デフォルト表紙
市場調査レポート
商品コード
1777259

Eスポーツの世界市場:ジャンル・収益源・地域別 (~2032年)

Global E-Sports Market Research Report Information by Genres, by Revenue Stream, and by Region Forecast till 2032


出版日
ページ情報
英文 120 Pages
納期
即納可能 即納可能とは
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=151.79円
Eスポーツの世界市場:ジャンル・収益源・地域別 (~2032年)
出版日: 2025年06月15日
発行: Market Research Future
ページ情報: 英文 120 Pages
納期: 即納可能 即納可能とは
GIIご利用のメリット
  • 全表示
  • 概要
  • 図表
  • 目次
概要

世界のEスポーツの市場規模は、2022年の11億3,530万米ドルから、CAGR 20.9%で推移し、2032年には71億9,160万米ドルに達すると予測されています。

Eスポーツとは、オンラインゲームの競技大会で、プロやアマチュアのプレーヤーが個人またはチームで参加し、リーグ戦形式で競い合うものです。賞金がかかる大会も多く開催されています。

世界のEスポーツ市場は急成長しており、その背景にはスマートフォン、PC、ゲーム機で遊べるビデオゲームの普及があります。TwitchやYouTubeなどの配信プラットフォームによって、視聴者やプレーヤーの体験がより楽しいものとなっており、大規模なイベント、有名選手、スポンサーの存在が多くのファンを惹きつけています。

世界のEスポーツ市場は、プレーヤーに高額報酬を得るチャンスを与えるだけでなく、コーチやコンテンツクリエイターなどとしてキャリアを築く機会も生み出しています。一方で、市場には賭博リスク、不正試合、地域間の競技格差、スポンサー依存の高さなどの課題もあります。また、安定的な収入を得るのが難しいことや、特定ジャンル以外のゲームに対する支援の不足も問題視されています。

地域分析

北米はEスポーツが盛んな地域で、多くのゲーム、チーム、イベントが開催されています。Eスポーツのトーナメントをオンラインで観戦することは、多くの人々にとって人気の娯楽となっており、新作ゲームの登場や技術革新によって、業界の成長が続いています。

欧州でもEスポーツは急成長しており、インターネット環境が整った若者たちの関心が高まっています。この地域の大規模トーナメントや地元チームは国際的な評価を得ており、投資家も市場の成長を後押しするために資金を投入しています。

アジア太平洋地域はEスポーツの世界市場をリードしており、中国や韓国が先頭を走っています。 アジアではゲームが非常に人気があり、何百万人もの人々がプレーヤーおよび視聴者として積極的に参加しています。大手ゲーム企業の存在も、この地域の市場での強みをさらに高めています。

中東・アフリカもEスポーツでの存在感を高めつつあります。特にサウジアラビアなどの国々では、スタジアム建設や大規模なゲームイベントへの投資が進められており、Eスポーツ分野における世界的なプレーヤーとしての地位確立を目指しています。

当レポートでは、世界のEスポーツの市場を調査し、市場の定義と概要、市場成長への各種影響因子の分析、市場規模の推移・予測、各種区分・地域/主要国別の内訳、競合環境、主要企業のプロファイルなどをまとめています。

目次

第1章 エグゼクティブサマリー

第2章 市場概要

第3章 調査手法

第4章 市場力学

  • 促進要因
    • ビデオゲームの人気の高まり
    • Eスポーツへの意識の高まり
    • スマートフォンの普及率の向上
  • 抑制要因
    • Eスポーツベッティングの脅威
    • 適切な競合の欠如
    • 収益化に関する問題
  • 機会
    • 高額賞金付き大会の増加
    • Eスポーツを職業として確立する動き
  • 課題
    • 健康に関する問題
    • 標準化の欠如
  • 動向
    • ARとVR技術の活用
    • ブロックチェーンの応用
  • COVID-19の影響分析

第5章 市場要因分析

  • バリューチェーン分析
  • ポーターのファイブフォースモデル
  • 最もプレーされたゲームの分析
  • 賞金配分分析

第6章 世界のEスポーツ市場:収益源別

  • スポンサーシップ
  • メディア権利
  • グッズとチケット
  • パブリッシャーからの使用料・ライセンス料
  • デジタルプラットフォーム
  • ストリーミング収益

第7章 世界のEスポーツ市場:ジャンル別

  • プレイヤー対プレイヤー (PvP)
  • ファーストパーソンシューティング (FPS/一人称視点シューティング)
  • スポーツゲーム
  • リアルタイムストラテジー (RTS)
  • マルチプレイヤーオンラインバトルアリーナ (MOBA)
  • 格闘ゲーム

第8章 世界のEスポーツ市場:地域別

  • 概要

第9章 北米のEスポーツ市場

  • 北米
    • 米国
    • カナダ
    • メキシコ

第10章 欧州のEスポーツ市場

  • 欧州
    • 英国
    • ドイツ
    • フランス
    • イタリア
    • その他

第11章 アジア太平洋地域のEスポーツ市場

  • アジア太平洋
    • 中国
    • 日本
    • インド
    • その他

第12章 世界のその他の地域のEスポーツ市場

  • 世界のその他の地域
    • 中東・アフリカ
    • 中南米

第13章 競合情勢

  • 概要
  • 競合ベンチマーキング
  • ベンダーシェア分析
  • 最近の動向

第14章 企業プロファイル

  • GAMELOFT
  • ACTIVISION BLIZZARD, INC.
  • NINTENDO
  • ELECTRONIC ARTS INC.
  • TENCENT HOLDINGS LTD
  • EPIC GAMES
  • CAPCOM CO. LTD
  • KABAM
  • MODERN TIMES GROUP
  • VALVE CORPORATION
  • CJ CORPORATION
  • GFNITY
  • TAKE-TWO INTERACTIVE
  • HUYA INC.
  • NAZARA TECHNOLOGIES
図表

LIST OF TABLES

  • TABLE 1 MARKET SYNOPSIS
  • TABLE 2 GLOBAL E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 3 GLOBAL E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 4 GLOBAL E-SPORTS MARKET, BY REGION, 2019-2032 (USD MILLION)
  • TABLE 5 NORTH AMERICA E-SPORTS MARKET, BY COUNTRY, 2019-2032 (USD MILLION)
  • TABLE 6 NORTH AMERICA E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 7 NORTH AMERICA E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 8 US E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 9 US E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 10 CANADA E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 11 CANADA E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 12 MEXICO E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 13 MEXICO E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 14 EUROPE E-SPORTS MARKET, BY COUNTRY, 2019-2032 (USD MILLION)
  • TABLE 15 EUROPE E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 16 EUROPE E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 17 UK E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 18 UK E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 19 GERMANY E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 20 GERMANY E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 21 FRANCE E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 22 FRANCE E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 23 ITALY E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 24 ITALY E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 25 REST OF EUROPE E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 26 REST OF EUROPE E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 27 ASIA-PACIFIC E-SPORTS MARKET, BY COUNTRY, 2019-2032 (USD MILLION)
  • TABLE 28 ASIA-PACIFIC E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 29 ASIA-PACIFIC E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 30 CHINA E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 31 CHINA E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 32 JAPAN E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 33 JAPAN E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 34 INDIA E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 35 INDIA E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 36 REST OF ASIA PACIFIC E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 37 REST OF ASIA PACIFIC E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 38 REST OF THE WORLD E-SPORTS MARKET, BY COUNTRY, 2019-2032 (USD MILLION)
  • TABLE 39 REST OF THE WORLD E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 40 REST OF THE WORLD E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 41 MIDDLE EAST & AFRICA E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 42 MIDDLE EAST & AFRICA E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 43 CENTRAL & SOUTH AMERICA E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 44 CENTRAL & SOUTH AMERICA E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 45 PRODUCT DEVELOPMENT
  • TABLE 46 PARTNERSHIP/ ACQUISITION
  • TABLE 47 GAMELOFT: PRODUCTS OFFERED
  • TABLE 48 ACTIVISION BLIZZARD, INC.: PRODUCTS OFFERED
  • TABLE 49 ACTIVISION BLIZZARD, INC.: KEY DEVELOPMENTS
  • TABLE 50 NINTENDO: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 51 ELECTRONIC ARTS INC.: PRODUCTS OFFERED
  • TABLE 52 ELECTRONIC ARTS INC.: KEY DEVELOPMENTS
  • TABLE 53 TENCENT HOLDINGS LTD.: PRODUCTS OFFERED
  • TABLE 54 TENCENT HOLDINGS LTD: KEY DEVELOPMENTS
  • TABLE 55 EPIC GAMES: PRODUCTS OFFERED
  • TABLE 56 EPIC GAMES.: KEY DEVELOPMENTS
  • TABLE 57 CAPCOM CO. LTD: PRODUCTS OFFERED
  • TABLE 58 KABAM: PRODUCTS OFFERED
  • TABLE 59 MODERN TIMES GROUP: PRODUCTS OFFERED
  • TABLE 60 MODERN TIMES GROUP.: KEY DEVELOPMENTS
  • TABLE 61 VALVE CORPORATION: PRODUCTS OFFERED
  • TABLE 62 CJ CORPORATION: PRODUCTS OFFERED
  • TABLE 63 GFNITY: PRODUCTS OFFERED
  • TABLE 64 TAKE-TWO INTERACTIVE: PRODUCTS OFFERED
  • TABLE 65 TAKE-TWO INTERACTIVE.: KEY DEVELOPMENTS
  • TABLE 66 HUYA INC: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 67 HUYA INC: KEY DEVELOPMENTS
  • TABLE 68 NAZARA TECHNOLOGIES: PRODUCTS OFFERED
  • TABLE 69 NAZARA TECHNOLOGIES.: KEY DEVELOPMENTS

LIST OF FIGURES

  • FIGURE 1 GLOBAL E-SPORTSMARKET: STRUCTURE
  • FIGURE 2 BOTTOM-UP AND TOP-DOWN APPROACHES
  • FIGURE 3 MARKET DYNAMIC ANALYSIS OF THE GLOBAL E-SPORTS MARKET
  • FIGURE 4 DRIVER IMPACT ANALYSIS
  • FIGURE 5 RESTRAINT IMPACT ANALYSIS
  • FIGURE 6 VALUE CHAIN ANALYSIS
  • FIGURE 7 PORTER'S FIVE FORCES MODEL: E-SPORTS MARKET
  • FIGURE 8 MOST PLAYED GAMES: E-SPORTS MARKET
  • FIGURE 9 TOTAL PRIZE MONEY DISTRIBUTION: E-SPORTS MARKET
  • FIGURE 10 GLOBAL E-SPORTS MARKET, BY REVENUE STREAM, 2022 (% SHARE)
  • FIGURE 11 GLOBAL E-SPORTS MARKET, BY REVENUE STREAM, 2022 VS 2032 (USD MILLION)
  • FIGURE 12 GLOBAL E-SPORTS MARKET, BY GENRES, 2022 (% SHARE)
  • FIGURE 13 GLOBAL E-SPORTS MARKET, BY GENRES, 2022 VS 2032 (USD MILLION)
  • FIGURE 14 GLOBAL E-SPORTS MARKET, BY REGION, 2022 (% SHARE)
  • FIGURE 15 GLOBAL E-SPORTS MARKET, BY REGION, 2022 VS 2032 (USD MILLION)
  • FIGURE 16 NORTH AMERICA E-SPORTS MARKET, BY COUNTRY, 2022 (% SHARE)
  • FIGURE 17 NORTH AMERICA E-SPORTS MARKET, BY COUNTRY, 2022 VS 2032 (USD MILLION)
  • FIGURE 18 EUROPE E-SPORTS MARKET, BY COUNTRY, 2022 (% SHARE)
  • FIGURE 19 EUROPE E-SPORTS MARKET, BY COUNTRY, 2022 VS 2032 (USD MILLION)
  • FIGURE 20 ASIA-PACIFIC E-SPORTS MARKET, BY COUNTRY, 2022 (% SHARE)
  • FIGURE 21 ASIA-PACIFIC E-SPORTS MARKET, BY COUNTRY, 2022 VS 2032 (USD MILLION)
  • FIGURE 22 REST OF THE WORLD E-SPORTS MARKET, BY COUNTRY, 2022 (% SHARE)
  • FIGURE 23 REST OF THE WORLD E-SPORTS MARKET, BY COUNTRY, 2022 VS 2032 (USD MILLION)
  • FIGURE 24 GLOBAL ESPORTS MARKET: COMPETITIVE BENCHMARKING
  • FIGURE 25 VENDOR SHARE ANALYSIS (2022, %)
  • FIGURE 26 GAMELOFT.: SWOT ANALYSIS
  • FIGURE 27 ACTIVISION BLIZZARD, INC.: FINANCIAL OVERVIEW SNAPSHOT
  • FIGURE 28 ACTIVISION BLIZZARD, INC.: SWOT ANALYSIS
  • FIGURE 29 NINTENDO: FINANCIAL OVERVIEW SNAPSHOT
  • FIGURE 30 NINTENDO: SWOT ANALYSIS
  • FIGURE 31 ELECTRONIC ARTS INC.: FINANCIAL OVERVIEW SNAPSHOT
  • FIGURE 32 ELECTRONIC ARTS INC.: SWOT ANALYSIS
  • FIGURE 33 TENCENT HOLDINGS LTD.: FINANCIAL OVERVIEW SNAPSHOT
  • FIGURE 34 TENCENT HOLDINGS LTD.: SWOT ANALYSIS
  • FIGURE 35 EPIC GAMES: SWOT ANALYSIS
  • FIGURE 36 CAPCOM CO LTD.: FINANCIAL OVERVIEW SNAPSHOT
  • FIGURE 37 CAPCOM CO. LTD: SWOT ANALYSIS
  • FIGURE 38 KABAM.: SWOT ANALYSIS
  • FIGURE 39 MODERN TIMES GROUP.: FINANCIAL OVERVIEW SNAPSHOT
  • FIGURE 40 MODERN TIMES GROUP: SWOT ANALYSIS
  • FIGURE 41 VALVE CORPORATION: SWOT ANALYSIS
  • FIGURE 42 CJ CORPORATION: SWOT ANALYSIS
  • FIGURE 43 GFNITY: SWOT ANALYSIS
  • FIGURE 44 TAKE-TWO INTERACTIVE: SWOT ANALYSIS
  • FIGURE 45 HUYA INC: FINANCIAL OVERVIEW SNAPSHOT
  • FIGURE 46 HUYA INC: SWOT ANALYSIS
  • FIGURE 47 NAZARA TECHNOLOGIES: SWOT ANALYSIS
目次
Product Code: MRFR/ICT/9757-CR

Global E-Sports Market Research Report Information by Genres [Player Vs Player (PVP), First Person Shooter, Sports Games, Real-Time Strategy, Multiplayer Online Battle Arena, Fighting], by Revenue Stream (Sponsorships, Media Rights, Merchandise and Tickets, Publisher Fees, Digital Platform, Streaming), and by Region (North America, Europe, Asia-Pacific, Rest of the World) Forecast till 2032

Industry Overview

The global E-Sports market generated a valuation of USD 1,135.3 million in 2022 and is projected to achieve USD 7,191.6 million in 2032 at a CAGR of 20.9% through 2032. In online gaming competitions known as esports, or electronic sports, professional and amateur players compete individually or in teams through leagues, frequently with cash prizes up for grabs.

The global E-Sports market is growing fast, and the reason behind this is the existence of video games, which are popular on mobile phones, PCs, and consoles. Online games and streaming platforms like Twitch and YouTube make gaming more fun for the audience or gamers. Big events, famous players, and sponsors attract more fans.

The global E-Sports market brings chances for players to earn big rewards and for others to build careers in roles like coaching or content creation. But the global market faces problems like gambling risks, unfair matches, a lack of equal competition across regions, and too much dependence on sponsors. There are also some challenges while earning steady money and not enough support for different game types.

Industry Segmentations

Depending on genres, the global market is classified into player vs player, first-person shooter, sports games, real-time strategy, multiplayer online battle arena, and fighting.

The global E-Sports market is segmented based on the revenue stream, comprising sponsorships, media rights, merchandise and tickets, publisher fees, digital platforms, and streaming.

Regional Analysis

North America is a strong region for E-Sports with many games, teams, and events. Watching E-Sports tournaments online has become a favorite pastime for many, and the industry continues to grow with the launch of new games and improvements in technology.

In Europe, the rise of E-Sports is evident as more young people with internet access take an interest in competitive gaming. Major tournaments and homegrown teams from the region have gained international recognition. Investors are also putting money into this market to help it grow more.

Asia-Pacific is leading the E-Sports world, with countries like China and South Korea at the top. Gaming enjoys massive popularity in Asia, where millions actively participate as both players and viewers. The presence of major gaming companies further strengthens the region's position in the market.

The Middle East and Africa are also making their mark in E-Sports. Nations like Saudi Arabia are investing in stadiums and large-scale gaming events to establish themselves as serious players in the global E-Sports industry.

Key Players

Major players in the global E-Sports market are Gameloft, Valve Corporation, CJ Corporation, Activision Blizzard, Tencent Holdings Limited, EPIC Games, Capcom Co. Ltd, Nintendo, E Arts, Kabam, Modern Times Group, GFNITY, Take-Two Interactive, Huya, and Nazara Technologies.

TABLE OF CONTENTS

1 EXECUTIVE SUMMARY

2 MARKET INTRODUCTION

  • 2.1 DEFINITION
  • 2.2 SCOPE OF THE STUDY
  • 2.3 RESEARCH OBJECTIVE
  • 2.4 MARKET STRUCTURE

3 RESEARCH METHODOLOGY

4 MARKET DYNAMICS

  • 4.1 INTRODUCTION
  • 4.2 DRIVERS
    • 4.2.1 INCREASING POPULARITY OF VIDEO GAMES
    • 4.2.2 GROWING AWARENESS ABOUT E-SPORTS
    • 4.2.3 INCREASING PENETRATION OF SMARTPHONES
  • 4.3 RESTRAINTS
    • 4.3.1 THREAT FROM E-SPORTS GAMBLING BETTING
    • 4.3.2 LACK OF PROPER COMPETITION
    • 4.3.3 ISSUE WITH RESPECT TO MONETIZATION
  • 4.4 OPPORTUNITY
    • 4.4.1 INCREASE NUMBER OF EVENTS WITH LARGE POOL PRIZE
    • 4.4.2 MAKING E-SPORTS AS A CAREER
  • 4.5 CHALLANGE
    • 4.5.1 ISSUE RELATED TO HEALTH
    • 4.5.2 LACK OF STANDARDIZATION
  • 4.6 TRENDS
    • 4.6.1 USE OF AR & VR TECHNOLOGY
    • 4.6.2 APPLICATION OF BLOCKCHAIN
  • 4.7 COVID 19 IMPACT ANALYSIS
    • 4.7.1 IMPACT ON IT INFRSTRUCTURE
    • 4.7.2 IMPACT ON GAMING INDUSTRY
    • 4.7.3 IMPACT ON VIWERSHIP

5 MARKET FACTOR ANALYSIS

  • 5.1 VALUE CHAIN ANALYSIS
    • 5.1.1 DEVELOPERS
    • 5.1.2 PLATFORM
    • 5.1.3 END USER
  • 5.2 PORTER'S FIVE FORCES MODEL
    • 5.2.1 BARGAINING POWER OF SUPPLIERS
    • 5.2.2 BARGAINING POWER OF BUYERS
    • 5.2.3 THREAT OF NEW ENTRANTS
    • 5.2.4 THREAT OF SUBSTITUTES
    • 5.2.5 INTENSITY OF RIVALRY
  • 5.3 MOST PLAYED GAMES ANALYSIS
  • 5.4 PRIZE MONEY DISTRIBUTION ANALYSIS

6 GLOBAL E-SPORTS MARKET, BY REVENUE STREAM

  • 6.1 INTRODUCTION
    • 6.1.1 GLOBAL E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
  • 6.2 SPONSORSHIP
  • 6.3 MEDIA RIGHTS
  • 6.4 MERCHANDISE AND TICKETS
  • 6.5 PUBLISHER FEES
  • 6.6 DIGITAL PLATFORMS
  • 6.7 STREAMING

7 GLOBAL E-SPORTS MARKET, BY GENRES

  • 7.1 INTRODUCTION
    • 7.1.1 GLOBAL E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
  • 7.2 PLAYER VS PLAYER (PVP)
  • 7.3 FIRST PERSON SHOOTER
  • 7.4 SPORTS GAMES
  • 7.5 REAL-TIME STRATEGY
  • 7.6 MULTIPLAYER ONLINE BATTLE ARENA
  • 7.7 FIGHTING

8 GLOBAL E-SPORTS MARKET, BY REGION

  • 8.1 OVERVIEW
    • 8.1.1 GLOBAL E-SPORTS MARKET, BY REGION, 2022 VS 2032 (USD MILLION)
    • 8.1.2 GLOBAL E-SPORTS MARKET, BY REGION, 2019-2032 (USD MILLION)

9 NORTH AMERICA E-SPORTS MARKET

  • 9.1 NORTH AMERICA
    • 9.1.1 NORTH AMERICA: E-SPORTS MARKET, BY COUNTRY, 2019-2032 (USD MILLION)
    • 9.1.2 NORTH AMERICA E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 9.1.3 NORTH AMERICA E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
    • 9.1.4 US
    • 9.1.5 US E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 9.1.6 US E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
    • 9.1.7 CANADA
    • 9.1.8 CANADA E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 9.1.9 CANADA E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
    • 9.1.10 MEXICO
    • 9.1.11 MEXICO E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 9.1.12 MEXICO E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)

10 EUROPE E-SPORTS MARKET

  • 10.1 EUROPE
    • 10.1.1 EUROPE: E-SPORTS MARKET, BY COUNTRY, 2019-2032 (USD MILLION)
    • 10.1.2 EUROPE E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 10.1.3 EUROPE E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
    • 10.1.4 UK
    • 10.1.5 UK E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 10.1.6 UK E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
    • 10.1.7 GERMANY
    • 10.1.8 GERMANY E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 10.1.9 GERMANY E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
    • 10.1.10 FRANCE
    • 10.1.11 FRANCE E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 10.1.12 FRANCE E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
    • 10.1.13 ITALY
    • 10.1.14 ITALY E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 10.1.15 ITALY E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
    • 10.1.16 REST OF EUROPE
    • 10.1.17 REST OF EUROPE E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 10.1.18 REST OF EUROPE E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)

11 ASIA PACIFIC E-SPORTS MARKET

  • 11.1 ASIA-PACIFIC
    • 11.1.1 ASIA-PACIFIC: E-SPORTS MARKET, BY COUNTRY, 2019-2032 (USD MILLION)
    • 11.1.2 ASIA-PACIFIC E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 11.1.3 ASIA-PACIFIC E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
    • 11.1.4 CHINA
    • 11.1.5 CHINA E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 11.1.6 CHINA E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
    • 11.1.7 JAPAN
    • 11.1.8 JAPAN E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 11.1.9 JAPAN E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
    • 11.1.10 INDIA
    • 11.1.11 INDIA E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 11.1.12 INDIA E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
    • 11.1.13 REST OF ASIA PACIFIC
    • 11.1.14 REST OF ASIA PACIFIC E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 11.1.15 REST OF ASIA PACIFIC E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)

12 REST OF THE WORLD E-SPORTS MARKET

  • 12.1 REST OF THE WORLD
    • 12.1.1 REST OF THE WORLD: E-SPORTS MARKET, BY COUNTRY, 2019-2032 (USD MILLION)
    • 12.1.2 REST OF THE WORLD E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 12.1.3 REST OF THE WORLD E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
    • 12.1.4 MIDDLE EAST & AFRICA
    • 12.1.5 MIDDLE EAST & AFRICA E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 12.1.6 MIDDLE EAST & AFRICA E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
    • 12.1.7 CENTRAL & SOUTH AMERICA
    • 12.1.8 CENTRAL & SOUTH AMERICA E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 12.1.9 CENTRAL & SOUTH AMERICA E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION) . 75

13 COMPETITIVE LANDSCAPE

  • 13.1 OVERVIEW
  • 13.2 COMPETITIVE BENCHMARKING
  • 13.3 VENDOR SHARE ANALYSIS
  • 13.4 RECENT DEVELOPMENTS
    • 1.1.1 PRODUCT DEVELOPMENT

14 COMPANY PROFILE

  • 14.1 GAMELOFT
    • 14.1.1 COMPANY OVERVIEW
    • 14.1.2 FINANCIAL OVERVIEW
    • 14.1.3 PRODUCTS OFFERED
    • 14.1.4 KEY DEVELOPMENTS
    • 14.1.5 SWOT ANALYSIS
    • 14.1.6 KEY STRATEGIES
  • 14.2 ACTIVISION BLIZZARD, INC.
    • 14.2.1 COMPANY OVERVIEW
    • 14.2.2 FINANCIAL OVERVIEW
    • 14.2.3 PRODUCTS OFFERED
    • 14.2.4 KEY DEVELOPMENTS
    • 14.2.5 SWOT ANALYSIS
    • 14.2.6 KEY STRATEGIES
  • 14.3 NINTENDO
    • 14.3.1 COMPANY OVERVIEW
    • 14.3.2 FINANCIAL OVERVIEW
    • 14.3.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • 14.3.4 KEY DEVELOPMENTS
    • 14.3.5 SWOT ANALYSIS
    • 14.3.6 KEY STRATEGIES
  • 14.4 ELECTRONIC ARTS INC.
    • 14.4.1 COMPANY OVERVIEW
    • 14.4.2 FINANCIAL OVERVIEW
    • 14.4.3 PRODUCTS OFFERED
    • 14.4.4 KEY DEVELOPMENTS
    • 14.4.5 SWOT ANALYSIS
    • 14.4.6 KEY STRATEGIES
  • 14.5 TENCENT HOLDINGS LTD
    • 14.5.1 COMPANY OVERVIEW
    • 14.5.2 FINANCIAL OVERVIEW
    • 14.5.3 PRODUCTS OFFERED
    • 14.5.4 KEY DEVELOPMENTS
    • 14.5.5 SWOT ANALYSIS
    • 14.5.6 KEY STRATEGIES
  • 14.6 EPIC GAMES
    • 14.6.1 COMPANY OVERVIEW
    • 14.6.2 FINANCIAL OVERVIEW
    • 14.6.3 PRODUCTS OFFERED
    • 14.6.4 KEY DEVELOPMENTS
    • 14.6.5 SWOT ANALYSIS
    • 14.6.6 KEY STRATEGIES
  • 14.7 CAPCOM CO. LTD
    • 14.7.1 COMPANY OVERVIEW
    • 14.7.2 FINANCIAL OVERVIEW
    • 14.7.3 PRODUCTS OFFERED
    • 14.7.4 KEY DEVELOPMENTS
    • 14.7.5 SWOT ANALYSIS
    • 14.7.6 KEY STRATEGIES
  • 14.8 KABAM
    • 14.8.1 COMPANY OVERVIEW
    • 14.8.2 FINANCIAL OVERVIEW
    • 14.8.3 PRODUCTS OFFERED
    • 14.8.4 KEY DEVELOPMENTS
    • 14.8.5 SWOT ANALYSIS
    • 14.8.6 KEY STRATEGIES
  • 14.9 MODERN TIMES GROUP
    • 14.9.1 COMPANY OVERVIEW
    • 14.9.2 FINANCIAL OVERVIEW
    • 14.9.3 PRODUCTS OFFERED
    • 14.9.4 KEY DEVELOPMENTS
    • 14.9.5 SWOT ANALYSIS
    • 14.9.6 KEY STRATEGIES
  • 14.10 VALVE CORPORATION
    • 14.10.1 COMPANY OVERVIEW
    • 14.10.2 FINANCIAL OVERVIEW
    • 14.10.3 PRODUCTS OFFERED
    • 14.10.4 KEY DEVELOPMENTS
    • 14.10.5 SWOT ANALYSIS
    • 14.10.6 KEY STRATEGIES
  • 14.11 CJ CORPORATION
    • 14.11.1 COMPANY OVERVIEW
    • 14.11.2 FINANCIAL OVERVIEW
    • 14.11.3 PRODUCTS OFFERED
    • 14.11.4 KEY DEVELOPMENTS
    • 14.11.5 SWOT ANALYSIS
    • 14.11.6 KEY STRATEGIES
  • 14.12 GFNITY
    • 14.12.1 COMPANY OVERVIEW
    • 14.12.2 FINANCIAL OVERVIEW
    • 14.12.3 PRODUCTS OFFERED
    • 14.12.4 KEY DEVELOPMENTS
    • 14.12.5 SWOT ANALYSIS
    • 14.12.6 KEY STRATEGIES
  • 14.13 TAKE-TWO INTERACTIVE
    • 14.13.1 COMPANY OVERVIEW
    • 14.13.2 FINANCIAL OVERVIEW
    • 14.13.3 PRODUCTS OFFERED
    • 14.13.4 KEY DEVELOPMENTS
    • 14.13.5 SWOT ANALYSIS
    • 14.13.6 KEY STRATEGIES
  • 14.14 HUYA INC.
    • 14.14.1 COMPANY OVERVIEW
    • 14.14.2 FINANCIAL OVERVIEW
    • 14.14.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • 14.14.4 KEY DEVELOPMENTS
    • 14.14.5 SWOT ANALYSIS
    • 14.14.6 KEY STRATEGIES
  • 14.15 NAZARA TECHNOLOGIES
    • 14.15.1 COMPANY OVERVIEW
    • 14.15.2 FINANCIAL OVERVIEW
    • 14.15.3 PRODUCTS OFFERED
    • 14.15.4 KEY DEVELOPMENTS
    • 14.15.5 SWOT ANALYSIS
    • 14.15.6 KEY STRATEGIES