市場調査レポート
商品コード
1413917

Eスポーツ市場:コンポーネント別、ストリーミングタイプ別、収益ストリーム別、デバイスタイプ別、プラットフォーム別-2024~2030年の世界予測

E-Sports Market by Components (Platform, Service), Streaming Type (Live, On-demand), Revenue Stream, Device Type, Platform - Global Forecast 2024-2030

出版日: | 発行: 360iResearch | ページ情報: 英文 190 Pages | 納期: 即日から翌営業日

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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=156.76円
Eスポーツ市場:コンポーネント別、ストリーミングタイプ別、収益ストリーム別、デバイスタイプ別、プラットフォーム別-2024~2030年の世界予測
出版日: 2024年01月15日
発行: 360iResearch
ページ情報: 英文 190 Pages
納期: 即日から翌営業日
ご注意事項 :
本レポートは最新情報反映のため適宜更新し、内容構成変更を行う場合があります。ご検討の際はお問い合わせください。
  • 全表示
  • 概要
  • 図表
  • 目次
概要

Eスポーツ市場規模は2023年に21億米ドルと推計され、2024年には24億5,000万米ドルに達し、CAGR 16.65%で2030年には62億米ドルに達すると予測されます。

Eスポーツの世界市場

主な市場の統計
基準年[2023] 21億米ドル
予測年[2024] 24億5,000万米ドル
予測年 [2030] 62億米ドル
CAGR(%) 16.65%
Eスポーツ Market-IMG1

Eスポーツはエレクトロニック・スポーツとも呼ばれ、個人またはチームが組織されたマルチプレイヤー・ビデオゲーム・イベントで互いに競い合う、ビデオゲームの競合領域を指します。大会のジャンルは、リアルタイムストラテジーゲーム(RTS)、ファーストパーソン・シューティングゲーム(FPS)、マルチプレイヤーオンラインバトルアリーナ(MOBA)、カードゲームなど多岐にわたる。ライブストリーミングプラットフォームの台頭、ゲーム技術の進歩、既存スポーツフランチャイズや企業スポンサーの関与の増加が、Eスポーツの成長を後押ししています。その結果、Eスポーツはエンターテインメント業界において重要な市場へと変貌を遂げ、世界中で何百万人もの視聴者を魅了し、市場参入企業には多額の賞金プールが提供されています。しかし、規制のハードル、プレイヤーの燃え尽きや健康、ゲームの整合性や不正行為、多様性と包括性の問題などが、この市場に課題をもたらす可能性があります。とはいえ、仮想現実や拡張現実などの新技術を活用し、教育機関やカリキュラムにEスポーツを組み込むことは、市場に好機をもたらす可能性があります。

地域別の洞察

Eスポーツ業界は、米国を筆頭に南北アメリカ地域で急激な成長を遂げています。競合ゲームトーナメントの急増、伝統的なスポーツフランチャイズからの多額の投資、大学Eスポーツプログラムの登場は、この地域の関心の高さを示しています。さらに、ラテンアメリカ諸国は、インターネットインフラの改善や若者の活気あるゲーム文化に後押しされ、急速に追い上げています。EMEA(欧州・中東・アフリカ)地域は、成熟度の異なる多様なEスポーツ市場を示しています。

西欧、特にドイツ、英国、フランスは、強固なインフラとサポートシステムにより、Eスポーツのエコシステムが発達しています。東欧と中東は、Eスポーツの才能ある人材のホットスポットとして台頭してきており、後者は最先端の会場や競合イベントに多額の投資を行っています。さらに、有名ブランドによる戦略的パートナーシップやスポンサーシップが、この地域でのEスポーツの持続的な成長と主流への浸透を促進しています。APACはEスポーツ革命の震源地であり、中国、韓国、日本などの強国がEスポーツの卓越性の世界的ベンチマークを設定しています。高速インターネットアクセス、政府の支援、深く浸透したゲーム文化が、この地域の優位性に貢献しています。若年層が多く、可処分所得が増加している東南アジアは、Eスポーツにとって大きな可能性を秘めた新興市場です。APACのパブリッシャーや地方自治体は、権威ある国際大会の開催や草の根活動の育成を通じて、Eスポーツを支援する環境を整えています。

FPNVポジショニング・マトリックス

FPNVポジショニングマトリックスはEスポーツ市場を評価する上で極めて重要です。事業戦略や製品満足度に関する主要指標を調査し、ベンダーの包括的な評価を提供します。この綿密な分析により、ユーザーは各自の要件に沿った十分な情報に基づいた意思決定を行うことができます。評価に基づき、ベンダーは成功の度合いが異なる4つの象限に分類されます:フォアフロント(F)、パスファインダー(P)、ニッチ(N)、バイタル(V)です。

市場シェア分析

市場シェア分析は、Eスポーツ市場におけるベンダーの現状について、洞察に満ちた詳細な調査を提供する包括的なツールです。全体的な収益、顧客基盤、その他の主要指標についてベンダーの貢献度を綿密に比較・分析することで、企業の業績や市場シェア争いの際に直面する課題について理解を深めることができます。さらに、この分析により、調査対象基準年に観察された蓄積、断片化の優位性、合併の特徴などの要因を含む、この分野の競合特性に関する貴重な考察が得られます。このような詳細レベルの拡大により、ベンダーはより多くの情報に基づいた意思決定を行い、市場で競争優位に立つための効果的な戦略を考案することができます。

本レポートは、以下の側面に関する貴重な洞察を提供しています:

1-市場の浸透度:主要企業が提供する市場に関する包括的な情報を提示しています。

2-市場の開拓度:有利な新興市場を深く掘り下げ、成熟市場セグメントにおける浸透度を分析しています。

3-市場の多様化:新製品の発売、未開拓の地域、最近の開発、投資に関する詳細な情報を提供します。

4-競合の評価と情報:市場シェア、戦略、製品、認証、規制状況、特許状況、主要企業の製造能力などを網羅的に評価します。

5-製品開発およびイノベーション:将来の技術、研究開発活動、画期的な製品開発に関する知的洞察を提供します。

本レポートは、以下のような主要な質問に対応しています:

1-Eスポーツ市場の市場規模および予測は?

2-Eスポーツ市場の予測期間中に投資を検討すべき製品、セグメント、用途、分野は何か?

3-Eスポーツ市場における技術動向と規制の枠組みは?

4-Eスポーツ市場における主要ベンダーの市場シェアは?

5-Eスポーツ市場への参入に適した形態や戦略的手段は?

目次

第1章 序文

第2章 調査手法

第3章 エグゼクティブサマリー

第4章 市場の概要

第5章 市場洞察

  • 市場力学
    • 促進要因
      • Eスポーツの社会的受容が世界的に拡大
      • Eスポーツトーナメントの数と賞金プールの増加
    • 抑制要因
      • eスポーツインフラの構築と維持に伴う高額なコスト
    • 機会
      • 従来のメディアや放送会社とのパートナーシップを強化
      • ゲームテクノロジー、VR/AR統合、ストリーミングプラットフォームにおける技術の進歩
    • 課題
      • Eスポーツに対する地域や国ごとのさまざまな規制
  • 市場セグメンテーション分析
    • コンポーネント:競技ゲームの基盤となるプラットフォームの人気の高まり
    • ストリーミングタイプ:インタラクティブで魅力的なエクスペリエンスによるライブストリーミングに対する視聴者の好み
    • 収益源:オンラインプラットフォームの広範なリーチにより、デジタル広告への依存が重要な収入源となっている
    • プラットフォーム:世界なアクセスとリアルタイムのインタラクションにより、オンライン配信プラットフォームを通じて普及
  • 市場動向分析
  • 高インフレの累積的影響
  • ポーターのファイブフォース分析
  • バリューチェーンとクリティカルパス分析
  • 規制の枠組み

第6章 Eスポーツ市場:コンポーネント別

  • プラットホーム
  • サービス

第7章 Eスポーツ市場ストリーミングタイプ別

  • ライブ
  • オンデマンド

第8章 Eスポーツ市場収益の流れ別

  • デジタル広告
  • ゲームパブリッシャーの手数料
  • メディアの権利
  • スポンサーシップ
  • チケット&グッズ

第9章 Eスポーツ市場デバイスタイプ別

  • デスクトップ
  • ゲーム機
  • ラップトップ
  • スマートテレビ
  • スマートフォン
  • タブレット

第10章 Eスポーツ市場:プラットフォーム別

  • オフライン
  • オンライン

第11章 南北アメリカのEスポーツ市場

  • アルゼンチン
  • ブラジル
  • カナダ
  • メキシコ
  • 米国

第12章 アジア太平洋地域のEスポーツ市場

  • オーストラリア
  • 中国
  • インド
  • インドネシア
  • 日本
  • マレーシア
  • フィリピン
  • シンガポール
  • 韓国
  • 台湾
  • タイ
  • ベトナム

第13章 欧州・中東・アフリカのEスポーツ市場

  • デンマーク
  • エジプト
  • フィンランド
  • フランス
  • ドイツ
  • イスラエル
  • イタリア
  • オランダ
  • ナイジェリア
  • ノルウェー
  • ポーランド
  • カタール
  • ロシア
  • サウジアラビア
  • 南アフリカ
  • スペイン
  • スウェーデン
  • スイス
  • トルコ
  • アラブ首長国連邦
  • 英国

第14章 競合情勢

  • FPNVポジショニングマトリクス
  • 市場シェア分析:主要企業別
  • 競合シナリオ主要企業別の分析
    • 新製品発売と機能強化

第15章 競争力のあるポートフォリオ

  • 主要な企業プロファイル
    • Acer Inc.
    • Activision Blizzard, Inc.
    • Challengermode AB
    • Cloud9 Esports, Inc.
    • Electronic Arts Inc.
    • Esportal AB
    • FACE IT LIMITED
    • FanBuff Technology India Private Limited
    • Fnatic Ltd,
    • G ESPORTS HOLDING GMBH
    • Gameloft SE
    • Khiladi Adda by Techbeliever Technologies Private Limited
    • Nazara Technologies Limited
    • Nintendo Co., Ltd.
    • NVIDIA Corporation
    • Stoughton Street Tech Labs Private Limited
    • TechnoXo Private Limited
    • Tencent Holding Limited
    • The ESL Gaming GmbH
    • Valve Corporation
  • 主要な製品ポートフォリオ

第16章 付録

  • ディスカッションガイド
  • ライセンスと価格について
図表

LIST OF FIGURES

  • FIGURE 1. E-SPORTS MARKET RESEARCH PROCESS
  • FIGURE 2. E-SPORTS MARKET SIZE, 2023 VS 2030
  • FIGURE 3. E-SPORTS MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. E-SPORTS MARKET SIZE, BY REGION, 2023 VS 2030 (%)
  • FIGURE 5. E-SPORTS MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. E-SPORTS MARKET DYNAMICS
  • FIGURE 7. E-SPORTS MARKET SIZE, BY COMPONENTS, 2023 VS 2030 (%)
  • FIGURE 8. E-SPORTS MARKET SIZE, BY COMPONENTS, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 9. E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2023 VS 2030 (%)
  • FIGURE 10. E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 11. E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2023 VS 2030 (%)
  • FIGURE 12. E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 13. E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2023 VS 2030 (%)
  • FIGURE 14. E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 15. E-SPORTS MARKET SIZE, BY PLATFORM, 2023 VS 2030 (%)
  • FIGURE 16. E-SPORTS MARKET SIZE, BY PLATFORM, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 17. AMERICAS E-SPORTS MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 18. AMERICAS E-SPORTS MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 19. UNITED STATES E-SPORTS MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 20. UNITED STATES E-SPORTS MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 21. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 22. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 23. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 24. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 25. E-SPORTS MARKET, FPNV POSITIONING MATRIX, 2023
  • FIGURE 26. E-SPORTS MARKET SHARE, BY KEY PLAYER, 2023

LIST OF TABLES

  • TABLE 1. E-SPORTS MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. E-SPORTS MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL E-SPORTS MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 6. E-SPORTS MARKET SIZE, BY PLATFORM, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 7. E-SPORTS MARKET SIZE, BY SERVICE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 8. E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 9. E-SPORTS MARKET SIZE, BY LIVE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. E-SPORTS MARKET SIZE, BY ON-DEMAND, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 12. E-SPORTS MARKET SIZE, BY DIGITAL ADVERTISEMENT, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. E-SPORTS MARKET SIZE, BY GAME PUBLISHER FEE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. E-SPORTS MARKET SIZE, BY MEDIA RIGHTS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 15. E-SPORTS MARKET SIZE, BY SPONSORSHIP, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. E-SPORTS MARKET SIZE, BY TICKETS & MERCHANDISE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 18. E-SPORTS MARKET SIZE, BY DESKTOP, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 19. E-SPORTS MARKET SIZE, BY GAMING CONSOLE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 20. E-SPORTS MARKET SIZE, BY LAPTOP, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 21. E-SPORTS MARKET SIZE, BY SMART TV, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 22. E-SPORTS MARKET SIZE, BY SMARTPHONE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 23. E-SPORTS MARKET SIZE, BY TABLETS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 24. E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 25. E-SPORTS MARKET SIZE, BY OFFLINE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 26. E-SPORTS MARKET SIZE, BY ONLINE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 27. AMERICAS E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 28. AMERICAS E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 29. AMERICAS E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 30. AMERICAS E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 31. AMERICAS E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 32. AMERICAS E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 33. ARGENTINA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 34. ARGENTINA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 35. ARGENTINA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 36. ARGENTINA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 37. ARGENTINA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 38. BRAZIL E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 39. BRAZIL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 40. BRAZIL E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 41. BRAZIL E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 42. BRAZIL E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 43. CANADA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 44. CANADA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 45. CANADA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 46. CANADA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 47. CANADA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 48. MEXICO E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 49. MEXICO E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 50. MEXICO E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 51. MEXICO E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 52. MEXICO E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 53. UNITED STATES E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 54. UNITED STATES E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 55. UNITED STATES E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 56. UNITED STATES E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 57. UNITED STATES E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 58. UNITED STATES E-SPORTS MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 59. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 60. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 61. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 62. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 63. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 64. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 65. AUSTRALIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 66. AUSTRALIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 67. AUSTRALIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 68. AUSTRALIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 69. AUSTRALIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 70. CHINA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 71. CHINA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 72. CHINA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 73. CHINA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 74. CHINA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 75. INDIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 76. INDIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 77. INDIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 78. INDIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 79. INDIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 80. INDONESIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 81. INDONESIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 82. INDONESIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 83. INDONESIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 84. INDONESIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 85. JAPAN E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 86. JAPAN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 87. JAPAN E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 88. JAPAN E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 89. JAPAN E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 90. MALAYSIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 91. MALAYSIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 92. MALAYSIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 93. MALAYSIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 94. MALAYSIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 95. PHILIPPINES E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 96. PHILIPPINES E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 97. PHILIPPINES E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 98. PHILIPPINES E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 99. PHILIPPINES E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 100. SINGAPORE E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 101. SINGAPORE E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 102. SINGAPORE E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 103. SINGAPORE E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 104. SINGAPORE E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 105. SOUTH KOREA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 106. SOUTH KOREA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 107. SOUTH KOREA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 108. SOUTH KOREA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 109. SOUTH KOREA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 110. TAIWAN E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 111. TAIWAN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 112. TAIWAN E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 113. TAIWAN E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 114. TAIWAN E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 115. THAILAND E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 116. THAILAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 117. THAILAND E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 118. THAILAND E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 119. THAILAND E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 120. VIETNAM E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 121. VIETNAM E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 122. VIETNAM E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 123. VIETNAM E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 124. VIETNAM E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 125. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 126. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 127. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 128. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 129. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 130. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 131. DENMARK E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 132. DENMARK E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 133. DENMARK E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 134. DENMARK E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 135. DENMARK E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 136. EGYPT E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 137. EGYPT E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 138. EGYPT E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 139. EGYPT E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 140. EGYPT E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 141. FINLAND E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 142. FINLAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 143. FINLAND E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 144. FINLAND E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 145. FINLAND E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 146. FRANCE E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 147. FRANCE E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 148. FRANCE E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 149. FRANCE E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 150. FRANCE E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 151. GERMANY E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 152. GERMANY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 153. GERMANY E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 154. GERMANY E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 155. GERMANY E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 156. ISRAEL E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 157. ISRAEL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 158. ISRAEL E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 159. ISRAEL E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 160. ISRAEL E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 161. ITALY E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 162. ITALY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 163. ITALY E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 164. ITALY E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 165. ITALY E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 166. NETHERLANDS E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 167. NETHERLANDS E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 168. NETHERLANDS E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 169. NETHERLANDS E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 170. NETHERLANDS E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 171. NIGERIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 172. NIGERIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 173. NIGERIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 174. NIGERIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 175. NIGERIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 176. NORWAY E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 177. NORWAY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 178. NORWAY E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 179. NORWAY E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 180. NORWAY E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 181. POLAND E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 182. POLAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 183. POLAND E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 184. POLAND E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 185. POLAND E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 186. QATAR E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 187. QATAR E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 188. QATAR E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 189. QATAR E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 190. QATAR E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 191. RUSSIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 192. RUSSIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 193. RUSSIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 194. RUSSIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 195. RUSSIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 196. SAUDI ARABIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 197. SAUDI ARABIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 198. SAUDI ARABIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 199. SAUDI ARABIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 200. SAUDI ARABIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 201. SOUTH AFRICA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 202. SOUTH AFRICA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 203. SOUTH AFRICA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 204. SOUTH AFRICA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 205. SOUTH AFRICA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 206. SPAIN E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 207. SPAIN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 208. SPAIN E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 209. SPAIN E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 210. SPAIN E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 211. SWEDEN E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 212. SWEDEN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 213. SWEDEN E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 214. SWEDEN E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 215. SWEDEN E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 216. SWITZERLAND E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 217. SWITZERLAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 218. SWITZERLAND E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 219. SWITZERLAND E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 220. SWITZERLAND E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 221. TURKEY E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 222. TURKEY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 223. TURKEY E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 224. TURKEY E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 225. TURKEY E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 226. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 227. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 228. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 229. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 230. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 231. UNITED KINGDOM E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 232. UNITED KINGDOM E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 233. UNITED KINGDOM E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 234. UNITED KINGDOM E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 235. UNITED KINGDOM E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 236. E-SPORTS MARKET, FPNV POSITIONING MATRIX, 2023
  • TABLE 237. E-SPORTS MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 238. E-SPORTS MARKET LICENSE & PRICING
目次
Product Code: MRR-BB4648AFF39B

[190 Pages Report] The E-Sports Market size was estimated at USD 2.10 billion in 2023 and expected to reach USD 2.45 billion in 2024, at a CAGR 16.65% to reach USD 6.20 billion by 2030.

Global E-Sports Market

KEY MARKET STATISTICS
Base Year [2023] USD 2.10 billion
Estimated Year [2024] USD 2.45 billion
Forecast Year [2030] USD 6.20 billion
CAGR (%) 16.65%
E-Sports Market - IMG1

E-Sports, also known as Electronic Sports, refers to the competitive realm of video gaming, where individuals or teams compete against each other in organized multiplayer video game events. These competitions range from amateur local tournaments to professional leagues and international championships, with genres including real-time strategy games (RTS), first-person shooters (FPS), multiplayer online battle arenas (MOBA), and card games, among others. The rise of live-streaming platforms, advancements in gaming technology, and the increasing involvement of established sports franchises and corporate sponsors have bolstered the growth of e-sports. As a result, e-sports has transformed into a significant market within the entertainment industry, attracting millions of viewers globally and offering substantial prize pools for the participants. However, regulatory hurdles, concerns over player burnout and health, game integrity and cheating, and diversity and inclusion issues may pose challenges for the market. Nevertheless, leveraging emerging technologies, including virtual and augmented reality and integrating e-sports in educational institutions and curriculums, may provide an opportunistic view for the market.

Regional Insights

The e-sports industry has seen exponential growth in the Americas region, with the United States leading the charge. The proliferation of competitive gaming tournaments, substantial investments from traditional sports franchises, and the advent of collegiate e-sports programs signify the region's booming interest. Moreover, Latin American countries are rapidly catching up, aided by improving internet infrastructure and a vibrant gaming culture among the youth. The EMEA region exhibits diverse e-sports markets with varying degrees of maturity.

Western Europe, particularly Germany, the United Kingdom, and France, boasts a developed e-sports ecosystem with robust infrastructure and support systems. Eastern Europe and the Middle East are emerging as hotspots for e-sports talent, with the latter investing heavily in state-of-the-art venues and competitive events. Moreover, strategic partnerships and sponsorships from renowned brands promote sustainable growth and mainstream acceptance of e-sports in the region. APAC is the epicenter of the e-sports revolution, with powerhouse nations including China, South Korea, and Japan setting global benchmarks for e-sports excellence. High-speed internet access, government backing, and a deeply embedded gaming culture contribute to the region's dominance. With its youthful demographic and rising disposable incomes, Southeast Asia is an emerging market with huge potential for e-sports. Publishers and local governments in APAC are creating a supportive environment for e-sports by hosting prestigious international tournaments and fostering grassroots initiatives.

FPNV Positioning Matrix

The FPNV Positioning Matrix is pivotal in evaluating the E-Sports Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).

Market Share Analysis

The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the E-Sports Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.

Key Company Profiles

The report delves into recent significant developments in the E-Sports Market, highlighting leading vendors and their innovative profiles. These include Acer Inc., Activision Blizzard, Inc., Challengermode AB, Cloud9 Esports, Inc., Electronic Arts Inc., Esportal AB, FACE IT LIMITED, FanBuff Technology India Private Limited, Fnatic Ltd,, G ESPORTS HOLDING GMBH, Gameloft SE, Khiladi Adda by Techbeliever Technologies Private Limited, Nazara Technologies Limited, Nintendo Co., Ltd., NVIDIA Corporation, Stoughton Street Tech Labs Private Limited, TechnoXo Private Limited, Tencent Holding Limited, The ESL Gaming GmbH, and Valve Corporation.

Market Segmentation & Coverage

This research report categorizes the E-Sports Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Components
    • Platform
    • Service
  • Streaming Type
    • Live
    • On-demand
  • Revenue Stream
    • Digital Advertisement
    • Game Publisher Fee
    • Media Rights
    • Sponsorship
    • Tickets & Merchandise
  • Device Type
    • Desktop
    • Gaming console
    • Laptop
    • Smart TV
    • Smartphone
    • Tablets
  • Platform
    • Offline
    • Online
  • Region
    • Americas
      • Argentina
      • Brazil
      • Canada
      • Mexico
      • United States
        • California
        • Florida
        • Illinois
        • New York
        • Ohio
        • Pennsylvania
        • Texas
    • Asia-Pacific
      • Australia
      • China
      • India
      • Indonesia
      • Japan
      • Malaysia
      • Philippines
      • Singapore
      • South Korea
      • Taiwan
      • Thailand
      • Vietnam
    • Europe, Middle East & Africa
      • Denmark
      • Egypt
      • Finland
      • France
      • Germany
      • Israel
      • Italy
      • Netherlands
      • Nigeria
      • Norway
      • Poland
      • Qatar
      • Russia
      • Saudi Arabia
      • South Africa
      • Spain
      • Sweden
      • Switzerland
      • Turkey
      • United Arab Emirates
      • United Kingdom

The report offers valuable insights on the following aspects:

1. Market Penetration: It presents comprehensive information on the market provided by key players.

2. Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.

3. Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.

4. Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.

5. Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.

The report addresses key questions such as:

1. What is the market size and forecast of the E-Sports Market?

2. Which products, segments, applications, and areas should one consider investing in over the forecast period in the E-Sports Market?

3. What are the technology trends and regulatory frameworks in the E-Sports Market?

4. What is the market share of the leading vendors in the E-Sports Market?

5. Which modes and strategic moves are suitable for entering the E-Sports Market?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Limitations
  • 1.7. Assumptions
  • 1.8. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

  • 4.1. Introduction
  • 4.2. E-Sports Market, by Region

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Growing social acceptance of E-sports globally
      • 5.1.1.2. Increase in the number of E-sports tournaments and their prize pools
    • 5.1.2. Restraints
      • 5.1.2.1. High cost associated with building and maintaining esports infrastructure
    • 5.1.3. Opportunities
      • 5.1.3.1. Increasing partnerships with traditional media and broadcasting companies
      • 5.1.3.2. Technological advancements in gaming technology, VR/AR integration, and streaming platforms
    • 5.1.4. Challenges
      • 5.1.4.1. Varying regulations across different regions and countries for E-sports
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Components: Increasing popularity of platform being foundation for competitive gaming
    • 5.2.2. Streaming Type: Viewer preferences for live streaming owing to interactive and engaging experiences
    • 5.2.3. Revenue Stream: dependency on digital advertising being significant source of income owing to extensive reach of online platforms
    • 5.2.4. Platform: Proliferation through online distribution platforms owing to global accessibility and real-time interaction
  • 5.3. Market Trend Analysis
  • 5.4. Cumulative Impact of High Inflation
  • 5.5. Porter's Five Forces Analysis
    • 5.5.1. Threat of New Entrants
    • 5.5.2. Threat of Substitutes
    • 5.5.3. Bargaining Power of Customers
    • 5.5.4. Bargaining Power of Suppliers
    • 5.5.5. Industry Rivalry
  • 5.6. Value Chain & Critical Path Analysis
  • 5.7. Regulatory Framework

6. E-Sports Market, by Components

  • 6.1. Introduction
  • 6.2. Platform
  • 6.3. Service

7. E-Sports Market, by Streaming Type

  • 7.1. Introduction
  • 7.2. Live
  • 7.3. On-demand

8. E-Sports Market, by Revenue Stream

  • 8.1. Introduction
  • 8.2. Digital Advertisement
  • 8.3. Game Publisher Fee
  • 8.4. Media Rights
  • 8.5. Sponsorship
  • 8.6. Tickets & Merchandise

9. E-Sports Market, by Device Type

  • 9.1. Introduction
  • 9.2. Desktop
  • 9.3. Gaming console
  • 9.4. Laptop
  • 9.5. Smart TV
  • 9.6. Smartphone
  • 9.7. Tablets

10. E-Sports Market, by Platform

  • 10.1. Introduction
  • 10.2. Offline
  • 10.3. Online

11. Americas E-Sports Market

  • 11.1. Introduction
  • 11.2. Argentina
  • 11.3. Brazil
  • 11.4. Canada
  • 11.5. Mexico
  • 11.6. United States

12. Asia-Pacific E-Sports Market

  • 12.1. Introduction
  • 12.2. Australia
  • 12.3. China
  • 12.4. India
  • 12.5. Indonesia
  • 12.6. Japan
  • 12.7. Malaysia
  • 12.8. Philippines
  • 12.9. Singapore
  • 12.10. South Korea
  • 12.11. Taiwan
  • 12.12. Thailand
  • 12.13. Vietnam

13. Europe, Middle East & Africa E-Sports Market

  • 13.1. Introduction
  • 13.2. Denmark
  • 13.3. Egypt
  • 13.4. Finland
  • 13.5. France
  • 13.6. Germany
  • 13.7. Israel
  • 13.8. Italy
  • 13.9. Netherlands
  • 13.10. Nigeria
  • 13.11. Norway
  • 13.12. Poland
  • 13.13. Qatar
  • 13.14. Russia
  • 13.15. Saudi Arabia
  • 13.16. South Africa
  • 13.17. Spain
  • 13.18. Sweden
  • 13.19. Switzerland
  • 13.20. Turkey
  • 13.21. United Arab Emirates
  • 13.22. United Kingdom

14. Competitive Landscape

  • 14.1. FPNV Positioning Matrix
  • 14.2. Market Share Analysis, By Key Player
  • 14.3. Competitive Scenario Analysis, By Key Player
    • 14.3.1. New Product Launch & Enhancement
      • 14.3.1.1. Oxygen Esports Expands Partnership With Gamertech Ahead of The Commercial Launch Of Gamertech's Magma Glove
      • 14.3.1.2. Saudi Crown Prince Launches Esports World Cup
      • 14.3.1.3. Madhya Pradesh to Launch India's First Esports Academy

15. Competitive Portfolio

  • 15.1. Key Company Profiles
    • 15.1.1. Acer Inc.
    • 15.1.2. Activision Blizzard, Inc.
    • 15.1.3. Challengermode AB
    • 15.1.4. Cloud9 Esports, Inc.
    • 15.1.5. Electronic Arts Inc.
    • 15.1.6. Esportal AB
    • 15.1.7. FACE IT LIMITED
    • 15.1.8. FanBuff Technology India Private Limited
    • 15.1.9. Fnatic Ltd,
    • 15.1.10. G ESPORTS HOLDING GMBH
    • 15.1.11. Gameloft SE
    • 15.1.12. Khiladi Adda by Techbeliever Technologies Private Limited
    • 15.1.13. Nazara Technologies Limited
    • 15.1.14. Nintendo Co., Ltd.
    • 15.1.15. NVIDIA Corporation
    • 15.1.16. Stoughton Street Tech Labs Private Limited
    • 15.1.17. TechnoXo Private Limited
    • 15.1.18. Tencent Holding Limited
    • 15.1.19. The ESL Gaming GmbH
    • 15.1.20. Valve Corporation
  • 15.2. Key Product Portfolio

16. Appendix

  • 16.1. Discussion Guide
  • 16.2. License & Pricing