封面
市場調查報告書
商品編碼
1728474

全球電競市場:市場規模、佔有率、趨勢分析(按收益來源、串流媒體和地區)、細分市場預測(2025-2030 年)

Esports Market Size, Share & Trends Analysis Report By Revenue Source (Sponsorship, Advertising, Merchandise & Tickets, Media Rights), By Streaming, By Region, And Segment Forecasts, 2025 - 2030

出版日期: | 出版商: Grand View Research | 英文 110 Pages | 商品交期: 2-10個工作天內

價格

電子競技市場的成長與趨勢:

根據Grand View Research, Inc.的最新報告,全球電競市場規模預計將在2030年達到74.6億美元,2025年至2030年的複合年成長率為23.1%。

新興國家行動裝置使用量的成長、人們對電子競技的認知的不斷提高以及電動遊戲的日益普及預計將在預測期內推動市場成長。

消費者需要高品質、互動的遊戲內容以及充滿活力的娛樂產業。娛樂和遊戲的交匯可能會影響整個體育產業的發展,包括線上串流媒體和大小遊戲開發商。商業夥伴的投資不斷增加以及觀眾的大幅成長正在推動電子競技市場的收益成長。隨著協會和聯盟形式不斷發展新的競爭結構,該行業變得更加結構化。此外,預計不斷擴大的夥伴關係、收購和合併將推動電子競技市場的強勁成長。

Twitch 等串流平台透過串流電子競技和遊戲吸引觀眾。電子競技比賽吸引了運動員和名人,並吸引了大批觀眾。此外,電子競技和遊戲有可能吸引傳統媒體管道難以接觸到的熱情年輕觀眾的注意。電子競技能夠吸引年輕、熱情的觀眾的注意力,因此許多品牌透過贊助和廣告的方式投資電子競技賽事。電子競技團隊的集中化、觀眾的不斷成長以及更多專利權聯賽的推出,提升了投資者的興趣。預計在預測期內,品牌對電競團隊的興趣日益濃厚,以吸引潛在客戶,這將推動市場成長。

除了贊助之外,門票銷售和商品銷售也是推動電競市場成長的重要收益部分。特許經營商專注於在體育場舉辦吸引球迷參與的本地活動,創造可觀的收益並幫助進一步發展電競市場。由於粉絲群不斷擴大、聯賽級商品交易以及零售店數量的增加,電子競技服裝市場正在經歷顯著成長。電子競技團隊不再需要依賴競爭對手的勝利,因為團隊可以向粉絲出售自己的商品。例如,2023 年 7 月,拉爾夫·勞倫 (Ralph Lauren) 與 G2 Esports 合作成為服裝合作夥伴。 G2 Esports 知名選手之一 Martin 'Rekkles' Larsson 出現在 Ralph Lauren 的溫布頓網球公開賽宣傳活動中。 G2 和 Ralph Lauren 合作開展了多項宣傳活動,包括在 Twitch 和 TikTok 上進行的數位優先啟動。

電子競技市場報告重點

  • 預計聯賽和專利權形式將在整個預測期內擴大電子競技市場的範圍,從而推動該行業的成長。
  • 預計未來幾年行動電子競技將出現顯著成長,從而推動觀眾人數增加。
  • 按收益來源分類,預計到 2024 年贊助部分將佔最大佔有率,超過 40%。各大品牌已與 ESL 等知名品牌建立了長期贊助夥伴關係,這表明預測期內贊助部分將實現高速成長。
  • 由於對即時電競內容的需求不斷增加、觀眾互動不斷增強以及對串流媒體基礎設施的大量投資,直播領域將在 2024 年佔據最大的市場佔有率。
  • 預計在預測期內亞太地區將以最快的複合年成長率成長。預計中國和韓國等國家將在該地區電子競技生態系統發展中發揮關鍵作用。

目錄

第1章 分析方法與範圍

第2章執行摘要

第3章:電競市場:促進因素、趨勢與範圍

  • 市場聯動展望
  • 市場動態
    • 市場促進因素分析
    • 市場限制分析
    • 產業挑戰
  • 電競市場:分析工具
    • 產業分析:波特五力分析
    • PESTEL分析

第4章 電競市場收益來源估算及趨勢分析

  • 細分儀表板
  • 電子競技市場:按收益來源分類的趨勢分析(2024 年和 2030 年)
    • 贊助
    • 廣告
    • 商品和門票
    • 出版商費用
    • 媒體權利

第5章 電競市場:串流預測與趨勢分析

  • 細分儀表板
  • 電競市場:串流趨勢分析(2024 年和 2030 年)
  • 一經請求
  • 直播

第6章 電競市場:區域估計與趨勢分析

  • 電子競技市場各地區分佈(2024 年和 2030 年)
  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 英國
    • 德國
    • 法國
  • 亞太地區
    • 中國
    • 日本
    • 印度
    • 韓國
    • 澳洲
  • 拉丁美洲
    • 巴西
  • 中東和非洲
    • 阿拉伯聯合大公國
    • 沙烏地阿拉伯
    • 南非

第7章 競爭態勢

  • 公司分類
  • 公司市場定位
  • 公司熱圖分析
  • 公司簡介/上市公司
    • Activision Blizzard, Inc.
    • Electronic Arts Inc.
    • Gameloft SE
    • HTC Corporation
    • Intel Corporation
    • Modern Times Group(MTG)
    • Nintendo of America Inc.
    • NVIDIA Corporation
    • Tencent Holding Limited
    • Valve Corporation
    • Cloud9 Esports
    • G Esports Holding GmbH.
Product Code: GVR-4-68038-647-9

Esports Market Growth & Trends:

The global esports market size is estimated to reach USD 7.46 billion by 2030, registering a CAGR of 23.1% from 2025 to 2030, according to a new report by Grand View Research, Inc. The increasing mobile usage in emerging countries, rising awareness regarding Esports, and increasing popularity of video games are expected to fuel the market growth in the forecasted period.

Consumers demand high-quality and interactive gaming content aligned with the dynamic entertainment industry. The alignment of entertainment and gaming will influence the growth of the entire sports industry, including online streamers and small and big-budget game developers. The increasing investments from commercial partners and substantial audience growth have resulted in revenue growth in the esports market. The industry has become more structured, with associations and league formats developing new competitive structures. Moreover, the growing partnerships, acquisitions, and mergers have projected strong growth in the esports market.

Streaming platforms, such as Twitch, have attracted viewers by streaming esports and gaming. The esports tournaments have fascinated athletes and celebrities and have drawn a broad audience's attention. Additionally, esports and gaming make it easy to draw the attention of enthusiastic and young viewers who are hard to reach through traditional media channels. The ability to grab the attention of the young and enthusiastic audience has attracted many brands to invest in esports events through sponsorships and advertising. The interest of investors has increased with the centralization of an Esports team, rising audience, and the introduction of a more franchise-style league. The rising interest of brands in esports teams to reach potential customers is expected to drive market growth in the forecasted period.

In addition to sponsorship, ticket sales, and merchandise are essential revenue segments that drive the esports market's growth. The franchisee is focusing on hosting local events that include fans in stadiums, generating significant revenue, and thus contributing to the further development of the esports market. The Esports apparel market has witnessed substantial growth due to a growing fanbase, league-level merchandise deals, and increased retail presence. The esports teams no longer have to rely on winning competitions as teams can independently sell their merchandise to their fans. For instance, in July 2023, Ralph Lauren partnered as the apparel partner for G2 Esports. One of G2 Esports' famous players, Martin' Rekkles' Larsson, was featured in Ralph Lauren's Wimbledon Campaign. G2 and Ralph Lauren partnered across several campaigns and events and produced a range of digital-first activations on Twitch and TikTok.

Esports Market Report Highlights:

  • League game and franchise formats are projected to extend the horizon of the esports market throughout the forecast period, consequently promoting industry growth.
  • Mobile Esports is anticipated to make substantial gains resulting in increased viewership in the upcoming years.
  • By revenue source, the sponsorship segment held the largest share of more than 40% in 2024. The major brands are establishing long-term sponsorship partnerships with leading brands such as ESL, which suggests the high growth of the sponsorship segment during the forecast period.
  • The live streaming segment accounted for the largest market share in 2024, driven by increasing demand for real-time esports content, enhanced viewer interaction, and substantial investments in streaming infrastructure.
  • The Asia Pacific region is expected to grow at a fastest CAGR over the forecasted period. Countries such as China and South Korea are anticipated to play a vital role in developing the esports ecosystem in the region.

Table of Contents

Chapter 1. Methodology and Scope

  • 1.1. Market Segmentation and Scope
  • 1.2. Market Definitions
    • 1.2.1. Information analysis
    • 1.2.2. Market formulation & data visualization
    • 1.2.3. Data validation & publishing
  • 1.3. Research Scope and Assumptions
    • 1.3.1. List of Data Sources

Chapter 2. Executive Summary

  • 2.1. Market Outlook
  • 2.2. Segment Outlook
  • 2.3. Competitive Insights

Chapter 3. Esports Market Variables, Trends, & Scope

  • 3.1. Market Lineage Outlook
  • 3.2. Market Dynamics
    • 3.2.1. Market Driver Analysis
    • 3.2.2. Market Restraint Analysis
    • 3.2.3. Deployment Challenge
  • 3.3. Esports Market Analysis Tools
    • 3.3.1. Deployment Analysis - Porter's
      • 3.3.1.1. Bargaining power of the suppliers
      • 3.3.1.2. Bargaining power of the buyers
      • 3.3.1.3. Threats of substitution
      • 3.3.1.4. Threats from new entrants
      • 3.3.1.5. Competitive rivalry
    • 3.3.2. PESTEL Analysis
      • 3.3.2.1. Political landscape
      • 3.3.2.2. Economic and social landscape
      • 3.3.2.3. Technological landscape

Chapter 4. Esports Market: Revenue Source Estimates & Trend Analysis

  • 4.1. Segment Dashboard
  • 4.2. Esports Market: Revenue Source Movement Analysis, 2024 & 2030 (USD Million)
    • 4.2.1. Sponsorships
      • 4.2.1.1. Sponsorships Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 4.2.2. Advertising
      • 4.2.2.1. Advertising Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 4.2.3. Merchandise & Tickets
      • 4.2.3.1. Merchandise & Tickets Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 4.2.4. Publisher Fees
      • 4.2.4.1. Publisher Fees Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 4.2.5. Media Rights
      • 4.2.5.1. Media Rights Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 5. Esports Market: Streaming Estimates & Trend Analysis

  • 5.1. Segment Dashboard
  • 5.2. Esports Market: Streaming Movement Analysis, 2024 & 2030 (USD Million)
  • 5.3. On-demand
    • 5.3.1. On-demand Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.4. Live Streaming
    • 5.4.1. Live Streaming Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 6. Esports Market: Regional Estimates & Trend Analysis

  • 6.1. Esports Market by Region, 2024 & 2030
  • 6.2. North America
    • 6.2.1. North America Esports Market Estimates & Forecasts, 2018 - 2030 (USD Million)
    • 6.2.2. U.S.
      • 6.2.2.1. Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.2.3. Canada
      • 6.2.3.1. Canada Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.2.4. Mexico
      • 6.2.4.1. Mexico Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.3. Europe
    • 6.3.1. Europe Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.3.2. UK
      • 6.3.2.1. UK Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.3.3. Germany
      • 6.3.3.1. Germany Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.3.4. France
      • 6.3.4.1. France Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.4. Asia Pacific
    • 6.4.1. Asia Pacific Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.4.2. China
      • 6.4.2.1. China Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.4.3. Japan
      • 6.4.3.1. Japan Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.4.4. India
      • 6.4.4.1. India Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.4.5. South Korea
      • 6.4.5.1. South Korea Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.4.6. Australia
      • 6.4.6.1. Australia Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.5. Latin America
    • 6.5.1. Latin America Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.5.2. Brazil
      • 6.5.2.1. Brazil Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.6. Middle East and Africa
    • 6.6.1. Middle East and Africa Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.6.2. UAE
      • 6.6.2.1. UAE Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.6.3. Saudi Arabia
      • 6.6.3.1. Saudi Arabia Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.6.4. South Africa
      • 6.6.4.1. South Africa Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 7. Competitive Landscape

  • 7.1. Company Categorization
  • 7.2. Company Market Positioning
  • 7.3. Company Heat Map Analysis
  • 7.4. Company Profiles/Listing
    • 7.4.1. Activision Blizzard, Inc.
      • 7.4.1.1. Participant's Overview
      • 7.4.1.2. Financial Performance
      • 7.4.1.3. Service Benchmarking
      • 7.4.1.4. Strategic Initiatives
    • 7.4.2. Electronic Arts Inc.
      • 7.4.2.1. Participant's Overview
      • 7.4.2.2. Financial Performance
      • 7.4.2.3. Service Benchmarking
      • 7.4.2.4. Strategic Initiatives
    • 7.4.3. Gameloft SE
      • 7.4.3.1. Participant's Overview
      • 7.4.3.2. Financial Performance
      • 7.4.3.3. Service Benchmarking
      • 7.4.3.4. Strategic Initiatives
    • 7.4.4. HTC Corporation
      • 7.4.4.1. Participant's Overview
      • 7.4.4.2. Financial Performance
      • 7.4.4.3. Service Benchmarking
      • 7.4.4.4. Strategic Initiatives
    • 7.4.5. Intel Corporation
      • 7.4.5.1. Participant's Overview
      • 7.4.5.2. Financial Performance
      • 7.4.5.3. Service Benchmarking
      • 7.4.5.4. Strategic Initiatives
    • 7.4.6. Modern Times Group (MTG)
      • 7.4.6.1. Participant's Overview
      • 7.4.6.2. Financial Performance
      • 7.4.6.3. Service Benchmarking
      • 7.4.6.4. Strategic Initiatives
    • 7.4.7. Nintendo of America Inc.
      • 7.4.7.1. Participant's Overview
      • 7.4.7.2. Financial Performance
      • 7.4.7.3. Service Benchmarking
      • 7.4.7.4. Strategic Initiatives
    • 7.4.8. NVIDIA Corporation
      • 7.4.8.1. Participant's Overview
      • 7.4.8.2. Financial Performance
      • 7.4.8.3. Service Benchmarking
      • 7.4.8.4. Strategic Initiatives
    • 7.4.9. Tencent Holding Limited
      • 7.4.9.1. Participant's Overview
      • 7.4.9.2. Financial Performance
      • 7.4.9.3. Service Benchmarking
      • 7.4.9.4. Strategic Initiatives
    • 7.4.10. Valve Corporation
      • 7.4.10.1. Participant's Overview
      • 7.4.10.2. Financial Performance
      • 7.4.10.3. Service Benchmarking
      • 7.4.10.4. Strategic Initiatives
    • 7.4.11. Cloud9 Esports
      • 7.4.11.1. Participant's Overview
      • 7.4.11.2. Financial Performance
      • 7.4.11.3. Service Benchmarking
      • 7.4.11.4. Strategic Initiatives
    • 7.4.12. G Esports Holding GmbH.
      • 7.4.12.1. Participant's Overview
      • 7.4.12.2. Financial Performance
      • 7.4.12.3. Service Benchmarking
      • 7.4.12.4. Strategic Initiatives

List of Tables

  • Table 1 Esports Market Size Estimates & Forecasts 2018 - 2030 (USD Million)
  • Table 2 Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 3 Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 4 Sponsorships Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Table 5 Advertising Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Table 6 Merchandise & Tickets Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Table 7 Publisher Fees Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Table 8 Media Rights Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Table 9 On-demand Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Table 10 Live Streaming Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Table 11 North America Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 12 North America Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 13 U.S. Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 14 U.S. Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 15 Canada Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 16 Canada Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 17 Mexico Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 18 Mexico Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 19 Europe Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 20 Europe Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 21 UK Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 22 UK Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 23 Germany Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 24 Germany Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 25 France Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 26 France Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 27 Asia Pacific Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 28 Asia Pacific Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 29 China Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 30 China Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 31 Japan Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 32 Japan Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 33 India Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 34 India Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 35 South Korea Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 36 South Korea Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 37 Australia Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 38 Australia Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 39 Latin America Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 40 Latin America Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 41 Brazil Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 42 Brazil Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 43 Middle East & Africa Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 44 Middle East & Africa Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 45 UAE Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 46 UAE Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 47 Saudi Arabia Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 48 Saudi Arabia Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 49 South Africa Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 50 South Africa Esports Market, By Streaming, 2018 - 2030 (USD Million)

List of Figures

  • Fig. 1 Esports market segmentation
  • Fig. 2 Information procurement
  • Fig. 3 Data analysis models
  • Fig. 4 Market formulation and validation
  • Fig. 5 Data validating & publishing
  • Fig. 6 Esports market snapshot
  • Fig. 7 Esports market segment snapshot
  • Fig. 8 Esports market competitive landscape snapshot
  • Fig. 9 Market research process
  • Fig. 10 Market driver relevance analysis (current & future impact)
  • Fig. 11 Market restraint relevance analysis (current & future impact)
  • Fig. 12 Esports market, by revenue source, key takeaways
  • Fig. 13 Esports market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 14 Sponsorship market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 15 Advertising market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 16 Merchandise & tickets market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 17 Publisher fees market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 18 Media rights market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 19 Esports market, by streaming, key takeaways
  • Fig. 20 Esports market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 21 On-demand market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 22 Live streaming market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 23 Regional marketplace: key takeaways
  • Fig. 24 North America esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 25 U.S. product esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 26 Canada esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 27 Mexico esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 28 Europe esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 29 UK esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 30 Germany sports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 31 France esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 32 Asia Pacific esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 33 China esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 34 Japan esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 35 India esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 36 South Korea esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 37 Australia esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 38 Latin America esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 39 Brazil esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 40 Middle East & Africa esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 41 UAE esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 42 Saudi Arabia esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 43 South Africa esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 44 Key company categorization
  • Fig. 45 Strategy framework