e.g., SEC), economic data, and documents from regulatory and industry bodies.
These sources were used to gather technical and market-focused insights, identify key players, analyze market segmentation and classification, and track major trends and developments across industries.
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Qualitative Analysis |
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Primary Sources
As part of our primary research, we interviewed a variety of stakeholders from both the supply and demand sides to gather valuable qualitative and quantitative insights.
On the supply side, we spoke with product manufacturers, competitors, industry experts, research institutions, distributors, traders, and raw material suppliers. On the demand side, we engaged with business leaders, marketing and sales heads, technology and innovation directors, supply chain executives, and end users across key organizations.
These conversations helped us better understand market segmentation, pricing, applications, leading players, supply chains, demand trends, industry outlook, and key market dynamics—including risks, opportunities, barriers, and strategic developments.
Key Data Information from Primary Sources
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Total Market |
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