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eスポーツの世界市場:市場規模・シェア・動向分析 (収益源別・ストリーミング別・地域別)、セグメント別予測 (2025年~2030年)

Esports Market Size, Share & Trends Analysis Report By Revenue Source (Sponsorship, Advertising, Merchandise & Tickets, Media Rights), By Streaming, By Region, And Segment Forecasts, 2025 - 2030


出版日
ページ情報
英文 110 Pages
納期
2~10営業日
カスタマイズ可能
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=145.06円
eスポーツの世界市場:市場規模・シェア・動向分析 (収益源別・ストリーミング別・地域別)、セグメント別予測 (2025年~2030年)
出版日: 2025年04月28日
発行: Grand View Research
ページ情報: 英文 110 Pages
納期: 2~10営業日
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  • 概要
  • 図表
  • 目次
概要

eスポーツ市場の成長と動向:

Grand View Research, Inc.の最新レポートによると、世界のeスポーツの市場規模は2025年から2030年にかけて23.1%のCAGRを記録し、2030年には74億6,000万米ドルに達すると推定されています。

新興国におけるモバイル利用の増加、eスポーツに関する認知度の上昇、ビデオゲーム人気の高まりが、予測期間における市場成長を促進すると予測されています。

消費者は、ダイナミックなエンターテインメント産業と連携した、高品質でインタラクティブなゲームコンテンツを求めています。エンターテインメントとゲームの連携は、オンラインストリーマーや小規模・大規模のゲーム開発者を含むスポーツ業界全体の成長に影響を与えると思われます。商業パートナーからの投資が増加し、視聴者が大幅に増加した結果、eスポーツ市場の収益が伸びています。業界は、協会やリーグ形式が新たな競合構造を開発することで、より構造化されてきました。さらに、パートナーシップの拡大、買収、合併がeスポーツ市場の力強い成長を予測しています。

Twitchなどのストリーミング・プラットフォームは、eスポーツやゲームをストリーミングすることで視聴者を魅了しています。eスポーツトーナメントはアスリートや有名人を魅了し、幅広い視聴者の注目を集めています。さらに、eスポーツやゲームは、従来のメディアチャンネルではリーチしにくい、熱狂的で若い視聴者の注目を集めやすいです。若く熱狂的な視聴者の注目を集めることができるため、多くのブランドがスポンサーシップや広告を通じてeスポーツイベントに投資するようになりました。投資家の関心は、eスポーツチームの一元化、視聴者の増加、よりフランチャイズ形式のリーグの導入によって高まっています。潜在顧客にリーチするためにeスポーツチームに対するブランドの関心が高まっていることが、予測期間中の市場成長を促進すると予想されます。

スポンサーシップに加え、チケット販売、グッズ販売はeスポーツ市場の成長を牽引する不可欠な収益セグメントです。フランチャイジーは、スタジアムでファンを巻き込んだローカルイベントの開催に注力し、大きな収益を生み出しているため、eスポーツ市場のさらなる開拓に貢献しています。eスポーツアパレル市場は、ファン層の拡大、リーグレベルの商品取引、小売店の増加により、大幅な成長を遂げています。チームが独自にグッズをファンに販売できるため、eスぽーつチームはもはや競合の勝利に頼る必要はないです。例えば、2023年7月、ラルフローレンはG2 Esportsのアパレルパートナーとして提携しました。G2 Esportsの有名プレイヤーの一人であるMartin'Rekkles'Larssonは、Ralph Laurenのウィンブルドンキャンペーンに登場しました。G2とRalph Laurenはいくつかのキャンペーンやイベントで提携し、TwitchとTikTokでデジタル初のアクティベーションを行いました。

eスポーツ市場レポートのハイライト

  • リーグ戦およびフランチャイズ形式は、予測期間を通じてeスポーツ市場の視野を広げ、結果的に業界の成長を促進すると予測されます。
  • モバイルeスポーツは、今後数年間で視聴者数の増加をもたらす大幅な成長が見込まれます。
  • 収益源別では、スポンサーシップ部門が2024年に40%以上の最大シェアを占めました。主要ブランドはESLなどの大手ブランドと長期的なスポンサーシップパートナーシップを結んでおり、予測期間中のスポンサーシップセグメントの高成長を示唆しています。
  • ライブストリーミングセグメントは、リアルタイムのeスポーツコンテンツに対する需要の増加、視聴者とのインタラクションの強化、ストリーミングインフラへの大規模な投資によって、2024年に最大の市場シェアを占めました。
  • アジア太平洋は、予測期間中に最も速いCAGRで成長すると予想されます。中国や韓国などの国々は、同地域におけるeスポーツエコシステムの開発において重要な役割を果たすと予測されています。

目次

第1章 分析方法・範囲

第2章 エグゼクティブサマリー

第3章 eスポーツ市場:変動要因・傾向・範囲

  • 市場連関の見通し
  • 市場力学
    • 市場促進要因の分析
    • 市場抑制要因の分析
    • 業界の課題
  • eスポーツ市場:分析ツール
    • 業界分析:ポーターのファイブフォース分析
    • PESTEL分析

第4章 eスポーツ市場:収益源別の推定・動向分析

  • セグメントダッシュボード
  • eスポーツ市場:動向分析、収益源別(2024年・2030年)
    • スポンサーシップ
    • 広告
    • グッズ・チケット
    • パブリッシャーフィー
    • メディア権利

第5章 eスポーツ市場:ストリーミング別の推定・動向分析

  • セグメントダッシュボード
  • eスポーツ市場:動向分析、ストリーミング別(2024年・2030年)
  • オンデマンド
  • ライブストリーミング

第6章 eスポーツ市場:地域推定・動向分析

  • eスポーツ市場:地域別(2024年・2030年)
  • 北米
    • 米国
    • カナダ
    • メキシコ
  • 欧州
    • 英国
    • ドイツ
    • フランス
  • アジア太平洋
    • 中国
    • 日本
    • インド
    • 韓国
    • オーストラリア
  • ラテンアメリカ
    • ブラジル
  • 中東・アフリカ
    • アラブ首長国連邦
    • サウジアラビア
    • 南アフリカ

第7章 競合情勢

  • 企業分類
  • 企業の市場ポジショニング
  • 企業ヒートマップ分析
  • 企業プロファイル/上場企業
    • Activision Blizzard, Inc.
    • Electronic Arts Inc.
    • Gameloft SE
    • HTC Corporation
    • Intel Corporation
    • Modern Times Group(MTG)
    • Nintendo of America Inc.
    • NVIDIA Corporation
    • Tencent Holding Limited
    • Valve Corporation
    • Cloud9 Esports
    • G Esports Holding GmbH.
図表

List of Tables

  • Table 1 Esports Market Size Estimates & Forecasts 2018 - 2030 (USD Million)
  • Table 2 Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 3 Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 4 Sponsorships Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Table 5 Advertising Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Table 6 Merchandise & Tickets Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Table 7 Publisher Fees Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Table 8 Media Rights Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Table 9 On-demand Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Table 10 Live Streaming Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Table 11 North America Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 12 North America Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 13 U.S. Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 14 U.S. Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 15 Canada Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 16 Canada Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 17 Mexico Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 18 Mexico Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 19 Europe Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 20 Europe Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 21 UK Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 22 UK Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 23 Germany Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 24 Germany Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 25 France Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 26 France Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 27 Asia Pacific Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 28 Asia Pacific Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 29 China Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 30 China Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 31 Japan Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 32 Japan Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 33 India Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 34 India Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 35 South Korea Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 36 South Korea Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 37 Australia Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 38 Australia Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 39 Latin America Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 40 Latin America Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 41 Brazil Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 42 Brazil Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 43 Middle East & Africa Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 44 Middle East & Africa Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 45 UAE Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 46 UAE Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 47 Saudi Arabia Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 48 Saudi Arabia Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 49 South Africa Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 50 South Africa Esports Market, By Streaming, 2018 - 2030 (USD Million)

List of Figures

  • Fig. 1 Esports market segmentation
  • Fig. 2 Information procurement
  • Fig. 3 Data analysis models
  • Fig. 4 Market formulation and validation
  • Fig. 5 Data validating & publishing
  • Fig. 6 Esports market snapshot
  • Fig. 7 Esports market segment snapshot
  • Fig. 8 Esports market competitive landscape snapshot
  • Fig. 9 Market research process
  • Fig. 10 Market driver relevance analysis (current & future impact)
  • Fig. 11 Market restraint relevance analysis (current & future impact)
  • Fig. 12 Esports market, by revenue source, key takeaways
  • Fig. 13 Esports market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 14 Sponsorship market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 15 Advertising market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 16 Merchandise & tickets market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 17 Publisher fees market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 18 Media rights market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 19 Esports market, by streaming, key takeaways
  • Fig. 20 Esports market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 21 On-demand market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 22 Live streaming market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 23 Regional marketplace: key takeaways
  • Fig. 24 North America esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 25 U.S. product esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 26 Canada esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 27 Mexico esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 28 Europe esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 29 UK esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 30 Germany sports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 31 France esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 32 Asia Pacific esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 33 China esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 34 Japan esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 35 India esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 36 South Korea esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 37 Australia esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 38 Latin America esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 39 Brazil esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 40 Middle East & Africa esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 41 UAE esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 42 Saudi Arabia esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 43 South Africa esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 44 Key company categorization
  • Fig. 45 Strategy framework
目次
Product Code: GVR-4-68038-647-9

Esports Market Growth & Trends:

The global esports market size is estimated to reach USD 7.46 billion by 2030, registering a CAGR of 23.1% from 2025 to 2030, according to a new report by Grand View Research, Inc. The increasing mobile usage in emerging countries, rising awareness regarding Esports, and increasing popularity of video games are expected to fuel the market growth in the forecasted period.

Consumers demand high-quality and interactive gaming content aligned with the dynamic entertainment industry. The alignment of entertainment and gaming will influence the growth of the entire sports industry, including online streamers and small and big-budget game developers. The increasing investments from commercial partners and substantial audience growth have resulted in revenue growth in the esports market. The industry has become more structured, with associations and league formats developing new competitive structures. Moreover, the growing partnerships, acquisitions, and mergers have projected strong growth in the esports market.

Streaming platforms, such as Twitch, have attracted viewers by streaming esports and gaming. The esports tournaments have fascinated athletes and celebrities and have drawn a broad audience's attention. Additionally, esports and gaming make it easy to draw the attention of enthusiastic and young viewers who are hard to reach through traditional media channels. The ability to grab the attention of the young and enthusiastic audience has attracted many brands to invest in esports events through sponsorships and advertising. The interest of investors has increased with the centralization of an Esports team, rising audience, and the introduction of a more franchise-style league. The rising interest of brands in esports teams to reach potential customers is expected to drive market growth in the forecasted period.

In addition to sponsorship, ticket sales, and merchandise are essential revenue segments that drive the esports market's growth. The franchisee is focusing on hosting local events that include fans in stadiums, generating significant revenue, and thus contributing to the further development of the esports market. The Esports apparel market has witnessed substantial growth due to a growing fanbase, league-level merchandise deals, and increased retail presence. The esports teams no longer have to rely on winning competitions as teams can independently sell their merchandise to their fans. For instance, in July 2023, Ralph Lauren partnered as the apparel partner for G2 Esports. One of G2 Esports' famous players, Martin' Rekkles' Larsson, was featured in Ralph Lauren's Wimbledon Campaign. G2 and Ralph Lauren partnered across several campaigns and events and produced a range of digital-first activations on Twitch and TikTok.

Esports Market Report Highlights:

  • League game and franchise formats are projected to extend the horizon of the esports market throughout the forecast period, consequently promoting industry growth.
  • Mobile Esports is anticipated to make substantial gains resulting in increased viewership in the upcoming years.
  • By revenue source, the sponsorship segment held the largest share of more than 40% in 2024. The major brands are establishing long-term sponsorship partnerships with leading brands such as ESL, which suggests the high growth of the sponsorship segment during the forecast period.
  • The live streaming segment accounted for the largest market share in 2024, driven by increasing demand for real-time esports content, enhanced viewer interaction, and substantial investments in streaming infrastructure.
  • The Asia Pacific region is expected to grow at a fastest CAGR over the forecasted period. Countries such as China and South Korea are anticipated to play a vital role in developing the esports ecosystem in the region.

Table of Contents

Chapter 1. Methodology and Scope

  • 1.1. Market Segmentation and Scope
  • 1.2. Market Definitions
    • 1.2.1. Information analysis
    • 1.2.2. Market formulation & data visualization
    • 1.2.3. Data validation & publishing
  • 1.3. Research Scope and Assumptions
    • 1.3.1. List of Data Sources

Chapter 2. Executive Summary

  • 2.1. Market Outlook
  • 2.2. Segment Outlook
  • 2.3. Competitive Insights

Chapter 3. Esports Market Variables, Trends, & Scope

  • 3.1. Market Lineage Outlook
  • 3.2. Market Dynamics
    • 3.2.1. Market Driver Analysis
    • 3.2.2. Market Restraint Analysis
    • 3.2.3. Deployment Challenge
  • 3.3. Esports Market Analysis Tools
    • 3.3.1. Deployment Analysis - Porter's
      • 3.3.1.1. Bargaining power of the suppliers
      • 3.3.1.2. Bargaining power of the buyers
      • 3.3.1.3. Threats of substitution
      • 3.3.1.4. Threats from new entrants
      • 3.3.1.5. Competitive rivalry
    • 3.3.2. PESTEL Analysis
      • 3.3.2.1. Political landscape
      • 3.3.2.2. Economic and social landscape
      • 3.3.2.3. Technological landscape

Chapter 4. Esports Market: Revenue Source Estimates & Trend Analysis

  • 4.1. Segment Dashboard
  • 4.2. Esports Market: Revenue Source Movement Analysis, 2024 & 2030 (USD Million)
    • 4.2.1. Sponsorships
      • 4.2.1.1. Sponsorships Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 4.2.2. Advertising
      • 4.2.2.1. Advertising Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 4.2.3. Merchandise & Tickets
      • 4.2.3.1. Merchandise & Tickets Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 4.2.4. Publisher Fees
      • 4.2.4.1. Publisher Fees Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 4.2.5. Media Rights
      • 4.2.5.1. Media Rights Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 5. Esports Market: Streaming Estimates & Trend Analysis

  • 5.1. Segment Dashboard
  • 5.2. Esports Market: Streaming Movement Analysis, 2024 & 2030 (USD Million)
  • 5.3. On-demand
    • 5.3.1. On-demand Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.4. Live Streaming
    • 5.4.1. Live Streaming Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 6. Esports Market: Regional Estimates & Trend Analysis

  • 6.1. Esports Market by Region, 2024 & 2030
  • 6.2. North America
    • 6.2.1. North America Esports Market Estimates & Forecasts, 2018 - 2030 (USD Million)
    • 6.2.2. U.S.
      • 6.2.2.1. Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.2.3. Canada
      • 6.2.3.1. Canada Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.2.4. Mexico
      • 6.2.4.1. Mexico Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.3. Europe
    • 6.3.1. Europe Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.3.2. UK
      • 6.3.2.1. UK Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.3.3. Germany
      • 6.3.3.1. Germany Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.3.4. France
      • 6.3.4.1. France Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.4. Asia Pacific
    • 6.4.1. Asia Pacific Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.4.2. China
      • 6.4.2.1. China Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.4.3. Japan
      • 6.4.3.1. Japan Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.4.4. India
      • 6.4.4.1. India Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.4.5. South Korea
      • 6.4.5.1. South Korea Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.4.6. Australia
      • 6.4.6.1. Australia Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.5. Latin America
    • 6.5.1. Latin America Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.5.2. Brazil
      • 6.5.2.1. Brazil Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.6. Middle East and Africa
    • 6.6.1. Middle East and Africa Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.6.2. UAE
      • 6.6.2.1. UAE Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.6.3. Saudi Arabia
      • 6.6.3.1. Saudi Arabia Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.6.4. South Africa
      • 6.6.4.1. South Africa Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 7. Competitive Landscape

  • 7.1. Company Categorization
  • 7.2. Company Market Positioning
  • 7.3. Company Heat Map Analysis
  • 7.4. Company Profiles/Listing
    • 7.4.1. Activision Blizzard, Inc.
      • 7.4.1.1. Participant's Overview
      • 7.4.1.2. Financial Performance
      • 7.4.1.3. Service Benchmarking
      • 7.4.1.4. Strategic Initiatives
    • 7.4.2. Electronic Arts Inc.
      • 7.4.2.1. Participant's Overview
      • 7.4.2.2. Financial Performance
      • 7.4.2.3. Service Benchmarking
      • 7.4.2.4. Strategic Initiatives
    • 7.4.3. Gameloft SE
      • 7.4.3.1. Participant's Overview
      • 7.4.3.2. Financial Performance
      • 7.4.3.3. Service Benchmarking
      • 7.4.3.4. Strategic Initiatives
    • 7.4.4. HTC Corporation
      • 7.4.4.1. Participant's Overview
      • 7.4.4.2. Financial Performance
      • 7.4.4.3. Service Benchmarking
      • 7.4.4.4. Strategic Initiatives
    • 7.4.5. Intel Corporation
      • 7.4.5.1. Participant's Overview
      • 7.4.5.2. Financial Performance
      • 7.4.5.3. Service Benchmarking
      • 7.4.5.4. Strategic Initiatives
    • 7.4.6. Modern Times Group (MTG)
      • 7.4.6.1. Participant's Overview
      • 7.4.6.2. Financial Performance
      • 7.4.6.3. Service Benchmarking
      • 7.4.6.4. Strategic Initiatives
    • 7.4.7. Nintendo of America Inc.
      • 7.4.7.1. Participant's Overview
      • 7.4.7.2. Financial Performance
      • 7.4.7.3. Service Benchmarking
      • 7.4.7.4. Strategic Initiatives
    • 7.4.8. NVIDIA Corporation
      • 7.4.8.1. Participant's Overview
      • 7.4.8.2. Financial Performance
      • 7.4.8.3. Service Benchmarking
      • 7.4.8.4. Strategic Initiatives
    • 7.4.9. Tencent Holding Limited
      • 7.4.9.1. Participant's Overview
      • 7.4.9.2. Financial Performance
      • 7.4.9.3. Service Benchmarking
      • 7.4.9.4. Strategic Initiatives
    • 7.4.10. Valve Corporation
      • 7.4.10.1. Participant's Overview
      • 7.4.10.2. Financial Performance
      • 7.4.10.3. Service Benchmarking
      • 7.4.10.4. Strategic Initiatives
    • 7.4.11. Cloud9 Esports
      • 7.4.11.1. Participant's Overview
      • 7.4.11.2. Financial Performance
      • 7.4.11.3. Service Benchmarking
      • 7.4.11.4. Strategic Initiatives
    • 7.4.12. G Esports Holding GmbH.
      • 7.4.12.1. Participant's Overview
      • 7.4.12.2. Financial Performance
      • 7.4.12.3. Service Benchmarking
      • 7.4.12.4. Strategic Initiatives