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市場調查報告書
商品編碼
1718107

電子競技市場:2025-2030 年全球預測(按產品、遊戲類型、串流類型和收益模式)

E-Sports Market by Offering, Game Genres, Streaming Type, Revenue Model - Global Forecast 2025-2030

出版日期: | 出版商: 360iResearch | 英文 183 Pages | 商品交期: 最快1-2個工作天內

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預計 2024 年電競市場價值將達到 21.9 億美元,2025 年將成長至 26.8 億美元,複合年成長率為 22.46%,到 ​​2030 年將達到 74 億美元。

主要市場統計數據
基準年2024年 21.9億美元
預計2025年 26.8億美元
預測年份 2030 74億美元
複合年成長率(%) 22.46%

電子競技現象代表了我們這個時代娛樂和數位文化最迅速、影響最深遠的轉變之一。在過去的十年中,該行業已經從小眾聚會和地下錦標賽發展成為全球公認的賽事,擁有數百萬美元的獎金、精良的製作價值和熱情的觀眾。電子競技的發展受到技術進步、連結性增強以及遊戲與傳統媒體日益融合的推動。在這個充滿活力的產業格局中,競爭格局已經從娛樂業轉變為一個強大的全球產業,吸引了新一波投資者、廣告商和數位企業家。

本報告深入探討了當今推動該產業發展的力量。檢驗核心市場動態、新興趨勢和詳細的細分見解,分解從硬體創新到串流媒體偏好等市場組成部分。它還說明了重塑經營模式的轉型變化、市場領導所採用的策略以及凸顯不同地區不同機會和挑戰的區域差異。透過建構當前電競生態系統的全面基礎,此次聘用為徹底了解技術、消費行為和商業化戰略的相互作用如何定義競技遊戲的未來奠定了基礎。

重塑電競格局的變革

技術、消費者參與度和市場結構的根本性轉變正在推動電子競技的生產、消費和收益的重大轉變。串流媒體技術的創新已經將電子競技的覆蓋範圍遠遠超出了傳統的廣播方式。如今,互動直播平台與隨選節目庫結合,讓觀眾不僅可以即時參與比賽,還可以隨時分析重播。這種雙重方法不僅迎合了不同觀眾的偏好,而且還透過有針對性的廣告和贊助整合創造了新的收益機會。

此外,虛擬和擴增實境的進步正在豐富觀眾的體驗,為身臨其境型參與打開大門,模糊參與者和觀眾之間的界線。隨著硬體的不斷發展——遊戲機、個人電腦和 VR/AR 設備提供越來越複雜的體驗——市場領導者正在加大對彌合數位領域和物理領域之間差距的技術的投資。這些技術與網際網路基礎設施的改進相結合,實現了高品質、低延遲的互動,使電子競技牢固地成為一種主流娛樂形式。

此外,消費行為的轉變,尤其是千禧世代和 Z 世代的消費者行為的轉變,在重新定義該行業方面發揮了關鍵作用。對互動內容和社群主導體驗的渴望正在推動遊戲開發商和活動組織者創造在情感和社會層面上引起共鳴的體驗。隨著技術進步,策略合作、跨產業夥伴關係和創新內容傳送模式也應運而生,使得電子競技能夠靈活地回應市場需求。這些轉型轉變凸顯了數位創新與粉絲忠誠度交會的產業,為無與倫比的成長和競爭差異化奠定了基礎。

跨服務、類型、串流媒體和收益模式的關鍵細分洞察

深入挖掘市場的複雜組成,可以發現它是一種多樣化且充滿活力的結構。按產品進行細分將行業分解為包括硬體、服務和軟體在內的不同商店。具體到硬體方面,我們從遊戲設備的角度進行分析,重點介紹遊戲機、個人電腦和 VR/AR 設備如何各自貢獻其獨特的特性、投資模式和採用率。這種整體觀點揭示了專業領域如何突破創新和消費者參與的界限。

從遊戲類型來看,市場具有多種多樣的偏好,包括格鬥、賽車、射擊和運動。每種類型都有自己的敘事風格、遊戲機制和受眾群體,影響競爭結構和活動形式。不同類型的互動營造出一種創新成為常態的環境,推動開發人員和市場根據受眾親和性製定有針對性的策略。

按串流媒體類型細分,透過區分直播和點播消費,進一步細分市場。直播平台即時賦能社區,促進比賽期間的自發性互動和即時回饋。相反,點播解決方案允許觀眾在閒暇時重新觀看關鍵時刻或分析遊戲策略,從而延長內容的壽命並加深觀眾的參與度。最後,按收益模式細分可以深入了解各種收益途徑,包括媒體權利、商品行銷、贊助、門票和專利權。每一種收益來源都帶來不同的複雜性和機會,推動多面向成長和市場滲透。

綜合起來,這些細分見解表明,電子競技市場並不是一個整體,而是一個由不同但相互依存的部分組成的充滿活力的馬賽克。這種多樣性不僅使該行業在快速的技術變革面前更具彈性,而且為創新、投資和戰略發展提供了許多切入點。

目錄

第1章 引言

第2章調查方法

第3章執行摘要

第4章 市場概述

第5章 市場洞察

  • 市場動態
    • 驅動程式
      • 直播平台日益普及的普及正在推動電競賽事的知名度和參與度的提高
      • 網路可及性和技術進步的爆炸性成長推動了全球影響力和參與度
      • 開展區域和國際比賽以增強競爭力
    • 限制因素
      • 缺乏衡量電競收視率和參與度的標準化指標
    • 機會
      • 加強與傳統運動賽事的合作,交叉推廣賽事並增加觀眾人數
      • 整合人工智慧,提供個人化的參與企業體驗和動態指導
    • 任務
      • 與虛擬環境中的資料收集和使用者追蹤相關的隱私問題和網路安全威脅日益嚴重
  • 市場區隔分析
    • 產品:實惠的價格和獨特的遊戲體驗使得主機越來越受歡迎
    • 直播類型:想透過直播體驗現場比賽的刺激嗎?
  • 波特五力分析
  • PESTEL分析
    • 政治
    • 經濟
    • 社會
    • 科技
    • 法律
    • 環境

第6章 電競市場(依產品分類)

  • 介紹
  • 硬體
    • 主機
    • 個人電腦
    • VR/AR設備
  • 服務
  • 軟體

第7章 電競市場(依遊戲類型)

  • 介紹
  • 發現
  • 種族
  • 射擊
  • 運動的

第8章 電競市場(依串流媒體類型)

  • 介紹
  • 直播
  • 一經請求

第9章 電競市場(依收益模式)

  • 介紹
  • 媒體權利
  • 商品行銷
  • 贊助
  • 門票和專利權

第10章:美洲電競市場

  • 介紹
  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美國

第11章 亞太電競市場

  • 介紹
  • 澳洲
  • 中國
  • 印度
  • 印尼
  • 日本
  • 馬來西亞
  • 菲律賓
  • 新加坡
  • 韓國
  • 台灣
  • 泰國
  • 越南

第 12 章歐洲、中東和非洲電競市場

  • 介紹
  • 丹麥
  • 埃及
  • 芬蘭
  • 法國
  • 德國
  • 以色列
  • 義大利
  • 荷蘭
  • 奈及利亞
  • 挪威
  • 波蘭
  • 卡達
  • 俄羅斯
  • 沙烏地阿拉伯
  • 南非
  • 西班牙
  • 瑞典
  • 瑞士
  • 土耳其
  • 阿拉伯聯合大公國
  • 英國

第13章競爭格局

  • 2024年市場佔有率分析
  • 2024年FPNV定位矩陣
  • 競爭情境分析
  • 戰略分析與建議

公司名單

  • Acer Inc.
  • Activision Blizzard, Inc. by Microsoft Corp.
  • Challengermode AB
  • Cloud9 電競公司
  • Electronic Arts Inc.
  • Epic Games, Inc.
  • Esportal AB
  • Evil Geniuses, LLC
  • FACE IT LIMITED
  • Fnatic Ltd
  • G ESPORTS HOLDING GMBH
  • Gameloft SE
  • Gen.G 電競有限公司
  • Immortals Gaming Club, Inc.
  • Khiladi Adda by Techbeliever Technologies Private Limited
  • Krafton, Inc.
  • Nazara Technologies Limited
  • Nintendo Co., Ltd.
  • NVIDIA Corporation
  • Sony Interactive Entertainment LLC
  • Stoughton Street Tech Labs Private Limited
  • Team SoloMid(TSM), Inc.
  • Tencent Holding Limited
  • The ESL Gaming GmbH
  • Ubisoft Entertainment SA
  • Valve Corporation
Product Code: MRR-BB4648AFF399

The E-Sports Market was valued at USD 2.19 billion in 2024 and is projected to grow to USD 2.68 billion in 2025, with a CAGR of 22.46%, reaching USD 7.40 billion by 2030.

KEY MARKET STATISTICS
Base Year [2024] USD 2.19 billion
Estimated Year [2025] USD 2.68 billion
Forecast Year [2030] USD 7.40 billion
CAGR (%) 22.46%

The e-sports phenomenon represents one of the most rapid and far-reaching shifts in contemporary entertainment and digital culture. Over the past decade, the industry has moved from niche gatherings and underground tournaments to globally recognized events with multi-million dollar prizes, sophisticated production values, and highly devoted audiences. The evolution of e-sports has been fueled by advances in technology, enhanced connectivity, and the growing convergence of gaming and traditional media. In this dynamic landscape, competitive gaming has transformed from a recreational pursuit into a formidable global industry, drawing in investors, advertisers, and a new wave of digital entrepreneurs.

This report provides an in-depth look at the forces driving the industry today. It examines core market dynamics, emerging trends, and detailed segmentation insights that break down the market components from hardware innovations to streaming preferences. The narrative traverses through the transformative shifts that have reshaped business models, the strategies that market leaders are employing, and the regional variations that highlight both opportunities and challenges across different territories. By laying out a comprehensive foundation of the current e-sports ecosystem, this introduction sets the stage for a thorough understanding of how the interplay between technology, consumer behavior, and monetization strategies is defining the future of competitive gaming.

Transformative Shifts Reshaping the E-Sports Landscape

Fundamental changes in technology, consumer engagement, and market structures are driving a profound transformation in the way e-sports is produced, consumed, and monetized. Innovations in streaming technology have expanded the reach of e-sports far beyond traditional broadcast methods. Today, interactive live streaming platforms coupled with on-demand content libraries ensure that audiences can engage with competitions in real time as well as analyze replays at their convenience. This dual approach not only caters to different viewer preferences but also creates new opportunities for monetization through targeted advertising and sponsorship integration.

Moreover, advancements in virtual reality and augmented reality have enriched the spectator experience, opening a gateway for immersive engagement that blurs the line between participants and audience members. As hardware continues to evolve-with gaming consoles, PCs, and VR/AR devices offering more sophisticated experiences-market leaders are increasingly investing in technologies that bridge the gap between digital and physical realms. The convergence of these technologies with improved internet infrastructure has enabled high-quality, low-latency interactions, thereby cementing e-sports as a mainstream form of entertainment.

Additionally, shifts in consumer behavior, especially among millennials and Gen Z, have played a crucial role in redefining the industry. The appetite for interactive content and community-driven experiences has driven game developers and event organizers to craft experiences that resonate on both emotional and social levels. In parallel with technological enhancements, strategic collaborations, cross-industry partnerships, and innovative content delivery models have emerged, ensuring that e-sports remains agile and responsive to market demands. These transformative shifts highlight an industry at the intersection of digital innovation and fan loyalty, setting the stage for unparalleled growth and competitive differentiation.

Key Segmentation Insights Across Offerings, Genres, Streaming, and Revenue Models

Delving into the intricate composition of the market reveals a structure that is as diverse as it is dynamic. The segmentation based on offering breaks down the industry into distinct storefronts including hardware, services, and software. The hardware dimension, in particular, is analyzed through the lens of gaming devices, where consoles, personal computers, and VR/AR devices each contribute unique characteristics, investment patterns, and adoption rates. This holistic view of the offering landscape underscores how specialized segments collectively push the boundaries of innovation and consumer engagement.

When looking at game genres, the market is characterized by varied preferences that include fighting, racing, shooting, and sports. Each genre brings forward its own set of narrative styles, gameplay mechanics, and audience demographics, thereby influencing competitive structures and event formats. The interplay between diverse genres fosters an environment where innovation is the norm, compelling both developers and marketing agencies to craft targeted strategies based on audience affinities.

The segmentation based on streaming type further delineates the market by distinguishing between live streaming and on-demand consumption. Live streaming platforms energize the community in real time, facilitating spontaneous interactions and immediate feedback during competitions. Conversely, on-demand solutions allow viewers to revisit critical moments and analyze gameplay tactics at their leisure, thereby extending the lifespan of content and deepening viewer engagement. Lastly, the segmentation based on revenue model provides insight into the variety of monetization avenues that include media rights, merchandising, sponsorships, and tickets and franchising. Each of these revenue streams introduces a different layer of complexity and opportunity, encouraging a multifaceted approach to growth and market penetration.

In synthesizing these segmentation insights, it becomes clear that the e-sports market is not a monolithic entity but rather a vibrant mosaic composed of interdependent yet distinct segments. This diversity not only enhances the industry's resilience in the face of rapid technological change but also provides numerous entry points for innovation, investment, and strategic development.

Based on Offering, market is studied across Hardware, Services, and Software. The Hardware is further studied across Console, PC, and VR/AR Devices.

Based on Game Genres, market is studied across Fighting, Racing, Shooting, and Sports.

Based on Streaming Type, market is studied across Live Stream and On-demand.

Based on Revenue Model, market is studied across Media Rights, Merchandising, Sponsorships, and Tickets & Franchising.

Key Regional Insights Across Major Global Markets

The global e-sports stage is illuminated by vividly diverse regional landscapes, each with its own set of strategic strengths and challenges. Across the Americas, the market benefits from advanced digital infrastructures, well-established competitive circuits, and a strong culture of sponsorship and fan engagement. This region has consistently demonstrated robust growth, underpinned by high disposable incomes and an appetite for both participatory gaming and spectator-based consumption.

In the territories comprising Europe, the Middle East, and Africa, cultural diversity intersects with rapidly evolving digital economies and innovative regulatory frameworks. Markets within these regions are notable for tailoring experiences to local tastes while simultaneously embracing global trends. The integration of localized content, coupled with the historic legacy of competitive gaming, has catalyzed a vibrant ecosystem where both grassroots initiatives and large-scale tournaments flourish.

Asia-Pacific stands out as a powerhouse of technological innovation and consumer enthusiasm in the e-sports arena. This region is at the forefront of adopting emerging technologies, which is reflected in numerous pioneering platforms and a fervent fan base. High-speed internet availability, mobile-centric gaming, and a deeply ingrained gaming culture have all contributed to solidifying Asia-Pacific's role as a global leader in competitive gaming. The convergence of these factors has propelled unprecedented levels of engagement and monetization, driving both volume and value in the market.

The regional insights collectively highlight a multifaceted picture of the e-sports sector that depends significantly on localized factors, from infrastructure and regulatory environments to cultural nuances and economic conditions. Understanding these regional dynamics is essential for companies looking to tailor their strategies in a way that maximizes regional strengths while mitigating localized challenges.

Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

Key Insights from Industry-Leading Companies Driving Market Innovation

The strategic moves and operational excellence of leading companies have played a pivotal role in defining the contours of the e-sports market. Organizations such as Acer Inc., Activision Blizzard, Inc. by Microsoft Corp., Challengermode AB, Cloud9 Esports, Inc., and Electronic Arts Inc. have not only set high benchmarks in terms of innovation and execution but have also actively shaped consumer expectations and competitive standards. Their contributions are felt across every dimension of the industry-from hardware development and software engineering to the orchestration of high-octane tournaments that capture global attention.

Prominent names like Epic Games, Inc. and Esportal AB have consistently pushed the envelope in terms of creative storytelling and immersive game design. At the same time, teams such as Evil Geniuses, LLC and FACE IT LIMITED have redefined competitive integrity by instituting sophisticated league systems and performance analytics that elevate player performance and fan engagement. Similarly, the evolving strategies of Fnatic Ltd and G ESPORTS HOLDING GMBH have influenced market architectures by bridging traditional media with digital avenues. Gameloft SE and Gen.G Esports, Inc. further illustrate the diverse approaches that companies can adopt-from developing cutting-edge software to crafting community-centric experiences.

Adding to this dynamic, Immortals Gaming Club, Inc. and Khiladi Adda by Techbeliever Technologies Private Limited represent the emerging wave of start-ups and niche players who are nimble enough to embrace rapid market changes. Firms such as Krafton, Inc. and Nazara Technologies Limited have consistently demonstrated that innovative game mechanics, combined with a robust digital distribution model, are key drivers of sustained growth. The enduring legacies of Nintendo Co., Ltd., NVIDIA Corporation, and Sony Interactive Entertainment LLC complement the landscape by not only delivering high-performance technologies but also by shaping consumer trends through continual product innovation.

Not to be overlooked are the aggressive strategies from Stoughton Street Tech Labs Private Limited, Team SoloMid (TSM), Inc., Tencent Holding Limited, The ESL Gaming GmbH, Ubisoft Entertainment SA, and Valve Corporation, which have been at the forefront in leveraging multifaceted revenue models, extensive global networks, and brand equity. Their relentless focus on integrating media rights, sponsorship opportunities, and merchandising revenue models underscores the breadth of strategy necessary to thrive in a hyper-competitive marketplace.

The combined efforts of these leading companies illustrate that market success in e-sports is achieved through a synergistic blend of technological innovation, consumer engagement, and strategic foresight. Their operational decisions not only dictate current market trends but also provide invaluable insights for future industry developments.

The report delves into recent significant developments in the E-Sports Market, highlighting leading vendors and their innovative profiles. These include Acer Inc., Activision Blizzard, Inc. by Microsoft Corp., Challengermode AB, Cloud9 Esports, Inc., Electronic Arts Inc., Epic Games, Inc., Esportal AB, Evil Geniuses, LLC, FACE IT LIMITED, Fnatic Ltd,, G ESPORTS HOLDING GMBH, Gameloft SE, Gen.G Esports, Inc., Immortals Gaming Club, Inc., Khiladi Adda by Techbeliever Technologies Private Limited, Krafton, Inc., Nazara Technologies Limited, Nintendo Co., Ltd., NVIDIA Corporation, Sony Interactive Entertainment LLC, Stoughton Street Tech Labs Private Limited, Team SoloMid (TSM), Inc., Tencent Holding Limited, The ESL Gaming GmbH, Ubisoft Entertainment SA, and Valve Corporation. Actionable Strategic Recommendations for E-Sports Industry Leaders

Industry leaders must adopt a forward-looking perspective in order to harness the evolving dynamics of the e-sports market. To achieve sustainable growth and competitive edge, companies are encouraged to invest judiciously in multi-platform technology solutions that ensure seamless viewer experiences across both live and on-demand channels. In an era where technology underpins consumer engagement, upgrading infrastructure to support high-resolution streaming, interactive features, and immersive virtual reality experiences will serve as a critical differentiator.

Leveraging comprehensive data analytics to derive actionable insights from consumer behavior is another strategic imperative. By deploying advanced analytics tools, companies can better understand the nuances of audience engagement, optimize content delivery, and predict future trends. This granular understanding enables leaders to fine-tune marketing campaigns, tailor gaming experiences, and ultimately foster higher levels of consumer loyalty.

It is also crucial for market players to diversify their revenue streams. Integrating various monetization strategies such as media rights deals, merchandise collaborations, sponsorship partnerships, and ticketed events can provide a balanced revenue portfolio that mitigates risk. Additionally, forming strategic alliances and joint ventures can unlock access to new technologies and markets, thereby strengthening overall competitive positioning. Collaborative initiatives that bridge the gap between content creation, hardware innovation, and platform distribution are particularly promising.

Furthermore, a proactive approach to regional market expansion is advised. Tailoring strategies to suit the unique characteristics of the Americas, Europe, Middle East & Africa, as well as Asia-Pacific ensures that operations are not only scalable but also locally relevant. This regional focus, supported by localized content and regulatory conformities, enhances market penetration and builds brand affinity across diverse consumer bases.

Finally, maintaining agility in response to rapidly changing market conditions is essential. Continuous investment in research and development, coupled with the adoption of flexible business models, will empower industry leaders to stay ahead of technological disruptions and evolving consumer demands. A well-rounded strategic outlook that prioritizes technological investment, data-driven marketing, diversified monetization, and regional specialization is the key to thriving in the future landscape of e-sports.

Conclusion: Synthesis of Growth Drivers and Strategic Market Insights

In conclusion, the e-sports industry boasts a complex ecosystem characterized by rapid technological advancements, diverse revenue models, and an ever-expanding global footprint. The examination of transformative shifts highlights not only the remarkable progress in streaming technologies, VR/AR applications, and live interactive content but also underscores the need for continuous innovation. The detailed segmentation analysis-from hardware, services, and software offers; varied game genres; innovative streaming formats; to multi-faceted revenue models-reveals an industry that is agile, resilient, and poised for further growth.

Regional insights provide an additional layer of understanding, illustrating how market dynamics differ across the Americas, Europe, Middle East & Africa, and Asia-Pacific. Each region exhibits unique strengths and challenges, driven by local cultural nuances, technological readiness, and economic conditions. This diverse regional landscape reinforces the idea that a one-size-fits-all approach is unsuitable, and that tailored strategies are essential for success.

Furthermore, insights derived from leading companies emphasize that market dominance is achieved through a blend of strategic innovation, technological excellence, and rigorous data analytics. The operational strategies and dynamic approaches adopted by companies within the e-sports ecosystem serve as a roadmap for aspiring market participants. Ultimately, stakeholders who can harness these insights and align their strategies with emerging industry trends will likely secure a competitive advantage and capture substantial market share in the evolving digital landscape.

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Rising popularity of live streaming platforms amplifying the visibility and engagement of e-sports events
      • 5.1.1.2. Surge in internet accessibility and technological advancements driving e-sports global reach and participation
      • 5.1.1.3. Development of regional and international tournaments elevating competitiveness
    • 5.1.2. Restraints
      • 5.1.2.1. Lack of standardized metrics for measuring e-sports viewership and engagement
    • 5.1.3. Opportunities
      • 5.1.3.1. Rising partnerships with traditional sports to cross-promote events and increase audience size
      • 5.1.3.2. Integrating artificial intelligence to provide personalized player experiences and dynamic coaching
    • 5.1.4. Challenges
      • 5.1.4.1. Rising privacy concerns and cybersecurity threat related to data collection and user tracking in virtual environments
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Offering: Rising popularity of consoles for their affordability & a dedicated gaming experience
    • 5.2.2. Streaming Type: Preference for live streaming to experience the thrill of live competition
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. E-Sports Market, by Offering

  • 6.1. Introduction
  • 6.2. Hardware
    • 6.2.1. Console
    • 6.2.2. PC
    • 6.2.3. VR/AR Devices
  • 6.3. Services
  • 6.4. Software

7. E-Sports Market, by Game Genres

  • 7.1. Introduction
  • 7.2. Fighting
  • 7.3. Racing
  • 7.4. Shooting
  • 7.5. Sports

8. E-Sports Market, by Streaming Type

  • 8.1. Introduction
  • 8.2. Live Stream
  • 8.3. On-demand

9. E-Sports Market, by Revenue Model

  • 9.1. Introduction
  • 9.2. Media Rights
  • 9.3. Merchandising
  • 9.4. Sponsorships
  • 9.5. Tickets & Franchising

10. Americas E-Sports Market

  • 10.1. Introduction
  • 10.2. Argentina
  • 10.3. Brazil
  • 10.4. Canada
  • 10.5. Mexico
  • 10.6. United States

11. Asia-Pacific E-Sports Market

  • 11.1. Introduction
  • 11.2. Australia
  • 11.3. China
  • 11.4. India
  • 11.5. Indonesia
  • 11.6. Japan
  • 11.7. Malaysia
  • 11.8. Philippines
  • 11.9. Singapore
  • 11.10. South Korea
  • 11.11. Taiwan
  • 11.12. Thailand
  • 11.13. Vietnam

12. Europe, Middle East & Africa E-Sports Market

  • 12.1. Introduction
  • 12.2. Denmark
  • 12.3. Egypt
  • 12.4. Finland
  • 12.5. France
  • 12.6. Germany
  • 12.7. Israel
  • 12.8. Italy
  • 12.9. Netherlands
  • 12.10. Nigeria
  • 12.11. Norway
  • 12.12. Poland
  • 12.13. Qatar
  • 12.14. Russia
  • 12.15. Saudi Arabia
  • 12.16. South Africa
  • 12.17. Spain
  • 12.18. Sweden
  • 12.19. Switzerland
  • 12.20. Turkey
  • 12.21. United Arab Emirates
  • 12.22. United Kingdom

13. Competitive Landscape

  • 13.1. Market Share Analysis, 2024
  • 13.2. FPNV Positioning Matrix, 2024
  • 13.3. Competitive Scenario Analysis
    • 13.3.1. NODWIN Gaming acquire AFK Gaming to expands esports presence
    • 13.3.2. KONAMI and FIFA enter an agreement for innovative esports collaboration featuring eFootball
    • 13.3.3. Vi launches Game to Fame e-Sports tournament to enhance gaming ecosystem
    • 13.3.4. Oxygen Esports Expands Partnership With Gamertech Ahead of The Commercial Launch Of Gamertech's Magma Glove
    • 13.3.5. Saudi Crown Prince Launches Esports World Cup
    • 13.3.6. Madhya Pradesh to Launch India's First Esports Academy
  • 13.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Acer Inc.
  • 2. Activision Blizzard, Inc. by Microsoft Corp.
  • 3. Challengermode AB
  • 4. Cloud9 Esports, Inc.
  • 5. Electronic Arts Inc.
  • 6. Epic Games, Inc.
  • 7. Esportal AB
  • 8. Evil Geniuses, LLC
  • 9. FACE IT LIMITED
  • 10. Fnatic Ltd,
  • 11. G ESPORTS HOLDING GMBH
  • 12. Gameloft SE
  • 13. Gen.G Esports, Inc.
  • 14. Immortals Gaming Club, Inc.
  • 15. Khiladi Adda by Techbeliever Technologies Private Limited
  • 16. Krafton, Inc.
  • 17. Nazara Technologies Limited
  • 18. Nintendo Co., Ltd.
  • 19. NVIDIA Corporation
  • 20. Sony Interactive Entertainment LLC
  • 21. Stoughton Street Tech Labs Private Limited
  • 22. Team SoloMid (TSM), Inc.
  • 23. Tencent Holding Limited
  • 24. The ESL Gaming GmbH
  • 25. Ubisoft Entertainment SA
  • 26. Valve Corporation

LIST OF FIGURES

  • FIGURE 1. E-SPORTS MARKET MULTI-CURRENCY
  • FIGURE 2. E-SPORTS MARKET MULTI-LANGUAGE
  • FIGURE 3. E-SPORTS MARKET RESEARCH PROCESS
  • FIGURE 4. E-SPORTS MARKET SIZE, 2024 VS 2030
  • FIGURE 5. GLOBAL E-SPORTS MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 6. GLOBAL E-SPORTS MARKET SIZE, BY REGION, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 7. GLOBAL E-SPORTS MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL E-SPORTS MARKET SIZE, BY OFFERING, 2024 VS 2030 (%)
  • FIGURE 9. GLOBAL E-SPORTS MARKET SIZE, BY OFFERING, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL E-SPORTS MARKET SIZE, BY GAME GENRES, 2024 VS 2030 (%)
  • FIGURE 11. GLOBAL E-SPORTS MARKET SIZE, BY GAME GENRES, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 12. GLOBAL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2024 VS 2030 (%)
  • FIGURE 13. GLOBAL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 14. GLOBAL E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2024 VS 2030 (%)
  • FIGURE 15. GLOBAL E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 16. AMERICAS E-SPORTS MARKET SIZE, BY COUNTRY, 2024 VS 2030 (%)
  • FIGURE 17. AMERICAS E-SPORTS MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 18. UNITED STATES E-SPORTS MARKET SIZE, BY STATE, 2024 VS 2030 (%)
  • FIGURE 19. UNITED STATES E-SPORTS MARKET SIZE, BY STATE, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 20. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY COUNTRY, 2024 VS 2030 (%)
  • FIGURE 21. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 22. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COUNTRY, 2024 VS 2030 (%)
  • FIGURE 23. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 24. E-SPORTS MARKET SHARE, BY KEY PLAYER, 2024
  • FIGURE 25. E-SPORTS MARKET, FPNV POSITIONING MATRIX, 2024

LIST OF TABLES

  • TABLE 1. E-SPORTS MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2024
  • TABLE 3. GLOBAL E-SPORTS MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL E-SPORTS MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. E-SPORTS MARKET DYNAMICS
  • TABLE 7. GLOBAL E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL E-SPORTS MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL E-SPORTS MARKET SIZE, BY CONSOLE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL E-SPORTS MARKET SIZE, BY PC, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL E-SPORTS MARKET SIZE, BY VR/AR DEVICES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL E-SPORTS MARKET SIZE, BY SERVICES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL E-SPORTS MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL E-SPORTS MARKET SIZE, BY FIGHTING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL E-SPORTS MARKET SIZE, BY RACING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 18. GLOBAL E-SPORTS MARKET SIZE, BY SHOOTING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 19. GLOBAL E-SPORTS MARKET SIZE, BY SPORTS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 20. GLOBAL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 21. GLOBAL E-SPORTS MARKET SIZE, BY LIVE STREAM, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 22. GLOBAL E-SPORTS MARKET SIZE, BY ON-DEMAND, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 23. GLOBAL E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 24. GLOBAL E-SPORTS MARKET SIZE, BY MEDIA RIGHTS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 25. GLOBAL E-SPORTS MARKET SIZE, BY MERCHANDISING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 26. GLOBAL E-SPORTS MARKET SIZE, BY SPONSORSHIPS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 27. GLOBAL E-SPORTS MARKET SIZE, BY TICKETS & FRANCHISING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 28. AMERICAS E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 29. AMERICAS E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 30. AMERICAS E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 31. AMERICAS E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 32. AMERICAS E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 33. AMERICAS E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 34. ARGENTINA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 35. ARGENTINA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 36. ARGENTINA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 37. ARGENTINA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 38. ARGENTINA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 39. BRAZIL E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 40. BRAZIL E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 41. BRAZIL E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 42. BRAZIL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 43. BRAZIL E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 44. CANADA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 45. CANADA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 46. CANADA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 47. CANADA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 48. CANADA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 49. MEXICO E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 50. MEXICO E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 51. MEXICO E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 52. MEXICO E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 53. MEXICO E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 54. UNITED STATES E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 55. UNITED STATES E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 56. UNITED STATES E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 57. UNITED STATES E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 58. UNITED STATES E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 59. UNITED STATES E-SPORTS MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 60. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 61. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 62. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 63. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 64. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 65. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 66. AUSTRALIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 67. AUSTRALIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 68. AUSTRALIA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 69. AUSTRALIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 70. AUSTRALIA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 71. CHINA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 72. CHINA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 73. CHINA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 74. CHINA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 75. CHINA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 76. INDIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 77. INDIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 78. INDIA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 79. INDIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 80. INDIA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 81. INDONESIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 82. INDONESIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 83. INDONESIA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 84. INDONESIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 85. INDONESIA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 86. JAPAN E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 87. JAPAN E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 88. JAPAN E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 89. JAPAN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 90. JAPAN E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 91. MALAYSIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 92. MALAYSIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 93. MALAYSIA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 94. MALAYSIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 95. MALAYSIA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 96. PHILIPPINES E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 97. PHILIPPINES E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 98. PHILIPPINES E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 99. PHILIPPINES E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 100. PHILIPPINES E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 101. SINGAPORE E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 102. SINGAPORE E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 103. SINGAPORE E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 104. SINGAPORE E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 105. SINGAPORE E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 106. SOUTH KOREA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 107. SOUTH KOREA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 108. SOUTH KOREA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 109. SOUTH KOREA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 110. SOUTH KOREA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 111. TAIWAN E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 112. TAIWAN E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 113. TAIWAN E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 114. TAIWAN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 115. TAIWAN E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 116. THAILAND E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 117. THAILAND E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 118. THAILAND E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 119. THAILAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 120. THAILAND E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 121. VIETNAM E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 122. VIETNAM E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 123. VIETNAM E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 124. VIETNAM E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 125. VIETNAM E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 126. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 127. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 128. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 129. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 130. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 131. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 132. DENMARK E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 133. DENMARK E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 134. DENMARK E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 135. DENMARK E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 136. DENMARK E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 137. EGYPT E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 138. EGYPT E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 139. EGYPT E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 140. EGYPT E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 141. EGYPT E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 142. FINLAND E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 143. FINLAND E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 144. FINLAND E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 145. FINLAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 146. FINLAND E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 147. FRANCE E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 148. FRANCE E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 149. FRANCE E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 150. FRANCE E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 151. FRANCE E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 152. GERMANY E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 153. GERMANY E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 154. GERMANY E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 155. GERMANY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 156. GERMANY E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 157. ISRAEL E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 158. ISRAEL E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 159. ISRAEL E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 160. ISRAEL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 161. ISRAEL E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 162. ITALY E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 163. ITALY E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 164. ITALY E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 165. ITALY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 166. ITALY E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 167. NETHERLANDS E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 168. NETHERLANDS E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 169. NETHERLANDS E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 170. NETHERLANDS E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 171. NETHERLANDS E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 172. NIGERIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 173. NIGERIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 174. NIGERIA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 175. NIGERIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 176. NIGERIA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 177. NORWAY E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 178. NORWAY E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 179. NORWAY E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 180. NORWAY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 181. NORWAY E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 182. POLAND E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 183. POLAND E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 184. POLAND E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 185. POLAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 186. POLAND E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 187. QATAR E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 188. QATAR E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 189. QATAR E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 190. QATAR E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 191. QATAR E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 192. RUSSIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 193. RUSSIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 194. RUSSIA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 195. RUSSIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 196. RUSSIA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 197. SAUDI ARABIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 198. SAUDI ARABIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 199. SAUDI ARABIA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 200. SAUDI ARABIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 201. SAUDI ARABIA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 202. SOUTH AFRICA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 203. SOUTH AFRICA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 204. SOUTH AFRICA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 205. SOUTH AFRICA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 206. SOUTH AFRICA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 207. SPAIN E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 208. SPAIN E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 209. SPAIN E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 210. SPAIN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 211. SPAIN E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 212. SWEDEN E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 213. SWEDEN E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 214. SWEDEN E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 215. SWEDEN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 216. SWEDEN E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 217. SWITZERLAND E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 218. SWITZERLAND E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 219. SWITZERLAND E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 220. SWITZERLAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 221. SWITZERLAND E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 222. TURKEY E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 223. TURKEY E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 224. TURKEY E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 225. TURKEY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 226. TURKEY E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 227. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 228. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 229. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 230. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 231. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 232. UNITED KINGDOM E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 233. UNITED KINGDOM E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 234. UNITED KINGDOM E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
  • TABLE 235. UNITED KINGDOM E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 236. UNITED KINGDOM E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
  • TABLE 237. E-SPORTS MARKET SHARE, BY KEY PLAYER, 2024
  • TABLE 238. E-SPORTS MARKET, FPNV POSITIONING MATRIX, 2024