デフォルト表紙
市場調査レポート
商品コード
1614070

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-2025~2030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 2025-2030


出版日
発行
360iResearch
ページ情報
英文 186 Pages
納期
即日から翌営業日
カスタマイズ可能
適宜更新あり
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=144.06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-2025~2030年の世界予測
出版日: 2024年12月01日
発行: 360iResearch
ページ情報: 英文 186 Pages
納期: 即日から翌営業日
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  • 概要
  • 図表
  • 目次
概要

Eスポーツ市場の2023年の市場規模は24億5,000万米ドルで、2024年には28億5,000万米ドルに達すると予測され、CAGR 16.80%で成長し、2030年には72億7,000万米ドルに達すると予測されます。

競合ビデオゲームのダイナミックなセグメントであるEスポーツ産業は、組織化された多人数参加型ビデオゲーム競技、特にプロプレイヤー間の競技を網羅しています。MOBA、FPS、バトルロワイヤルなどの幅広いゲームが含まれ、TwitchやYouTubeなどのプラットフォームでライブ配信されることも多いです。Eスポーツの必要性と用途は、エンターテインメント大国としての役割、広告のプラットフォームとしての役割、コミュニティの形成者としての役割、熟練したゲーマーのキャリアパスとしての役割などを見れば明らかです。その最終用途は、消費者参加、商品販売、広告、メディア放送、さらには教育コンテンツにまで及ぶ。成長に影響を与える主な要因としては、技術の進歩、デジタルプラットフォームの普及、スポンサー投資の増加、正当な競争形態としてのEスポーツの受容と認知の拡大などが挙げられます。ラテンアメリカやアフリカのような未開拓市場の開拓、モバイルゲームEスポーツプラットフォームの強化、バーチャルリアリティの観戦体験のようなユニークな視聴者エンゲージメント技術の創出などが、主な潜在的ビジネスチャンスです。しかし、規制の問題、ゲームパブリッシャーへの依存、サイバーセキュリティの脅威、エンターテインメントの嗜好の変化による視聴者のエンゲージメントの維持といった課題が大きなハードルとなっています。また、従来のスポーツやエンタテインメントのプレーヤーがEスポーツの分野に参入することによる競合圧力も、さらなる課題を生み出しています。こうしたハードルにもかかわらず、AIを活用したプレーヤーのパフォーマンス分析、バーチャル視聴体験の強化、没入型の新ゲームジャンルの開発といった分野におけるイノベーションは、ビジネス成長のための肥沃な土壌を提供しています。この市場は本質的に流動的でペースが速く、視聴モード、収益化戦略、プレーヤーとのインタラクションの絶え間ない進化を特徴としており、持続的な成功のためには敏捷性と先見性のある戦略が必要となります。企業や投資家は、新たな動向に絶えず適応し、技術進歩の研究開発に取り組み、市場での存在感と消費者エンゲージメントを高める戦略的パートナーシップを構築することで、成功への態勢を整えることができます。

主な市場の統計
基準年[2023] 24億5,000万米ドル
推定年[2024] 28億5,000万米ドル
予測年[2030] 72億7,000万米ドル
CAGR(%) 16.80%

市場力学:急速に進化するEスポーツ市場の主要市場インサイトを公開

Eスポーツ市場は、需要と供給のダイナミックな相互作用によって変貌を遂げています。このような市場力学の進化を理解することで、企業は十分な情報に基づいた投資決定、戦略的意思決定、新たなビジネスチャンスの獲得を行うことができます。これらの動向を包括的に把握することで、企業は政治的、地理的、技術的、社会的、経済的な領域にわたる様々なリスクを軽減することができ、また、消費者行動とそれが製造コストや購買動向に与える影響をより明確に理解することができます。

  • 市場促進要因
    • 世界的に高まるEスポーツの社会的受容
    • Eスポーツトーナメント数と賞金総額の増加
  • 市場抑制要因
    • esportsインフラの構築と維持に伴う高コスト
  • 市場機会
    • 伝統的なメディアや放送会社とのパートナーシップの増加
    • ゲーム技術、VR/AR統合、ストリーミング・プラットフォームの技術的進歩
  • 市場の課題
    • Eスポーツに関する地域や国によって異なる規制

ポーターのファイブフォース:Eスポーツ市場をナビゲートする戦略ツール

ポーターのファイブフォースフレームワークは、Eスポーツ市場の競合情勢を理解するための重要なツールです。ポーターのファイブフォース・フレームワークは、企業の競争力を評価し、戦略的機会を探るための明確な手法を提供します。このフレームワークは、企業が市場内の勢力図を評価し、新規事業の収益性を判断するのに役立ちます。これらの洞察により、企業は自社の強みを活かし、弱みに対処し、潜在的な課題を回避することができ、より強靭な市場でのポジショニングを確保することができます。

PESTLE分析:Eスポーツ市場における外部からの影響の把握

外部マクロ環境要因は、Eスポーツ市場の業績ダイナミクスを形成する上で極めて重要な役割を果たします。政治的、経済的、社会的、技術的、法的、環境的要因の分析は、これらの影響をナビゲートするために必要な情報を提供します。PESTLE要因を調査することで、企業は潜在的なリスクと機会をよりよく理解することができます。この分析により、企業は規制、消費者の嗜好、経済動向の変化を予測し、先を見越した積極的な意思決定を行う準備ができます。

市場シェア分析Eスポーツ市場における競合情勢の把握

Eスポーツ市場の詳細な市場シェア分析により、ベンダーの業績を包括的に評価することができます。企業は、収益、顧客ベース、成長率などの主要指標を比較することで、競争上のポジショニングを明らかにすることができます。この分析により、市場の集中、断片化、統合の動向が明らかになり、ベンダーは競争が激化する中で自社の地位を高める戦略的意思決定を行うために必要な知見を得ることができます。

FPNVポジショニング・マトリックスEスポーツ市場におけるベンダーのパフォーマンス評価

FPNVポジショニングマトリックスは、Eスポーツ市場においてベンダーを評価するための重要なツールです。このマトリックスにより、ビジネス組織はベンダーのビジネス戦略と製品満足度に基づき評価することで、目標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。4つの象限によってベンダーを明確かつ正確にセグメント化し、戦略目標に最適なパートナーやソリューションを特定することができます。

戦略分析と推奨Eスポーツ市場における成功への道筋を描く

Eスポーツ市場の戦略分析は、世界市場でのプレゼンス強化を目指す企業にとって不可欠です。主要なリソース、能力、業績指標を見直すことで、企業は成長機会を特定し、改善に取り組むことができます。このアプローチにより、競合情勢における課題を克服し、新たなビジネスチャンスを活かして長期的な成功を収めるための体制を整えることができます。

本レポートでは、主要な注目分野を網羅した市場の包括的な分析を提供しています:

1.市場の浸透度:現在の市場環境の詳細なレビュー、主要企業による広範なデータ、市場でのリーチと全体的な影響力の評価。

2.市場の開拓度:新興市場における成長機会を特定し、既存分野における拡大可能性を評価し、将来の成長に向けた戦略的ロードマップを提供します。

3.市場の多様化:最近の製品発売、未開拓の地域、業界の主要な進歩、市場を形成する戦略的投資を分析します。

4.競合の評価と情報:競合情勢を徹底的に分析し、市場シェア、事業戦略、製品ポートフォリオ、認証、規制当局の承認、特許動向、主要企業の技術進歩などを検証します。

5.製品開発およびイノベーション:将来の市場成長を促進すると期待される最先端技術、研究開発活動、製品イノベーションをハイライトしています。

また、利害関係者が十分な情報を得た上で意思決定できるよう、重要な質問にも答えています:

1.現在の市場規模と今後の成長予測は?

2.最高の投資機会を提供する製品、セグメント、地域はどこか?

3.市場を形成する主な技術動向と規制の影響とは?

4.主要ベンダーの市場シェアと競合ポジションは?

5.ベンダーの市場参入・撤退戦略の原動力となる収益源と戦略的機会は何か?

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かかる高コスト
    • 機会
      • 従来のメディアや放送会社との提携の拡大
      • ゲーム技術、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的進歩
    • 課題
      • Eスポーツに関する規制は地域や国によって異なります
  • 市場セグメンテーション分析
    • コンポーネント:競争力のあるゲームの基盤となるプラットフォームの人気が高まっている
    • ストリーミングタイプ:インタラクティブで魅力的な体験のため、視聴者はライブストリーミングを好む
    • 収入源: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大きな収入源となっている
    • プラットフォーム:世界なアクセス性とリアルタイムのインタラクションによるオンライン配信プラットフォームを通じた普及
  • ポーターのファイブフォース分析
  • PESTEL分析
    • 政治的
    • 経済
    • 社交
    • 技術的
    • 法律上
    • 環境

第6章 Eスポーツ市場:コンポーネント別

  • プラットフォーム
  • 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スポーツ市場収益源別

  • デジタル広告
  • ゲームパブリッシャー料金
  • 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

  • 市場シェア分析2023
  • FPNVポジショニングマトリックス, 2023
  • 競合シナリオ分析
    • Oxygen Esports、GamertechのMagma Gloveの商業発売に先立ちGamertechとの提携を拡大
    • サウジアラビア皇太子がeスポーツワールドカップを発足
    • マディヤ・プラデーシュ州、インド初のeスポーツアカデミーを開設
  • 戦略分析と提言

企業一覧

  • 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
図表

LIST OF FIGURES

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

LIST OF TABLES

  • TABLE 1. E-SPORTS MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL E-SPORTS MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL E-SPORTS MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. E-SPORTS MARKET DYNAMICS
  • TABLE 7. GLOBAL E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL E-SPORTS MARKET SIZE, BY PLATFORM, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL E-SPORTS MARKET SIZE, BY SERVICE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL E-SPORTS MARKET SIZE, BY LIVE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL E-SPORTS MARKET SIZE, BY ON-DEMAND, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL E-SPORTS MARKET SIZE, BY DIGITAL ADVERTISEMENT, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL E-SPORTS MARKET SIZE, BY GAME PUBLISHER FEE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL E-SPORTS MARKET SIZE, BY MEDIA RIGHTS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL E-SPORTS MARKET SIZE, BY SPONSORSHIP, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 18. GLOBAL E-SPORTS MARKET SIZE, BY TICKETS & MERCHANDISE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 19. GLOBAL E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 20. GLOBAL E-SPORTS MARKET SIZE, BY DESKTOP, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 21. GLOBAL E-SPORTS MARKET SIZE, BY GAMING CONSOLE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 22. GLOBAL E-SPORTS MARKET SIZE, BY LAPTOP, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 23. GLOBAL E-SPORTS MARKET SIZE, BY SMART TV, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 24. GLOBAL E-SPORTS MARKET SIZE, BY SMARTPHONE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 25. GLOBAL E-SPORTS MARKET SIZE, BY TABLETS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 26. GLOBAL E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 27. GLOBAL E-SPORTS MARKET SIZE, BY OFFLINE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 28. GLOBAL E-SPORTS MARKET SIZE, BY ONLINE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 29. AMERICAS E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 30. AMERICAS E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 31. AMERICAS E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 32. AMERICAS E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 33. AMERICAS E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 34. AMERICAS E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 35. ARGENTINA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 36. ARGENTINA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 37. ARGENTINA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 38. ARGENTINA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 39. ARGENTINA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 40. BRAZIL E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 41. BRAZIL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 42. BRAZIL E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 43. BRAZIL E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 44. BRAZIL E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 45. CANADA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 46. CANADA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 47. CANADA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 48. CANADA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 49. CANADA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 50. MEXICO E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 51. MEXICO E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 52. MEXICO E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 53. MEXICO E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 54. MEXICO E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 55. UNITED STATES E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 56. UNITED STATES E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 57. UNITED STATES E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 58. UNITED STATES E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 59. UNITED STATES E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 60. UNITED STATES E-SPORTS MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 61. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 62. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 63. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 64. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 65. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 66. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 67. AUSTRALIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 68. AUSTRALIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 69. AUSTRALIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 70. AUSTRALIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 71. AUSTRALIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 72. CHINA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 73. CHINA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 74. CHINA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 75. CHINA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 76. CHINA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 77. INDIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 78. INDIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 79. INDIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 80. INDIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 81. INDIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 82. INDONESIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 83. INDONESIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 84. INDONESIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 85. INDONESIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 86. INDONESIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 87. JAPAN E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 88. JAPAN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 89. JAPAN E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 90. JAPAN E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 91. JAPAN E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 92. MALAYSIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 93. MALAYSIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 94. MALAYSIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 95. MALAYSIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 96. MALAYSIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 97. PHILIPPINES E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 98. PHILIPPINES E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 99. PHILIPPINES E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 100. PHILIPPINES E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 101. PHILIPPINES E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 102. SINGAPORE E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 103. SINGAPORE E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 104. SINGAPORE E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 105. SINGAPORE E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 106. SINGAPORE E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 107. SOUTH KOREA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 108. SOUTH KOREA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 109. SOUTH KOREA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 110. SOUTH KOREA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 111. SOUTH KOREA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 112. TAIWAN E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 113. TAIWAN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 114. TAIWAN E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 115. TAIWAN E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 116. TAIWAN E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 117. THAILAND E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 118. THAILAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 119. THAILAND E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 120. THAILAND E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 121. THAILAND E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 122. VIETNAM E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 123. VIETNAM E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 124. VIETNAM E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 125. VIETNAM E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 126. VIETNAM E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 127. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 128. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 129. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 130. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 131. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 132. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 133. DENMARK E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 134. DENMARK E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 135. DENMARK E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 136. DENMARK E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 137. DENMARK E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 138. EGYPT E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 139. EGYPT E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 140. EGYPT E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 141. EGYPT E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 142. EGYPT E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 143. FINLAND E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 144. FINLAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 145. FINLAND E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 146. FINLAND E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 147. FINLAND E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 148. FRANCE E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 149. FRANCE E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 150. FRANCE E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 151. FRANCE E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 152. FRANCE E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 153. GERMANY E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 154. GERMANY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 155. GERMANY E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 156. GERMANY E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 157. GERMANY E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 158. ISRAEL E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 159. ISRAEL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 160. ISRAEL E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 161. ISRAEL E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 162. ISRAEL E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 163. ITALY E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 164. ITALY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 165. ITALY E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 166. ITALY E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 167. ITALY E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 168. NETHERLANDS E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 169. NETHERLANDS E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 170. NETHERLANDS E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 171. NETHERLANDS E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 172. NETHERLANDS E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 173. NIGERIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 174. NIGERIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 175. NIGERIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 176. NIGERIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 177. NIGERIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 178. NORWAY E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 179. NORWAY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 180. NORWAY E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 181. NORWAY E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 182. NORWAY E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 183. POLAND E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 184. POLAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 185. POLAND E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 186. POLAND E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 187. POLAND E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 188. QATAR E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 189. QATAR E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 190. QATAR E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 191. QATAR E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 192. QATAR E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 193. RUSSIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 194. RUSSIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 195. RUSSIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 196. RUSSIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 197. RUSSIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 198. SAUDI ARABIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 199. SAUDI ARABIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 200. SAUDI ARABIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 201. SAUDI ARABIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 202. SAUDI ARABIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 203. SOUTH AFRICA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 204. SOUTH AFRICA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 205. SOUTH AFRICA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 206. SOUTH AFRICA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 207. SOUTH AFRICA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 208. SPAIN E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 209. SPAIN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 210. SPAIN E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 211. SPAIN E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 212. SPAIN E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 213. SWEDEN E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 214. SWEDEN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 215. SWEDEN E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 216. SWEDEN E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 217. SWEDEN E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 218. SWITZERLAND E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 219. SWITZERLAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 220. SWITZERLAND E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 221. SWITZERLAND E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 222. SWITZERLAND E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 223. TURKEY E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 224. TURKEY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 225. TURKEY E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 226. TURKEY E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 227. TURKEY E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 228. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 229. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 230. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 231. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 232. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 233. UNITED KINGDOM E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 234. UNITED KINGDOM E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 235. UNITED KINGDOM E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 236. UNITED KINGDOM E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 237. UNITED KINGDOM E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 238. E-SPORTS MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 239. E-SPORTS MARKET, FPNV POSITIONING MATRIX, 2023
目次
Product Code: MRR-BB4648AFF399

The E-Sports Market was valued at USD 2.45 billion in 2023, expected to reach USD 2.85 billion in 2024, and is projected to grow at a CAGR of 16.80%, to USD 7.27 billion by 2030.

The e-sports industry, a dynamic segment of competitive video gaming, encompasses organized, multiplayer video game competitions, particularly between professional players. Its scope includes a wide array of games such as MOBAs, FPSs, battle royales, and more, often streamed live to audiences on platforms like Twitch and YouTube. The necessity and application of e-sports are evident in its role as an entertainment powerhouse, a platform for advertising, a community builder, and a career path for skilled gamers. Its end-use scope extends across consumer engagement, merchandise sales, advertising, media broadcasting, and even educational content. Key factors influencing growth include technological advancements, the proliferation of digital platforms, increasing sponsorship investments, and broader acceptance and recognition of e-sports as a legitimate form of competition. Major potential opportunities lie in tapping into untapped markets like Latin America and Africa, enhancing mobile gaming e-sports platforms, and creating unique viewer engagement technologies such as virtual reality spectating experiences. However, challenges such as regulatory issues, dependence on game publishers, cybersecurity threats, and maintaining audience engagement due to shifting entertainment preferences pose significant hurdles. Competitive pressures from traditional sports and entertainment players entering the e-sports arena also create additional challenges. Despite these hurdles, innovation in areas such as AI-driven analytics for player performance, enhanced virtual viewing experiences, and the development of new, immersive game genres offer fertile ground for business growth. The market is inherently fluid and fast-paced, characterized by a constant evolution in viewing modes, monetization strategies, and player interactions, necessitating agility and forward-thinking strategies for sustained success. Businesses and investors are best poised for success by continually adapting to emerging trends, committing to research and development in technological advancements, and formulating strategic partnerships that enhance market presence and consumer engagement.

KEY MARKET STATISTICS
Base Year [2023] USD 2.45 billion
Estimated Year [2024] USD 2.85 billion
Forecast Year [2030] USD 7.27 billion
CAGR (%) 16.80%

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving E-Sports Market

The E-Sports Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Growing social acceptance of E-sports globally
    • Increase in the number of E-sports tournaments and their prize pools
  • Market Restraints
    • High cost associated with building and maintaining esports infrastructure
  • Market Opportunities
    • Increasing partnerships with traditional media and broadcasting companies
    • Technological advancements in gaming technology, VR/AR integration, and streaming platforms
  • Market Challenges
    • Varying regulations across different regions and countries for E-sports

Porter's Five Forces: A Strategic Tool for Navigating the E-Sports Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the E-Sports Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the E-Sports Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the E-Sports Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the E-Sports Market

A detailed market share analysis in the E-Sports Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the E-Sports Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the E-Sports Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the E-Sports Market

A strategic analysis of the E-Sports Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

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:

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

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

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. 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

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. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

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. Market Share Analysis, 2023
  • 14.2. FPNV Positioning Matrix, 2023
  • 14.3. Competitive Scenario Analysis
    • 14.3.1. Oxygen Esports Expands Partnership With Gamertech Ahead of The Commercial Launch Of Gamertech's Magma Glove
    • 14.3.2. Saudi Crown Prince Launches Esports World Cup
    • 14.3.3. Madhya Pradesh to Launch India's First Esports Academy
  • 14.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Acer Inc.
  • 2. Activision Blizzard, Inc.
  • 3. Challengermode AB
  • 4. Cloud9 Esports, Inc.
  • 5. Electronic Arts Inc.
  • 6. Esportal AB
  • 7. FACE IT LIMITED
  • 8. FanBuff Technology India Private Limited
  • 9. Fnatic Ltd,
  • 10. G ESPORTS HOLDING GMBH
  • 11. Gameloft SE
  • 12. Khiladi Adda by Techbeliever Technologies Private Limited
  • 13. Nazara Technologies Limited
  • 14. Nintendo Co., Ltd.
  • 15. NVIDIA Corporation
  • 16. Stoughton Street Tech Labs Private Limited
  • 17. TechnoXo Private Limited
  • 18. Tencent Holding Limited
  • 19. The ESL Gaming GmbH
  • 20. Valve Corporation