デフォルト表紙
市場調査レポート
商品コード
1718107

eスポーツ市場:オファリング別、ゲームジャンル別、ストリーミングタイプ別、収益モデル別-2025~2030年世界予測

E-Sports Market by Offering, Game Genres, Streaming Type, Revenue Model - Global Forecast 2025-2030


出版日
発行
360iResearch
ページ情報
英文 183 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=148.33円
eスポーツ市場:オファリング別、ゲームジャンル別、ストリーミングタイプ別、収益モデル別-2025~2030年世界予測
出版日: 2025年04月01日
発行: 360iResearch
ページ情報: 英文 183 Pages
納期: 即日から翌営業日
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  • 概要
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概要

eスポーツ市場の2024年の市場規模は21億9,000万米ドルで、2025年には26億8,000万米ドル、CAGR22.46%で成長し、2030年には74億米ドルに達すると予測されています。

主要市場の統計
基準年 2024年 21億9,000万米ドル
推定年 2025年 26億8,000万米ドル
予測年 2030年 74億米ドル
CAGR(%) 22.46%

eスポーツ現象は、現代のエンターテインメントとデジタル文化において、最も急速かつ広範囲に及ぶシフトのひとつです。過去10年間で、この産業はニッチな集まりやアンダーグラウンドなトーナメントから、数百万米ドルの賞金、洗練されたプロダクションバリュー、熱狂的なオーディエンスを擁する世界的に認知されたイベントへと移行しました。eスポーツの進化は、技術の進歩、接続性の強化、ゲームと伝統的メディアの融合の進展によって後押しされてきました。このダイナミックな産業情勢の中で、競合情勢は娯楽から強大な世界産業へと変貌を遂げ、投資家、広告主、デジタル起業家の新たな波を引き寄せています。

本レポートでは、今日の産業を牽引している勢力を詳細に考察しています。中核的な市場力学、新たな動向、ハードウェアの革新からストリーミングの嗜好に至るまで、市場のコンポーネントを細分化した詳細なセグメンテーション洞察について検証しています。また、ビジネスモデルを再構築した変革的なシフト、市場リーダーが採用している戦略、地域によって異なる機会と課題を浮き彫りにする地域差についても解説しています。この採用は、現在のeスポーツエコシステムの包括的な基礎を構築することで、技術、消費者行動、収益化戦略の相互作用が競合ゲームの未来をどのように定義しているかを徹底的に理解するための舞台を記載しています。

eスポーツの情勢を形成する変革的変化

技術、消費者エンゲージメント、市場構造における根本的な変化が、eスポーツの生産、消費、収益化の方法に大きな変革を促しています。ストリーミング技術の革新は、eスポーツのリーチを従来の放送方法をはるかに超えて拡大しました。今日、インタラクティブなライブストリーミングプラットフォームは、オンデマンドコンテンツライブラリーと相まって、観客がリアルタイムで競技に参加できるだけでなく、都合の良いときにリプレイを分析することも可能にしています。この二重のアプローチは、視聴者のさまざまな嗜好に対応するだけでなく、対象広告やスポンサーシップの統合を通じて収益化の新たな機会を生み出します。

さらに、仮想現実と拡張現実の進歩は観戦体験を豊かにし、参加者と観客の境界線を曖昧にする没入型エンゲージメントの入り口を開いています。ゲーム機、PC、VR/ARデバイスがより洗練された体験を提供するなど、ハードウェアが進化を続ける中、市場のリーダーたちは、デジタルと物理的な領域のギャップを埋める技術への投資を増やしています。こうした技術とインターネットインフラの向上が融合することで、高品質で低遅延なインタラクションが可能になり、eスポーツはエンターテインメントの主流形態として確固たる地位を築いています。

さらに、特にミレニアル世代とZ世代における消費者行動のシフトが、産業の再定義に重要な役割を果たしました。インタラクティブなコンテンツやコミュニティ主導の体験に対する欲求は、ゲーム開発者やイベント主催者を、感情的・社会的レベルの両方で共鳴する体験を作り上げるよう駆り立てています。技術的な向上と並行して、戦略的な協力関係、産業を超えたパートナーシップ、革新的なコンテンツ配信モデルが登場し、eスポーツは市場の需要に機敏に対応できるようになりました。こうした変革的なシフトは、デジタルイノベーションとファンロイヤリティの交差点にある産業を浮き彫りにし、比類ない成長と競合差別化の舞台となっています。

サービス、ジャンル、ストリーミング、収益モデルにわたる主要なセグメンテーション洞察

市場の複雑な構成を掘り下げると、ダイナミックであると同時に多様な構造が見えてくる。オファリングによるセグメンテーションでは、産業をハードウェア、サービス、ソフトウェアを含む明確な店舗に分類しています。特にハードウェアの側面では、ゲーム機、パソコン、VR/ARデバイスがそれぞれ独自の特徴、投資パターン、採用率に寄与していることを、ゲーム機器というレンズを通して分析しています。このような包括的な視点に立つことで、特化したセグメントがいかに革新と消費者エンゲージメントの限界を押し広げているかが明らかになります。

ゲームのジャンルを見ると、格闘、レース、シューティング、スポーツなど、多様な嗜好が市場の特徴となっています。各ジャンルは、独自の物語スタイル、ゲームプレイの仕組み、視聴者層をもたらし、競合構造やイベント形式に影響を与えます。多様なジャンルの相互作用は、イノベーションが常態化する環境を育み、開発者と市場の双方に、視聴者の親和性に基づいて対象を絞った戦略を策定するよう促しています。

ストリーミングタイプによるセグメンテーションは、ライブストリーミングとオンデマンド消費を区別することで、市場をさらに細分化します。ライブストリーミングプラットフォームは、リアルタイムでコミュニティを活性化し、自発的な交流や競合中の即時フィードバックを促進します。逆に、オンデマンドソリューションでは、視聴者は重要な瞬間を再確認したり、ゲームプレイの戦術を自由に分析したりできるため、コンテンツの寿命が延び、視聴者のエンゲージメントが深まる。最後に、収益モデルによるセグメンテーションは、メディアライツ、マーチャンダイジング、スポンサーシップ、チケットやフランチャイズなど、さまざまな収益化手段について洞察を記載しています。これらの収益の流れは、それぞれ異なる複雑さと機会をもたらし、成長と市場浸透への多面的なアプローチを促します。

こうしたセグメンテーション洞察を総合すると、eスポーツ市場は一枚岩ではなく、相互に依存しながらも異なるセグメントで構成される活気あるモザイクであることが明らかになります。この多様性は、急速な技術革新に直面する産業の回復力を高めるだけでなく、イノベーション、投資、戦略開発のための数多くのエントリーポイントを記載しています。

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 市場概要

第5章 市場洞察

  • 市場力学
    • 促進要因
      • ライブストリーミングプラットフォームの人気の高まりにより、eスポーツイベントの認知度とエンゲージメントが高まっている
      • インターネットのアクセス性と技術の進歩の急増が世界の広がりと参加を促進
      • 競合を高める地域と国際大会の開発
    • 抑制要因
      • eスポーツの視聴率とエンゲージメントを測定するための標準化された指標の欠如
    • 機会
      • 伝統的スポーツとの提携を増やし、イベントの相互プロモーションや観客数の拡大を図る
      • 人工知能を統合し、パーソナライズされた参入企業体験とダイナミックなコーチングを提供
    • 課題
      • 仮想環境におけるデータ収集とユーザー追跡に関連するプライバシーの懸念とサイバーセキュリティの脅威の高まり
  • 市場セグメンテーション分析
    • オファリング:手頃な価格と専用のゲーム体験により、コンソールの人気が高まっている
    • ストリーミングタイプ:ライブストリーミングでライブ競合のスリルを体験したい
  • ポーターのファイブフォース分析
  • PESTEL分析
    • 政治
    • 経済
    • 社会
    • 技術
    • 法律
    • 環境

第6章 eスポーツ市場:オファリング別

  • イントロダクション
  • ハードウェア
    • コンソール
    • パソコン
    • VR/ARデバイス
  • サービス
  • ソフトウェア

第7章 eスポーツ市場:ゲームジャンル別

  • イントロダクション
  • ファインティング
  • レース
  • シューティング
  • スポーツ

第8章 eスポーツ市場:ストリーミングタイプ別

  • イントロダクション
  • ライブストリーム
  • オンデマンド

第9章 eスポーツ市場:収益モデル別

  • イントロダクション
  • メディア権利
  • マーチャンダイジング
  • スポンサーシップ
  • チケットとフランチャイズ

第10章 南北アメリカのeスポーツ市場

  • イントロダクション
  • アルゼンチン
  • ブラジル
  • カナダ
  • メキシコ
  • 米国

第11章 アジア太平洋のeスポーツ市場

  • イントロダクション
  • 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12章 欧州・中東・アフリカのeスポーツ市場

  • イントロダクション
  • 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13章 競合情勢

  • 市場シェア分析、2024年
  • FPNVポジショニングマトリックス、2024年
  • 競合シナリオ分析
  • 戦略分析と提言

企業一覧

  • Acer Inc.
  • Activision Blizzard, Inc. by Microsoft Corp.
  • Challengermode AB
  • Cloud9 eスポーツ, Inc.
  • Electronic Arts Inc.
  • Epic Games, Inc.
  • Esportal AB
  • Evil Geniuses, LLC
  • FACE IT LIMITED
  • Fnatic Ltd
  • G ESPORTS HOLDING GMBH
  • Gameloft SE
  • Gen.G eスポーツ, Inc.
  • Immortals Gaming Club, Inc.
  • Khiladi Adda by Techbeliever Technologies Private Limited
  • Krafton, Inc.
  • Nazara Technologies Limited
  • Nintendo Co., Ltd.
  • NVIDIA Corporation
  • Sony Interactive Entertainment LLC
  • Stoughton Street Tech Labs Private Limited
  • Team SoloMid(TSM), Inc.
  • Tencent Holding Limited
  • The ESL Gaming GmbH
  • Ubisoft Entertainment SA
  • Valve Corporation
図表

LIST OF FIGURES

  • FIGURE 1. E-SPORTS MARKET MULTI-CURRENCY
  • FIGURE 2. E-SPORTS MARKET MULTI-LANGUAGE
  • FIGURE 3. E-SPORTS MARKET RESEARCH PROCESS
  • FIGURE 4. E-SPORTS MARKET SIZE, 2024 VS 2030
  • FIGURE 5. GLOBAL E-SPORTS MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 6. GLOBAL E-SPORTS MARKET SIZE, BY REGION, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 7. GLOBAL E-SPORTS MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL E-SPORTS MARKET SIZE, BY OFFERING, 2024 VS 2030 (%)
  • FIGURE 9. GLOBAL E-SPORTS MARKET SIZE, BY OFFERING, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL E-SPORTS MARKET SIZE, BY GAME GENRES, 2024 VS 2030 (%)
  • FIGURE 11. GLOBAL E-SPORTS MARKET SIZE, BY GAME GENRES, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 12. GLOBAL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2024 VS 2030 (%)
  • FIGURE 13. GLOBAL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 14. GLOBAL E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2024 VS 2030 (%)
  • FIGURE 15. GLOBAL E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 16. AMERICAS E-SPORTS MARKET SIZE, BY COUNTRY, 2024 VS 2030 (%)
  • FIGURE 17. AMERICAS E-SPORTS MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 18. UNITED STATES E-SPORTS MARKET SIZE, BY STATE, 2024 VS 2030 (%)
  • FIGURE 19. UNITED STATES E-SPORTS MARKET SIZE, BY STATE, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 20. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY COUNTRY, 2024 VS 2030 (%)
  • FIGURE 21. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 22. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COUNTRY, 2024 VS 2030 (%)
  • FIGURE 23. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 24. E-SPORTS MARKET SHARE, BY KEY PLAYER, 2024
  • FIGURE 25. E-SPORTS MARKET, FPNV POSITIONING MATRIX, 2024

LIST OF TABLES

  • TABLE 1. E-SPORTS MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2024
  • 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 OFFERING, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL E-SPORTS MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL E-SPORTS MARKET SIZE, BY CONSOLE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL E-SPORTS MARKET SIZE, BY PC, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL E-SPORTS MARKET SIZE, BY VR/AR DEVICES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL E-SPORTS MARKET SIZE, BY SERVICES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL E-SPORTS MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL E-SPORTS MARKET SIZE, BY FIGHTING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL E-SPORTS MARKET SIZE, BY RACING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 18. GLOBAL E-SPORTS MARKET SIZE, BY SHOOTING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 19. GLOBAL E-SPORTS MARKET SIZE, BY SPORTS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 20. GLOBAL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 21. GLOBAL E-SPORTS MARKET SIZE, BY LIVE STREAM, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 22. GLOBAL E-SPORTS MARKET SIZE, BY ON-DEMAND, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 23. GLOBAL E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 24. GLOBAL E-SPORTS MARKET SIZE, BY MEDIA RIGHTS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 25. GLOBAL E-SPORTS MARKET SIZE, BY MERCHANDISING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 26. GLOBAL E-SPORTS MARKET SIZE, BY SPONSORSHIPS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 27. GLOBAL E-SPORTS MARKET SIZE, BY TICKETS & FRANCHISING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 28. AMERICAS E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 29. AMERICAS E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 30. AMERICAS E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 31. AMERICAS E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 32. AMERICAS E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 33. AMERICAS E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 34. ARGENTINA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 35. ARGENTINA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 36. ARGENTINA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 37. ARGENTINA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 38. ARGENTINA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 39. BRAZIL E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 40. BRAZIL E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 41. BRAZIL E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 42. BRAZIL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 43. BRAZIL E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 44. CANADA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 45. CANADA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 46. CANADA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 47. CANADA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 48. CANADA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 49. MEXICO E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 50. MEXICO E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 51. MEXICO E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 52. MEXICO E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 53. MEXICO E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 54. UNITED STATES E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 55. UNITED STATES E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 56. UNITED STATES E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 57. UNITED STATES E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 58. UNITED STATES E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 59. UNITED STATES E-SPORTS MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 60. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 61. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 62. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 63. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 64. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 65. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 66. AUSTRALIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 67. AUSTRALIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 68. AUSTRALIA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 69. AUSTRALIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 70. AUSTRALIA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 71. CHINA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 72. CHINA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 73. CHINA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 74. CHINA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 75. CHINA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 76. INDIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 77. INDIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 78. INDIA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 79. INDIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 80. INDIA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 81. INDONESIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 82. INDONESIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 83. INDONESIA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 84. INDONESIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 85. INDONESIA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 86. JAPAN E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 87. JAPAN E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 88. JAPAN E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 89. JAPAN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 90. JAPAN E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 91. MALAYSIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 92. MALAYSIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 93. MALAYSIA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 94. MALAYSIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 95. MALAYSIA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 96. PHILIPPINES E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 97. PHILIPPINES E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 98. PHILIPPINES E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 99. PHILIPPINES E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 100. PHILIPPINES E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 101. SINGAPORE E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 102. SINGAPORE E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 103. SINGAPORE E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 104. SINGAPORE E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 105. SINGAPORE E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 106. SOUTH KOREA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 107. SOUTH KOREA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 108. SOUTH KOREA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 109. SOUTH KOREA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 110. SOUTH KOREA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 111. TAIWAN E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 112. TAIWAN E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 113. TAIWAN E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 114. TAIWAN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 115. TAIWAN E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 116. THAILAND E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 117. THAILAND E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 118. THAILAND E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 119. THAILAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 120. THAILAND E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 121. VIETNAM E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 122. VIETNAM E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 123. VIETNAM E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 124. VIETNAM E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 125. VIETNAM E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 126. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 127. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 128. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 129. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 130. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 131. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 132. DENMARK E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 133. DENMARK E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 134. DENMARK E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 135. DENMARK E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 136. DENMARK E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 137. EGYPT E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 138. EGYPT E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 139. EGYPT E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 140. EGYPT E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 141. EGYPT E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 142. FINLAND E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 143. FINLAND E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 144. FINLAND E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 145. FINLAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 146. FINLAND E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 147. FRANCE E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 148. FRANCE E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 149. FRANCE E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 150. FRANCE E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 151. FRANCE E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 152. GERMANY E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 153. GERMANY E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 154. GERMANY E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 155. GERMANY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 156. GERMANY E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 157. ISRAEL E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 158. ISRAEL E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 159. ISRAEL E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 160. ISRAEL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 161. ISRAEL E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 162. ITALY E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 163. ITALY E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 164. ITALY E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 165. ITALY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 166. ITALY E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 167. NETHERLANDS E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 168. NETHERLANDS E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 169. NETHERLANDS E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 170. NETHERLANDS E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 171. NETHERLANDS E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 172. NIGERIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 173. NIGERIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 174. NIGERIA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 175. NIGERIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 176. NIGERIA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 177. NORWAY E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 178. NORWAY E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 179. NORWAY E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 180. NORWAY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 181. NORWAY E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 182. POLAND E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 183. POLAND E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 184. POLAND E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 185. POLAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 186. POLAND E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 187. QATAR E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 188. QATAR E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 189. QATAR E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 190. QATAR E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 191. QATAR E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 192. RUSSIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 193. RUSSIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 194. RUSSIA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 195. RUSSIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 196. RUSSIA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 197. SAUDI ARABIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 198. SAUDI ARABIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 199. SAUDI ARABIA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 200. SAUDI ARABIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 201. SAUDI ARABIA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 202. SOUTH AFRICA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 203. SOUTH AFRICA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 204. SOUTH AFRICA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 205. SOUTH AFRICA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 206. SOUTH AFRICA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 207. SPAIN E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 208. SPAIN E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 209. SPAIN E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 210. SPAIN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 211. SPAIN E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 212. SWEDEN E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 213. SWEDEN E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 214. SWEDEN E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 215. SWEDEN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 216. SWEDEN E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 217. SWITZERLAND E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 218. SWITZERLAND E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 219. SWITZERLAND E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 220. SWITZERLAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 221. SWITZERLAND E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 222. TURKEY E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 223. TURKEY E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 224. TURKEY E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 225. TURKEY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 226. TURKEY E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 227. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 228. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 229. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 230. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 231. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 232. UNITED KINGDOM E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 233. UNITED KINGDOM E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 234. UNITED KINGDOM E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 235. UNITED KINGDOM E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 236. UNITED KINGDOM E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 237. E-SPORTS MARKET SHARE, BY KEY PLAYER, 2024
  • TABLE 238. E-SPORTS MARKET, FPNV POSITIONING MATRIX, 2024
目次
Product Code: MRR-BB4648AFF399

The E-Sports Market was valued at USD 2.19 billion in 2024 and is projected to grow to USD 2.68 billion in 2025, with a CAGR of 22.46%, reaching USD 7.40 billion by 2030.

KEY MARKET STATISTICS
Base Year [2024] USD 2.19 billion
Estimated Year [2025] USD 2.68 billion
Forecast Year [2030] USD 7.40 billion
CAGR (%) 22.46%

The e-sports phenomenon represents one of the most rapid and far-reaching shifts in contemporary entertainment and digital culture. Over the past decade, the industry has moved from niche gatherings and underground tournaments to globally recognized events with multi-million dollar prizes, sophisticated production values, and highly devoted audiences. The evolution of e-sports has been fueled by advances in technology, enhanced connectivity, and the growing convergence of gaming and traditional media. In this dynamic landscape, competitive gaming has transformed from a recreational pursuit into a formidable global industry, drawing in investors, advertisers, and a new wave of digital entrepreneurs.

This report provides an in-depth look at the forces driving the industry today. It examines core market dynamics, emerging trends, and detailed segmentation insights that break down the market components from hardware innovations to streaming preferences. The narrative traverses through the transformative shifts that have reshaped business models, the strategies that market leaders are employing, and the regional variations that highlight both opportunities and challenges across different territories. By laying out a comprehensive foundation of the current e-sports ecosystem, this introduction sets the stage for a thorough understanding of how the interplay between technology, consumer behavior, and monetization strategies is defining the future of competitive gaming.

Transformative Shifts Reshaping the E-Sports Landscape

Fundamental changes in technology, consumer engagement, and market structures are driving a profound transformation in the way e-sports is produced, consumed, and monetized. Innovations in streaming technology have expanded the reach of e-sports far beyond traditional broadcast methods. Today, interactive live streaming platforms coupled with on-demand content libraries ensure that audiences can engage with competitions in real time as well as analyze replays at their convenience. This dual approach not only caters to different viewer preferences but also creates new opportunities for monetization through targeted advertising and sponsorship integration.

Moreover, advancements in virtual reality and augmented reality have enriched the spectator experience, opening a gateway for immersive engagement that blurs the line between participants and audience members. As hardware continues to evolve-with gaming consoles, PCs, and VR/AR devices offering more sophisticated experiences-market leaders are increasingly investing in technologies that bridge the gap between digital and physical realms. The convergence of these technologies with improved internet infrastructure has enabled high-quality, low-latency interactions, thereby cementing e-sports as a mainstream form of entertainment.

Additionally, shifts in consumer behavior, especially among millennials and Gen Z, have played a crucial role in redefining the industry. The appetite for interactive content and community-driven experiences has driven game developers and event organizers to craft experiences that resonate on both emotional and social levels. In parallel with technological enhancements, strategic collaborations, cross-industry partnerships, and innovative content delivery models have emerged, ensuring that e-sports remains agile and responsive to market demands. These transformative shifts highlight an industry at the intersection of digital innovation and fan loyalty, setting the stage for unparalleled growth and competitive differentiation.

Key Segmentation Insights Across Offerings, Genres, Streaming, and Revenue Models

Delving into the intricate composition of the market reveals a structure that is as diverse as it is dynamic. The segmentation based on offering breaks down the industry into distinct storefronts including hardware, services, and software. The hardware dimension, in particular, is analyzed through the lens of gaming devices, where consoles, personal computers, and VR/AR devices each contribute unique characteristics, investment patterns, and adoption rates. This holistic view of the offering landscape underscores how specialized segments collectively push the boundaries of innovation and consumer engagement.

When looking at game genres, the market is characterized by varied preferences that include fighting, racing, shooting, and sports. Each genre brings forward its own set of narrative styles, gameplay mechanics, and audience demographics, thereby influencing competitive structures and event formats. The interplay between diverse genres fosters an environment where innovation is the norm, compelling both developers and marketing agencies to craft targeted strategies based on audience affinities.

The segmentation based on streaming type further delineates the market by distinguishing between live streaming and on-demand consumption. Live streaming platforms energize the community in real time, facilitating spontaneous interactions and immediate feedback during competitions. Conversely, on-demand solutions allow viewers to revisit critical moments and analyze gameplay tactics at their leisure, thereby extending the lifespan of content and deepening viewer engagement. Lastly, the segmentation based on revenue model provides insight into the variety of monetization avenues that include media rights, merchandising, sponsorships, and tickets and franchising. Each of these revenue streams introduces a different layer of complexity and opportunity, encouraging a multifaceted approach to growth and market penetration.

In synthesizing these segmentation insights, it becomes clear that the e-sports market is not a monolithic entity but rather a vibrant mosaic composed of interdependent yet distinct segments. This diversity not only enhances the industry's resilience in the face of rapid technological change but also provides numerous entry points for innovation, investment, and strategic development.

Based on Offering, market is studied across Hardware, Services, and Software. The Hardware is further studied across Console, PC, and VR/AR Devices.

Based on Game Genres, market is studied across Fighting, Racing, Shooting, and Sports.

Based on Streaming Type, market is studied across Live Stream and On-demand.

Based on Revenue Model, market is studied across Media Rights, Merchandising, Sponsorships, and Tickets & Franchising.

Key Regional Insights Across Major Global Markets

The global e-sports stage is illuminated by vividly diverse regional landscapes, each with its own set of strategic strengths and challenges. Across the Americas, the market benefits from advanced digital infrastructures, well-established competitive circuits, and a strong culture of sponsorship and fan engagement. This region has consistently demonstrated robust growth, underpinned by high disposable incomes and an appetite for both participatory gaming and spectator-based consumption.

In the territories comprising Europe, the Middle East, and Africa, cultural diversity intersects with rapidly evolving digital economies and innovative regulatory frameworks. Markets within these regions are notable for tailoring experiences to local tastes while simultaneously embracing global trends. The integration of localized content, coupled with the historic legacy of competitive gaming, has catalyzed a vibrant ecosystem where both grassroots initiatives and large-scale tournaments flourish.

Asia-Pacific stands out as a powerhouse of technological innovation and consumer enthusiasm in the e-sports arena. This region is at the forefront of adopting emerging technologies, which is reflected in numerous pioneering platforms and a fervent fan base. High-speed internet availability, mobile-centric gaming, and a deeply ingrained gaming culture have all contributed to solidifying Asia-Pacific's role as a global leader in competitive gaming. The convergence of these factors has propelled unprecedented levels of engagement and monetization, driving both volume and value in the market.

The regional insights collectively highlight a multifaceted picture of the e-sports sector that depends significantly on localized factors, from infrastructure and regulatory environments to cultural nuances and economic conditions. Understanding these regional dynamics is essential for companies looking to tailor their strategies in a way that maximizes regional strengths while mitigating localized challenges.

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.

Key Insights from Industry-Leading Companies Driving Market Innovation

The strategic moves and operational excellence of leading companies have played a pivotal role in defining the contours of the e-sports market. Organizations such as Acer Inc., Activision Blizzard, Inc. by Microsoft Corp., Challengermode AB, Cloud9 Esports, Inc., and Electronic Arts Inc. have not only set high benchmarks in terms of innovation and execution but have also actively shaped consumer expectations and competitive standards. Their contributions are felt across every dimension of the industry-from hardware development and software engineering to the orchestration of high-octane tournaments that capture global attention.

Prominent names like Epic Games, Inc. and Esportal AB have consistently pushed the envelope in terms of creative storytelling and immersive game design. At the same time, teams such as Evil Geniuses, LLC and FACE IT LIMITED have redefined competitive integrity by instituting sophisticated league systems and performance analytics that elevate player performance and fan engagement. Similarly, the evolving strategies of Fnatic Ltd and G ESPORTS HOLDING GMBH have influenced market architectures by bridging traditional media with digital avenues. Gameloft SE and Gen.G Esports, Inc. further illustrate the diverse approaches that companies can adopt-from developing cutting-edge software to crafting community-centric experiences.

Adding to this dynamic, Immortals Gaming Club, Inc. and Khiladi Adda by Techbeliever Technologies Private Limited represent the emerging wave of start-ups and niche players who are nimble enough to embrace rapid market changes. Firms such as Krafton, Inc. and Nazara Technologies Limited have consistently demonstrated that innovative game mechanics, combined with a robust digital distribution model, are key drivers of sustained growth. The enduring legacies of Nintendo Co., Ltd., NVIDIA Corporation, and Sony Interactive Entertainment LLC complement the landscape by not only delivering high-performance technologies but also by shaping consumer trends through continual product innovation.

Not to be overlooked are the aggressive strategies from Stoughton Street Tech Labs Private Limited, Team SoloMid (TSM), Inc., Tencent Holding Limited, The ESL Gaming GmbH, Ubisoft Entertainment SA, and Valve Corporation, which have been at the forefront in leveraging multifaceted revenue models, extensive global networks, and brand equity. Their relentless focus on integrating media rights, sponsorship opportunities, and merchandising revenue models underscores the breadth of strategy necessary to thrive in a hyper-competitive marketplace.

The combined efforts of these leading companies illustrate that market success in e-sports is achieved through a synergistic blend of technological innovation, consumer engagement, and strategic foresight. Their operational decisions not only dictate current market trends but also provide invaluable insights for future industry developments.

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. by Microsoft Corp., Challengermode AB, Cloud9 Esports, Inc., Electronic Arts Inc., Epic Games, Inc., Esportal AB, Evil Geniuses, LLC, FACE IT LIMITED, Fnatic Ltd,, G ESPORTS HOLDING GMBH, Gameloft SE, Gen.G Esports, Inc., Immortals Gaming Club, Inc., Khiladi Adda by Techbeliever Technologies Private Limited, Krafton, Inc., Nazara Technologies Limited, Nintendo Co., Ltd., NVIDIA Corporation, Sony Interactive Entertainment LLC, Stoughton Street Tech Labs Private Limited, Team SoloMid (TSM), Inc., Tencent Holding Limited, The ESL Gaming GmbH, Ubisoft Entertainment SA, and Valve Corporation. Actionable Strategic Recommendations for E-Sports Industry Leaders

Industry leaders must adopt a forward-looking perspective in order to harness the evolving dynamics of the e-sports market. To achieve sustainable growth and competitive edge, companies are encouraged to invest judiciously in multi-platform technology solutions that ensure seamless viewer experiences across both live and on-demand channels. In an era where technology underpins consumer engagement, upgrading infrastructure to support high-resolution streaming, interactive features, and immersive virtual reality experiences will serve as a critical differentiator.

Leveraging comprehensive data analytics to derive actionable insights from consumer behavior is another strategic imperative. By deploying advanced analytics tools, companies can better understand the nuances of audience engagement, optimize content delivery, and predict future trends. This granular understanding enables leaders to fine-tune marketing campaigns, tailor gaming experiences, and ultimately foster higher levels of consumer loyalty.

It is also crucial for market players to diversify their revenue streams. Integrating various monetization strategies such as media rights deals, merchandise collaborations, sponsorship partnerships, and ticketed events can provide a balanced revenue portfolio that mitigates risk. Additionally, forming strategic alliances and joint ventures can unlock access to new technologies and markets, thereby strengthening overall competitive positioning. Collaborative initiatives that bridge the gap between content creation, hardware innovation, and platform distribution are particularly promising.

Furthermore, a proactive approach to regional market expansion is advised. Tailoring strategies to suit the unique characteristics of the Americas, Europe, Middle East & Africa, as well as Asia-Pacific ensures that operations are not only scalable but also locally relevant. This regional focus, supported by localized content and regulatory conformities, enhances market penetration and builds brand affinity across diverse consumer bases.

Finally, maintaining agility in response to rapidly changing market conditions is essential. Continuous investment in research and development, coupled with the adoption of flexible business models, will empower industry leaders to stay ahead of technological disruptions and evolving consumer demands. A well-rounded strategic outlook that prioritizes technological investment, data-driven marketing, diversified monetization, and regional specialization is the key to thriving in the future landscape of e-sports.

Conclusion: Synthesis of Growth Drivers and Strategic Market Insights

In conclusion, the e-sports industry boasts a complex ecosystem characterized by rapid technological advancements, diverse revenue models, and an ever-expanding global footprint. The examination of transformative shifts highlights not only the remarkable progress in streaming technologies, VR/AR applications, and live interactive content but also underscores the need for continuous innovation. The detailed segmentation analysis-from hardware, services, and software offers; varied game genres; innovative streaming formats; to multi-faceted revenue models-reveals an industry that is agile, resilient, and poised for further growth.

Regional insights provide an additional layer of understanding, illustrating how market dynamics differ across the Americas, Europe, Middle East & Africa, and Asia-Pacific. Each region exhibits unique strengths and challenges, driven by local cultural nuances, technological readiness, and economic conditions. This diverse regional landscape reinforces the idea that a one-size-fits-all approach is unsuitable, and that tailored strategies are essential for success.

Furthermore, insights derived from leading companies emphasize that market dominance is achieved through a blend of strategic innovation, technological excellence, and rigorous data analytics. The operational strategies and dynamic approaches adopted by companies within the e-sports ecosystem serve as a roadmap for aspiring market participants. Ultimately, stakeholders who can harness these insights and align their strategies with emerging industry trends will likely secure a competitive advantage and capture substantial market share in the evolving digital landscape.

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. Rising popularity of live streaming platforms amplifying the visibility and engagement of e-sports events
      • 5.1.1.2. Surge in internet accessibility and technological advancements driving e-sports global reach and participation
      • 5.1.1.3. Development of regional and international tournaments elevating competitiveness
    • 5.1.2. Restraints
      • 5.1.2.1. Lack of standardized metrics for measuring e-sports viewership and engagement
    • 5.1.3. Opportunities
      • 5.1.3.1. Rising partnerships with traditional sports to cross-promote events and increase audience size
      • 5.1.3.2. Integrating artificial intelligence to provide personalized player experiences and dynamic coaching
    • 5.1.4. Challenges
      • 5.1.4.1. Rising privacy concerns and cybersecurity threat related to data collection and user tracking in virtual environments
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Offering: Rising popularity of consoles for their affordability & a dedicated gaming experience
    • 5.2.2. Streaming Type: Preference for live streaming to experience the thrill of live competition
  • 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 Offering

  • 6.1. Introduction
  • 6.2. Hardware
    • 6.2.1. Console
    • 6.2.2. PC
    • 6.2.3. VR/AR Devices
  • 6.3. Services
  • 6.4. Software

7. E-Sports Market, by Game Genres

  • 7.1. Introduction
  • 7.2. Fighting
  • 7.3. Racing
  • 7.4. Shooting
  • 7.5. Sports

8. E-Sports Market, by Streaming Type

  • 8.1. Introduction
  • 8.2. Live Stream
  • 8.3. On-demand

9. E-Sports Market, by Revenue Model

  • 9.1. Introduction
  • 9.2. Media Rights
  • 9.3. Merchandising
  • 9.4. Sponsorships
  • 9.5. Tickets & Franchising

10. Americas E-Sports Market

  • 10.1. Introduction
  • 10.2. Argentina
  • 10.3. Brazil
  • 10.4. Canada
  • 10.5. Mexico
  • 10.6. United States

11. Asia-Pacific E-Sports Market

  • 11.1. Introduction
  • 11.2. Australia
  • 11.3. China
  • 11.4. India
  • 11.5. Indonesia
  • 11.6. Japan
  • 11.7. Malaysia
  • 11.8. Philippines
  • 11.9. Singapore
  • 11.10. South Korea
  • 11.11. Taiwan
  • 11.12. Thailand
  • 11.13. Vietnam

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

  • 12.1. Introduction
  • 12.2. Denmark
  • 12.3. Egypt
  • 12.4. Finland
  • 12.5. France
  • 12.6. Germany
  • 12.7. Israel
  • 12.8. Italy
  • 12.9. Netherlands
  • 12.10. Nigeria
  • 12.11. Norway
  • 12.12. Poland
  • 12.13. Qatar
  • 12.14. Russia
  • 12.15. Saudi Arabia
  • 12.16. South Africa
  • 12.17. Spain
  • 12.18. Sweden
  • 12.19. Switzerland
  • 12.20. Turkey
  • 12.21. United Arab Emirates
  • 12.22. United Kingdom

13. Competitive Landscape

  • 13.1. Market Share Analysis, 2024
  • 13.2. FPNV Positioning Matrix, 2024
  • 13.3. Competitive Scenario Analysis
    • 13.3.1. NODWIN Gaming acquire AFK Gaming to expands esports presence
    • 13.3.2. KONAMI and FIFA enter an agreement for innovative esports collaboration featuring eFootball
    • 13.3.3. Vi launches Game to Fame e-Sports tournament to enhance gaming ecosystem
    • 13.3.4. Oxygen Esports Expands Partnership With Gamertech Ahead of The Commercial Launch Of Gamertech's Magma Glove
    • 13.3.5. Saudi Crown Prince Launches Esports World Cup
    • 13.3.6. Madhya Pradesh to Launch India's First Esports Academy
  • 13.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Acer Inc.
  • 2. Activision Blizzard, Inc. by Microsoft Corp.
  • 3. Challengermode AB
  • 4. Cloud9 Esports, Inc.
  • 5. Electronic Arts Inc.
  • 6. Epic Games, Inc.
  • 7. Esportal AB
  • 8. Evil Geniuses, LLC
  • 9. FACE IT LIMITED
  • 10. Fnatic Ltd,
  • 11. G ESPORTS HOLDING GMBH
  • 12. Gameloft SE
  • 13. Gen.G Esports, Inc.
  • 14. Immortals Gaming Club, Inc.
  • 15. Khiladi Adda by Techbeliever Technologies Private Limited
  • 16. Krafton, Inc.
  • 17. Nazara Technologies Limited
  • 18. Nintendo Co., Ltd.
  • 19. NVIDIA Corporation
  • 20. Sony Interactive Entertainment LLC
  • 21. Stoughton Street Tech Labs Private Limited
  • 22. Team SoloMid (TSM), Inc.
  • 23. Tencent Holding Limited
  • 24. The ESL Gaming GmbH
  • 25. Ubisoft Entertainment SA
  • 26. Valve Corporation