市場調査レポート
商品コード
1296923

eスポーツの世界市場2023-2030

Global Esports Market 2023-2030

出版日: | 発行: Orion Market Research | ページ情報: 英文 105 Pages | 納期: 2~3営業日

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価格
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本日の銀行送金レート: 1USD=156.76円
eスポーツの世界市場2023-2030
出版日: 2023年05月28日
発行: Orion Market Research
ページ情報: 英文 105 Pages
納期: 2~3営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

eスポーツの世界市場は、予測期間中にCAGR 18.6%で成長すると予測されています。市場の成長を促進する重要な要因には、ゲームのライブストリーミングの増加、視聴者数の増加、エンゲージメント活動、リーグトーナメントのインフラなどがあります。インフルエンサー、ゲーマー、イベント主催者、ゲーム開発者にとって、業界のプロ化が進むことで生まれる収益機会は、市場に利益をもたらしています。ミレニアル世代は、ゲームトーナメントの人気の増加、1対1のスポンサーシップ、ストリーミング収入、印象的な国際的な賞金プールのおかげで、eスポーツをプロのキャリアの選択肢と考えています。さらに、大学や専門学校は、熟練した専門家を育成するために、専用のeスポーツプログラムを提供し始めています。例えば、オハイオ州立大学、マサチューセッツ州のベッカー・カレッジ、バージニア州のシェナンドー大学は、eスポーツの学位コースを提供しています。また、プレーヤーに奨学金を提供する機関もあり、市場成長をさらに後押しします。例えば、nea.orgによると、2021年に米国の大学はeスポーツの奨学金を1,600万米ドル以上授与しています。eスポーツ企業は、収益を増やし消費者層を拡大するために、革新的な新しいeスポーツプラットフォームに投資しています。例えば、2022年6月、ライブストリーミングプラットフォームのLoCo.は、eスポーツのための初の非代替性トークンのプラットフォームであるLoco Legendsを立ち上げました。

セグメント別の展望

メディアライツのサブセグメントが世界のeスポーツ市場で圧倒的なシェアを占めると予想されます。

メディアライツは、eスポーツコンテンツをチャンネルで放送する権利を得るために、チーム、リーグ、イベント主催者に支払われるすべての収入で構成されます。メディア・ライツは、様々なストリーミング・プラットフォームで定期的に開催される数多くの個人リーグ、チャンピオンシップ、イベントにより、かなりの収益を生み出すと予想されています。Twitch Interactive, Inc.は、主要なトーナメントを観戦するファンに採用されているライブストリーミングの優れたプラットフォームを持っています。GamesIndustry.bizによると、Twitchは2021年にストリーマー視聴に240億時間を費やし、視聴者数は2020年に比べて45.0%増加しました。さらに、2022年3月、Rooter Sports Technologies Private Limitedは、Sky Esportsの全Ipsのメディア権を1年間取得しました。Sky Esportsは南アジアを代表するeスポーツ大会主催者であり、自社所有のIPSを持っています。今回のメディア権取得により、Rooter Sportsはインドで大会を英語など複数の言語でストリーミング配信できるようになります。

インドでは、英語、ヒンディー語、ベンガル語、カンナダ語、タミル語、マラヤーラム語、テルグ語などの複数の言語で配信できるようになります。これらの合併および買収活動は、予測期間におけるメディア権利部門の成長を促進すると予想されます。

地域別展望

アジア太平洋地域が世界のeスポーツ市場で大きなシェアを占めると予測される

アジア太平洋地域では、若者の間でeスポーツの人気が高まっていることから、中国がeスポーツ市場で大きなシェアを占めると予想されます。さらに、大手企業が新しいゲームを開発することで、市場の成長がさらに促進されます。例えば、中国に本社を置くeスポーツ業界の重要なプレーヤーであるTencent Holdings Limitedは、Honor of Kingsのようなゲームを開発することで、中国におけるeスポーツの増加に影響力のある役割を果たしています。

韓国も予測期間中に大きな市場シェアを占めると予想されています。同国はeスポーツでよく知られており、コーチ、ゲーミングハウス、アナリストなどを含む標準的なインフラをゲーマーに提供しています。例えば、2022年4月、Korean eスポーツ Association(KeSPA)はSK Telecomと3年間のスポンサー契約を結びました。この契約により、SKテレコムはKeSPAの公式スポンサーとなり、アジア競技大会に向けた韓国eスポーツチームを育成することになっています。市場におけるこのような取り組みや開拓は、予測期間中のさらなる成長を促進すると予想されます。

目次

第1章 レポート概要

  • 業界の現状分析と成長ポテンシャルの展望
  • 調査方法とツール
  • 市場内訳
    • セグメント別
    • 地域別

第2章 市場概要と洞察

  • 調査範囲
  • アナリストの洞察と現在の市場動向
    • 主な調査結果
    • 推奨事項
    • 結論

第3章 競合情勢

  • 主要企業分析
  • Activision Blizzard, Inc.
    • 概要
    • 財務分析
    • SWOT分析
    • 最近の動向
  • Epic Games, Inc.
    • 会社概要
    • 財務分析
    • SWOT分析
    • 最近の動向
  • Gfinity PLC.
    • 概要
    • 財務分析
    • SWOT分析
    • 最近の動向
  • Modern Times Group
    • 概要
    • 財務分析
    • SWOT分析
    • 最近の動向
  • 主要戦略分析

第4章 市場セグメンテーション

  • 世界の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
  • eスポーツの世界市場:プラットフォーム別
    • PCベースのeスポーツ
    • コンソールベースのeスポーツ
    • モバイルとタブレット
  • eスポーツの世界市場:収益モデル別
    • メディア権
    • 広告
    • スポンサーシップ
    • ゲームパブリッシャーフィー
    • グッズとチケット
  • 世界のeスポーツ市場:ゲームジャンル別
    • マルチプレイヤーオンラインバトルアリーナ(MOBA)
    • 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)
    • リアルタイムストラテジー(RTS)

第5章 地域別分析

  • 北米
    • 米国
    • カナダ
  • 欧州
    • 英国
    • ドイツ
    • イタリア
    • スペイン
    • フランス
    • その他欧州
  • アジア太平洋
    • 中国
    • インド
    • 日本
    • 韓国
    • その他アジア太平洋地域
  • 世界のその他の地域

第6章 企業プロファイル

  • Alphabet Inc
  • DLive Entertainment Pte. Ltd.
  • Electronic Arts Inc.
  • HTC Corp.
  • Intel Corp.
  • Meta Platforms Inc.
  • Microsoft Corp.
  • Nintendo Co. Ltd.
  • NVIDIA Corp.
  • Riot Games, Inc.
  • Sony Group Corp.
  • Tencent Holdings Ltd.
  • Twitch Interactive, Inc.
  • Valve Corp.
  • X1 Esports and Entertainment Ltd.
図表

LIST OF TABLES

  • 1. GLOBAL ESPORTS MARKET RESEARCH AND ANALYSIS BY STREAMING TYPE, 2022-2030($ MILLION)
  • 2. GLOBAL LIVE ESPORTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 3. GLOBAL ON-DEMAND ESPORTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 4. GLOBAL ESPORTS MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2022-2030($ MILLION)
  • 5. GLOBAL PC-BASED ESPORTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 6. GLOBAL CONSOLES-BASED ESPORTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 7. GLOBAL MOBILE AND TABLETS ESPORTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 8. GLOBAL ESPORTS MARKET RESEARCH AND ANALYSIS BY REVENUE MODEL, 2022-2030($ MILLION)
  • 9. GLOBAL ESPORTS BY MEDIA RIGHTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 10. GLOBAL ESPORTS BY ADVERTISEMENT MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 11. GLOBAL ESPORTS BY SPONSORSHIP MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 12. GLOBAL ESPORTS BY GAME PUBLISHER FEES MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 13. GLOBAL ESPORTS BY MERCHANDISE AND TICKETS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 14. GLOBAL ESPORTS MARKET RESEARCH AND ANALYSIS BY GAMING GENRE, 2022-2030($ MILLION)
  • 15. GLOBAL MULTIPLAYER ONLINE BATTLE ARENA (MOBA) ESPORTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 16. GLOBAL PLAYER VS PLAYER (PVP) ESPORTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 17. GLOBAL FIRST PERSON SHOOTERS (FPS) ESPORTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 18. GLOBAL REAL TIME STRATEGY (RTS) ESPORTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 19. GLOBAL ESPORTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 20. NORTH AMERICAN ESPORTS MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030($ MILLION)
  • 21. NORTH AMERICAN ESPORTS MARKET RESEARCH AND ANALYSIS BY STREAMING TYPE, 2022-2030($ MILLION)
  • 22. NORTH AMERICAN ESPORTS MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2022-2030($ MILLION)
  • 23. NORTH AMERICAN ESPORTS MARKET RESEARCH AND ANALYSIS BY REVENUE MODEL, 2022-2030($ MILLION)
  • 24. NORTH AMERICAN ESPORTS MARKET RESEARCH AND ANALYSIS BY GAMING GENRE, 2022-2030($ MILLION)
  • 25. EUROPEAN ESPORTS MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030($ MILLION)
  • 26. EUROPEAN ESPORTS MARKET RESEARCH AND ANALYSIS BY STREAMING TYPE, 2022-2030($ MILLION)
  • 27. EUROPEAN ESPORTS MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2022-2030($ MILLION)
  • 28. EUROPEAN ESPORTS MARKET RESEARCH AND ANALYSIS BY REVENUE MODEL, 2022-2030($ MILLION)
  • 29. EUROPEAN ESPORTS MARKET RESEARCH AND ANALYSIS BY GAMING GENRE, 2022-2030($ MILLION)
  • 30. ASIA-PACIFIC ESPORTS MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030($ MILLION)
  • 31. ASIA-PACIFIC ESPORTS MARKET RESEARCH AND ANALYSIS BY STREAMING TYPE, 2022-2030($ MILLION)
  • 32. ASIA-PACIFIC ESPORTS MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2022-2030($ MILLION)
  • 33. ASIA-PACIFIC ESPORTS MARKET RESEARCH AND ANALYSIS BY REVENUE MODEL, 2022-2030($ MILLION)
  • 34. ASIA-PACIFIC ESPORTS MARKET RESEARCH AND ANALYSIS BY GAMING GENRE, 2022-2030($ MILLION)
  • 35. REST OF THE WORLD ESPORTS MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030($ MILLION)
  • 36. REST OF THE WORLD ESPORTS MARKET RESEARCH AND ANALYSIS BY STREAMING TYPE, 2022-2030($ MILLION)
  • 37. REST OF THE WORLD ESPORTS MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2022-2030($ MILLION)
  • 38. REST OF THE WORLD ESPORTS MARKET RESEARCH AND ANALYSIS BY REVENUE MODEL, 2022-2030($ MILLION)
  • 39. REST OF THE WORLD ESPORTS MARKET RESEARCH AND ANALYSIS BY GAMING GENRE, 2022-2030($ MILLION)

LIST OF FIGURES

  • 1. GLOBAL ESPORTS MARKET SHARE BY STREAMING TYPE, 2022 VS 2030(%)
  • 2. GLOBAL LIVE ESPORTS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 3. GLOBAL ON-DEMAND ESPORTS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 4. GLOBAL ESPORTS MARKET SHARE BY PLATFORM, 2022 VS 2030(%)
  • 5. GLOBAL PC-BASED ESPORTS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 6. GLOBAL CONSOLES-BASED ESPORTS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 7. GLOBAL MOBILE AND TABLETS ESPORTS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 8. GLOBAL ESPORTS MARKET SHARE BY REVENUE MODEL, 2022 VS 2030(%)
  • 9. GLOBAL ESPORTS BY MEDIA RIGHTS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 10. GLOBAL ESPORTS MARKET BY ADVERTISEMENT MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 11. GLOBAL ESPORTS BY SPONSORSHIP MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 12. GLOBAL ESPORTS BY GAME PUBLISHER FEES MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 13. GLOBAL ESPORTS BY MERCHANDISE AND TICKETS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 14. GLOBAL ESPORTS MARKET SHARE BY GAMING GENRE, 2022 VS 2030(%)
  • 15. GLOBAL MULTIPLAYER ONLINE BATTLE ARENA (MOBA) ESPORTS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 16. GLOBAL PLAYER VS PLAYER (PVP) ESPORTS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 17. GLOBAL FIRST PERSON SHOOTERS (FPS) ESPORTS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 18. GLOBAL REAL TIME STRATEGY (RTS) ESPORTS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 19. GLOBAL ESPORTS MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 20. US ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 21. CANADA ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 22. UK ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 23. FRANCE ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 24. GERMANY ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 25. ITALY ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 26. SPAIN ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 27. REST OF EUROPE ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 28. INDIA ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 29. CHINA ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 30. JAPAN ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 31. SOUTH KOREA ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 32. REST OF ASIA-PACIFIC ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 33. REST OF THE WORLD ESPORTS MARKET SIZE, 2022-2030($ MILLION)
目次
Product Code: OMR2027394

Title:Global Esports Market Size, Share & Trends Analysis Report by Streaming Type (Live, and On-demand), by Platform (PC-based esports, Consoles-based esports, and Mobile and Tablets), by Revenue Model (Media Rights, Advertisement, Sponsorship, Game Publisher Fees, and Merchandise and Tickets), and by Gaming Genre (Multiplayer Online Battle Arena (MOBA), Player vs Player (PvP), First Person Shooters (FPS), and Real Time Strategy (RTS)) Forecast Period (2023-2030).

The global esports market is anticipated to grow at a CAGR of 18.6% during the forecast period. Pivotal factors driving the growth of the market include the increasing live streaming of games, rising audience reach, engagement activities, and infrastructure for league tournaments. The profitable opportunities created by increasing professionalization in the industry for influencers, gamers, event organizers, and game developers benefit the market. Millennials consider esports a professional career option, owing to the increasing popularity of gaming tournaments, one-to-one sponsorships, streaming revenues, and impressive international prize pools. Additionally, colleges and universities have started providing dedicated esports programs to develop skilled professionals. For instance, Ohio State University, Becker College in Massachusetts, and Virginia's Shenandoah University provide the esports degree course. Some institutes are also providing scholarships to the players that will further propel the market growth. For instance, according to nea.org, in 2021, US colleges awarded more than $16.0 million in scholarships in esports. E-sports companies are investing in innovative new esports platforms for increasing their revenue and expanding their consumer base. For instance, in June 2022, LoCo., a live-streaming platform, launched Loco Legends, which is the first non-fungible token platform for esports.

Segmental Outlook

The global esports market is segmented based on streaming type, platform, revenue model, and gaming genre. Based on streaming type, the market is bifurcated into live and on-demand. By platform, the market is sub-segmented into PC-based esports, consoles-based esports, and mobile and tablets. By revenue model, the market is sub-segmented into media rights, advertisement, sponsorship, game publisher fees, and merchandise and tickets. Further, by gaming genre, the market is sub-segmented into the multiplayer online battle arena (MOBA), player vs player (PvP), first-person shooters (FPS), and real-time strategy (RTS). Among these, the sponsorship sub-segment accounted for the dominant share of the market during the forecast period. Sponsorships allow brands to reach their potential customers directly through online and offline media channels. Interactive advertising, posters, freebies, video displays, and many additional creative methods enable the brand to target potential customers.

Media Rights Sub-Segment is Anticipated to Hold a Prominent Share of the Global Esports Market

Media rights comprise all the revenue paid to teams, leagues, and event organizers to obtain the rights to broadcasting esports content on a channel. Media rights are anticipated to generate considerable revenue because of numerous individual leagues, championships, and events held on various streaming platforms regularly. Twitch Interactive, Inc. has an eminent platform for live streaming adopted by fans to watch major tournaments. According to GamesIndustry.biz, Twitch had witnessed fans spending 24.0 billion hours watching streamers in 2021, an 45.0% increase in viewership compared to 2020. Additionally, in March 2022, Rooter Sports Technologies Private Limited acquired the media rights for all Ips of Sky Esports for one year. Sky Esports is the leading esports tournament organizer in South Asia and has self-owned Ips. The acquisition of media rights will allow Rooter Sports to stream competitions

in India in several languages such as English, Hindi, Bengali, Kannada, Tamil, Malayalam, and Telugu. These mergers and acquisitions activities are expected to fuel the growth of the media rights segment in the forecast period.

Regional Outlook

The global Esports market is further segmented based on geography including North America (the US and Canada), Europe (UK, Italy, Spain, Germany, France, and Others), Asia-Pacific (India, China, Japan, South Korea, and Others), and the Rest of the World (the Middle East and Africa, and Latin America). Among these, the North American region is projected to expand at a significant CAGR during the forecast period, due to the rising popularity of video games, growing investments from major companies, and increased media coverage.

Global Esports Market Growth, by Region 2023-2030

Source: OMR Analysis

The Asia-Pacific Region is Anticipated to Hold a Significant Share of the Global Esports Market

In the Asian-pacific region, China is anticipated to hold a significant market share in the esports market owing to the popularity of esports among the youth. Additionally, major companies develop new games that will further propel the market growth. For example, Tencent Holdings Limited, a significant player in the esports industry, is headquartered in China, has played an influential role in the increase of esports in China by developing games like Honor of Kings.

South Korea is also anticipated to hold a significant market share over the forecast period. The country is well-known for esports, providing standard infrastructure to gamers, containing coaches, gaming houses, analysts, and others. For instance, in April 2022, the Korean Esports Association (KeSPA) signed a three-year sponsorship deal with SK Telecom. The agreement has made SK Telecom an official sponsor of KeSPA and will train the Korean esports team for Asian games. Such initiatives and developments in the market are expected to fuel further growth in the forecast period.

Market Players Outlook

The major companies serving the global esports market include Activision Blizzard, Inc., Epic Games, Inc., Gfinity PLC, and Modern Times Group. The market players are considerably contributing to the market growth by the adoption of various strategies including mergers and acquisitions, partnerships, funding, collaborations, and new product launches to stay competitive in the market. For instance, in January 2022, Savvy Gaming Group, a Saudi Arabia-based esports investment company, acquired ESL, a German-based esports organizer and production company, and FACEIT, a UK-based esports platform for $1.5 billion. Through this acquisition, Savvy Gaming Group will integrate ESL's expertise in creating, broadcasting, and commercializing premium esports ecosystems, including arena events and festival shows, with FACEIT's ability to develop top-notch tools for competitive games. In June 2021, SEG Esports, Inc. announced a technological partnership with Adamas Esports, Inc. to improve its services and provide a 360-degree approach for clients.

The Report Covers:

  • Market value data analysis of 2022 and forecast to 2030.
  • Annualized market revenues ($ million) for each market segment.
  • Country-wise analysis of major geographical regions.
  • Key companies operating in the global esports market. Based on the availability of data, information related to new product launches, and relevant news is also available in the report.
  • Analysis of business strategies by identifying the key market segments positioned for strong growth in the future.
  • Analysis of market-entry and market expansion strategies.
  • Competitive strategies by identifying 'who-stands-where' in the market.

Table of Contents

1. Report Summary

  • Current Industry Analysis and Growth Potential Outlook
  • 1.1. Research Methods and Tools
  • 1.2. Market Breakdown
    • 1.2.1. By Segments
    • 1.2.2. By Region

2. Market Overview and Insights

  • 2.1. Scope of the Report
  • 2.2. Analyst Insight & Current Market Trends
    • 2.2.1. Key Findings
    • 2.2.2. Recommendations
    • 2.2.3. Conclusion

3. Competitive Landscape

  • 3.1. Key Company Analysis
  • 3.2. Activision Blizzard, Inc.
    • 3.2.1. Overview
    • 3.2.2. Financial Analysis
    • 3.2.3. SWOT Analysis
    • 3.2.4. Recent Developments
  • 3.3. Epic Games, Inc.
    • 3.3.1. Overview
    • 3.3.2. Financial Analysis
    • 3.3.3. SWOT Analysis
    • 3.3.4. Recent Developments
  • 3.4. Gfinity PLC.
    • 3.4.1. Overview
    • 3.4.2. Financial Analysis
    • 3.4.3. SWOT Analysis
    • 3.4.4. Recent Developments
  • 3.5. Modern Times Group
    • 3.5.1. Overview
    • 3.5.2. Financial Analysis
    • 3.5.3. SWOT Analysis
    • 3.5.4. Recent Developments
  • 3.6. Key Strategy Analysis

4. Market Segmentation

  • 4.1. Global Esports Market by Streaming Type
    • 4.1.1. Live
    • 4.1.2. On-demand
  • 4.2. Global Esports Market by Platform
    • 4.2.1. PC-based Esports
    • 4.2.2. Consoles-based Esports
    • 4.2.3. Mobile and Tablets
  • 4.3. Global Esports Market by Revenue Model
    • 4.3.1. Media Rights
    • 4.3.2. Advertisement
    • 4.3.3. Sponsorship
    • 4.3.4. Game Publisher Fees
    • 4.3.5. Merchandise and Tickets
  • 4.4. Global Esports Market by Gaming Genre
    • 4.4.1. Multiplayer Online Battle Arena (MOBA)
    • 4.4.2. Player vs Player (PvP)
    • 4.4.3. First Person Shooters (FPS)
    • 4.4.4. Real Time Strategy (RTS)

5. Regional Analysis

  • 5.1. North America
    • 5.1.1. United States
    • 5.1.2. Canada
  • 5.2. Europe
    • 5.2.1. UK
    • 5.2.2. Germany
    • 5.2.3. Italy
    • 5.2.4. Spain
    • 5.2.5. France
    • 5.2.6. Rest of Europe
  • 5.3. Asia-Pacific
    • 5.3.1. China
    • 5.3.2. India
    • 5.3.3. Japan
    • 5.3.4. South Korea
    • 5.3.5. Rest of Asia-Pacific
  • 5.4. Rest of the World

6. Company Profiles

  • 6.1. Alphabet Inc
  • 6.2. DLive Entertainment Pte. Ltd.
  • 6.3. Electronic Arts Inc.
  • 6.4. HTC Corp.
  • 6.5. Intel Corp.
  • 6.6. Meta Platforms Inc.
  • 6.7. Microsoft Corp.
  • 6.8. Nintendo Co. Ltd.
  • 6.9. NVIDIA Corp.
  • 6.10. Riot Games, Inc.
  • 6.11. Sony Group Corp.
  • 6.12. Tencent Holdings Ltd.
  • 6.13. Twitch Interactive, Inc.
  • 6.14. Valve Corp.
  • 6.15. X1 Esports and Entertainment Ltd.