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eスポーツの世界市場レポート2024

E-Sports Global Market Report 2024

出版日: 受注後更新 | 発行: The Business Research Company | ページ情報: 英文 250 Pages | 納期: 2~10営業日

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本日の銀行送金レート: 1USD=156.53円
eスポーツの世界市場レポート2024
出版日: 受注後更新
発行: The Business Research Company
ページ情報: 英文 250 Pages
納期: 2~10営業日
  • 全表示
  • 概要
  • 目次
概要

ビデオゲームの需要の高まりとeスポーツの意識の高まりが、eスポーツ市場の拡大に寄与する重要な要因です。技術の進歩により、ビデオコンテンツ、製品、仮想現実、ビデオゲームのコンテストが拡大するにつれ、ビデオゲームはポップカルチャーを大きく形成し、若者のエンターテイメント消費習慣を変革しています。 PwCの最新のGlobal Entertainment &Media Outlookによると、米国のビデオゲーム市場は2023年までに300億米ドルに達すると予測されています。2021年のビデオゲームとeスポーツの世界収益は2,156億米ドルで、年間複利成長率が予測されています(CAGR)は8.5%で、2026年までに3,235億米ドルに達します。したがって、ビデオゲームの需要の高まりとeスポーツの認知度の向上が、予測期間における市場の成長の主な促進要因となります。

インターネットの普及範囲の拡大により、eスポーツ市場の成長が促進されると予想されます。インターネットの普及率は、特定の人口、地域、人口構成グループによるインターネットの利用範囲を反映し、極めて重要な役割を果たします。インターネットは、eスポーツへの参加と視聴を促進するだけでなく、競争力のあるゲームを中心としたつながりのある熱心なコミュニティを促進します。たとえば、2023年 1月のInternet World Statsレポートによると、2021年 12月の時点で、世界のインターネットユーザーは54億人に達しました。したがって、インターネットの普及の増加は、eスポーツ市場の成長を促進する重要な要因です。

eスポーツ企業は、収益を増やし、消費者基盤を拡大するだけでなく、同業他社との競争上の優位性を獲得するために、最先端のプラットフォームに戦略的投資を行っています。その好例は、フランスに本拠を置くモバイル決済専門会社であるDigital Virgoとエジプトの通信会社Etisalat Misrの2022年の提携です。両社は協力して、エジプトで包括的なeスポーツプラットフォームを立ち上げ、高品質の教育的で楽しいコンテンツを提供しました。

目次

第1章 エグゼクティブサマリー

第2章 市場の特徴

第3章 市場動向と戦略

第4章 マクロ経済シナリオ

  • 高インフレが市場に与える影響
  • ウクライナ・ロシア戦争が市場に与える影響
  • COVID-19による市場への影響

第5章 世界市場規模と成長

  • 世界の市場促進要因と抑制要因
    • 市場促進要因
    • 市場抑制要因
  • 世界の市場規模実績と成長、2018年~2023年
  • 世界の市場規模予測と成長、2023年~2028年、2033年

第6章 市場セグメンテーション

  • 世界のeスポーツ市場、ゲーム別セグメンテーション、実績および予測、2018-2023、2023-2028年、2033年
  • マルチプレイヤーオンラインバトルアリーナ(MOBA)
  • リアルタイム戦略
  • 一人称シューティングゲーム
  • 格闘技とスポーツ
  • 世界のeスポーツ市場、プラットフォーム別セグメンテーション、実績および予測、2018-2023年、2023-2028年、2033年
  • PC
  • コンソール
  • モバイル
  • その他のプラットフォーム
  • 世界のeスポーツ市場、収益源別セグメンテーション、実績および予測、2018-2023、2023-2028年、2033年
  • スポンサーシップ
  • 広告
  • グッズ&チケット
  • 出版社手数料
  • メディアの権利

第7章 地域および国の分析

  • 世界のeスポーツ市場、地域別、実績および予測、2018-2023年、2023-2028年、2033年
  • 世界のeスポーツ市場、国別、実績および予測、2018-2023年、2023-2028年、2033年

第8章 アジア太平洋市場

第9章 中国市場

第10章 インド市場

第11章 日本市場

第12章 オーストラリア市場

第13章 インドネシア市場

第14章 韓国市場

第15章 西欧市場

第16章 英国市場

第17章 ドイツ市場

第18章 フランス市場

第19章 イタリア市場

第20章 スペイン市場

第21章 東欧市場

第22章 ロシア市場

第23章 北米市場

第24章 米国市場

第25章 カナダ市場

第26章 南米市場

第27章 ブラジル市場

第28章 中東市場

第29章 アフリカ市場

第30章 競合情勢と企業プロファイル

  • eスポーツ市場の競合情勢
  • eスポーツ市場企業プロファイル
    • Activision Blizzard Inc.
    • Modern Times Group MTG AB
    • Tencent
    • Valve Corporation
    • Electronic Arts Inc.

第31章 その他の大手および革新的な企業

  • Nintendo
  • Team SoloMid(TSM)
  • Cloud9
  • Take-Two Interactive
  • Riot Games Inc.
  • Nazara Technology
  • Jetsynthesys
  • Nodwin Group
  • Gaming Monk
  • Neon Gaming Studio
  • Viacom 18
  • Sony
  • Xbox
  • BenQ
  • Electronic Arts

第32章 競合ベンチマーキング

第33章 競合ダッシュボード

第34章 主要な合併と買収

第35章 将来の見通しと可能性の分析

第36章 付録

目次
Product Code: r14430

E-sports, or electronic sports, denote a genre of electronic games where competitors engage in multiplayer video game competitions that simulate real or imagined sports.

The primary categories of games in e-sports encompass multiplayer online battle arenas (MOBA), real-time strategy, first-person shooter, fighting, and sports. In the multiplayer online battle arena (MOBA) subgenre, two teams of players compete on a pre-determined battlefield. Each player controls a singular character with a set of unique abilities that progress throughout the game, contributing to the overall strategy of the team. These games are accessible on various platforms such as PC, console, mobile, and others. The revenue sources for e-sports include sponsorship, advertising, merchandise and tickets, publisher fees, and media rights.

The e-sports market research report is one of a series of new reports from The Business Research Company that provides E-sports market statistics, including E-sports industry global market size, regional shares, competitors with an E-sports market share, detailed E-sports market segments, market trends, and opportunities, and any further data you may need to thrive in the E-sports industry. This E-sports market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The e-sports market size has grown rapidly in recent years. It will grow from $1.63 billion in 2023 to $1.9 billion in 2024 at a compound annual growth rate (CAGR) of 16.0%. The expansion observed in the historical period can be ascribed to a rise in awareness about esports, an increase in the livestreaming of games, and a boost in the international prize pool for esports.

The e-sports market size is expected to see rapid growth in the next few years. It will grow to $3.48 billion in 2028 at a compound annual growth rate (CAGR) of 16.4%. The anticipated growth in the forecast period can be linked to a broader diversity of game genres, a surge in viewership, the establishment of esports cafes, an increase in internet-accessible devices, growing sponsorships, a rise in mobile gaming, and heightened awareness. Notable trends expected in the forecast period involve a growing inclination towards esports due to COVID-19, the advancement of esports through augmented reality (AR) and virtual reality (VR) technologies, an uptick in mergers and acquisitions (M&A) activities, a proliferation of investments, and the introduction of new esports platforms.

The growing demand for video games and the heightened awareness of E-sports are key factors contributing to the expansion of the E-sports market. With technological advancements expanding video content, products, virtual reality, and video game competitions, video gaming is significantly shaping pop culture and transforming the entertainment consumption habits of young people. According to PwC's latest Global Entertainment & Media Outlook, the video game market in the United States is projected to reach $30 billion by 2023. The global revenue for video games and E-sports stood at $215.6 billion in 2021, with a predicted compound annual growth rate (CAGR) of 8.5%, reaching $323.5 billion by 2026. Hence, the growing demand for video games and increased awareness of E-sports are key drivers of the market's growth in the forecast period.

The expanding reach of the internet is anticipated to propel the growth of the e-sports market. Internet penetration, reflecting the extent to which the internet is utilized by a specific population, region, or demographic group, plays a pivotal role. The internet not only facilitates the participation and viewership of e-sports but also fosters a connected and engaged community around competitive gaming. For instance, as of December 2021, global internet users reached 5.4 billion, according to the Internet World Stats report in January 2023. Therefore, the increasing penetration of the internet is a significant factor driving the growth of the e-sports market.

E-sports enterprises are making strategic investments in cutting-edge platforms to not only increase their revenue and expand their consumer base but also to gain a competitive advantage over their industry counterparts. A case in point is the collaboration between Digital Virgo, a mobile payment specialist based in France, and Etisalat Misr, an Egyptian Telecom company, in 2022. Together, they launched a comprehensive E-sports platform in Egypt, delivering high-quality educational and entertaining content.

Prominent companies in the e-sports market are directing their efforts towards the development of innovative platforms, such as the introduction of the first non-fungible tokens (NFTs) platform for esports, to solidify their market position. Non-fungible tokens (NFTs) represent unique digital assets that validate ownership or authenticity using blockchain technology for specific items or content. As an illustration, Loco, an Indian-based live-streaming application, unveiled an NFT platform for esports in June 2022. The inaugural asset on Loco Legends is NFT esports cards, blending NFTs with free-to-play esports fantasy gaming. Users have the opportunity to acquire NFT trading cards, enabling them to buy, sell, and participate in free-to-play fantasy pools.

In 2022, Savvy Gaming Group, an Esports investment company headquartered in Saudi Arabia, made a significant acquisition by purchasing ESL, a German-based Esports organizer and production company, and FACEIT, a UK-based Esports platform, for $1.5 Billion. This strategic move allows Savvy Gaming Group to integrate ESL's expertise in crafting, broadcasting, and commercializing premium Esports ecosystems, including arena events and festival shows, with FACEIT's proficiency in developing top-tier tools for competitive gaming.

Major companies operating in the e-sports market report are Activision Blizzard Inc., Modern Times Group MTG AB, Tencent, Valve Corporation, Electronic Arts Inc., Nintendo, Team SoloMid (TSM), Cloud9, Take-Two Interactive, Riot Games Inc., Nazara Technology, Jetsynthesys, Nodwin Group, Gaming Monk, Neon Gaming Studio, Viacom 18, Sony, Xbox, BenQ, Electronic Arts, Red Entertainment‎, Sega, OLM, Inc., Gainax, Hamster Corporation, Aristocrat Leisure, Huya, Chushou TV, Panda TV, Wangyuhudong, Aipai, Mars TV, ImbaTV, EDG, FEG, Dexerto, Gameloft, Sky Betting & Gaming, SteelSeries, Team Vitality, Fnatic, Astralis, G2 Esports, Imprezart, Playkey, Mundfish, Winstrike, RAWG, Fibrum, DreamTeam, Respeecher, Ejaw Studio, Hypereight, Team Liquid, FaZe Clan, 100 Thieves, Luminosity Gaming, Enthusiast Gaming, Fandom Sports, Infinity Esports, Xten Esports, Isurus Gaming, PaiN Gaming, Infamous, Immortals Gaming Club (IGC), Webedia Arabia Group, Boss Bunny Games, YaLLa Esports, NASR Esports, NODWIN Gaming, Ekasi Esports, Mettlestate, Clan Connection, The Digital Gaming League, MWEB GameZone, Online Arena, Zombiegamer

North America was the largest region in the e-sports market in 2023. South America is expected to be the fastest-growing region in the forecast period. The regions covered in the e-sports market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa

The countries covered in the e-sports market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Italy, Canada, Spain

The E-sports market includes revenues earned by entities operating E-sports facilities. E-sports or electronic sports are team-based sports played online and are supported by electronic systems in which all the functions are performed through a human-computer interface. E-sports are played by professional gamers that are sponsored by business organizations, or sporting organizations. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

E-Sports Global Market Report 2024 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on e-sports market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
  • Understand how the market has been affected by the coronavirus and how it is responding as the impact of the virus abates.
  • Assess the Russia - Ukraine war's impact on agriculture, energy and mineral commodity supply and its direct and indirect impact on the market.
  • Measure the impact of high global inflation on market growth.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market shares.
  • Benchmark performance against key competitors.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you within 3-5 working days of order along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Where is the largest and fastest growing market for e-sports? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The e-sports market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The impact of sanctions, supply chain disruptions, and altered demand for goods and services due to the Russian Ukraine war, impacting various macro-economic factors and parameters in the Eastern European region and its subsequent effect on global markets.

The impact of higher inflation in many countries and the resulting spike in interest rates.

The continued but declining impact of covid 19 on supply chains and consumption patterns.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

Markets Covered:

  • 1) By Type: Database Operation Management; Database Maintenance Management
  • 2) By Deployment: Cloud; On-Premise
  • 3) By End User: BFSI [Banking and Financial Services]; IT & Telecommunication; Media & Entertainment; Healthcare; Other End-Users
  • Companies Mentioned: Activision Blizzard Inc.; Modern Times Group MTG AB; Tencent; Valve Corporation; Electronic Arts Inc.
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery Format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. E-Sports Market Characteristics

3. E-Sports Market Trends And Strategies

4. E-Sports Market - Macro Economic Scenario

  • 4.1. Impact Of High Inflation On The Market
  • 4.2. Ukraine-Russia War Impact On The Market
  • 4.3. COVID-19 Impact On The Market

5. Global E-Sports Market Size and Growth

  • 5.1. Global E-Sports Market Drivers and Restraints
    • 5.1.1. Drivers Of The Market
    • 5.1.2. Restraints Of The Market
  • 5.2. Global E-Sports Historic Market Size and Growth, 2018 - 2023, Value ($ Billion)
  • 5.3. Global E-Sports Forecast Market Size and Growth, 2023 - 2028, 2033F, Value ($ Billion)

6. E-Sports Market Segmentation

  • 6.1. Global E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Multiplayer Online Battle Arena (MOBA)
  • Real Time Strategy
  • First Person Shooter
  • Fighting And Sports
  • 6.2. Global E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • PC
  • Console
  • Mobile
  • Other Platforms
  • 6.3. Global E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Sponsorship
  • Advertising
  • Merchandise & Tickets
  • Publisher Fees
  • Media Rights

7. E-Sports Market Regional And Country Analysis

  • 7.1. Global E-Sports Market, Split By Region, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 7.2. Global E-Sports Market, Split By Country, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

8. Asia-Pacific E-Sports Market

  • 8.1. Asia-Pacific E-Sports Market Overview
  • Region Information, Impact Of COVID-19, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.3. Asia-Pacific E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.4. Asia-Pacific E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

9. China E-Sports Market

  • 9.1. China E-Sports Market Overview
  • 9.2. China E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.3. China E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.4. China E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion

10. India E-Sports Market

  • 10.1. India E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.2. India E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.3. India E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

11. Japan E-Sports Market

  • 11.1. Japan E-Sports Market Overview
  • 11.2. Japan E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.3. Japan E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.4. Japan E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

12. Australia E-Sports Market

  • 12.1. Australia E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.2. Australia E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.3. Australia E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

13. Indonesia E-Sports Market

  • 13.1. Indonesia E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.2. Indonesia E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.3. Indonesia E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

14. South Korea E-Sports Market

  • 14.1. South Korea E-Sports Market Overview
  • 14.2. South Korea E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.3. South Korea E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.4. South Korea E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

15. Western Europe E-Sports Market

  • 15.1. Western Europe E-Sports Market Overview
  • 15.2. Western Europe E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.3. Western Europe E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.4. Western Europe E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

16. UK E-Sports Market

  • 16.1. UK E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.2. UK E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.3. UK E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

17. Germany E-Sports Market

  • 17.1. Germany E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.2. Germany E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.3. Germany E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

18. France E-Sports Market

  • 18.1. France E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.2. France E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.3. France E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

19. Italy E-Sports Market

  • 19.1. Italy E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.2. Italy E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.3. Italy E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

20. Spain E-Sports Market

  • 20.1. Spain E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.2. Spain E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.3. Spain E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

21. Eastern Europe E-Sports Market

  • 21.1. Eastern Europe E-Sports Market Overview
  • 21.2. Eastern Europe E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.3. Eastern Europe E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.4. Eastern Europe E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

22. Russia E-Sports Market

  • 22.1. Russia E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.2. Russia E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.3. Russia E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

23. North America E-Sports Market

  • 23.1. North America E-Sports Market Overview
  • 23.2. North America E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.3. North America E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.4. North America E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

24. USA E-Sports Market

  • 24.1. USA E-Sports Market Overview
  • 24.2. USA E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.3. USA E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.4. USA E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

25. Canada E-Sports Market

  • 25.1. Canada E-Sports Market Overview
  • 25.2. Canada E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.3. Canada E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.4. Canada E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

26. South America E-Sports Market

  • 26.1. South America E-Sports Market Overview
  • 26.2. South America E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.3. South America E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.4. South America E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

27. Brazil E-Sports Market

  • 27.1. Brazil E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.2. Brazil E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.3. Brazil E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

28. Middle East E-Sports Market

  • 28.1. Middle East E-Sports Market Overview
  • 28.2. Middle East E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.3. Middle East E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.4. Middle East E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

29. Africa E-Sports Market

  • 29.1. Africa E-Sports Market Overview
  • 29.2. Africa E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.3. Africa E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.4. Africa E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

30. E-Sports Market Competitive Landscape And Company Profiles

  • 30.1. E-Sports Market Competitive Landscape
  • 30.2. E-Sports Market Company Profiles
    • 30.2.1. Activision Blizzard Inc.
      • 30.2.1.1. Overview
      • 30.2.1.2. Products and Services
      • 30.2.1.3. Strategy
      • 30.2.1.4. Financial Performance
    • 30.2.2. Modern Times Group MTG AB
      • 30.2.2.1. Overview
      • 30.2.2.2. Products and Services
      • 30.2.2.3. Strategy
      • 30.2.2.4. Financial Performance
    • 30.2.3. Tencent
      • 30.2.3.1. Overview
      • 30.2.3.2. Products and Services
      • 30.2.3.3. Strategy
      • 30.2.3.4. Financial Performance
    • 30.2.4. Valve Corporation
      • 30.2.4.1. Overview
      • 30.2.4.2. Products and Services
      • 30.2.4.3. Strategy
      • 30.2.4.4. Financial Performance
    • 30.2.5. Electronic Arts Inc.
      • 30.2.5.1. Overview
      • 30.2.5.2. Products and Services
      • 30.2.5.3. Strategy
      • 30.2.5.4. Financial Performance

31. E-Sports Market Other Major And Innovative Companies

  • 31.1. Nintendo
  • 31.2. Team SoloMid (TSM)
  • 31.3. Cloud9
  • 31.4. Take-Two Interactive
  • 31.5. Riot Games Inc.
  • 31.6. Nazara Technology
  • 31.7. Jetsynthesys
  • 31.8. Nodwin Group
  • 31.9. Gaming Monk
  • 31.10. Neon Gaming Studio
  • 31.11. Viacom 18
  • 31.12. Sony
  • 31.13. Xbox
  • 31.14. BenQ
  • 31.15. Electronic Arts

32. Global E-Sports Market Competitive Benchmarking

33. Global E-Sports Market Competitive Dashboard

34. Key Mergers And Acquisitions In The E-Sports Market

35. E-Sports Market Future Outlook and Potential Analysis

  • 35.1 E-Sports Market In 2028 - Countries Offering Most New Opportunities
  • 35.2 E-Sports Market In 2028 - Segments Offering Most New Opportunities
  • 35.3 E-Sports Market In 2028 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer