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eSports Market Size, Share, Forecast, & Trends Analysis by Revenue Model (Sponsorships, Media & Broadcasting Rights), Streaming (Live, On-demand), Genre (Real-time Strategy, Multiplayer Online Battle Arena, Others), Platform (PCs, Mobile Platforms) & Geography - Global Forecast to 2031
Report ID: MROTH - 1041330 Pages: 250 Oct-2024 Formats*: PDF Category: Others Delivery: 24 to 72 Hours Download Free Sample ReportKey factors driving the growth of this market include the increasing popularity of eSports tournaments & events and a low entry barrier for new players. However, the lack of awareness about eSports among potential audiences restrains the market’s growth.
Additionally, the availability of lucrative sponsorship & partnership deals for eSports organizations and initiatives by stakeholders to professionalize eSports are anticipated to offer market growth opportunities. However, limited professional opportunities for eSports teams in emerging regions remain a major challenge for market growth.
Furthermore, the growing popularity of mobile gaming and the increasing number of eSports professionals streaming their gameplay on platforms like Twitch and YouTube are prominent trends in this market.
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The growing popularity of eSports tournaments and events is attracting both players and viewers. Tournaments such as IEM Cologne (CS: GO), ESL One (DOTA 2), League of Legends World Championship, and The International (DOTA 2) have gained significant recognition globally, gaining millions of fans. This growing popularity of eSports tournaments is encouraging game developers and eSports organizations to host their own events to enhance global reach and mainstream acceptance.
Moreover, several countries are actively supporting the eSports market by organizing national tournaments and events. For instance, in July 2024, Saudi Arabia announced the Esports World Cup, set to take place in Riyadh. This tournament is expected to feature the largest prize pool in eSports history and will showcase teams competing across various game genres. The Esports World Cup is part of Saudi Arabia’s National Gaming and eSports Strategy, which aims to increase the sector's contribution to the country's GDP by over 50 billion SAR (approximately USD 13.3 billion) and create more than 39,000 jobs by 2030. Such initiatives are anticipated to drive the market’s growth during the forecast period.
In recent years, eSports has emerged as a rapidly growing industry with low barriers to entry for aspiring gamers and new players. Competitive gaming tournaments offer attractive prizes and opportunities for global recognition. To participate in eSports competitions, individuals primarily need skill, dedication, access to gaming consoles, computers, or mobile devices, and a reliable internet connection. Some events even provide the necessary setup for players to compete.
The eSports ecosystem is accessible to both new players and viewers, as many games and platforms are free, and the required equipment tends to be relatively affordable. Anyone with an internet connection can participate in or watch eSports games and events. This low barrier to entry encourages both amateur and professional gamers, as well as an increase in viewership. These factors are anticipated to drive the growth of the eSports market.
In recent years, there has been a significant transformation in the eSports market, where entities have evolved from teams to clubs and are now becoming full-fledged eSports organizations. As eSports increasingly offers viable career paths, there has been a significant increase in the number of professional eSports athletes. The establishment of eSports arenas, training facilities, and support staff is creating a professional environment for players and teams. Additionally, various stakeholders are making efforts to professionalize the eSports industry.
Moreover, several countries have launched initiatives to promote the eSports sector, which is a significant step toward its professionalization. For instance, in January 2023, the French government announced plans for a National Esports Strategy, which includes initiatives for eSports visas for players and talent, support for grassroots eSports, and the development of a more structured eSports ecosystem. Similarly, Denmark is among the few countries where the government actively supports eSports. Many educational institutions across various countries have integrated eSports into their curricula and extracurricular activities, including at the middle and high school levels. Furthermore, China’s General Administration of Sports officially recognized eSports as a sport in 2003. This recognition and support from stakeholders are expected to create opportunities for the growth of the eSports market.
By revenue model, the global eSports market is segmented into sponsorships, advertisements, merchandise & ticket sales, media & broadcasting rights, game publisher fees, and digital money. In 2024, the sponsorships segment is expected to account for the largest share of over 35.0% of the global eSports market. The significant market share of this segment is attributed to several factors, including the heavy reliance of eSports events on sponsorship, substantial contributions from apparel brands, banking and financial services institutions, and technology companies, as well as an increased focus by businesses to target consumers on global platforms to engage a highly active audience.
Numerous companies are forming partnerships to sponsor eSports events. For instance, in September 2024, BLAST ApS (Denmark) announced a partnership with NASCAR Digital Media, LLC (U.S.) to sponsor the FNCS Global Championship and the Rocket League World Championship 2024. Both competitions are set to take place at Dickies Arena, with a combined total prize pool of over $3 million for the two events.
However, the media & broadcasting rights segment is projected to record the highest CAGR during the forecast period. This segment’s growth is attributed to the emergence of game-specific streaming platforms, a rising interest among traditional media companies in eSports events, and the growing popularity of on-demand streaming services.
By streaming type, the global eSports market is segmented into live streaming and on-demand streaming. In 2024, the live streaming segment is expected to account for a larger share of over 64.0% of the global eSports market. This segment’s significant market share is attributed to the rising popularity of eSports competitions, the increasing number of smartphone & Internet users, and the rising demand for live-streamed content.
However, the on-demand streaming segment is projected to record the highest CAGR during the forecast period. This segment’s growth is fueled by the rising consumption of online media, a shift toward digital entertainment, and the flexibility that on-demand services provide, enabling users to view pre-recorded content whenever they choose.
By genre, the global eSports market is segmented into real-time strategy, multiplayer online battle arena, first-person shooter, role-playing, and other genres. In 2024, the multiplayer online battle arena segment is expected to account for the largest share of over 31.0% of the global eSports market. This segment’s significant market share is attributed to the increasing number of tournaments and prize pools specifically for MOBA games, a rising demand for free-to-play games, and the increase in sponsorships targeting MOBA events and teams.
However, the real-time strategy segment is projected to record the highest CAGR during the forecast period. This segment’s growth is fueled by the increasing demand for real-time strategy (RTS) games on mobile platforms and the growing popularity of competitive RTS games.
By platform, the global eSports market is segmented into PCs, mobile platforms, and consoles. In 2024, the PCs segment is expected to account for the larger share of over 47.0% of the global eSports market. This segment’s significant market share is attributed to the enhanced accessibility of PC games and ongoing advancements in graphics technology and system performance. Additionally, key market players are actively collaborating to strengthen eSports teams and communities. For instance, in January 2024, Revenant Esports Private Limited (India) collaborated with Advanced Micro Devices, Inc. (U.S.). This collaboration aims to foster eSports communities and enhance PC gaming teams, particularly in India.
However, the mobile platforms segment is projected to record the highest CAGR during the forecast period. This segment’s growth is fueled by the emergence of new high-quality mobile games, the increasing interest in competitive gaming formats, and the growing interest in mobile gaming among younger demographics. Several companies are collaborating to create platforms for mobile gamers. For instance, in February 2023, Vodafone Idea Limited (India) partnered with Gamerji E-Sports Private Limited (India) to launch an eSports platform on the Vi App, attracting mobile gamers to participate in eSports tournaments.
Based on geography, the eSports market is segmented into five regions: Europe, Asia-Pacific, North America, Latin America, and the Middle East & Africa. In 2024, Asia-Pacific is expected to account for the largest share of over 42.0% of the global eSports market. This significant share is attributed to factors such as the increasing number of eSports tournaments and leagues, a growing base of enthusiastic gamers and viewers, advancements in internet infrastructure, and support from governments and local organizations for eSports development. Additionally, various market players are collaborating to enhance the eSports ecosystem in the region. For instance, in January 2023, Vodafone Idea Limited (India) partnered with Team Vitality (France) to strengthen the eSports ecosystem in India. This partnership enables Vi customers to participate in eSports and offers exclusive access to Team Vitality's most popular tournaments and teams.
However, the market in North America is projected to record the highest CAGR of 23.0% during the forecast period. The growth of this regional market is primarily driven by substantial investments in the eSports industry and the presence of prominent eSports organizations. Various key players are also creating platforms to educate audiences about eSports. For instance, in June 2024, SidePrize LLC, operating as PrizePicks (Georgia), the largest daily fantasy sports operator in North America, launched the eSports Lab to educate new audiences about the world of eSports. The eSports Lab is a digital platform that features statistics, live matches, and educational resources related to global championships across the eSports ecosystem.
The report offers a competitive analysis based on an extensive assessment of the leading players’ product portfolios and geographic presence and the key growth strategies adopted by them over the past 3–4 years. Some of the prominent companies operating in the eSports market are TaKeTV GmbH (Germany), Activision Blizzard, Inc. (U.S.), Nintendo of America Inc. (U.S.), Sony Interactive Entertainment Inc. (U.S.), Take-Two Interactive Software, Inc. (U.S.), Gfinity PLC (U.K), Tencent Holdings Limited (China), Electronic Arts Inc. (U.S.), ESL Gaming GmbH (Germany), NODWIN Gaming Pvt Ltd. (India), Garena Online Private Limited (Singapore), Kafu Games (Saudi Arabia), HUYA Inc. (China), Gameloft SE (France), and Red Bull GmbH (Germany).
Particulars |
Details |
Number of Pages |
250 |
Format |
|
Forecast Period |
2024–2031 |
Base Year |
2023 |
CAGR (Value) |
21.8% |
Market Size (Value) |
USD 9.1 Billion by 2031 |
Segments Covered |
By Revenue Model
By Streaming
By Genre
By Platform
|
Countries Covered |
Europe (Germany, U.K., France, Italy, Spain, Netherlands, Denmark, Rest of Europe), Asia-Pacific (China, Japan, South Korea, India, Philippines, Thailand, Taiwan, Singapore, Vietnam, Malaysia, Rest of Asia-Pacific), North America (U.S., Canada), Latin America (Brazil, Mexico, Rest of Latin America), and the Middle East & Africa (Israel, UAE, Rest of Middle East & Africa) |
Key Companies |
TaKeTV GmbH (Germany), Activision Blizzard, Inc. (U.S.), Nintendo of America Inc. (U.S.), Sony Interactive Entertainment Inc. (U.S.), Take-Two Interactive Software, Inc. (U.S.), Gfinity PLC (U.K), Tencent Holdings Limited (China), Electronic Arts Inc. (U.S.), ESL Gaming GmbH (Germany), NODWIN Gaming Pvt Ltd. (India), Garena Online Private Limited (Singapore), Kafu Games (Saudi Arabia), HUYA Inc. (China), Gameloft SE (France), and Red Bull GmbH (Germany) |
The eSports market study focuses on market assessment and opportunity analysis by evaluating revenue generation from various revenue models across different regions and countries. Additionally, this study includes a competitive analysis of the eSports market based on a comprehensive assessment of leading players’ product portfolios, geographic presence, and key growth strategies.
The eSports Market is expected to reach $9.1 billion by 2031, at a CAGR of 21.8% from 2024 to 2031.
In 2024, the sponsorships segment is anticipated to hold the major share of the eSports market.
The Multiplayer Online Battle Arena (MOBA) segment is projected to record the highest CAGR during the forecast period.
Key factors driving the growth of this market include the increasing popularity of eSports tournaments & events and a low entry barrier for new players. Additionally, the availability of lucrative sponsorship & partnership deals for eSports organizations and initiatives by stakeholders to professionalize eSports are anticipated to offer market growth opportunities.
Key players operating in the eSports market are TaKeTV GmbH (Germany), Activision Blizzard, Inc. (U.S.), Nintendo of America Inc. (U.S.), Sony Interactive Entertainment Inc. (U.S.), Take-Two Interactive Software, Inc. (U.S.), Gfinity PLC (U.K), Tencent Holdings Limited (China), Electronic Arts Inc. (U.S.), ESL Gaming GmbH (Germany), NODWIN Gaming Pvt Ltd. (India), Garena Online Private Limited (Singapore), Kafu Games (Saudi Arabia), HUYA Inc. (China), Gameloft SE (France), and Red Bull GmbH (Germany).
North America is anticipated to record the highest CAGR during the forecast period, consequently offering significant growth opportunities for players operating in this market.
1. Introduction
1.1. Market Definition & Scope
1.2. Currency & Limitations
1.2.1. Currency
1.2.2. Limitations
2. Research Methodology
2.1. Research Approach
2.2. Data Collection and Validation Processes
2.2.1. Secondary Research
2.2.2. Primary Research/Interviews with Key Opinion Leaders of the Industry
2.3. Market Sizing and Forecast
2.3.1. Market Size Estimation Approach
2.3.2. Growth Forecast
2.4. Assumptions for the Study
3. Executive Summary
3.1. Market Overview
3.2. Market Analysis, by Revenue Model
3.3. Market Analysis, by Streaming Type
3.4. Market Analysis, by Genre
3.5. Market Analysis, by Platform
3.6. Market Analysis, by Geography
3.7. Competition Analysis
4. Market Insights
4.1. Overview
4.2. Factors Affecting Market Growth
4.2.1. Drivers
4.2.1.1. Increasing Popularity of Esports Tournaments & Events
4.2.1.2. Low Entry Barrier for New Players
4.2.2. Restraints
4.2.2.1. Lack of Awareness about Esports
4.2.3. Opportunities
4.2.3.1. Availability of Lucrative Sponsorship & Partnership Deals for eSports Organizations
4.2.3.2. Initiatives by Stakeholders to Professionalize eSports
4.2.4. Challenges
4.2.4.1. Limited Professional Opportunities for eSports Teams in Emerging Regions
4.2.5. Market Trends
4.2.5.1. Growing Popularity of Mobile Gaming
4.2.5.2. Increasing Number of eSports Professionals Streaming Their Gameplay on Platforms like Twitch and YouTube
4.3. Case Studies
5. eSports Market Assessment—by Revenue Model
5.1. Overview
5.2. Sponsorships
5.3. Advertisements
5.4. Merchandise & Ticket Sales
5.5. Media & Broadcasting Rights
5.6. Game Publisher Fees
5.7. Digital Money
6. eSports Market Assessment—by Streaming
6.1. Overview
6.2. Live Streaming
6.3. On-demand Streaming
7. eSports Market Assessment—by Genre
7.1. Overview
7.2. Real-time Strategy
7.3. Multiplayer Online Battle Arena
7.4. First-person Shooter
7.5. Role-playing
7.6. Other Genres
8. eSports Market Assessment—by Platform
8.1. Overview
8.2. PCs
8.3. Mobile Platforms
8.4. Consoles
9. eSports Market Assessment—by Geography
9.1. Overview
9.2. Asia-Pacific
9.2.1. China
9.2.2. Japan
9.2.3. South Korea
9.2.4. India
9.2.5. Philippines
9.2.6. Thailand
9.2.7. Taiwan
9.2.8. Singapore
9.2.9. Vietnam
9.2.10. Malaysia
9.2.11. Rest of Asia-Pacific
9.3. Europe
9.3.1. Germany
9.3.2. U.K.
9.3.3. France
9.3.4. Italy
9.3.5. Spain
9.3.6. Netherlands
9.3.7. Denmark
9.3.8. Rest of Europe
9.4. North America
9.4.1. U.S.
9.4.2. Canada
9.5. Latin America
9.5.1. Brazil
9.5.2. Mexico
9.5.3. Rest of Latin America
9.6. Middle East & Africa
9.6.1. Israel
9.6.2. UAE
9.6.3. Rest of Middle East & Africa
10. Global eSports Market—Competitive Landscape
10.1. Overview
10.2. Key Growth Strategies
10.2.1. Market Differentiators
10.2.2. Synergy Analysis: Major Deals & Strategic Alliances
10.3. Competitive Dashboard
10.3.1. Industry Leaders
10.3.2. Market differentiators
10.3.3. Vanguards
10.3.4. Contemporary Stalwarts
10.4. Vendor Market Positioning
10.5. Market Share Analysis
11. Company Profiles (Company Overview, Financial Overview, Product Portfolio, Strategic Developments, and SWOT Analysis)
11.1. TaKeTV GmbH
11.2. Activision Blizzard, Inc.
11.3. Nintendo of America Inc.
11.4. Sony Interactive Entertainment Inc.
11.5. Take-Two Interactive Software, Inc.
11.6. Gfinity PLC
11.7. Tencent Holdings Limited
11.8. Electronic Arts Inc.
11.9. ESL Gaming GmbH
11.10. NODWIN Gaming Pvt Ltd.
11.11. Garena Online Private Limited
11.12. Kafu Games
11.13. HUYA Inc.
11.14. Gameloft SE
11.15. Red Bull GmbH
(Note: SWOT analysis of the top companies will be provided.)
12. Appendix
12.1. Available Customizations
12.2. Related Reports
List of Tables
Table 1 Currency Conversion Rate (2019–2023)
Table 2 Global eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 3 Global eSports Sponsorships Market, by Country/Region, 2022–2031 (USD Million)
Table 4 Global eSports Advertisements Market, by Country/Region, 2022–2031 (USD Million)
Table 5 Global eSports Merchandise & Ticket Sales Market, by Country/Region, 2022–2031 (USD Million)
Table 6 Global eSports Media & Broadcasting Rights Market, by Country/Region, 2022–2031 (USD Million)
Table 7 Global eSports Game Publisher Fees Market, by Country/Region, 2022–2031 (USD Million)
Table 8 Global eSports Digital Money Market, by Country/Region, 2022–2031 (USD Million)
Table 9 Global eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 10 Global Live Streaming eSports Market, by Country/Region, 2022–2031 (USD Million)
Table 11 Global On-demand Streaming eSports Market, by Country/Region, 2022–2031 (USD Million)
Table 12 Global eSports Market, by Genre, 2022–2031 (USD Million)
Table 13 Global Real-time Strategy eSports Market, by Country/Region, 2022–2031 (USD Million)
Table 14 Global Multiplayer Online Battle Arena eSports Market, by Country/Region, 2022–2031 (USD Million)
Table 15 Global First-person Shooter eSports Market, by Country/Region, 2022–2031 (USD Million)
Table 16 Global Role-playing eSports Market, by Country/Region, 2022–2031 (USD Million)
Table 17 Global eSports Market for Other Genres, by Country/Region, 2022–2031 (USD Million)
Table 18 Global eSports Market, by Platform, 2022–2031 (USD Million)
Table 19 Global eSports Market for PCs, by Country/Region, 2022–2031 (USD Million)
Table 20 Global eSports Market for Mobile Platforms, by Country/Region, 2022–2031 (USD Million)
Table 21 Global eSports Market for Consoles, by Country/Region, 2022–2031 (USD Million)
Table 22 eSports Market, by Country/Region, 2022–2031 (USD Million)
Table 23 North America: eSports Market, by Country, 2022–2031 (USD Million)
Table 24 North America: eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 25 North America: eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 26 North America: eSports Market, by Genre, 2022–2031 (USD Million)
Table 27 North America: eSports Market, by Platform, 2022–2031 (USD Million)
Table 28 U.S.: eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 29 U.S.: eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 30 U.S.: eSports Market, by Genre, 2022–2031 (USD Million)
Table 31 U.S.: eSports Market, by Platform, 2022–2031 (USD Million)
Table 32 Canada: eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 33 Canada: eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 34 Canada: eSports Market, by Genre, 2022–2031 (USD Million)
Table 35 Canada: eSports Market, by Platform, 2022–2031 (USD Million)
Table 36 Europe: eSports Market, by Country/Region, 2022–2031 (USD Million)
Table 37 Europe: eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 38 Europe: eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 39 Europe: eSports Market, by Genre, 2022–2031 (USD Million)
Table 40 Europe: eSports Market, by Platform, 2022–2031 (USD Million)
Table 41 Germany: eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 42 Germany: eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 43 Germany: eSports Market, by Genre, 2022–2031 (USD Million)
Table 44 Germany: eSports Market, by Platform, 2022–2031 (USD Million)
Table 45 U.K.: eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 46 U.K.: eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 47 U.K.: eSports Market, by Genre, 2022–2031 (USD Million)
Table 48 U.K.: eSports Market, by Platform, 2022–2031 (USD Million)
Table 49 France: eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 50 France: eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 51 France: eSports Market, by Genre, 2022–2031 (USD Million)
Table 52 France: eSports Market, by Platform, 2022–2031 (USD Million)
Table 53 Italy: eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 54 Italy: eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 55 Italy: eSports Market, by Genre, 2022–2031 (USD Million)
Table 56 Italy: eSports Market, by Platform, 2022–2031 (USD Million)
Table 57 Spain: eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 58 Spain: eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 59 Spain: eSports Market, by Genre, 2022–2031 (USD Million)
Table 60 Spain: eSports Market, by Platform, 2022–2031 (USD Million)
Table 61 Netherlands: eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 62 Netherlands: eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 63 Netherlands: eSports Market, by Genre, 2022–2031 (USD Million)
Table 64 Netherlands: eSports Market, by Platform, 2022–2031 (USD Million)
Table 65 Denmark: eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 66 Denmark: eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 67 Denmark: eSports Market, by Genre, 2022–2031 (USD Million)
Table 68 Denmark: eSports Market, by Platform, 2022–2031 (USD Million)
Table 69 Rest of Europe: eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 70 Rest of Europe: eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 71 Rest of Europe: eSports Market, by Genre, 2022–2031 (USD Million)
Table 72 Rest of Europe: eSports Market, by Platform, 2022–2031 (USD Million)
Table 73 Asia-Pacific: eSports Market, by Country/Region, 2022–2031 (USD Million)
Table 74 Asia-Pacific: eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 75 Asia-Pacific: eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 76 Asia-Pacific: eSports Market, by Genre, 2022–2031 (USD Million)
Table 77 Asia-Pacific: eSports Market, by Platform, 2022–2031 (USD Million)
Table 78 China: eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 79 China: eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 80 China: eSports Market, by Genre, 2022–2031 (USD Million)
Table 81 China: eSports Market, by Platform, 2022–2031 (USD Million)
Table 82 Japan: eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 83 Japan: eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 84 Japan: eSports Market, by Genre, 2022–2031 (USD Million)
Table 85 Japan: eSports Market, by Platform, 2022–2031 (USD Million)
Table 86 South Korea: eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 87 South Korea: eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 88 South Korea: eSports Market, by Genre, 2022–2031 (USD Million)
Table 89 South Korea: eSports Market, by Platform, 2022–2031 (USD Million)
Table 90 India: eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 91 India: eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 92 India: eSports Market, by Genre, 2022–2031 (USD Million)
Table 93 India: eSports Market, by Platform, 2022–2031 (USD Million)
Table 94 Philippines: eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 95 Philippines: eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 96 Philippines: eSports Market, by Genre, 2022–2031 (USD Million)
Table 97 Philippines: eSports Market, by Platform, 2022–2031 (USD Million)
Table 98 Thailand: eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 99 Thailand: eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 100 Thailand: eSports Market, by Genre, 2022–2031 (USD Million)
Table 101 Thailand: eSports Market, by Platform, 2022–2031 (USD Million)
Table 102 Taiwan: eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 103 Taiwan: eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 104 Taiwan: eSports Market, by Genre, 2022–2031 (USD Million)
Table 105 Taiwan: eSports Market, by Platform, 2022–2031 (USD Million)
Table 106 Singapore: eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 107 Singapore: eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 108 Singapore: eSports Market, by Genre, 2022–2031 (USD Million)
Table 109 Singapore: eSports Market, by Platform, 2022–2031 (USD Million)
Table 110 Vietnam: eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 111 Vietnam: eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 112 Vietnam: eSports Market, by Genre, 2022–2031 (USD Million)
Table 113 Vietnam: eSports Market, by Platform, 2022–2031 (USD Million)
Table 114 Malaysia: eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 115 Malaysia: eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 116 Malaysia: eSports Market, by Genre, 2022–2031 (USD Million)
Table 117 Malaysia: eSports Market, by Platform, 2022–2031 (USD Million)
Table 118 Rest of Asia-Pacific: eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 119 Rest of Asia-Pacific: eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 120 Rest of Asia-Pacific: eSports Market, by Genre, 2022–2031 (USD Million)
Table 121 Rest of Asia-Pacific: eSports Market, by Platform, 2022–2031 (USD Million)
Table 122 Latin America: eSports Market, by Country/Region, 2022–2031 (USD Million)
Table 123 Latin America: eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 124 Latin America: eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 125 Latin America: eSports Market, by Genre, 2022–2031 (USD Million)
Table 126 Latin America: eSports Market, by Platform, 2022–2031 (USD Million)
Table 127 Mexico: eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 128 Mexico: eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 129 Mexico: eSports Market, by Genre, 2022–2031 (USD Million)
Table 130 Mexico: eSports Market, by Platform, 2022–2031 (USD Million)
Table 131 Brazil: eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 132 Brazil: eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 133 Brazil: eSports Market, by Genre, 2022–2031 (USD Million)
Table 134 Brazil: eSports Market, by Platform, 2022–2031 (USD Million)
Table 135 Rest of Latin America: eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 136 Rest of Latin America: eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 137 Rest of Latin America: eSports Market, by Genre, 2022–2031 (USD Million)
Table 138 Rest of Latin America: eSports Market, by Platform, 2022–2031 (USD Million)
Table 139 Middle East & Africa: eSports Market, by Country/Region, 2022–2031 (USD Million)
Table 140 Middle East & Africa: eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 141 Middle East & Africa: eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 142 Middle East & Africa: eSports Market, by Genre, 2022–2031 (USD Million)
Table 143 Middle East & Africa: eSports Market, by Platform, 2022–2031 (USD Million)
Table 144 UAE: eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 145 UAE: eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 146 UAE: eSports Market, by Genre, 2022–2031 (USD Million)
Table 147 UAE: eSports Market, by Platform, 2022–2031 (USD Million)
Table 148 Israel: eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 149 Israel: eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 150 Israel: eSports Market, by Genre, 2022–2031 (USD Million)
Table 151 Israel: eSports Market, by Platform, 2022–2031 (USD Million)
Table 152 Rest of Middle East & Africa: eSports Market, by Revenue Model, 2022–2031 (USD Million)
Table 153 Rest of Middle East & Africa: eSports Market, by Streaming Type, 2022–2031 (USD Million)
Table 154 Rest of Middle East & Africa: eSports Market, by Genre, 2022–2031 (USD Million)
Table 155 Rest of Middle East & Africa: eSports Market, by Platform, 2022–2031 (USD Million)
Table 156 Recent Developments by Major Market Players (2021–2024)
Table 157 Top Companies In the eSports Market
List of Figures
Figure 1 Market Ecosystem
Figure 2 Key Stakeholders
Figure 3 Research Process
Figure 4 Key Secondary Sources
Figure 5 Primary Research Techniques
Figure 6 Key Executives Interviewed
Figure 7 Breakdown of Primary Interviews (Supply Side & Demand Side)
Figure 8 Market Sizing and Growth Forecast Approach
Figure 9 Key Insights
Figure 10 eSports Market, by Revenue Model, 2024 Vs. 2031 (USD Million)
Figure 11 eSports Market, by Streaming Type, 2024 Vs. 2031 (USD Million)
Figure 12 eSports Market, by Genre, 2024 Vs. 2031 (USD Million)
Figure 13 eSports Market, by Platform, 2024 Vs. 2031 (USD Million)
Figure 14 Geographic Snapshot: Global eSports Market
Figure 15 Impact Analysis of Market Dynamics
Figure 16 Global eSports Market, by Revenue Model, 2024 Vs. 2031 (USD Million)
Figure 17 Global eSports Market, by Streaming Type, 2024 Vs. 2031 (USD Million)
Figure 18 Global eSports Market, by Genre, 2024 Vs. 2031 (USD Million)
Figure 19 Global eSports Market, by Platform, 2024 Vs. 2031 (USD Million)
Figure 20 eSports Market, by Region, 2024 Vs. 2031 (USD Million)
Figure 21 Asia-Pacific: eSports Market Snapshot
Figure 22 Europe: eSports Market Snapshot
Figure 23 North America: eSports Market Snapshot
Figure 24 Latin America: eSports Market Snapshot
Figure 25 Middle East & Africa: eSports Market Snapshot
Figure 26 Growth Strategies Adopted by Leading Market Players (2021–2024)
Figure 27 Recent Developments by Major Market Players (2021–2024)
Figure 28 Vendor Market Positioning Analysis (2021–2024)
Figure 29 Competitive Dashboard: eSports Market
Figure 30 Ubisoft Entertainment SA: Financial Overview
Figure 31 Tencent: Financial Overview
Figure 32 Electronic Arts Inc.: Financial Overview
Published Date: Nov-2024
Published Date: Oct-2024
Published Date: Oct-2024
Published Date: Sep-2024
Published Date: Sep-2024
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