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Esports市場分析と2034年までの予測:タイプ、製品、サービス、技術、コンポーネント、用途、デバイス、エンドユーザー、モード、ステージ

Esports Market Analysis and Forecast to 2034: Type, Product, Services, Technology, Component, Application, Device, End User, Mode, Stage


出版日
ページ情報
英文 364 Pages
納期
3~5営業日
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=148.33円
Esports市場分析と2034年までの予測:タイプ、製品、サービス、技術、コンポーネント、用途、デバイス、エンドユーザー、モード、ステージ
出版日: 2025年05月04日
発行: Global Insight Services
ページ情報: 英文 364 Pages
納期: 3~5営業日
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概要

Esports市場は、2024年の36億8,000万米ドルから2034年までには218億5,000万米ドルに拡大し、CAGR約19.5%で成長すると予測されています。同市場は、個人やチームがさまざまなジャンルの組織化されたトーナメントで競い合う、競合ビデオゲームを網羅しています。このダイナミックな分野には、ゲームパブリッシャー、イベント主催者、ストリーミングプラットフォーム、スポンサー契約などが含まれます。市場の急成長は、視聴者の増加、技術の進歩、投資の増加によって後押しされています。主な動向としては、モバイルゲームの拡大、バーチャル体験の強化、従来のスポーツとの融合などが挙げられます。デジタルエンゲージメントの急増に伴い、マーチャンダイジング、メディア権、業界を超えたパートナーシップにおいて有利な機会が生まれ、Esportsは世界のエンターテインメント情勢における重要なプレーヤーとして位置づけられています。

市場概要:

Esports市場は多様なセグメントによって特徴付けられ、中でもプロゲーミングセグメントは、競技ゲームイベントの人気急上昇と多額のスポンサー契約によって牽引されています。このセグメントの優位性は、ライブストリーミングプラットフォームや世界のトーナメントを通じて多くの観客を魅了し、プレーヤー、チーム、リーグの強固なエコシステムを育んでいることに起因します。モバイルEsportsのような新興のサブセグメントは、スマートフォンの普及とモバイルゲームの高度化に後押しされ、急速に普及しています。この成長を補完しているのが、カジュアルゲームコミュニティの台頭と、仮想現実(VR)技術の統合です。インタラクティブで魅力的なコンテンツへの需要は高まり続けており、開発者、広告主、技術プロバイダーにとって有利な機会を生み出しています。業界の発展に伴い、ゲーム、エンターテインメント、ソーシャルメディアの融合が市場の拡大をさらに促進すると予想されます。

市場セグメンテーション
タイプ トーナメント、リーグ
製品 ゲーム機、PC、スマートフォン、VRデバイス
サービス 放送、スポンサーシップ、広告、マーチャンダイジング
テクノロジー クラウドゲーミング、5G、AI統合、拡張現実感
コンポーネント ハードウェア、ソフトウェア
用途 プロプレイヤー、カジュアルゲーマー
デバイス デスクトップ、ノートPC、タブレット、スマートTV
エンドユーザー 個人、チーム、企業
モード オンライン、オフライン
ステージ アマチュア、セミプロ、プロ

Esports市場は、ゲームのジャンル、プラットフォーム、地域など、さまざまなセグメントで多様な市場シェアが分布しており、ダイナミックかつ進化しているのが特徴です。デジタルプラットフォームの普及とモバイルゲームの台頭が市場の拡大に大きく寄与しています。北米とアジア太平洋は極めて重要な地域であり、前者は収益でリードし、後者はインターネット普及率の上昇と若者層の急増により急成長を示しています。著名なゲーム開発者とストリーミングプラットフォームは、世界中の視聴者の注目を集めるために継続的に技術革新を行っています。

Esports市場内の競合は激しく、Tencent、Activision Blizzard、Riot Gamesなどの主要利害関係者が戦略的パートナーシップや技術的進歩を通じて競争力を高めています。特に欧州と北米では、プレーヤーの福祉とフェアプレーを重視する規制の枠組みが増え、市場の倫理基準を形成しています。今後の市場参入企業は、視聴者の関与と参加を高めることが期待される仮想現実と拡張現実の技術革新に後押しされ、大幅な成長を遂げようとしています。規制当局の監視や持続可能な収益化モデルの必要性といった課題は依然として残っていますが、業界の軌道は楽観的であり、新たな人口層や地域への拡大の機会もあります。

動向と促進要因:

Esports市場は、視聴者数の増加、技術の進歩、収益化戦略の強化に牽引され、著しい成長を遂げています。主な動向には、モバイルゲーミングの拡大が含まれ、多様な層のアクセスとエンゲージメントを民主化しています。クラウドゲーミングの台頭も重要な動向で、シームレスな体験を提供し、ハードウェアの障壁をなくすことで視聴者の裾野を広げています。さらに、仮想現実(VR)と拡張現実(AR)の統合は、ユーザー体験を豊かにし、プレーヤーと観客の両方を魅了する没入型のゲームプレイを提供しています。Esportsのエコシステムもまた、スポンサーシップと広告投資の急増を目の当たりにしています。これは、ハイテクに精通した若い視聴者にリーチできる可能性をブランドが認識しているためです。さらに、大学やアマチュアのリーグの開発は、草の根の参加を促進し、才能を育成し、競合情勢を拡大しています。コミュニティ形成とリアルタイムの交流を促進するライブストリーミングプラットフォームの人気が高まっていることも、その原動力となっています。高速インターネットとモバイルデバイスの普及は、Esportsの消費にさらに拍車をかけ、世界的にアクセスしやすくなっています。インターネット普及率の上昇と若年層の人口増加が需要を牽引している新興市場には機会が豊富にあります。コンテンツ配信とファン参加において革新的な企業は、このダイナミックな市場を活用するのに有利な立場にあります。Esports業界は、デジタルトランスフォーメーションとグローバリゼーションを主要な実現要因として、持続的な成長を遂げる態勢を整えています。

抑制要因と課題:

Esports市場は現在、いくつかの大きな抑制要因と課題を抱えています。主な課題は、スポンサーシップと広告に大きく依存する収益源の不安定性であり、これは市場の状況によって変動する可能性があります。さらに、国によってゲームコンテンツや収益化戦略に対する規制が異なるため、世界な事業運営を複雑にしています。また、急速な技術進歩もハードルとなっています。企業は常に技術革新を続けなければならないため、研究開発に多額の投資が必要となります。さらに、この業界はプレイヤーの燃え尽き症候群やメンタルヘルスの問題に取り組んでおり、ウェルネスプログラムへの投資が必要で、チームのパフォーマンスに影響を与える可能性があります。最後に、成功と観客のエンゲージメントを測定するための標準化された指標がないため、スポンサーの獲得と維持が困難になっています。これらの課題は、Esportsセクターの持続的な成長と収益性を妨げる大きな障壁となっています。

目次

第1章 Esports市場概要

  • 調査目的
  • Esports市場の定義と調査範囲
  • レポートの制限事項
  • 調査対象年と通貨
  • 調査手法

第2章 エグゼクティブサマリー

第3章 市場に関する重要考察

第4章 Esports市場の展望

  • Esports市場のセグメンテーション
  • 市場力学
  • ポーターのファイブフォース分析
  • PESTLE分析
  • バリューチェーン分析
  • 4Pモデル
  • ANSOFFマトリックス

第5章 Esports市場戦略

  • 親市場分析
  • 需給分析
  • 消費者の購買意欲
  • ケーススタディ分析
  • 価格分析
  • 規制状況
  • サプライチェーン分析
  • 競合製品分析
  • 最近の動向

第6章 Esports市場規模

  • Esportsの市場規模:金額別
  • Esportsの市場規模:数量別

第7章 Esports市場:タイプ別

  • 市場概要
  • トーナメント
  • リーグ戦
  • その他

第8章 Esports市場:製品別

  • 市場概要
  • ゲーミングコンソール
  • パソコン
  • スマートフォン
  • VR機器
  • その他

第9章 Esports市場:サービス別

  • 市場概要
  • 放送
  • スポンサーシップ
  • 広告
  • マーチャンダイジング
  • その他

第10章 Esports市場:技術別

  • 市場概要
  • クラウドゲーミング
  • 5G
  • AI統合
  • 拡張現実
  • その他

第11章 Esports市場:コンポーネント別

  • 市場概要
  • ハードウェア
  • ソフトウェア
  • その他

第12章 Esports市場:用途別

  • 市場概要
  • プロプレイヤー
  • カジュアルゲーマー
  • その他

第13章 Esports市場:デバイス別

  • 市場概要
  • デスクトップ
  • ノートPC
  • タブレット
  • スマートTV
  • その他

第14章 Esports市場:エンドユーザー別

  • 市場概要
  • 個人
  • チーム
  • 企業
  • その他

第15章 Esports市場:モード別

  • 市場概要
  • オンライン
  • オフライン
  • その他

第16章 Esports市場:ステージ別

  • 市場概要
  • アマチュア
  • セミプロ
  • プロフェッショナル
  • その他

第17章 Esports市場:地域別

  • 概要
  • 北米
    • 米国
    • カナダ
  • 欧州
    • 英国
    • ドイツ
    • フランス
    • スペイン
    • イタリア
    • オランダ
    • スウェーデン
    • スイス
    • デンマーク
    • フィンランド
    • ロシア
    • その他欧州
  • アジア太平洋
    • 中国
    • インド
    • 日本
    • 韓国
    • オーストラリア
    • シンガポール
    • インドネシア
    • 台湾
    • マレーシア
    • その他アジア太平洋
  • ラテンアメリカ
    • ブラジル
    • メキシコ
    • アルゼンチン
    • その他ラテンアメリカ
  • 中東・アフリカ
    • サウジアラビア
    • アラブ首長国連邦
    • 南アフリカ
    • その他中東・アフリカ

第18章 競合情勢

  • 概要
  • 市場シェア分析
  • 主要企業のポジショニング
  • 競合リーダーシップマッピング
  • ベンダーベンチマーキング
  • 開発戦略のベンチマーキング

第19章 企業プロファイル

  • Cloud9
  • Team Liquid
  • FaZe Clan
  • G2 Esports
  • Fnatic
  • T1
  • NRG Esports
  • 100 Thieves
  • Gen.G Esports
  • Team SoloMid
  • OG
  • Astralis
  • Evil Geniuses
  • SK Gaming
  • Misfits Gaming
  • Rogue
  • Alliance
  • Dignitas
  • ENCE
  • Natus Vincere
目次
Product Code: GIS10102

Esports Market is anticipated to expand from $3.68 billion in 2024 to $21.85 billion by 2034, growing at a CAGR of approximately 19.5%. The market encompasses competitive video gaming, where individuals and teams compete in organized tournaments across various genres. This dynamic sector includes game publishers, event organizers, streaming platforms, and sponsorship deals. The market's rapid growth is fueled by increasing viewership, technological advancements, and rising investment. Key trends include mobile gaming expansion, enhanced virtual experiences, and integration with traditional sports. As digital engagement surges, lucrative opportunities arise in merchandising, media rights, and cross-industry partnerships, positioning esports as a significant player in the global entertainment landscape.

Market Overview:

The Esports Market is characterized by diverse segments, with the professional gaming segment leading the charge, driven by the surging popularity of competitive gaming events and substantial sponsorship deals. This segment's dominance is attributed to its ability to attract large audiences through live streaming platforms and global tournaments, fostering a robust ecosystem of players, teams, and leagues. Emerging sub-segments such as mobile esports are rapidly gaining traction, fueled by the widespread accessibility of smartphones and the increasing sophistication of mobile games. This growth is complemented by the rise of casual gaming communities and the integration of virtual reality (VR) technologies, which promise to enhance the immersive experience for both players and spectators. The demand for interactive and engaging content continues to rise, creating lucrative opportunities for developers, advertisers, and technology providers. As the industry evolves, the convergence of gaming, entertainment, and social media is expected to further propel market expansion.

Market Segmentation
TypeTournament, League
ProductGaming Consoles, PCs, Smartphones, VR Devices
ServicesBroadcasting, Sponsorships, Advertising, Merchandising
TechnologyCloud Gaming, 5G, AI Integration, Augmented Reality
ComponentHardware, Software
ApplicationProfessional Players, Casual Gamers
DeviceDesktops, Laptops, Tablets, Smart TVs
End UserIndividuals, Teams, Enterprises
ModeOnline, Offline
StageAmateur, Semi-professional, Professional

The Esports market is characterized by a dynamic and evolving landscape, with a diverse distribution of market share across various segments such as game genres, platforms, and regions. The proliferation of digital platforms and the rise of mobile gaming have significantly contributed to the market's expansion. North America and Asia-Pacific are pivotal regions, with the former leading in revenue generation and the latter demonstrating rapid growth due to increasing internet penetration and a burgeoning youth demographic. Prominent game developers and streaming platforms are continuously innovating to capture the attention of a global audience.

Competitive forces within the Esports market are intense, with major stakeholders such as Tencent, Activision Blizzard, and Riot Games driving the competitive edge through strategic partnerships and technological advancements. Regulatory frameworks, particularly in Europe and North America, are increasingly focusing on player welfare and fair play, shaping the market's ethical standards. Looking ahead, the market is poised for substantial growth, propelled by technological innovations in virtual reality and augmented reality, which promise to enhance viewer engagement and participation. Challenges such as regulatory scrutiny and the need for sustainable monetization models persist, but the industry's trajectory remains optimistic, with opportunities for expansion into new demographics and regions.

Geographical Overview:

The esports market is flourishing globally, with each region contributing uniquely to its expansion. North America stands as a pivotal player, boasting a mature infrastructure and robust fan base. The region's esports ecosystem is bolstered by significant investments and partnerships with traditional sports franchises. Europe follows as a key market, characterized by diverse gaming cultures and strong community engagement. This region benefits from a well-established competitive scene and numerous international tournaments. In Asia Pacific, the esports industry is experiencing exponential growth. This is driven by a deep-rooted gaming culture and substantial investments from tech giants. Countries like South Korea and China are at the forefront, hosting some of the largest esports events globally. Latin America is emerging as a promising market, with increasing internet penetration and a young demographic fueling its growth. The region is witnessing a surge in viewership and local talent development. The Middle East & Africa are gradually recognizing the potential of esports. Investments in infrastructure and government support are pivotal in shaping the market. The region is poised for growth as awareness and participation in esports continue to rise. Each region's unique dynamics offer lucrative opportunities for stakeholders to capitalize on the burgeoning esports market.

Recent Developments:

The esports market has been bustling with activity over the past three months, reflecting its dynamic and rapidly evolving nature. Tencent has made headlines by acquiring a significant stake in the esports platform VSPN, aiming to bolster its presence in the competitive gaming arena. Meanwhile, Activision Blizzard has entered a strategic partnership with YouTube Gaming, enhancing its streaming capabilities for major esports events. In another development, Riot Games announced a joint venture with a leading media company to expand its esports content offerings, signaling a deeper integration of esports into mainstream entertainment. The regulatory landscape has also seen changes, with the European Union introducing new guidelines to standardize esports competitions across member states, ensuring fair play and integrity. Lastly, a major investment firm has launched a dedicated esports fund, targeting early-stage companies and startups in the esports ecosystem, highlighting the sector's potential for growth and innovation. These developments underscore the esports market's robust trajectory and expanding influence in the global entertainment industry.

Key Companies:

Cloud9, Team Liquid, Fa Ze Clan, G2 Esports, Fnatic, T1, NRG Esports, 100 Thieves, Gen. G Esports, Team Solo Mid, OG, Astralis, Evil Geniuses, SK Gaming, Misfits Gaming, Rogue, Alliance, Dignitas, ENCE, Natus Vincere

Trends and Drivers:

The esports market is experiencing remarkable growth, driven by increasing viewership, technological advancements, and enhanced monetization strategies. Key trends include the expansion of mobile gaming, which is democratizing access and engagement across diverse demographics. The rise of cloud gaming is another significant trend, offering seamless experiences and broadening the audience base by eliminating hardware barriers. Moreover, the integration of virtual reality (VR) and augmented reality (AR) is enriching user experiences, providing immersive gameplay that attracts both players and spectators. The esports ecosystem is also witnessing a surge in sponsorship and advertising investments, as brands recognize the potential of reaching a young, tech-savvy audience. Additionally, the development of collegiate and amateur leagues is fostering grassroots participation, nurturing talent, and expanding the competitive landscape. Drivers include the growing popularity of live streaming platforms, which facilitate community building and real-time interaction. The proliferation of high-speed internet and mobile devices has further fueled esports consumption, making it more accessible globally. Opportunities are abundant in emerging markets, where increasing internet penetration and youthful populations are driving demand. Companies that innovate in content delivery and fan engagement are well-positioned to capitalize on this dynamic market. The esports industry is poised for sustained growth, with digital transformation and globalization as key enablers.

Restraints and Challenges:

The esports market is currently navigating several significant restraints and challenges. A primary challenge is the volatility in revenue streams, heavily reliant on sponsorships and advertising, which can fluctuate with market conditions. Furthermore, the market faces regulatory challenges, as different countries impose varying restrictions on gaming content and monetization strategies, complicating global operations. The rapid technological advancements also present a hurdle, as companies must continuously innovate to keep pace, demanding substantial investment in research and development. Additionally, the industry grapples with player burnout and mental health issues, necessitating investment in wellness programs and potentially affecting team performance. Lastly, there is a lack of standardized metrics for measuring success and audience engagement, leading to difficulties in attracting and retaining sponsors. These challenges collectively pose significant barriers to sustained growth and profitability in the esports sector.

Sources:

Entertainment Software Association, U.S. Department of Commerce - International Trade Administration, European Commission - Digital Economy and Society, International Telecommunication Union, United Nations Educational, Scientific and Cultural Organization (UNESCO), World Intellectual Property Organization, International Olympic Committee - Esports Liaison Group, National Institute of Information and Communications Technology (Japan), Korea Creative Content Agency, China Audio-Video and Digital Publishing Association, International Game Developers Association, University of California - Berkeley Center for New Media, Massachusetts Institute of Technology - Comparative Media Studies/Writing, Stanford University - Human-Computer Interaction Group, University of Southern California - Annenberg School for Communication and Journalism, Game Developers Conference, Esports Business Summit, International Esports Federation World Championship, Intel Extreme Masters, DreamHack Festival, The Game Awards

Research Scope:

  • Estimates and forecasts the overall market size across type, application, and region.
  • Provides detailed information and key takeaways on qualitative and quantitative trends, dynamics, business framework, competitive landscape, and company profiling.
  • Identifies factors influencing market growth and challenges, opportunities, drivers, and restraints.
  • Identifies factors that could limit company participation in international markets to help calibrate market share expectations and growth rates.
  • Evaluates key development strategies like acquisitions, product launches, mergers, collaborations, business expansions, agreements, partnerships, and R&D activities.
  • Analyzes smaller market segments strategically, focusing on their potential, growth patterns, and impact on the overall market.
  • Outlines the competitive landscape, assessing business and corporate strategies to monitor and dissect competitive advancements.

Our research scope provides comprehensive market data, insights, and analysis across a variety of critical areas. We cover Local Market Analysis, assessing consumer demographics, purchasing behaviors, and market size within specific regions to identify growth opportunities. Our Local Competition Review offers a detailed evaluation of competitors, including their strengths, weaknesses, and market positioning. We also conduct Local Regulatory Reviews to ensure businesses comply with relevant laws and regulations. Industry Analysis provides an in-depth look at market dynamics, key players, and trends. Additionally, we offer Cross-Segmental Analysis to identify synergies between different market segments, as well as Production-Consumption and Demand-Supply Analysis to optimize supply chain efficiency. Our Import-Export Analysis helps businesses navigate global trade environments by evaluating trade flows and policies. These insights empower clients to make informed strategic decisions, mitigate risks, and capitalize on market opportunities.

TABLE OF CONTENTS

1: Esports Market Overview

  • 1.1 Objectives of the Study
  • 1.2 Esports Market Definition and Scope of the Report
  • 1.3 Report Limitations
  • 1.4 Years & Currency Considered in the Study
  • 1.5 Research Methodologies
    • 1.5.1 Secondary Research
    • 1.5.2 Primary Research
    • 1.5.3 Market Size Estimation: Top-Down Approach
    • 1.5.4 Market Size Estimation: Bottom-Up Approach
    • 1.5.5 Data Triangulation and Validation

2: Executive Summary

  • 2.1 Summary
  • 2.2 Key Opinion Leaders
  • 2.3 Key Highlights of the Market, by Type
  • 2.4 Key Highlights of the Market, by Product
  • 2.5 Key Highlights of the Market, by Services
  • 2.6 Key Highlights of the Market, by Technology
  • 2.7 Key Highlights of the Market, by Component
  • 2.8 Key Highlights of the Market, by Application
  • 2.9 Key Highlights of the Market, by Device
  • 2.10 Key Highlights of the Market, by End User
  • 2.11 Key Highlights of the Market, by Mode
  • 2.12 Key Highlights of the Market, by Stage
  • 2.13 Key Highlights of the Market, by North America
  • 2.14 Key Highlights of the Market, by Europe
  • 2.15 Key Highlights of the Market, by Asia-Pacific
  • 2.16 Key Highlights of the Market, by Latin America
  • 2.17 Key Highlights of the Market, by Middle East
  • 2.18 Key Highlights of the Market, by Africa

3: Premium Insights on the Market

  • 3.1 Market Attractiveness Analysis, by Region
  • 3.2 Market Attractiveness Analysis, by Type
  • 3.3 Market Attractiveness Analysis, by Product
  • 3.4 Market Attractiveness Analysis, by Services
  • 3.5 Market Attractiveness Analysis, by Technology
  • 3.6 Market Attractiveness Analysis, by Component
  • 3.7 Market Attractiveness Analysis, by Application
  • 3.8 Market Attractiveness Analysis, by Device
  • 3.9 Market Attractiveness Analysis, by End User
  • 3.10 Market Attractiveness Analysis, by Mode
  • 3.11 Market Attractiveness Analysis, by Stage
  • 3.12 Market Attractiveness Analysis, by North America
  • 3.13 Market Attractiveness Analysis, by Europe
  • 3.14 Market Attractiveness Analysis, by Asia-Pacific
  • 3.15 Market Attractiveness Analysis, by Latin America
  • 3.16 Market Attractiveness Analysis, by Middle East
  • 3.17 Market Attractiveness Analysis, by Africa

4: Esports Market Outlook

  • 4.1 Esports Market Segmentation
  • 4.2 Market Dynamics
    • 4.2.1 Market Drivers
    • 4.2.2 Market Trends
    • 4.2.3 Market Restraints
    • 4.2.4 Market Opportunities
  • 4.3 Porters Five Forces Analysis
    • 4.3.1 Threat of New Entrants
    • 4.3.2 Threat of Substitutes
    • 4.3.3 Bargaining Power of Buyers
    • 4.3.4 Bargaining Power of Supplier
    • 4.3.5 Competitive Rivalry
  • 4.4 PESTLE Analysis
  • 4.5 Value Chain Analysis
  • 4.6 4Ps Model
  • 4.7 ANSOFF Matrix

5: Esports Market Strategy

  • 5.1 Parent Market Analysis
  • 5.2 Supply-Demand Analysis
  • 5.3 Consumer Buying Interest
  • 5.4 Case Study Analysis
  • 5.5 Pricing Analysis
  • 5.6 Regulatory Landscape
  • 5.7 Supply Chain Analysis
  • 5.8 Competition Product Analysis
  • 5.9 Recent Developments

6: Esports Market Size

  • 6.1 Esports Market Size, by Value
  • 6.2 Esports Market Size, by Volume

7: Esports Market, by Type

  • 7.1 Market Overview
  • 7.2 Tournament
    • 7.2.1 Key Market Trends & Opportunity Analysis
    • 7.2.2 Market Size and Forecast, by Region
  • 7.3 League
    • 7.3.1 Key Market Trends & Opportunity Analysis
    • 7.3.2 Market Size and Forecast, by Region
  • 7.4 Others
    • 7.4.1 Key Market Trends & Opportunity Analysis
    • 7.4.2 Market Size and Forecast, by Region

8: Esports Market, by Product

  • 8.1 Market Overview
  • 8.2 Gaming Consoles
    • 8.2.1 Key Market Trends & Opportunity Analysis
    • 8.2.2 Market Size and Forecast, by Region
  • 8.3 PCs
    • 8.3.1 Key Market Trends & Opportunity Analysis
    • 8.3.2 Market Size and Forecast, by Region
  • 8.4 Smartphones
    • 8.4.1 Key Market Trends & Opportunity Analysis
    • 8.4.2 Market Size and Forecast, by Region
  • 8.5 VR Devices
    • 8.5.1 Key Market Trends & Opportunity Analysis
    • 8.5.2 Market Size and Forecast, by Region
  • 8.6 Others
    • 8.6.1 Key Market Trends & Opportunity Analysis
    • 8.6.2 Market Size and Forecast, by Region

9: Esports Market, by Services

  • 9.1 Market Overview
  • 9.2 Broadcasting
    • 9.2.1 Key Market Trends & Opportunity Analysis
    • 9.2.2 Market Size and Forecast, by Region
  • 9.3 Sponsorships
    • 9.3.1 Key Market Trends & Opportunity Analysis
    • 9.3.2 Market Size and Forecast, by Region
  • 9.4 Advertising
    • 9.4.1 Key Market Trends & Opportunity Analysis
    • 9.4.2 Market Size and Forecast, by Region
  • 9.5 Merchandising
    • 9.5.1 Key Market Trends & Opportunity Analysis
    • 9.5.2 Market Size and Forecast, by Region
  • 9.6 Others
    • 9.6.1 Key Market Trends & Opportunity Analysis
    • 9.6.2 Market Size and Forecast, by Region

10: Esports Market, by Technology

  • 10.1 Market Overview
  • 10.2 Cloud Gaming
    • 10.2.1 Key Market Trends & Opportunity Analysis
    • 10.2.2 Market Size and Forecast, by Region
  • 10.3 5G
    • 10.3.1 Key Market Trends & Opportunity Analysis
    • 10.3.2 Market Size and Forecast, by Region
  • 10.4 AI Integration
    • 10.4.1 Key Market Trends & Opportunity Analysis
    • 10.4.2 Market Size and Forecast, by Region
  • 10.5 Augmented Reality
    • 10.5.1 Key Market Trends & Opportunity Analysis
    • 10.5.2 Market Size and Forecast, by Region
  • 10.6 Others
    • 10.6.1 Key Market Trends & Opportunity Analysis
    • 10.6.2 Market Size and Forecast, by Region

11: Esports Market, by Component

  • 11.1 Market Overview
  • 11.2 Hardware
    • 11.2.1 Key Market Trends & Opportunity Analysis
    • 11.2.2 Market Size and Forecast, by Region
  • 11.3 Software
    • 11.3.1 Key Market Trends & Opportunity Analysis
    • 11.3.2 Market Size and Forecast, by Region
  • 11.4 Others
    • 11.4.1 Key Market Trends & Opportunity Analysis
    • 11.4.2 Market Size and Forecast, by Region

12: Esports Market, by Application

  • 12.1 Market Overview
  • 12.2 Professional Players
    • 12.2.1 Key Market Trends & Opportunity Analysis
    • 12.2.2 Market Size and Forecast, by Region
  • 12.3 Casual Gamers
    • 12.3.1 Key Market Trends & Opportunity Analysis
    • 12.3.2 Market Size and Forecast, by Region
  • 12.4 Others
    • 12.4.1 Key Market Trends & Opportunity Analysis
    • 12.4.2 Market Size and Forecast, by Region

13: Esports Market, by Device

  • 13.1 Market Overview
  • 13.2 Desktops
    • 13.2.1 Key Market Trends & Opportunity Analysis
    • 13.2.2 Market Size and Forecast, by Region
  • 13.3 Laptops
    • 13.3.1 Key Market Trends & Opportunity Analysis
    • 13.3.2 Market Size and Forecast, by Region
  • 13.4 Tablets
    • 13.4.1 Key Market Trends & Opportunity Analysis
    • 13.4.2 Market Size and Forecast, by Region
  • 13.5 Smart TVs
    • 13.5.1 Key Market Trends & Opportunity Analysis
    • 13.5.2 Market Size and Forecast, by Region
  • 13.6 Others
    • 13.6.1 Key Market Trends & Opportunity Analysis
    • 13.6.2 Market Size and Forecast, by Region

14: Esports Market, by End User

  • 14.1 Market Overview
  • 14.2 Individuals
    • 14.2.1 Key Market Trends & Opportunity Analysis
    • 14.2.2 Market Size and Forecast, by Region
  • 14.3 Teams
    • 14.3.1 Key Market Trends & Opportunity Analysis
    • 14.3.2 Market Size and Forecast, by Region
  • 14.4 Enterprises
    • 14.4.1 Key Market Trends & Opportunity Analysis
    • 14.4.2 Market Size and Forecast, by Region
  • 14.5 Others
    • 14.5.1 Key Market Trends & Opportunity Analysis
    • 14.5.2 Market Size and Forecast, by Region

15: Esports Market, by Mode

  • 15.1 Market Overview
  • 15.2 Online
    • 15.2.1 Key Market Trends & Opportunity Analysis
    • 15.2.2 Market Size and Forecast, by Region
  • 15.3 Offline
    • 15.3.1 Key Market Trends & Opportunity Analysis
    • 15.3.2 Market Size and Forecast, by Region
  • 15.4 Others
    • 15.4.1 Key Market Trends & Opportunity Analysis
    • 15.4.2 Market Size and Forecast, by Region

16: Esports Market, by Stage

  • 16.1 Market Overview
  • 16.2 Amateur
    • 16.2.1 Key Market Trends & Opportunity Analysis
    • 16.2.2 Market Size and Forecast, by Region
  • 16.3 Semi-professional
    • 16.3.1 Key Market Trends & Opportunity Analysis
    • 16.3.2 Market Size and Forecast, by Region
  • 16.4 Professional
    • 16.4.1 Key Market Trends & Opportunity Analysis
    • 16.4.2 Market Size and Forecast, by Region
  • 16.5 Others
    • 16.5.1 Key Market Trends & Opportunity Analysis
    • 16.5.2 Market Size and Forecast, by Region

17: Esports Market, by Region

  • 17.1 Overview
  • 17.2 North America
    • 17.2.1 Key Market Trends and Opportunities
    • 17.2.2 North America Market Size and Forecast, by Type
    • 17.2.3 North America Market Size and Forecast, by Product
    • 17.2.4 North America Market Size and Forecast, by Services
    • 17.2.5 North America Market Size and Forecast, by Technology
    • 17.2.6 North America Market Size and Forecast, by Component
    • 17.2.7 North America Market Size and Forecast, by Application
    • 17.2.8 North America Market Size and Forecast, by Device
    • 17.2.9 North America Market Size and Forecast, by End User
    • 17.2.10 North America Market Size and Forecast, by Mode
    • 17.2.11 North America Market Size and Forecast, by Stage
    • 17.2.12 North America Market Size and Forecast, by Country
    • 17.2.13 United States
      • 17.2.9.1 United States Market Size and Forecast, by Type
      • 17.2.9.2 United States Market Size and Forecast, by Product
      • 17.2.9.3 United States Market Size and Forecast, by Services
      • 17.2.9.4 United States Market Size and Forecast, by Technology
      • 17.2.9.5 United States Market Size and Forecast, by Component
      • 17.2.9.6 United States Market Size and Forecast, by Application
      • 17.2.9.7 United States Market Size and Forecast, by Device
      • 17.2.9.8 United States Market Size and Forecast, by End User
      • 17.2.9.9 United States Market Size and Forecast, by Mode
      • 17.2.9.10 United States Market Size and Forecast, by Stage
      • 17.2.9.11 Local Competition Analysis
      • 17.2.9.12 Local Market Analysis
    • 17.2.1 Canada
      • 17.2.10.1 Canada Market Size and Forecast, by Type
      • 17.2.10.2 Canada Market Size and Forecast, by Product
      • 17.2.10.3 Canada Market Size and Forecast, by Services
      • 17.2.10.4 Canada Market Size and Forecast, by Technology
      • 17.2.10.5 Canada Market Size and Forecast, by Component
      • 17.2.10.6 Canada Market Size and Forecast, by Application
      • 17.2.10.7 Canada Market Size and Forecast, by Device
      • 17.2.10.8 Canada Market Size and Forecast, by End User
      • 17.2.10.9 Canada Market Size and Forecast, by Mode
      • 17.2.10.10 Canada Market Size and Forecast, by Stage
      • 17.2.10.11 Local Competition Analysis
      • 17.2.10.12 Local Market Analysis
  • 17.1 Europe
    • 17.3.1 Key Market Trends and Opportunities
    • 17.3.2 Europe Market Size and Forecast, by Type
    • 17.3.3 Europe Market Size and Forecast, by Product
    • 17.3.4 Europe Market Size and Forecast, by Services
    • 17.3.5 Europe Market Size and Forecast, by Technology
    • 17.3.6 Europe Market Size and Forecast, by Component
    • 17.3.7 Europe Market Size and Forecast, by Application
    • 17.3.8 Europe Market Size and Forecast, by Device
    • 17.3.9 Europe Market Size and Forecast, by End User
    • 17.3.10 Europe Market Size and Forecast, by Mode
    • 17.3.11 Europe Market Size and Forecast, by Stage
    • 17.3.12 Europe Market Size and Forecast, by Country
    • 17.3.13 United Kingdom
      • 17.3.9.1 United Kingdom Market Size and Forecast, by Type
      • 17.3.9.2 United Kingdom Market Size and Forecast, by Product
      • 17.3.9.3 United Kingdom Market Size and Forecast, by Services
      • 17.3.9.4 United Kingdom Market Size and Forecast, by Technology
      • 17.3.9.5 United Kingdom Market Size and Forecast, by Component
      • 17.3.9.6 United Kingdom Market Size and Forecast, by Application
      • 17.3.9.7 United Kingdom Market Size and Forecast, by Device
      • 17.3.9.8 United Kingdom Market Size and Forecast, by End User
      • 17.3.9.9 United Kingdom Market Size and Forecast, by Mode
      • 17.3.9.10 United Kingdom Market Size and Forecast, by Stage
      • 17.3.9.11 Local Competition Analysis
      • 17.3.9.12 Local Market Analysis
    • 17.3.1 Germany
      • 17.3.10.1 Germany Market Size and Forecast, by Type
      • 17.3.10.2 Germany Market Size and Forecast, by Product
      • 17.3.10.3 Germany Market Size and Forecast, by Services
      • 17.3.10.4 Germany Market Size and Forecast, by Technology
      • 17.3.10.5 Germany Market Size and Forecast, by Component
      • 17.3.10.6 Germany Market Size and Forecast, by Application
      • 17.3.10.7 Germany Market Size and Forecast, by Device
      • 17.3.10.8 Germany Market Size and Forecast, by End User
      • 17.3.10.9 Germany Market Size and Forecast, by Mode
      • 17.3.10.10 Germany Market Size and Forecast, by Stage
      • 17.3.10.11 Local Competition Analysis
      • 17.3.10.12 Local Market Analysis
    • 17.3.1 France
      • 17.3.11.1 France Market Size and Forecast, by Type
      • 17.3.11.2 France Market Size and Forecast, by Product
      • 17.3.11.3 France Market Size and Forecast, by Services
      • 17.3.11.4 France Market Size and Forecast, by Technology
      • 17.3.11.5 France Market Size and Forecast, by Component
      • 17.3.11.6 France Market Size and Forecast, by Application
      • 17.3.11.7 France Market Size and Forecast, by Device
      • 17.3.11.8 France Market Size and Forecast, by End User
      • 17.3.11.9 France Market Size and Forecast, by Mode
      • 17.3.11.10 France Market Size and Forecast, by Stage
      • 17.3.11.11 Local Competition Analysis
      • 17.3.11.12 Local Market Analysis
    • 17.3.1 Spain
      • 17.3.12.1 Spain Market Size and Forecast, by Type
      • 17.3.12.2 Spain Market Size and Forecast, by Product
      • 17.3.12.3 Spain Market Size and Forecast, by Services
      • 17.3.12.4 Spain Market Size and Forecast, by Technology
      • 17.3.12.5 Spain Market Size and Forecast, by Component
      • 17.3.12.6 Spain Market Size and Forecast, by Application
      • 17.3.12.7 Spain Market Size and Forecast, by Device
      • 17.3.12.8 Spain Market Size and Forecast, by End User
      • 17.3.12.9 Spain Market Size and Forecast, by Mode
      • 17.3.12.10 Spain Market Size and Forecast, by Stage
      • 17.3.12.11 Local Competition Analysis
      • 17.3.12.12 Local Market Analysis
    • 17.3.1 Italy
      • 17.3.13.1 Italy Market Size and Forecast, by Type
      • 17.3.13.2 Italy Market Size and Forecast, by Product
      • 17.3.13.3 Italy Market Size and Forecast, by Services
      • 17.3.13.4 Italy Market Size and Forecast, by Technology
      • 17.3.13.5 Italy Market Size and Forecast, by Component
      • 17.3.13.6 Italy Market Size and Forecast, by Application
      • 17.3.13.7 Italy Market Size and Forecast, by Device
      • 17.3.13.8 Italy Market Size and Forecast, by End User
      • 17.3.13.9 Italy Market Size and Forecast, by Mode
      • 17.3.13.10 Italy Market Size and Forecast, by Stage
      • 17.3.13.11 Local Competition Analysis
      • 17.3.13.12 Local Market Analysis
    • 17.3.1 Netherlands
      • 17.3.14.1 Netherlands Market Size and Forecast, by Type
      • 17.3.14.2 Netherlands Market Size and Forecast, by Product
      • 17.3.14.3 Netherlands Market Size and Forecast, by Services
      • 17.3.14.4 Netherlands Market Size and Forecast, by Technology
      • 17.3.14.5 Netherlands Market Size and Forecast, by Component
      • 17.3.14.6 Netherlands Market Size and Forecast, by Application
      • 17.3.14.7 Netherlands Market Size and Forecast, by Device
      • 17.3.14.8 Netherlands Market Size and Forecast, by End User
      • 17.3.14.9 Netherlands Market Size and Forecast, by Mode
      • 17.3.14.10 Netherlands Market Size and Forecast, by Stage
      • 17.3.14.11 Local Competition Analysis
      • 17.3.14.12 Local Market Analysis
    • 17.3.1 Sweden
      • 17.3.15.1 Sweden Market Size and Forecast, by Type
      • 17.3.15.2 Sweden Market Size and Forecast, by Product
      • 17.3.15.3 Sweden Market Size and Forecast, by Services
      • 17.3.15.4 Sweden Market Size and Forecast, by Technology
      • 17.3.15.5 Sweden Market Size and Forecast, by Component
      • 17.3.15.6 Sweden Market Size and Forecast, by Application
      • 17.3.15.7 Sweden Market Size and Forecast, by Device
      • 17.3.15.8 Sweden Market Size and Forecast, by End User
      • 17.3.15.9 Sweden Market Size and Forecast, by Mode
      • 17.3.15.10 Sweden Market Size and Forecast, by Stage
      • 17.3.15.11 Local Competition Analysis
      • 17.3.15.12 Local Market Analysis
    • 17.3.1 Switzerland
      • 17.3.16.1 Switzerland Market Size and Forecast, by Type
      • 17.3.16.2 Switzerland Market Size and Forecast, by Product
      • 17.3.16.3 Switzerland Market Size and Forecast, by Services
      • 17.3.16.4 Switzerland Market Size and Forecast, by Technology
      • 17.3.16.5 Switzerland Market Size and Forecast, by Component
      • 17.3.16.6 Switzerland Market Size and Forecast, by Application
      • 17.3.16.7 Switzerland Market Size and Forecast, by Device
      • 17.3.16.8 Switzerland Market Size and Forecast, by End User
      • 17.3.16.9 Switzerland Market Size and Forecast, by Mode
      • 17.3.16.10 Switzerland Market Size and Forecast, by Stage
      • 17.3.16.11 Local Competition Analysis
      • 17.3.16.12 Local Market Analysis
    • 17.3.1 Denmark
      • 17.3.17.1 Denmark Market Size and Forecast, by Type
      • 17.3.17.2 Denmark Market Size and Forecast, by Product
      • 17.3.17.3 Denmark Market Size and Forecast, by Services
      • 17.3.17.4 Denmark Market Size and Forecast, by Technology
      • 17.3.17.5 Denmark Market Size and Forecast, by Component
      • 17.3.17.6 Denmark Market Size and Forecast, by Application
      • 17.3.17.7 Denmark Market Size and Forecast, by Device
      • 17.3.17.8 Denmark Market Size and Forecast, by End User
      • 17.3.17.9 Denmark Market Size and Forecast, by Mode
      • 17.3.17.10 Denmark Market Size and Forecast, by Stage
      • 17.3.17.11 Local Competition Analysis
      • 17.3.17.12 Local Market Analysis
    • 17.3.1 Finland
      • 17.3.18.1 Finland Market Size and Forecast, by Type
      • 17.3.18.2 Finland Market Size and Forecast, by Product
      • 17.3.18.3 Finland Market Size and Forecast, by Services
      • 17.3.18.4 Finland Market Size and Forecast, by Technology
      • 17.3.18.5 Finland Market Size and Forecast, by Component
      • 17.3.18.6 Finland Market Size and Forecast, by Application
      • 17.3.18.7 Finland Market Size and Forecast, by Device
      • 17.3.18.8 Finland Market Size and Forecast, by End User
      • 17.3.18.9 Finland Market Size and Forecast, by Mode
      • 17.3.18.10 Finland Market Size and Forecast, by Stage
      • 17.3.18.11 Local Competition Analysis
      • 17.3.18.12 Local Market Analysis
    • 17.3.1 Russia
      • 17.3.19.1 Russia Market Size and Forecast, by Type
      • 17.3.19.2 Russia Market Size and Forecast, by Product
      • 17.3.19.3 Russia Market Size and Forecast, by Services
      • 17.3.19.4 Russia Market Size and Forecast, by Technology
      • 17.3.19.5 Russia Market Size and Forecast, by Component
      • 17.3.19.6 Russia Market Size and Forecast, by Application
      • 17.3.19.7 Russia Market Size and Forecast, by Device
      • 17.3.19.8 Russia Market Size and Forecast, by End User
      • 17.3.19.9 Russia Market Size and Forecast, by Mode
      • 17.3.19.10 Russia Market Size and Forecast, by Stage
      • 17.3.19.11 Local Competition Analysis
      • 17.3.19.12 Local Market Analysis
    • 17.3.1 Rest of Europe
      • 17.3.20.1 Rest of Europe Market Size and Forecast, by Type
      • 17.3.20.2 Rest of Europe Market Size and Forecast, by Product
      • 17.3.20.3 Rest of Europe Market Size and Forecast, by Services
      • 17.3.20.4 Rest of Europe Market Size and Forecast, by Technology
      • 17.3.20.5 Rest of Europe Market Size and Forecast, by Component
      • 17.3.20.6 Rest of Europe Market Size and Forecast, by Application
      • 17.3.20.7 Rest of Europe Market Size and Forecast, by Device
      • 17.3.20.8 Rest of Europe Market Size and Forecast, by End User
      • 17.3.20.9 Rest of Europe Market Size and Forecast, by Mode
      • 17.3.20.10 Rest of Europe Market Size and Forecast, by Stage
      • 17.3.20.11 Local Competition Analysis
      • 17.3.20.12 Local Market Analysis
  • 17.1 Asia-Pacific
    • 17.4.1 Key Market Trends and Opportunities
    • 17.4.2 Asia-Pacific Market Size and Forecast, by Type
    • 17.4.3 Asia-Pacific Market Size and Forecast, by Product
    • 17.4.4 Asia-Pacific Market Size and Forecast, by Services
    • 17.4.5 Asia-Pacific Market Size and Forecast, by Technology
    • 17.4.6 Asia-Pacific Market Size and Forecast, by Component
    • 17.4.7 Asia-Pacific Market Size and Forecast, by Application
    • 17.4.8 Asia-Pacific Market Size and Forecast, by Device
    • 17.4.9 Asia-Pacific Market Size and Forecast, by End User
    • 17.4.10 Asia-Pacific Market Size and Forecast, by Mode
    • 17.4.11 Asia-Pacific Market Size and Forecast, by Stage
    • 17.4.12 Asia-Pacific Market Size and Forecast, by Country
    • 17.4.13 China
      • 17.4.9.1 China Market Size and Forecast, by Type
      • 17.4.9.2 China Market Size and Forecast, by Product
      • 17.4.9.3 China Market Size and Forecast, by Services
      • 17.4.9.4 China Market Size and Forecast, by Technology
      • 17.4.9.5 China Market Size and Forecast, by Component
      • 17.4.9.6 China Market Size and Forecast, by Application
      • 17.4.9.7 China Market Size and Forecast, by Device
      • 17.4.9.8 China Market Size and Forecast, by End User
      • 17.4.9.9 China Market Size and Forecast, by Mode
      • 17.4.9.10 China Market Size and Forecast, by Stage
      • 17.4.9.11 Local Competition Analysis
      • 17.4.9.12 Local Market Analysis
    • 17.4.1 India
      • 17.4.10.1 India Market Size and Forecast, by Type
      • 17.4.10.2 India Market Size and Forecast, by Product
      • 17.4.10.3 India Market Size and Forecast, by Services
      • 17.4.10.4 India Market Size and Forecast, by Technology
      • 17.4.10.5 India Market Size and Forecast, by Component
      • 17.4.10.6 India Market Size and Forecast, by Application
      • 17.4.10.7 India Market Size and Forecast, by Device
      • 17.4.10.8 India Market Size and Forecast, by End User
      • 17.4.10.9 India Market Size and Forecast, by Mode
      • 17.4.10.10 India Market Size and Forecast, by Stage
      • 17.4.10.11 Local Competition Analysis
      • 17.4.10.12 Local Market Analysis
    • 17.4.1 Japan
      • 17.4.11.1 Japan Market Size and Forecast, by Type
      • 17.4.11.2 Japan Market Size and Forecast, by Product
      • 17.4.11.3 Japan Market Size and Forecast, by Services
      • 17.4.11.4 Japan Market Size and Forecast, by Technology
      • 17.4.11.5 Japan Market Size and Forecast, by Component
      • 17.4.11.6 Japan Market Size and Forecast, by Application
      • 17.4.11.7 Japan Market Size and Forecast, by Device
      • 17.4.11.8 Japan Market Size and Forecast, by End User
      • 17.4.11.9 Japan Market Size and Forecast, by Mode
      • 17.4.11.10 Japan Market Size and Forecast, by Stage
      • 17.4.11.11 Local Competition Analysis
      • 17.4.11.12 Local Market Analysis
    • 17.4.1 South Korea
      • 17.4.12.1 South Korea Market Size and Forecast, by Type
      • 17.4.12.2 South Korea Market Size and Forecast, by Product
      • 17.4.12.3 South Korea Market Size and Forecast, by Services
      • 17.4.12.4 South Korea Market Size and Forecast, by Technology
      • 17.4.12.5 South Korea Market Size and Forecast, by Component
      • 17.4.12.6 South Korea Market Size and Forecast, by Application
      • 17.4.12.7 South Korea Market Size and Forecast, by Device
      • 17.4.12.8 South Korea Market Size and Forecast, by End User
      • 17.4.12.9 South Korea Market Size and Forecast, by Mode
      • 17.4.12.10 South Korea Market Size and Forecast, by Stage
      • 17.4.12.11 Local Competition Analysis
      • 17.4.12.12 Local Market Analysis
    • 17.4.1 Australia
      • 17.4.13.1 Australia Market Size and Forecast, by Type
      • 17.4.13.2 Australia Market Size and Forecast, by Product
      • 17.4.13.3 Australia Market Size and Forecast, by Services
      • 17.4.13.4 Australia Market Size and Forecast, by Technology
      • 17.4.13.5 Australia Market Size and Forecast, by Component
      • 17.4.13.6 Australia Market Size and Forecast, by Application
      • 17.4.13.7 Australia Market Size and Forecast, by Device
      • 17.4.13.8 Australia Market Size and Forecast, by End User
      • 17.4.13.9 Australia Market Size and Forecast, by Mode
      • 17.4.13.10 Australia Market Size and Forecast, by Stage
      • 17.4.13.11 Local Competition Analysis
      • 17.4.13.12 Local Market Analysis
    • 17.4.1 Singapore
      • 17.4.14.1 Singapore Market Size and Forecast, by Type
      • 17.4.14.2 Singapore Market Size and Forecast, by Product
      • 17.4.14.3 Singapore Market Size and Forecast, by Services
      • 17.4.14.4 Singapore Market Size and Forecast, by Technology
      • 17.4.14.5 Singapore Market Size and Forecast, by Component
      • 17.4.14.6 Singapore Market Size and Forecast, by Application
      • 17.4.14.7 Singapore Market Size and Forecast, by Device
      • 17.4.14.8 Singapore Market Size and Forecast, by End User
      • 17.4.14.9 Singapore Market Size and Forecast, by Mode
      • 17.4.14.10 Singapore Market Size and Forecast, by Stage
      • 17.4.14.11 Local Competition Analysis
      • 17.4.14.12 Local Market Analysis
    • 17.4.1 Indonesia
      • 17.4.15.1 Indonesia Market Size and Forecast, by Type
      • 17.4.15.2 Indonesia Market Size and Forecast, by Product
      • 17.4.15.3 Indonesia Market Size and Forecast, by Services
      • 17.4.15.4 Indonesia Market Size and Forecast, by Technology
      • 17.4.15.5 Indonesia Market Size and Forecast, by Component
      • 17.4.15.6 Indonesia Market Size and Forecast, by Application
      • 17.4.15.7 Indonesia Market Size and Forecast, by Device
      • 17.4.15.8 Indonesia Market Size and Forecast, by End User
      • 17.4.15.9 Indonesia Market Size and Forecast, by Mode
      • 17.4.15.10 Indonesia Market Size and Forecast, by Stage
      • 17.4.15.11 Local Competition Analysis
      • 17.4.15.12 Local Market Analysis
    • 17.4.1 Taiwan
      • 17.4.16.1 Taiwan Market Size and Forecast, by Type
      • 17.4.16.2 Taiwan Market Size and Forecast, by Product
      • 17.4.16.3 Taiwan Market Size and Forecast, by Services
      • 17.4.16.4 Taiwan Market Size and Forecast, by Technology
      • 17.4.16.5 Taiwan Market Size and Forecast, by Component
      • 17.4.16.6 Taiwan Market Size and Forecast, by Application
      • 17.4.16.7 Taiwan Market Size and Forecast, by Device
      • 17.4.16.8 Taiwan Market Size and Forecast, by End User
      • 17.4.16.9 Taiwan Market Size and Forecast, by Mode
      • 17.4.16.10 Taiwan Market Size and Forecast, by Stage
      • 17.4.16.11 Local Competition Analysis
      • 17.4.16.12 Local Market Analysis
    • 17.4.1 Malaysia
      • 17.4.17.1 Malaysia Market Size and Forecast, by Type
      • 17.4.17.2 Malaysia Market Size and Forecast, by Product
      • 17.4.17.3 Malaysia Market Size and Forecast, by Services
      • 17.4.17.4 Malaysia Market Size and Forecast, by Technology
      • 17.4.17.5 Malaysia Market Size and Forecast, by Component
      • 17.4.17.6 Malaysia Market Size and Forecast, by Application
      • 17.4.17.7 Malaysia Market Size and Forecast, by Device
      • 17.4.17.8 Malaysia Market Size and Forecast, by End User
      • 17.4.17.9 Malaysia Market Size and Forecast, by Mode
      • 17.4.17.10 Malaysia Market Size and Forecast, by Stage
      • 17.4.17.11 Local Competition Analysis
      • 17.4.17.12 Local Market Analysis
    • 17.4.1 Rest of Asia-Pacific
      • 17.4.18.1 Rest of Asia-Pacific Market Size and Forecast, by Type
      • 17.4.18.2 Rest of Asia-Pacific Market Size and Forecast, by Product
      • 17.4.18.3 Rest of Asia-Pacific Market Size and Forecast, by Services
      • 17.4.18.4 Rest of Asia-Pacific Market Size and Forecast, by Technology
      • 17.4.18.5 Rest of Asia-Pacific Market Size and Forecast, by Component
      • 17.4.18.6 Rest of Asia-Pacific Market Size and Forecast, by Application
      • 17.4.18.7 Rest of Asia-Pacific Market Size and Forecast, by Device
      • 17.4.18.8 Rest of Asia-Pacific Market Size and Forecast, by End User
      • 17.4.18.9 Rest of Asia-Pacific Market Size and Forecast, by Mode
      • 17.4.18.10 Rest of Asia-Pacific Market Size and Forecast, by Stage
      • 17.4.18.11 Local Competition Analysis
      • 17.4.18.12 Local Market Analysis
  • 17.1 Latin America
    • 17.5.1 Key Market Trends and Opportunities
    • 17.5.2 Latin America Market Size and Forecast, by Type
    • 17.5.3 Latin America Market Size and Forecast, by Product
    • 17.5.4 Latin America Market Size and Forecast, by Services
    • 17.5.5 Latin America Market Size and Forecast, by Technology
    • 17.5.6 Latin America Market Size and Forecast, by Component
    • 17.5.7 Latin America Market Size and Forecast, by Application
    • 17.5.8 Latin America Market Size and Forecast, by Device
    • 17.5.9 Latin America Market Size and Forecast, by End User
    • 17.5.10 Latin America Market Size and Forecast, by Mode
    • 17.5.11 Latin America Market Size and Forecast, by Stage
    • 17.5.12 Latin America Market Size and Forecast, by Country
    • 17.5.13 Brazil
      • 17.5.9.1 Brazil Market Size and Forecast, by Type
      • 17.5.9.2 Brazil Market Size and Forecast, by Product
      • 17.5.9.3 Brazil Market Size and Forecast, by Services
      • 17.5.9.4 Brazil Market Size and Forecast, by Technology
      • 17.5.9.5 Brazil Market Size and Forecast, by Component
      • 17.5.9.6 Brazil Market Size and Forecast, by Application
      • 17.5.9.7 Brazil Market Size and Forecast, by Device
      • 17.5.9.8 Brazil Market Size and Forecast, by End User
      • 17.5.9.9 Brazil Market Size and Forecast, by Mode
      • 17.5.9.10 Brazil Market Size and Forecast, by Stage
      • 17.5.9.11 Local Competition Analysis
      • 17.5.9.12 Local Market Analysis
    • 17.5.1 Mexico
      • 17.5.10.1 Mexico Market Size and Forecast, by Type
      • 17.5.10.2 Mexico Market Size and Forecast, by Product
      • 17.5.10.3 Mexico Market Size and Forecast, by Services
      • 17.5.10.4 Mexico Market Size and Forecast, by Technology
      • 17.5.10.5 Mexico Market Size and Forecast, by Component
      • 17.5.10.6 Mexico Market Size and Forecast, by Application
      • 17.5.10.7 Mexico Market Size and Forecast, by Device
      • 17.5.10.8 Mexico Market Size and Forecast, by End User
      • 17.5.10.9 Mexico Market Size and Forecast, by Mode
      • 17.5.10.10 Mexico Market Size and Forecast, by Stage
      • 17.5.10.11 Local Competition Analysis
      • 17.5.10.12 Local Market Analysis
    • 17.5.1 Argentina
      • 17.5.11.1 Argentina Market Size and Forecast, by Type
      • 17.5.11.2 Argentina Market Size and Forecast, by Product
      • 17.5.11.3 Argentina Market Size and Forecast, by Services
      • 17.5.11.4 Argentina Market Size and Forecast, by Technology
      • 17.5.11.5 Argentina Market Size and Forecast, by Component
      • 17.5.11.6 Argentina Market Size and Forecast, by Application
      • 17.5.11.7 Argentina Market Size and Forecast, by Device
      • 17.5.11.8 Argentina Market Size and Forecast, by End User
      • 17.5.11.9 Argentina Market Size and Forecast, by Mode
      • 17.5.11.10 Argentina Market Size and Forecast, by Stage
      • 17.5.11.11 Local Competition Analysis
      • 17.5.11.12 Local Market Analysis
    • 17.5.1 Rest of Latin America
      • 17.5.12.1 Rest of Latin America Market Size and Forecast, by Type
      • 17.5.12.2 Rest of Latin America Market Size and Forecast, by Product
      • 17.5.12.3 Rest of Latin America Market Size and Forecast, by Services
      • 17.5.12.4 Rest of Latin America Market Size and Forecast, by Technology
      • 17.5.12.5 Rest of Latin America Market Size and Forecast, by Component
      • 17.5.12.6 Rest of Latin America Market Size and Forecast, by Application
      • 17.5.12.7 Rest of Latin America Market Size and Forecast, by Device
      • 17.5.12.8 Rest of Latin America Market Size and Forecast, by End User
      • 17.5.12.9 Rest of Latin America Market Size and Forecast, by Mode
      • 17.5.12.10 Rest of Latin America Market Size and Forecast, by Stage
      • 17.5.12.11 Local Competition Analysis
      • 17.5.12.12 Local Market Analysis
  • 17.1 Middle East and Africa
    • 17.6.1 Key Market Trends and Opportunities
    • 17.6.2 Middle East and Africa Market Size and Forecast, by Type
    • 17.6.3 Middle East and Africa Market Size and Forecast, by Product
    • 17.6.4 Middle East and Africa Market Size and Forecast, by Services
    • 17.6.5 Middle East and Africa Market Size and Forecast, by Technology
    • 17.6.6 Middle East and Africa Market Size and Forecast, by Component
    • 17.6.7 Middle East and Africa Market Size and Forecast, by Application
    • 17.6.8 Middle East and Africa Market Size and Forecast, by Device
    • 17.6.9 Middle East and Africa Market Size and Forecast, by End User
    • 17.6.10 Middle East and Africa Market Size and Forecast, by Mode
    • 17.6.11 Middle East and Africa Market Size and Forecast, by Stage
    • 17.6.12 Middle East and Africa Market Size and Forecast, by Country
    • 17.6.13 Saudi Arabia
      • 17.6.9.1 Saudi Arabia Market Size and Forecast, by Type
      • 17.6.9.2 Saudi Arabia Market Size and Forecast, by Product
      • 17.6.9.3 Saudi Arabia Market Size and Forecast, by Services
      • 17.6.9.4 Saudi Arabia Market Size and Forecast, by Technology
      • 17.6.9.5 Saudi Arabia Market Size and Forecast, by Component
      • 17.6.9.6 Saudi Arabia Market Size and Forecast, by Application
      • 17.6.9.7 Saudi Arabia Market Size and Forecast, by Device
      • 17.6.9.8 Saudi Arabia Market Size and Forecast, by End User
      • 17.6.9.9 Saudi Arabia Market Size and Forecast, by Mode
      • 17.6.9.10 Saudi Arabia Market Size and Forecast, by Stage
      • 17.6.9.11 Local Competition Analysis
      • 17.6.9.12 Local Market Analysis
    • 17.6.1 UAE
      • 17.6.10.1 UAE Market Size and Forecast, by Type
      • 17.6.10.2 UAE Market Size and Forecast, by Product
      • 17.6.10.3 UAE Market Size and Forecast, by Services
      • 17.6.10.4 UAE Market Size and Forecast, by Technology
      • 17.6.10.5 UAE Market Size and Forecast, by Component
      • 17.6.10.6 UAE Market Size and Forecast, by Application
      • 17.6.10.7 UAE Market Size and Forecast, by Device
      • 17.6.10.8 UAE Market Size and Forecast, by End User
      • 17.6.10.9 UAE Market Size and Forecast, by Mode
      • 17.6.10.10 UAE Market Size and Forecast, by Stage
      • 17.6.10.11 Local Competition Analysis
      • 17.6.10.12 Local Market Analysis
    • 17.6.1 South Africa
      • 17.6.11.1 South Africa Market Size and Forecast, by Type
      • 17.6.11.2 South Africa Market Size and Forecast, by Product
      • 17.6.11.3 South Africa Market Size and Forecast, by Services
      • 17.6.11.4 South Africa Market Size and Forecast, by Technology
      • 17.6.11.5 South Africa Market Size and Forecast, by Component
      • 17.6.11.6 South Africa Market Size and Forecast, by Application
      • 17.6.11.7 South Africa Market Size and Forecast, by Device
      • 17.6.11.8 South Africa Market Size and Forecast, by End User
      • 17.6.11.9 South Africa Market Size and Forecast, by Mode
      • 17.6.11.10 South Africa Market Size and Forecast, by Stage
      • 17.6.11.11 Local Competition Analysis
      • 17.6.11.12 Local Market Analysis
    • 17.6.1 Rest of MEA
      • 17.6.12.1 Rest of MEA Market Size and Forecast, by Type
      • 17.6.12.2 Rest of MEA Market Size and Forecast, by Product
      • 17.6.12.3 Rest of MEA Market Size and Forecast, by Services
      • 17.6.12.4 Rest of MEA Market Size and Forecast, by Technology
      • 17.6.12.5 Rest of MEA Market Size and Forecast, by Component
      • 17.6.12.6 Rest of MEA Market Size and Forecast, by Application
      • 17.6.12.7 Rest of MEA Market Size and Forecast, by Device
      • 17.6.12.8 Rest of MEA Market Size and Forecast, by End User
      • 17.6.12.9 Rest of MEA Market Size and Forecast, by Mode
      • 17.6.12.10 Rest of MEA Market Size and Forecast, by Stage
      • 17.6.12.11 Local Competition Analysis
      • 17.6.12.12 Local Market Analysis

18: Competitive Landscape

  • 18.1 Overview
  • 18.2 Market Share Analysis
  • 18.3 Key Player Positioning
  • 18.4 Competitive Leadership Mapping
    • 18.4.1 Star Players
    • 18.4.2 Innovators
    • 18.4.3 Emerging Players
  • 18.5 Vendor Benchmarking
  • 18.6 Developmental Strategy Benchmarking
    • 18.6.1 New Product Developments
    • 18.6.2 Product Launches
    • 18.6.3 Business Expansions
    • 18.6.4 Partnerships, Joint Ventures, and Collaborations
    • 18.6.5 Mergers and Acquisitions

19: Company Profiles

  • 19.1 Cloud9
    • 19.1.1 Company Overview
    • 19.1.2 Company Snapshot
    • 19.1.3 Business Segments
    • 19.1.4 Business Performance
    • 19.1.5 Product Offerings
    • 19.1.6 Key Developmental Strategies
    • 19.1.7 SWOT Analysis
  • 19.2 Team Liquid
    • 19.2.1 Company Overview
    • 19.2.2 Company Snapshot
    • 19.2.3 Business Segments
    • 19.2.4 Business Performance
    • 19.2.5 Product Offerings
    • 19.2.6 Key Developmental Strategies
    • 19.2.7 SWOT Analysis
  • 19.3 FaZe Clan
    • 19.3.1 Company Overview
    • 19.3.2 Company Snapshot
    • 19.3.3 Business Segments
    • 19.3.4 Business Performance
    • 19.3.5 Product Offerings
    • 19.3.6 Key Developmental Strategies
    • 19.3.7 SWOT Analysis
  • 19.4 G2 Esports
    • 19.4.1 Company Overview
    • 19.4.2 Company Snapshot
    • 19.4.3 Business Segments
    • 19.4.4 Business Performance
    • 19.4.5 Product Offerings
    • 19.4.6 Key Developmental Strategies
    • 19.4.7 SWOT Analysis
  • 19.5 Fnatic
    • 19.5.1 Company Overview
    • 19.5.2 Company Snapshot
    • 19.5.3 Business Segments
    • 19.5.4 Business Performance
    • 19.5.5 Product Offerings
    • 19.5.6 Key Developmental Strategies
    • 19.5.7 SWOT Analysis
  • 19.6 T1
    • 19.6.1 Company Overview
    • 19.6.2 Company Snapshot
    • 19.6.3 Business Segments
    • 19.6.4 Business Performance
    • 19.6.5 Product Offerings
    • 19.6.6 Key Developmental Strategies
    • 19.6.7 SWOT Analysis
  • 19.7 NRG Esports
    • 19.7.1 Company Overview
    • 19.7.2 Company Snapshot
    • 19.7.3 Business Segments
    • 19.7.4 Business Performance
    • 19.7.5 Product Offerings
    • 19.7.6 Key Developmental Strategies
    • 19.7.7 SWOT Analysis
  • 19.8 100 Thieves
    • 19.8.1 Company Overview
    • 19.8.2 Company Snapshot
    • 19.8.3 Business Segments
    • 19.8.4 Business Performance
    • 19.8.5 Product Offerings
    • 19.8.6 Key Developmental Strategies
    • 19.8.7 SWOT Analysis
  • 19.9 Gen.G Esports
    • 19.9.1 Company Overview
    • 19.9.2 Company Snapshot
    • 19.9.3 Business Segments
    • 19.9.4 Business Performance
    • 19.9.5 Product Offerings
    • 19.9.6 Key Developmental Strategies
    • 19.9.7 SWOT Analysis
  • 19.10 Team SoloMid
    • 19.10.1 Company Overview
    • 19.10.2 Company Snapshot
    • 19.10.3 Business Segments
    • 19.10.4 Business Performance
    • 19.10.5 Product Offerings
    • 19.10.6 Key Developmental Strategies
    • 19.10.7 SWOT Analysis
  • 19.11 OG
    • 19.11.1 Company Overview
    • 19.11.2 Company Snapshot
    • 19.11.3 Business Segments
    • 19.11.4 Business Performance
    • 19.11.5 Product Offerings
    • 19.11.6 Key Developmental Strategies
    • 19.11.7 SWOT Analysis
  • 19.12 Astralis
    • 19.12.1 Company Overview
    • 19.12.2 Company Snapshot
    • 19.12.3 Business Segments
    • 19.12.4 Business Performance
    • 19.12.5 Product Offerings
    • 19.12.6 Key Developmental Strategies
    • 19.12.7 SWOT Analysis
  • 19.13 Evil Geniuses
    • 19.13.1 Company Overview
    • 19.13.2 Company Snapshot
    • 19.13.3 Business Segments
    • 19.13.4 Business Performance
    • 19.13.5 Product Offerings
    • 19.13.6 Key Developmental Strategies
    • 19.13.7 SWOT Analysis
  • 19.14 SK Gaming
    • 19.14.1 Company Overview
    • 19.14.2 Company Snapshot
    • 19.14.3 Business Segments
    • 19.14.4 Business Performance
    • 19.14.5 Product Offerings
    • 19.14.6 Key Developmental Strategies
    • 19.14.7 SWOT Analysis
  • 19.15 Misfits Gaming
    • 19.15.1 Company Overview
    • 19.15.2 Company Snapshot
    • 19.15.3 Business Segments
    • 19.15.4 Business Performance
    • 19.15.5 Product Offerings
    • 19.15.6 Key Developmental Strategies
    • 19.15.7 SWOT Analysis
  • 19.16 Rogue
    • 19.16.1 Company Overview
    • 19.16.2 Company Snapshot
    • 19.16.3 Business Segments
    • 19.16.4 Business Performance
    • 19.16.5 Product Offerings
    • 19.16.6 Key Developmental Strategies
    • 19.16.7 SWOT Analysis
  • 19.17 Alliance
    • 19.17.1 Company Overview
    • 19.17.2 Company Snapshot
    • 19.17.3 Business Segments
    • 19.17.4 Business Performance
    • 19.17.5 Product Offerings
    • 19.17.6 Key Developmental Strategies
    • 19.17.7 SWOT Analysis
  • 19.18 Dignitas
    • 19.18.1 Company Overview
    • 19.18.2 Company Snapshot
    • 19.18.3 Business Segments
    • 19.18.4 Business Performance
    • 19.18.5 Product Offerings
    • 19.18.6 Key Developmental Strategies
    • 19.18.7 SWOT Analysis
  • 19.19 ENCE
    • 19.19.1 Company Overview
    • 19.19.2 Company Snapshot
    • 19.19.3 Business Segments
    • 19.19.4 Business Performance
    • 19.19.5 Product Offerings
    • 19.19.6 Key Developmental Strategies
    • 19.19.7 SWOT Analysis
  • 19.20 Natus Vincere
    • 19.20.1 Company Overview
    • 19.20.2 Company Snapshot
    • 19.20.3 Business Segments
    • 19.20.4 Business Performance
    • 19.20.5 Product Offerings
    • 19.20.6 Key Developmental Strategies
    • 19.20.7 SWOT Analysis