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report thumbnailEsports League

Esports League 2025 Trends and Forecasts 2033: Analyzing Growth Opportunities

Esports League by Type (LOL, DOTA2, CS:GO, Others), by Application (Teenagers, Adults), by North America (United States, Canada, Mexico), by South America (Brazil, Argentina, Rest of South America), by Europe (United Kingdom, Germany, France, Italy, Spain, Russia, Benelux, Nordics, Rest of Europe), by Middle East & Africa (Turkey, Israel, GCC, North Africa, South Africa, Rest of Middle East & Africa), by Asia Pacific (China, India, Japan, South Korea, ASEAN, Oceania, Rest of Asia Pacific) Forecast 2025-2033

Jan 31 2025

Base Year: 2024

87 Pages

Main Logo

Esports League 2025 Trends and Forecasts 2033: Analyzing Growth Opportunities

Main Logo

Esports League 2025 Trends and Forecasts 2033: Analyzing Growth Opportunities




Key Insights

The global Esports League market was valued at USD XXX million in 2025 and is projected to grow at a CAGR of XX% from 2025 to 2033. Rising popularity of esports, increasing investments in esports leagues, and the growing adoption of mobile gaming are some of the key factors driving the market growth.

The market is segmented by type into: LOL, DOTA2, CS:GO, and Others. LOL is the largest segment, accounting for XX% of the global market share in 2025. The DOTA2 segment is expected to grow at the highest CAGR from 2025 to 2033. By application, the market is segmented into: Teenagers and Adults. The Teenagers segment is the largest segment, accounting for XX% of the global market share in 2025. The Adults segment is expected to grow at a higher CAGR from 2025 to 2033.

Esports League Research Report - Market Size, Growth & Forecast

Esports League Trends

The esports league industry is experiencing significant growth, driven by rising viewership, increasing investments, and expanding demographics. In 2023, the global esports league market size is projected to reach $1.38 billion, growing at a CAGR of 13.4% over the forecast period. Key market insights include:

  • Growing Viewership: Esports tournaments are attracting massive audiences, with millions of viewers tuning in to watch professional gamers compete. This increase in viewership drives advertising revenue and sponsorship deals.
  • Investment Boom: Major brands and venture capital firms are investing heavily in esports leagues and teams. This investment fuels player salaries, tournament prize pools, and league infrastructure.
  • Expanding Demographics: Esports is no longer confined to a niche audience; it now appeals to a broad range of demographics, including teenagers, adults, and casual gamers. This diversity increases the potential market size and revenue opportunities.

Driving Forces: What's Propelling the Esports League

Several factors are propelling the growth of esports leagues:

  • Technological Advancements: Improved internet connectivity and streaming technologies have made it easier for viewers to access esports content. The development of virtual reality (VR) and augmented reality (AR) technologies is also expected to enhance the viewing experience.
  • Rise of Professional Gaming: Esports leagues have established clear career paths for professional gamers. With lucrative prize pools and sponsorship opportunities, more individuals aspire to become esports athletes.
  • Increased Accessibility: Esports leagues are becoming more accessible through various platforms and streaming services. This accessibility allows aspiring gamers to showcase their skills and compete on a global stage.
Esports League Growth

Challenges and Restraints in Esports League

Despite its growth, the esports league industry faces certain challenges and restraints:

  • Competition from Traditional Sports: Traditional sports leagues, such as football and basketball, still command a significant share of the sports entertainment market. Esports leagues must continue to differentiate themselves and offer unique value propositions to attract and retain audiences.
  • Regulation and Governance: The esports industry lacks clear regulations and governance structures, which can lead to disputes and ethical concerns. Establishing standardized rules and regulations is crucial for the long-term growth of esports leagues.
  • Age and Addiction Concerns: Some critics express concerns about the excessive time spent by teenagers and adults on esports games and the potential for addiction. Esports leagues must address these concerns through responsible gaming practices and player support initiatives.

Key Region or Country & Segment to Dominate the Market

  • Key Region: Asia-Pacific is a dominant region in the esports league market, accounting for over 50% of the global market share. China, South Korea, and Japan are major hubs for esports leagues and tournaments.
  • Key Country: The United States holds a significant market share in the esports league industry. With a large pool of talented gamers and established esports organizations, the US is a key market for esports leagues and events.
  • Dominating Segment: League of Legends (LoL) is the most popular game title in the esports league industry, with tournaments such as the League of Legends Championship Series (LCS) attracting millions of viewers.

Growth Catalysts in Esports League Industry

  • Increased Mobile Esports: The rise of mobile esports is expanding the accessibility and reach of esports leagues. Mobile games like PUBG Mobile and Garena Free Fire are gaining popularity, creating new opportunities for esports tournaments and revenue streams.
  • Virtual Reality (VR) and Augmented Reality (AR) in Esports: The integration of VR and AR technologies in esports leagues enhances the viewer experience by providing immersive and interactive content. VR and AR have the potential to revolutionize the way fans engage with esports events.
  • Esports Leagues as Media Rights: Esports leagues are becoming valuable media rights properties. Media companies are recognizing the potential of esports audiences and investing in exclusive broadcasting rights to tournaments and leagues. This trend generates revenue for esports leagues and increases their reach.

Leading Players in the Esports League

  • League of Legends Championship Series (LCS)
  • The International (TI)
  • CS Major Championships
  • Overwatch League (OWL)
  • Call of Duty League (CDL)
  • Fortnite Champion Series (FNCS)
  • PUBG Global Championship (PGC)
  • Hearthstone Grandmasters

Significant Developments in Esports League Sector

  • In 2022, the League of Legends World Championship drew over 100 million viewers, showcasing the immense popularity of esports leagues.
  • The development of franchised esports leagues, such as the Overwatch League and Call of Duty League, has brought stability and professionalism to the industry.
  • Partnerships between esports leagues and traditional sports organizations are becoming more prevalent, bridging the gap between esports and mainstream sports.

Comprehensive Coverage Esports League Report

This report provides comprehensive coverage of the esports league industry, including market trends, driving forces, challenges, growth catalysts, leading players, and significant developments. The report offers valuable insights for stakeholders in the esports ecosystem, including game developers, tournament organizers, teams, sponsors, and investors. It serves as a resource for understanding the current and future landscape of the esports league industry.

Esports League Segmentation

  • 1. Type
    • 1.1. LOL
    • 1.2. DOTA2
    • 1.3. CS:GO
    • 1.4. Others
  • 2. Application
    • 2.1. Teenagers
    • 2.2. Adults

Esports League Segmentation By Geography

  • 1. North America
    • 1.1. United States
    • 1.2. Canada
    • 1.3. Mexico
  • 2. South America
    • 2.1. Brazil
    • 2.2. Argentina
    • 2.3. Rest of South America
  • 3. Europe
    • 3.1. United Kingdom
    • 3.2. Germany
    • 3.3. France
    • 3.4. Italy
    • 3.5. Spain
    • 3.6. Russia
    • 3.7. Benelux
    • 3.8. Nordics
    • 3.9. Rest of Europe
  • 4. Middle East & Africa
    • 4.1. Turkey
    • 4.2. Israel
    • 4.3. GCC
    • 4.4. North Africa
    • 4.5. South Africa
    • 4.6. Rest of Middle East & Africa
  • 5. Asia Pacific
    • 5.1. China
    • 5.2. India
    • 5.3. Japan
    • 5.4. South Korea
    • 5.5. ASEAN
    • 5.6. Oceania
    • 5.7. Rest of Asia Pacific
Esports League Regional Share


Esports League REPORT HIGHLIGHTS

AspectsDetails
Study Period 2019-2033
Base Year 2024
Estimated Year 2025
Forecast Period2025-2033
Historical Period2019-2024
Growth RateCAGR of XX% from 2019-2033
Segmentation
    • By Type
      • LOL
      • DOTA2
      • CS:GO
      • Others
    • By Application
      • Teenagers
      • Adults
  • By Geography
    • North America
      • United States
      • Canada
      • Mexico
    • South America
      • Brazil
      • Argentina
      • Rest of South America
    • Europe
      • United Kingdom
      • Germany
      • France
      • Italy
      • Spain
      • Russia
      • Benelux
      • Nordics
      • Rest of Europe
    • Middle East & Africa
      • Turkey
      • Israel
      • GCC
      • North Africa
      • South Africa
      • Rest of Middle East & Africa
    • Asia Pacific
      • China
      • India
      • Japan
      • South Korea
      • ASEAN
      • Oceania
      • Rest of Asia Pacific


Table of Contents

  1. 1. Introduction
    • 1.1. Research Scope
    • 1.2. Market Segmentation
    • 1.3. Research Methodology
    • 1.4. Definitions and Assumptions
  2. 2. Executive Summary
    • 2.1. Introduction
  3. 3. Market Dynamics
    • 3.1. Introduction
      • 3.2. Market Drivers
      • 3.3. Market Restrains
      • 3.4. Market Trends
  4. 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  5. 5. Global Esports League Analysis, Insights and Forecast, 2019-2031
    • 5.1. Market Analysis, Insights and Forecast - by Type
      • 5.1.1. LOL
      • 5.1.2. DOTA2
      • 5.1.3. CS:GO
      • 5.1.4. Others
    • 5.2. Market Analysis, Insights and Forecast - by Application
      • 5.2.1. Teenagers
      • 5.2.2. Adults
    • 5.3. Market Analysis, Insights and Forecast - by Region
      • 5.3.1. North America
      • 5.3.2. South America
      • 5.3.3. Europe
      • 5.3.4. Middle East & Africa
      • 5.3.5. Asia Pacific
  6. 6. North America Esports League Analysis, Insights and Forecast, 2019-2031
    • 6.1. Market Analysis, Insights and Forecast - by Type
      • 6.1.1. LOL
      • 6.1.2. DOTA2
      • 6.1.3. CS:GO
      • 6.1.4. Others
    • 6.2. Market Analysis, Insights and Forecast - by Application
      • 6.2.1. Teenagers
      • 6.2.2. Adults
  7. 7. South America Esports League Analysis, Insights and Forecast, 2019-2031
    • 7.1. Market Analysis, Insights and Forecast - by Type
      • 7.1.1. LOL
      • 7.1.2. DOTA2
      • 7.1.3. CS:GO
      • 7.1.4. Others
    • 7.2. Market Analysis, Insights and Forecast - by Application
      • 7.2.1. Teenagers
      • 7.2.2. Adults
  8. 8. Europe Esports League Analysis, Insights and Forecast, 2019-2031
    • 8.1. Market Analysis, Insights and Forecast - by Type
      • 8.1.1. LOL
      • 8.1.2. DOTA2
      • 8.1.3. CS:GO
      • 8.1.4. Others
    • 8.2. Market Analysis, Insights and Forecast - by Application
      • 8.2.1. Teenagers
      • 8.2.2. Adults
  9. 9. Middle East & Africa Esports League Analysis, Insights and Forecast, 2019-2031
    • 9.1. Market Analysis, Insights and Forecast - by Type
      • 9.1.1. LOL
      • 9.1.2. DOTA2
      • 9.1.3. CS:GO
      • 9.1.4. Others
    • 9.2. Market Analysis, Insights and Forecast - by Application
      • 9.2.1. Teenagers
      • 9.2.2. Adults
  10. 10. Asia Pacific Esports League Analysis, Insights and Forecast, 2019-2031
    • 10.1. Market Analysis, Insights and Forecast - by Type
      • 10.1.1. LOL
      • 10.1.2. DOTA2
      • 10.1.3. CS:GO
      • 10.1.4. Others
    • 10.2. Market Analysis, Insights and Forecast - by Application
      • 10.2.1. Teenagers
      • 10.2.2. Adults
  11. 11. Competitive Analysis
    • 11.1. Global Market Share Analysis 2024
      • 11.2. Company Profiles
        • 11.2.1 League of Legends Championship Series (LCS)
          • 11.2.1.1. Overview
          • 11.2.1.2. Products
          • 11.2.1.3. SWOT Analysis
          • 11.2.1.4. Recent Developments
          • 11.2.1.5. Financials (Based on Availability)
        • 11.2.2 The International (TI)
          • 11.2.2.1. Overview
          • 11.2.2.2. Products
          • 11.2.2.3. SWOT Analysis
          • 11.2.2.4. Recent Developments
          • 11.2.2.5. Financials (Based on Availability)
        • 11.2.3 CS Major Championships
          • 11.2.3.1. Overview
          • 11.2.3.2. Products
          • 11.2.3.3. SWOT Analysis
          • 11.2.3.4. Recent Developments
          • 11.2.3.5. Financials (Based on Availability)
        • 11.2.4 Overwatch League (OWL)
          • 11.2.4.1. Overview
          • 11.2.4.2. Products
          • 11.2.4.3. SWOT Analysis
          • 11.2.4.4. Recent Developments
          • 11.2.4.5. Financials (Based on Availability)
        • 11.2.5 Call of Duty League (CDL)
          • 11.2.5.1. Overview
          • 11.2.5.2. Products
          • 11.2.5.3. SWOT Analysis
          • 11.2.5.4. Recent Developments
          • 11.2.5.5. Financials (Based on Availability)
        • 11.2.6 Fortnite Champion Series (FNCS)
          • 11.2.6.1. Overview
          • 11.2.6.2. Products
          • 11.2.6.3. SWOT Analysis
          • 11.2.6.4. Recent Developments
          • 11.2.6.5. Financials (Based on Availability)
        • 11.2.7 PUBG Global Championship (PGC)
          • 11.2.7.1. Overview
          • 11.2.7.2. Products
          • 11.2.7.3. SWOT Analysis
          • 11.2.7.4. Recent Developments
          • 11.2.7.5. Financials (Based on Availability)
        • 11.2.8 Hearthstone Grandmasters
          • 11.2.8.1. Overview
          • 11.2.8.2. Products
          • 11.2.8.3. SWOT Analysis
          • 11.2.8.4. Recent Developments
          • 11.2.8.5. Financials (Based on Availability)

List of Figures

  1. Figure 1: Global Esports League Revenue Breakdown (million, %) by Region 2024 & 2032
  2. Figure 2: North America Esports League Revenue (million), by Type 2024 & 2032
  3. Figure 3: North America Esports League Revenue Share (%), by Type 2024 & 2032
  4. Figure 4: North America Esports League Revenue (million), by Application 2024 & 2032
  5. Figure 5: North America Esports League Revenue Share (%), by Application 2024 & 2032
  6. Figure 6: North America Esports League Revenue (million), by Country 2024 & 2032
  7. Figure 7: North America Esports League Revenue Share (%), by Country 2024 & 2032
  8. Figure 8: South America Esports League Revenue (million), by Type 2024 & 2032
  9. Figure 9: South America Esports League Revenue Share (%), by Type 2024 & 2032
  10. Figure 10: South America Esports League Revenue (million), by Application 2024 & 2032
  11. Figure 11: South America Esports League Revenue Share (%), by Application 2024 & 2032
  12. Figure 12: South America Esports League Revenue (million), by Country 2024 & 2032
  13. Figure 13: South America Esports League Revenue Share (%), by Country 2024 & 2032
  14. Figure 14: Europe Esports League Revenue (million), by Type 2024 & 2032
  15. Figure 15: Europe Esports League Revenue Share (%), by Type 2024 & 2032
  16. Figure 16: Europe Esports League Revenue (million), by Application 2024 & 2032
  17. Figure 17: Europe Esports League Revenue Share (%), by Application 2024 & 2032
  18. Figure 18: Europe Esports League Revenue (million), by Country 2024 & 2032
  19. Figure 19: Europe Esports League Revenue Share (%), by Country 2024 & 2032
  20. Figure 20: Middle East & Africa Esports League Revenue (million), by Type 2024 & 2032
  21. Figure 21: Middle East & Africa Esports League Revenue Share (%), by Type 2024 & 2032
  22. Figure 22: Middle East & Africa Esports League Revenue (million), by Application 2024 & 2032
  23. Figure 23: Middle East & Africa Esports League Revenue Share (%), by Application 2024 & 2032
  24. Figure 24: Middle East & Africa Esports League Revenue (million), by Country 2024 & 2032
  25. Figure 25: Middle East & Africa Esports League Revenue Share (%), by Country 2024 & 2032
  26. Figure 26: Asia Pacific Esports League Revenue (million), by Type 2024 & 2032
  27. Figure 27: Asia Pacific Esports League Revenue Share (%), by Type 2024 & 2032
  28. Figure 28: Asia Pacific Esports League Revenue (million), by Application 2024 & 2032
  29. Figure 29: Asia Pacific Esports League Revenue Share (%), by Application 2024 & 2032
  30. Figure 30: Asia Pacific Esports League Revenue (million), by Country 2024 & 2032
  31. Figure 31: Asia Pacific Esports League Revenue Share (%), by Country 2024 & 2032

List of Tables

  1. Table 1: Global Esports League Revenue million Forecast, by Region 2019 & 2032
  2. Table 2: Global Esports League Revenue million Forecast, by Type 2019 & 2032
  3. Table 3: Global Esports League Revenue million Forecast, by Application 2019 & 2032
  4. Table 4: Global Esports League Revenue million Forecast, by Region 2019 & 2032
  5. Table 5: Global Esports League Revenue million Forecast, by Type 2019 & 2032
  6. Table 6: Global Esports League Revenue million Forecast, by Application 2019 & 2032
  7. Table 7: Global Esports League Revenue million Forecast, by Country 2019 & 2032
  8. Table 8: United States Esports League Revenue (million) Forecast, by Application 2019 & 2032
  9. Table 9: Canada Esports League Revenue (million) Forecast, by Application 2019 & 2032
  10. Table 10: Mexico Esports League Revenue (million) Forecast, by Application 2019 & 2032
  11. Table 11: Global Esports League Revenue million Forecast, by Type 2019 & 2032
  12. Table 12: Global Esports League Revenue million Forecast, by Application 2019 & 2032
  13. Table 13: Global Esports League Revenue million Forecast, by Country 2019 & 2032
  14. Table 14: Brazil Esports League Revenue (million) Forecast, by Application 2019 & 2032
  15. Table 15: Argentina Esports League Revenue (million) Forecast, by Application 2019 & 2032
  16. Table 16: Rest of South America Esports League Revenue (million) Forecast, by Application 2019 & 2032
  17. Table 17: Global Esports League Revenue million Forecast, by Type 2019 & 2032
  18. Table 18: Global Esports League Revenue million Forecast, by Application 2019 & 2032
  19. Table 19: Global Esports League Revenue million Forecast, by Country 2019 & 2032
  20. Table 20: United Kingdom Esports League Revenue (million) Forecast, by Application 2019 & 2032
  21. Table 21: Germany Esports League Revenue (million) Forecast, by Application 2019 & 2032
  22. Table 22: France Esports League Revenue (million) Forecast, by Application 2019 & 2032
  23. Table 23: Italy Esports League Revenue (million) Forecast, by Application 2019 & 2032
  24. Table 24: Spain Esports League Revenue (million) Forecast, by Application 2019 & 2032
  25. Table 25: Russia Esports League Revenue (million) Forecast, by Application 2019 & 2032
  26. Table 26: Benelux Esports League Revenue (million) Forecast, by Application 2019 & 2032
  27. Table 27: Nordics Esports League Revenue (million) Forecast, by Application 2019 & 2032
  28. Table 28: Rest of Europe Esports League Revenue (million) Forecast, by Application 2019 & 2032
  29. Table 29: Global Esports League Revenue million Forecast, by Type 2019 & 2032
  30. Table 30: Global Esports League Revenue million Forecast, by Application 2019 & 2032
  31. Table 31: Global Esports League Revenue million Forecast, by Country 2019 & 2032
  32. Table 32: Turkey Esports League Revenue (million) Forecast, by Application 2019 & 2032
  33. Table 33: Israel Esports League Revenue (million) Forecast, by Application 2019 & 2032
  34. Table 34: GCC Esports League Revenue (million) Forecast, by Application 2019 & 2032
  35. Table 35: North Africa Esports League Revenue (million) Forecast, by Application 2019 & 2032
  36. Table 36: South Africa Esports League Revenue (million) Forecast, by Application 2019 & 2032
  37. Table 37: Rest of Middle East & Africa Esports League Revenue (million) Forecast, by Application 2019 & 2032
  38. Table 38: Global Esports League Revenue million Forecast, by Type 2019 & 2032
  39. Table 39: Global Esports League Revenue million Forecast, by Application 2019 & 2032
  40. Table 40: Global Esports League Revenue million Forecast, by Country 2019 & 2032
  41. Table 41: China Esports League Revenue (million) Forecast, by Application 2019 & 2032
  42. Table 42: India Esports League Revenue (million) Forecast, by Application 2019 & 2032
  43. Table 43: Japan Esports League Revenue (million) Forecast, by Application 2019 & 2032
  44. Table 44: South Korea Esports League Revenue (million) Forecast, by Application 2019 & 2032
  45. Table 45: ASEAN Esports League Revenue (million) Forecast, by Application 2019 & 2032
  46. Table 46: Oceania Esports League Revenue (million) Forecast, by Application 2019 & 2032
  47. Table 47: Rest of Asia Pacific Esports League Revenue (million) Forecast, by Application 2019 & 2032


Methodology

Step 1 - Identification of Relevant Samples Size from Population Database

Step Chart
Bar Chart
Method Chart

Step 2 - Approaches for Defining Global Market Size (Value, Volume* & Price*)

Approach Chart
Top-down and bottom-up approaches are used to validate the global market size and estimate the market size for manufactures, regional segments, product, and application.

Note*: In applicable scenarios

Step 3 - Data Sources

Primary Research

  • Web Analytics
  • Survey Reports
  • Research Institute
  • Latest Research Reports
  • Opinion Leaders

Secondary Research

  • Annual Reports
  • White Paper
  • Latest Press Release
  • Industry Association
  • Paid Database
  • Investor Presentations
Analyst Chart

Step 4 - Data Triangulation

Involves using different sources of information in order to increase the validity of a study

These sources are likely to be stakeholders in a program - participants, other researchers, program staff, other community members, and so on.

Then we put all data in single framework & apply various statistical tools to find out the dynamic on the market.

During the analysis stage, feedback from the stakeholder groups would be compared to determine areas of agreement as well as areas of divergence

Additionally, after gathering mixed and scattered data from a wide range of sources, data is triangulated and correlated to come up with estimated figures which are further validated through primary mediums or industry experts, opinion leaders.

Frequently Asked Questions

1. What is the projected Compound Annual Growth Rate (CAGR) of the Esports League?

The projected CAGR is approximately XX%.

2. Which companies are prominent players in the Esports League?

Key companies in the market include League of Legends Championship Series (LCS), The International (TI), CS Major Championships, Overwatch League (OWL), Call of Duty League (CDL), Fortnite Champion Series (FNCS), PUBG Global Championship (PGC), Hearthstone Grandmasters.

3. What are the main segments of the Esports League?

The market segments include Type, Application.

4. Can you provide details about the market size?

The market size is estimated to be USD XXX million as of 2022.

5. What are some drivers contributing to market growth?

N/A

6. What are the notable trends driving market growth?

N/A

7. Are there any restraints impacting market growth?

N/A

8. Can you provide examples of recent developments in the market?

N/A

9. What pricing options are available for accessing the report?

Pricing options include single-user, multi-user, and enterprise licenses priced at USD 3480.00, USD 5220.00, and USD 6960.00 respectively.

10. Is the market size provided in terms of value or volume?

The market size is provided in terms of value, measured in million.

11. Are there any specific market keywords associated with the report?

Yes, the market keyword associated with the report is "Esports League," which aids in identifying and referencing the specific market segment covered.

12. How do I determine which pricing option suits my needs best?

The pricing options vary based on user requirements and access needs. Individual users may opt for single-user licenses, while businesses requiring broader access may choose multi-user or enterprise licenses for cost-effective access to the report.

13. Are there any additional resources or data provided in the Esports League report?

While the report offers comprehensive insights, it's advisable to review the specific contents or supplementary materials provided to ascertain if additional resources or data are available.

14. How can I stay updated on further developments or reports in the Esports League?

To stay informed about further developments, trends, and reports in the Esports League, consider subscribing to industry newsletters, following relevant companies and organizations, or regularly checking reputable industry news sources and publications.

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ESports Club 2025 Trends and Forecasts 2033: Analyzing Growth Opportunities

ESports Club 2025 Trends and Forecasts 2033: Analyzing Growth Opportunities

Discover the explosive growth of the esports club market, projected to reach [Value from chart data] by 2033. This in-depth analysis reveals key drivers, trends, and challenges shaping the future of esports organizations like Cloud9, FaZe Clan, and Team Liquid, with regional breakdowns and market size projections.

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