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Esportsコンテンツ制作の世界市場レポート 2025年

Esports Content Creation Global Market Report 2025


出版日
ページ情報
英文 175 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=146.35円
Esportsコンテンツ制作の世界市場レポート 2025年
出版日: 2025年06月17日
発行: The Business Research Company
ページ情報: 英文 175 Pages
納期: 2~10営業日
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  • 概要
  • 目次
概要

Esportsコンテンツ制作市場規模は、今後数年間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37.9%で、118億9,000万米ドルに成長します。予測期間中に予測される成長は、仮想現実(VR)と拡張現実(AR)の採用の増加、モバイルゲームコンテンツに対する需要の高まり、esports視聴者の急増、ソーシャルメディアプラットフォームの影響力の増大、ストリーミングによる収益化機会の拡大に起因すると考えられます。この期間に予想される主な動向には、AIを活用したコンテンツ制作ツールの発展、没入型視聴体験の革新、esportsと主流メディアの統合、クリエイター向けの高度な収益化モデルの開発、インタラクティブおよびライブストリーミング形式の進化などがあります。

ライブ・デジタル・エンターテインメントに対する需要の高まりは、Esportsコンテンツ制作市場の大きな成長を牽引すると予想されます。ライブ・デジタル・エンターテインメントとは、ストリーミング・コンサート、ゲーム・セッション、バーチャル・イベントなど、観客がその場で視聴したり参加したりできるリアルタイムのオンライン体験を指します。この需要は、即時性、信憑性、そしてデジタル世界における対面イベントの自発性を反映したリアルタイムの共有体験を求める消費者の欲求に後押しされています。Esportsコンテンツ制作は、多くの観客を魅了するライブゲーム体験を提供し、様々なデジタルプラットフォームでのインタラクティブな参加を促すことで、この需要に応える重要な役割を果たしています。例えば、2024年12月、オーストラリア通信メディア庁は、オーストラリア人の91%が有料・無料の動画コンテンツを含むオンラインサービスにアクセスし、2023年の83%から増加したと報告しています。その結果、ライブ・デジタル・エンターテインメントに対する需要の高まりが、Esportsコンテンツ制作市場の成長に大きく寄与しています。

Esportsコンテンツ制作市場の主要企業は、ユーザーエンゲージメントを高め、長期的な成長を促進するために、オーセンティックなブランド統合などのイノベーションに注力しています。ブランド統合における真正性とは、視聴者の価値観や関心に共鳴するような、シームレスで関連性の高い方法で、ブランドをコンテンツに組み込むことです。例えば、2025年1月、ドイツを拠点とするesports組織であるG2 Esportsは、62という新しいメディアエージェンシーを立ち上げました。このエージェンシーは、クリエイティブな広告、メディアバイイング、コンテンツ制作、イベント管理などのサービスを提供することで、主流ブランドがesportsコミュニティと関わるのを支援することを目的としています。62の目標は、ブランドとesportsのオーディエンスとの間に真のつながりを生み出し、esportsの世界におけるブランドの存在感とエンゲージメントを強化することです。

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、貿易戦争と関税、そしてコロナ禍と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Esportsコンテンツ制作PESTEL分析(政治、社会、技術、環境、法的要因、促進要因と抑制要因)
  • 最終用途産業の分析
  • 世界のEsportsコンテンツ制作市場:成長率分析
  • 世界のEsportsコンテンツ制作市場の実績:規模と成長, 2019-2024
  • 世界のEsportsコンテンツ制作市場の予測:規模と成長, 2024-2029, 2034F
  • 世界Esportsコンテンツ制作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Esportsコンテンツ制作市場コンテンツタイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • ライブストリーミング
  • ビデオ・オン・デマンド
  • 書かれたコンテンツ
  • 世界のEsportsコンテンツ制作市場:プラットフォーム別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • ストリーミングプラットフォーム
  • ソーシャルメディア
  • 専用eスポーツウェブサイト
  • 世界のEsportsコンテンツ制作市場クリエイタータイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • プロ選手とチーム
  • eスポーツ団体とリーグ
  • 独立系コンテンツクリエイター
  • ゲーム開発者とパブリッシャー
  • 世界のEsportsコンテンツ制作市場収益モデル別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 従量課金制
  • サブスクリプション
  • 世界のEsportsコンテンツ制作市場ライブストリーミングの種類別のサブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • トーナメント放送
  • プレイヤーのPOVストリーム
  • 練習とスクリムセッション
  • 舞台裏とライブQ&A
  • チャリティーと特別イベントの配信
  • インフルエンサーとの共同配信
  • 世界のEsportsコンテンツ制作市場ビデオ・オン・デマンド(VOD)の種類別サブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 試合ハイライト
  • ゲーム分析と内訳
  • チュートリアルとハウツーコンテンツ
  • 選手/チームドキュメンタリー
  • リアクションと解説動画
  • eスポーツニュースサマリー
  • 世界のEsportsコンテンツ制作市場、書面コンテンツの種類別サブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • ニュース記事と試合レポート
  • 戦略ガイドとウォークスルー
  • 意見記事/社説
  • 選手・コーチへのインタビュー
  • eスポーツジャーナリズムと特集記事
  • パッチノートとメタ分析

第7章 地域別・国別分析

  • 世界のEsportsコンテンツ制作市場:地域別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 世界のEsportsコンテンツ制作市場:国別、実績と予測, 2019-2024, 2024-2029F, 2034F

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

  • Esportsコンテンツ制作市場:競合情勢
  • Esportsコンテンツ制作市場:企業プロファイル
    • WarnerMedia LLC Overview, Products and Services, Strategy and Financial Analysis
    • NetEase Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Activision Blizzard Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Electronic Arts Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Epic Games Inc. Overview, Products and Services, Strategy and Financial Analysis

第31章 その他の大手企業と革新的企業

  • Riot Games Inc.
  • Capcom Co. Ltd.
  • Hi-Rez Studios Inc.
  • Logitech G(a brand of Logitech International S.A.)
  • Nerd Street Gamers LLC
  • FACEIT Ltd.
  • Cloud9 Esports Inc.
  • MOUZ GmbH
  • Gfinity plc
  • Resilience Esports
  • Misfits Gaming Group LLC
  • Luminosity Gaming(subsidiary of Enthusiast Gaming Holdings Inc.)
  • Wargaming Public Company Limited
  • HyperX
  • Astralis A/S

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、セグメント、戦略

  • Esportsコンテンツ制作市場2029:新たな機会を提供する国
  • Esportsコンテンツ制作市場2029:新たな機会を提供するセグメント
  • Esportsコンテンツ制作市場2029:成長戦略
    • 市場動向に基づく戦略
    • 競合の戦略

第36章 付録

目次
Product Code: r34846

Esports content creation involves the organized process of developing, sharing, and monetizing gaming-related content such as live streams, videos, social media posts, and articles. This content aims to captivate audiences, promote esports events, and boost brand recognition within the gaming ecosystem. Content creators in the esports space include professional gamers, influencers, production studios, and media entities that focus on gaming entertainment.

Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.

The primary content formats in esports content creation include live streaming, video-on-demand (VOD), and written content. Live streaming refers to the real-time broadcasting of video or audio over the internet without prior recording or storage. Content is distributed across various platforms, including streaming services, social media networks, and dedicated esports websites. The creator landscape consists of professional players and teams, esports organizations and leagues, independent creators, and game developers or publishers. Common revenue models include pay-per-use and subscription-based offerings.

The esports content creation market research report is one of a series of new reports from The Business Research Company that provides esports content creation market statistics, including esports content creation industry global market size, regional shares, competitors with a esports content creation market share, detailed esports content creation market segments, market trends and opportunities, and any further data you may need to thrive in the esports content creation industry. This esports content creation 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 esports content creation market size has grown exponentially in recent years. It will grow from$2.38 billion in 2024 to $3.29 billion in 2025 at a compound annual growth rate (CAGR) of 38.3%. The growth during the historical period can be attributed to the rising popularity of gaming, the expansion of online streaming platforms, the surge in competitive gaming events, increased investments from brands and sponsors, and the growing engagement of online gaming communities.

The esports content creation market size is expected to see exponential growth in the next few years. It will grow to$11.89 billion in 2029 at a compound annual growth rate (CAGR) of 37.9%. The projected growth in the forecast period can be attributed to the increasing adoption of virtual reality (VR) and augmented reality (AR), rising demand for mobile gaming content, a surge in esports viewership, the growing influence of social media platforms, and expanding monetization opportunities through streaming. Key trends expected during this period include advancements in AI-powered content creation tools, innovations in immersive viewer experiences, the integration of esports with mainstream media, the development of advanced monetization models for creators, and the evolution of interactive and live-streaming formats.

The growing demand for live digital entertainment is expected to drive significant growth in the esports content creation market. Live digital entertainment refers to real-time online experiences such as streaming concerts, gaming sessions, or virtual events that audiences can watch or engage with as they occur. This demand is fueled by consumers' desire for immediacy, authenticity, and shared real-time experiences that mirror the spontaneity of in-person events in a digital world. Esports content creation plays a crucial role in meeting this demand by offering captivating, live gaming experiences that attract large audiences and encourage interactive participation on various digital platforms. For example, in December 2024, the Australian Communications and Media Authority reported that 91% of Australians accessed online services, including both paid and free video content, an increase from 83% in 2023. As a result, the increasing demand for live digital entertainment is significantly contributing to the growth of the esports content creation market.

Leading companies in the esports content creation market are focusing on innovations such as authentic brand integration to enhance user engagement and foster long-term growth. Authenticity in brand integration involves embedding brands into content in a seamless and relevant way that resonates with the audience's values and interests. For example, in January 2025, G2 Esports, a Germany-based esports organization, launched a new media agency called 62. This agency aims to help mainstream brands engage with the esports community by offering services such as creative advertising, media buying, content production, and event management. The goal of 62 is to create genuine connections between brands and esports audiences, thereby strengthening brand presence and engagement within the esports world.

In April 2023, Videoverse, a US-based video game company, acquired Reely.ai, a leading esports content creation company, for an undisclosed amount. With this acquisition, Videoverse aimed to enhance its AI-driven video editing and content automation capabilities, using Reely.ai's technology to streamline the creation and distribution of short-form gaming content. This move is intended to improve user engagement and marketing efficiency, helping Videoverse better serve the growing demand for dynamic, real-time esports content. Reely.ai specializes in automating and optimizing esports content creation, which will contribute significantly to Videoverse's expansion in the gaming sector.

Major players in the esports content creation market are WarnerMedia LLC, NetEase Inc., Activision Blizzard Inc., Electronic Arts Inc., Epic Games Inc., Riot Games Inc., Capcom Co. Ltd., Hi-Rez Studios Inc., Logitech G (a brand of Logitech International S.A.), Nerd Street Gamers LLC, FACEIT Ltd., Cloud9 Esports Inc., MOUZ GmbH, Gfinity plc, Resilience Esports, Misfits Gaming Group LLC, Luminosity Gaming (subsidiary of Enthusiast Gaming Holdings Inc.), Wargaming Public Company Limited, HyperX, Astralis A/S.

North America was the largest region in the esports content creation market in 2024. The regions covered in esports content creation report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The countries covered in the esports content creation market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The esports content creation market includes revenues earned by entities through sponsorships, advertising, streaming platforms, merchandise sales, and fan subscriptions. The market value consists of the financial support, resources, and services provided to content creators in exchange for brand collaborations, ad revenue sharing, or direct consumer payments. Only structured content creation activities with defined production schedules and audience engagement objectives are considered.

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.

Esports Content Creation 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 esports content creation 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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Where is the largest and fastest growing market for esports content creation ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The esports content creation 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 Content Type: Live Streaming; Video-on-Demand; Written Content
  • 2) By Platform: Streaming Platforms; Social Media; Dedicated Esports Websites
  • 3) By Creator Type: Professional Players And Teams; Esports Organizations And Leagues; Independent Content Creators; Game Developers And Publishers
  • 4) By Revenue Model: Pay-Per-Use; Subscriptions
  • Subsegments:
  • 1) By Live Streaming: Tournament broadcasts; Player POV streams; Practice/scrim sessions; Behind-the-scenes/live Q&A; Charity and special event streams; Co-streams with influencers.
  • 2) By Video-on-Demand (VOD): Match highlights; Game analysis and breakdowns; Tutorials and how-to content; Player/team documentaries; Reaction and commentary videos; Esports news recaps.
  • 3) By Written Content: News articles and match reports; Strategy guides and walkthroughs; Opinion pieces/editorials; Interviews with players/coaches; Esports journalism and feature stories; Patch notes and meta-analysis.
  • Companies Mentioned: WarnerMedia LLC; NetEase Inc.; Activision Blizzard Inc.; Electronic Arts Inc.; Epic Games 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. Esports Content Creation Market Characteristics

3. Esports Content Creation Market Trends And Strategies

4. Esports Content Creation Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

5. Global Esports Content Creation Growth Analysis And Strategic Analysis Framework

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

6. Esports Content Creation Market Segmentation

  • 6.1. Global Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Live Streaming
  • Video-on-Demand
  • Written Content
  • 6.2. Global Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Streaming Platforms
  • Social Media
  • Dedicated Esports Websites
  • 6.3. Global Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Professional Players And Teams
  • Esports Organizations And Leagues
  • Independent Content Creators
  • Game Developers And Publishers
  • 6.4. Global Esports Content Creation Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Pay-Per-Use
  • Subscriptions
  • 6.5. Global Esports Content Creation Market, Sub-Segmentation Of Live Streaming, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Tournament broadcasts
  • Player POV streams
  • Practice And Scrim Sessions
  • Behind-The-Scenes And Live Q&A
  • Charity And Special Event Streams
  • Co-Streams With Influencers
  • 6.6. Global Esports Content Creation Market, Sub-Segmentation Of Video-on-Demand (VOD), By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Match highlights
  • Game Analysis And Breakdowns
  • Tutorials And How-To Content
  • Player/Team Documentaries
  • Reaction And Commentary Videos
  • Esports News Recaps
  • 6.7. Global Esports Content Creation Market, Sub-Segmentation Of Written Content, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • News Articles And Match Reports
  • Strategy Guides And Walkthroughs
  • Opinion Pieces/Editorials
  • Interviews With Players/Coaches
  • Esports Journalism And Feature Stories
  • Patch Notes And Meta-Analysis

7. Esports Content Creation Market Regional And Country Analysis

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

8. Asia-Pacific Esports Content Creation Market

  • 8.1. Asia-Pacific Esports Content Creation 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 Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Esports Content Creation Market

  • 9.1. China Esports Content Creation Market Overview
  • 9.2. China Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Esports Content Creation Market

  • 10.1. India Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Esports Content Creation Market

  • 11.1. Japan Esports Content Creation Market Overview
  • 11.2. Japan Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Esports Content Creation Market

  • 12.1. Australia Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Esports Content Creation Market

  • 13.1. Indonesia Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Esports Content Creation Market

  • 14.1. South Korea Esports Content Creation Market Overview
  • 14.2. South Korea Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Esports Content Creation Market

  • 15.1. Western Europe Esports Content Creation Market Overview
  • 15.2. Western Europe Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Esports Content Creation Market

  • 16.1. UK Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Esports Content Creation Market

  • 17.1. Germany Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Esports Content Creation Market

  • 18.1. France Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Esports Content Creation Market

  • 19.1. Italy Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Esports Content Creation Market

  • 20.1. Spain Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Esports Content Creation Market

  • 21.1. Eastern Europe Esports Content Creation Market Overview
  • 21.2. Eastern Europe Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Esports Content Creation Market

  • 22.1. Russia Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Esports Content Creation Market

  • 23.1. North America Esports Content Creation Market Overview
  • 23.2. North America Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Esports Content Creation Market

  • 24.1. USA Esports Content Creation Market Overview
  • 24.2. USA Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Esports Content Creation Market

  • 25.1. Canada Esports Content Creation Market Overview
  • 25.2. Canada Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Esports Content Creation Market

  • 26.1. South America Esports Content Creation Market Overview
  • 26.2. South America Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Esports Content Creation Market

  • 27.1. Brazil Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Esports Content Creation Market

  • 28.1. Middle East Esports Content Creation Market Overview
  • 28.2. Middle East Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Esports Content Creation Market

  • 29.1. Africa Esports Content Creation Market Overview
  • 29.2. Africa Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Esports Content Creation Market Competitive Landscape And Company Profiles

  • 30.1. Esports Content Creation Market Competitive Landscape
  • 30.2. Esports Content Creation Market Company Profiles
    • 30.2.1. WarnerMedia LLC Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. NetEase Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Activision Blizzard Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Electronic Arts Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Epic Games Inc. Overview, Products and Services, Strategy and Financial Analysis

31. Esports Content Creation Market Other Major And Innovative Companies

  • 31.1. Riot Games Inc.
  • 31.2. Capcom Co. Ltd.
  • 31.3. Hi-Rez Studios Inc.
  • 31.4. Logitech G (a brand of Logitech International S.A.)
  • 31.5. Nerd Street Gamers LLC
  • 31.6. FACEIT Ltd.
  • 31.7. Cloud9 Esports Inc.
  • 31.8. MOUZ GmbH
  • 31.9. Gfinity plc
  • 31.10. Resilience Esports
  • 31.11. Misfits Gaming Group LLC
  • 31.12. Luminosity Gaming (subsidiary of Enthusiast Gaming Holdings Inc.)
  • 31.13. Wargaming Public Company Limited
  • 31.14. HyperX
  • 31.15. Astralis A/S

32. Global Esports Content Creation Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Esports Content Creation Market

34. Recent Developments In The Esports Content Creation Market

35. Esports Content Creation Market High Potential Countries, Segments and Strategies

  • 35.1 Esports Content Creation Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Esports Content Creation Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Esports Content Creation 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
  • 250617_r34846_Esports_Content_Creation_GMR_2025