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市場調査レポート
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1672336

eスポーツの世界市場レポート2025年

E-Sports Global Market Report 2025


出版日
ページ情報
英文 250 Pages
納期
2~10営業日
カスタマイズ可能
適宜更新あり
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=144.08円
eスポーツの世界市場レポート2025年
出版日: 2025年03月03日
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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  • 概要
  • 目次
概要

eスポーツ市場規模は、今後数年で飛躍的な成長が見込まれます。2029年の年間平均成長率(CAGR)は21.2%で、70億3,000万米ドルに成長します。予測期間における成長の要因としては、ゲームジャンルの多様化、視聴者の増加、eスポーツカフェの出現、インターネットにアクセスできるデバイスの増加、スポンサーシップの高まり、モバイルゲームの増加、認知度の向上などが挙げられます。予測期間の主要動向としては、COVID-19によるeスポーツへのシフトの増加、拡張現実(AR)と仮想現実(VR)技術によるeスポーツの進化、M&A活動の増加、投資の急増、新しいeスポーツプラットフォームなどが挙げられます。

ビデオゲームに対する需要の高まりとeスポーツに対する意識の高まりが、eスポーツ市場の拡大を後押ししています。技術の進歩に伴い、ビデオコンテンツ、バーチャルリアリティ製品、ビデオゲーム競合の利用が増加しています。ビデオゲームはポップカルチャーの重要な側面へと進化し、若者のエンターテインメントへの関わり方を再構築しています。例えば、2024年4月、英国の産業団体であるUK Interactive Entertainmentは、2023年の英国のビデオゲーム消費者市場の評価額が101億5,000万米ドル(78億2,000万英ポンド)となり、2022年の修正総額97億2,000万米ドル(74億9,000万英ポンド)から4.4%増加したと報告しました。したがって、ビデオゲームに対する需要の高まりとeスポーツの認知度の向上が、予測期間中の市場の成長を後押ししています。

インターネットの普及がeスポーツ市場の成長を促進すると予想されます。インターネットの普及率とは、特定の人口、地域、人口集団がインターネットにアクセスし、利用する程度を指します。インターネットは、eスポーツのプレイや視聴を可能にするだけでなく、対戦ゲームに関連したコミュニティーの形成にも役立っています。例えば、2023年10月、スイスに本部を置く専門機関である国際通信連合の報告によると、現在、世界人口の約67%、54億人がインターネットを利用しています。これは、2021~2022年にかけて記録された3.5%の増加に対し、2022年から4.7%の増加となります。このように、インターネットの普及がeスポーツ市場の成長を牽引しています。

目次

第1章 エグゼクティブサマリー

第2章 市場の特徴

第3章 市場動向と戦略

第4章 市場:金利、インフレ、地政学、コロナ禍、回復が市場に与える影響を含むマクロ経済シナリオ

第5章 世界の成長分析と戦略分析フレームワーク

  • 世界のeスポーツ PESTEL分析(政治、社会、技術、環境、法的要因、促進要因、抑制要因)
  • 最終用途産業の分析
  • 世界のeスポーツ市場:成長率分析
  • 世界のeスポーツ市場の実績:規模と成長、2019~2024年
  • 世界のeスポーツ市場の予測:規模と成長、2024~2029年、2034年
  • 世界のeスポーツ総アドレス可能市場(TAM)

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、実績と予測、2019~2024年、2024~2029年、2034年
  • マルチ参入企業オンラインバトルアリーナ(MOBA)
  • リアルタイム戦略
  • 一人称視点シューティング
  • 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、実績と予測、2019~2024年、2024~2029年、2034年
  • PC
  • コンソール
  • 携帯
  • その他のプラットフォーム
  • 世界のeスポーツ市場:収入源別、実績と予測、2019~2024年、2024~2029年、2034年
  • スポンサーシップ
  • 広告
  • グッズとチケット
  • 出版社手数料
  • メディアの権利
  • 世界のeスポーツ市場、マルチ参入企業オンラインバトルアリーナ(MOBA)のサブセグメンテーション、タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • League of Legends
  • Dota 2
  • Smite
  • Heroes of the Storm
  • 世界のeスポーツ市場、リアルタイム戦略(RTS)のサブセグメンテーション、タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • スタークラフトII
  • エイジオブエンパイア
  • ウォークラフトIII
  • コマンド・アンド・コンカー
  • 世界のeスポーツ市場、ファーストパーソンシューティングゲーム(FPS)のサブセグメンテーション、タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • カウンターストライク:世界オフェンシブ(CS:GO)
  • コール・オブ・デューティ
  • オーバーウォッチ
  • レインボーシックスシージ
  • 世界のeスポーツ市場、格闘技とスポーツのサブセグメンテーション、タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • ストリートファイターシリーズ
  • 鉄拳シリーズ
  • モータルコンバットシリーズ
  • 大乱闘スマッシュブラザーズ
  • FIFAシリーズ
  • NBA 2Kシリーズ
  • マッデンNFLシリーズ
  • グランツーリスモ

第7章 地域別・国別分析

  • 世界のeスポーツ市場:地域別、実績と予測、2019~2024年、2024~2029年、2034年
  • 世界のeスポーツ市場:国別、実績と予測、2019~2024年、2024~2029年、2034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: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
    • Nintendo

第31章 その他の大手企業と革新的企業

  • 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

第32章 世界の市場競合ベンチマーキングとダッシュボード

第33章 主要な合併と買収

第34章 最近の市場動向

第35章 市場の潜在力が高い国、戦略

  • eスポーツ市場、2029年:新たな機会を提供する国
  • eスポーツ市場、2029年:新たな機会を提供するセグメント
  • eスポーツ市場、2029年:成長戦略
    • 市場動向による戦略
    • 競合の戦略

第36章 付録

目次
Product Code: r25622

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 $2.73 billion in 2024 to $3.25 billion in 2025 at a compound annual growth rate (CAGR) of 19.4%. The growth in the historic period can be attributed to increased awareness about esports, increase in livestreaming of games, and increase in international prize pool for esports.

The e-sports market size is expected to see exponential growth in the next few years. It will grow to $7.03 billion in 2029 at a compound annual growth rate (CAGR) of 21.2%. The growth in the forecast period can be attributed to increased diversity of game genres, increase in viewership, emergence of esports cafes, increase in internet accessible devices, rising sponsorships, increase in mobile gaming, and increasing awareness. Major trends in the forecast period include increasing shift towards esports due to COVID-19, evolution of esports with augmented reality (AR) and virtual reality (VR) technologies, increasing M&A activities, proliferation of investments, new esports platforms.

The growing demand for video games and heightened awareness of E-sports are driving the expansion of the E-sports market. As technology advances, the availability of video content, virtual reality products, and video game competitions is increasing. Video gaming has evolved into a significant aspect of pop culture, reshaping how young people engage with entertainment. For instance, in April 2024, the UK Interactive Entertainment, a UK-based trade association, reported that the UK video games consumer market was valued at $10.15 billion (£7.82 billion) in 2023, representing a 4.4% increase from the revised total of $9.72 billion (£7.49 billion) in 2022. Therefore, the rising demand for video games and increased awareness of E-sports are propelling the market's growth during the forecast period.

The rising penetration of the internet is anticipated to foster growth in the E-sports market. Internet penetration refers to the extent to which the internet is accessible and utilized by a specific population, region, or demographic group. The internet has not only enabled the playing and viewing of E-sports but has also been instrumental in creating a connected and engaged community around competitive gaming. For instance, in October 2023, a report by the International Telecommunication Union, a Switzerland-based specialized agency, indicated that approximately 67 percent of the global population, or 5.4 billion people, are now online. This represents a 4.7 percent increase since 2022, compared to the 3.5 percent growth recorded between 2021 and 2022. Thus, the increasing penetration of the internet is 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 include Activision Blizzard Inc., Modern Times Group MTG AB, Tencent, Valve Corporation, 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 2024. 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 2025 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.

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  • 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 forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • 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 Game: Multiplayer Online Battle Arena (MOBA), Real Time Strategy, First Person Shooter, Fighting And Sports
  • 2) By Platform: PC, Console, Mobile, Other Platforms
  • 3) By Revenue Source: Sponsorship, Advertising, Merchandise And Tickets, Publisher Fees, Media Rights
  • Subsegments:
  • 1) By Multiplayer Online Battle Arena (MOBA): League of Legends; Dota 2; Smite; Heroes of the Storm
  • 2) By Real-Time Strategy (RTS): StarCraft II; Age of Empires; Warcraft III; Command And Conquer
  • 3) By First Person Shooter (FPS): Counter-Strike: Global Offensive (CS:GO); Call of Duty; Overwatch; Rainbow Six Siege
  • 4) By Fighting And Sports: Street Fighter Series; Tekken Series; Mortal Kombat Series; Super Smash Bros; FIFA Series; NBA 2K Series; Madden NFL Series; Gran Turismo
  • Companies Mentioned: Activision Blizzard Inc.; Modern Times Group MTG AB; Tencent; Valve Corporation; Nintendo
  • 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 including the impact of Interest Rates, Inflation, Geopolitics and Covid And Recovery on the Market

5. Global E-Sports Growth Analysis And Strategic Analysis Framework

  • 5.1. Global E-Sports PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global E-Sports Market Growth Rate Analysis
  • 5.4. Global E-Sports Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global E-Sports Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global E-Sports Total Addressable Market (TAM)

6. E-Sports Market Segmentation

  • 6.1. Global E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • PC
  • Console
  • Mobile
  • Other Platforms
  • 6.3. Global E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Sponsorship
  • Advertising
  • Merchandise And Tickets
  • Publisher Fees
  • Media Rights
  • 6.4. Global E-Sports Market, Sub-Segmentation Of Multiplayer Online Battle Arena (MOBA), By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • League of Legends
  • Dota 2
  • Smite
  • Heroes of the Storm
  • 6.5. Global E-Sports Market, Sub-Segmentation Of Real-Time Strategy (RTS), By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • StarCraft II
  • Age of Empires
  • Warcraft III
  • Command And Conquer
  • 6.6. Global E-Sports Market, Sub-Segmentation Of First Person Shooter (FPS), By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Counter-Strike: Global Offensive (CS:GO)
  • Call of Duty
  • Overwatch
  • Rainbow Six Siege
  • 6.7. Global E-Sports Market, Sub-Segmentation Of Fighting And Sports, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Street Fighter Series
  • Tekken Series
  • Mortal Kombat Series
  • Super Smash Bros
  • FIFA Series
  • NBA 2K Series
  • Madden NFL Series
  • Gran Turismo

7. E-Sports Market Regional And Country Analysis

  • 7.1. Global E-Sports Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global E-Sports Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific E-Sports Market

  • 8.1. Asia-Pacific E-Sports Market Overview
  • Region Information, 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India E-Sports Market

  • 10.1. India E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia E-Sports Market

  • 12.1. Australia E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia E-Sports Market

  • 13.1. Indonesia E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK E-Sports Market

  • 16.1. UK E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany E-Sports Market

  • 17.1. Germany E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France E-Sports Market

  • 18.1. France E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy E-Sports Market

  • 19.1. Italy E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain E-Sports Market

  • 20.1. Spain E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia E-Sports Market

  • 22.1. Russia E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil E-Sports Market

  • 27.1. Brazil E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Modern Times Group MTG AB Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Tencent Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Valve Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Nintendo Overview, Products and Services, Strategy and Financial Analysis

31. E-Sports Market Other Major And Innovative Companies

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

32. Global E-Sports Market Competitive Benchmarking And Dashboard

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

34. Recent Developments In The E-Sports Market

35. E-Sports Market High Potential Countries, Segments and Strategies

  • 35.1 E-Sports Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 E-Sports Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 E-Sports Market In 2029 - 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