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市場調查報告書
商品編碼
1777259

電競的全球市場:種類·收益來源·各地區 (~2032年)

Global E-Sports Market Research Report Information by Genres, by Revenue Stream, and by Region Forecast till 2032

出版日期: | 出版商: Market Research Future | 英文 120 Pages | 訂單完成後即時交付

價格

預計全球電競市場規模將從 2022 年的 11.353 億美元成長至 2032 年的 71.916 億美元,複合年增長率為 20.9%。

電競是一項線上遊戲競賽,職業和業餘玩家可以以個人或團隊形式參加聯賽式比賽。許多錦標賽都提供獎金。

受智慧型手機、PC 和遊戲主機上電子遊戲的普及推動,全球電子競技市場正在快速成長。 Twitch 和 YouTube 等串流平台提升了觀眾和玩家的體驗,大型賽事、知名選手和贊助商也吸引了大批粉絲。

全球電競市場不僅為玩家提供了高薪機會,也為教練、內容創作者等創造了職涯發展機會。然而,該市場面臨博彩風險、不公平競爭、區域競爭差異以及高度依賴贊助商等挑戰。其他問題還包括難以獲得穩定的收入以及對某些類型以外的遊戲缺乏支援。

區域分析

北美是一個蓬勃發展的電競地區,擁有眾多遊戲、戰隊和賽事。在線觀看電子競技比賽已成為許多人的熱門消遣方式,而且由於新遊戲和技術創新的出現,該行業持續增長。

電競在歐洲也發展迅速,吸引了越來越多的網路普及的年輕人的興趣。該地區的大型賽事和本土戰隊贏得了國際認可,投資者也紛紛投入資金來推動市場成長。

亞太地區引領全球電競市場,中國和韓國尤為突出。 遊戲在亞洲非常受歡迎,數百萬人積極參與遊戲,無論是玩家還是觀眾。大型遊戲公司的進駐進一步鞏固了該地區的市場地位。

中東和非洲地區也不斷提升其在電競領域的影響力。沙烏地阿拉伯等國家正在投資興建體育場館和舉辦大型遊戲賽事,旨在成為電競領域的全球參與者。

本報告研究了全球電子競技市場,並提供了市場定義和概述、影響市場成長的各種因素分析、市場規模趨勢和預測、按細分市場、地區和主要國家/地區進行的細分、競爭格局以及主要公司的概況。

目錄

第1章 摘要整理

第2章 市場概要

第3章 調查手法

第4章 市場動態

  • 促進因素
    • 電子遊戲日益普及
    • 電競認知度不斷提升
    • 智慧型手機普及率不斷提高
  • 限制因素
    • 電競博彩的威脅
    • 缺乏適當的競爭
    • 獲利問題
  • 機遇
    • 高獎金錦標賽數量不斷增加
    • 電競的興起作為一項職業
  • 課題
    • 健康相關問題
    • 標準化的缺乏
  • 趨勢
    • AR和VR技術的有效利用
    • 區塊鏈的應用
  • COVID-19影響分析

第5章 市場要素分析

  • 價值鏈分析
  • 波特的五力分析
  • 最被玩了的遊戲的分析
  • 賞金分配分析

第6章 全球電競市場:不同收益來源

  • 贊助商
  • 媒體權利
  • 商品和票
  • 發行者的使用費·許可證費用
  • 數位平台
  • 串流收益

第7章 全球電競市場:種類

  • 玩家對戰 (PvP)
  • 第一人稱射擊遊戲 (FPS)
  • 體育遊戲
  • 即時戰略 (RTS)
  • 多人線上競技遊戲 (MOBA)
  • 格鬥遊戲

第8章 全球電競市場:各地區

  • 概要

第9章 北美的電競市場

  • 北美
    • 美國
    • 加拿大
    • 墨西哥

第10章 歐洲的電競市場

  • 歐洲
    • 英國
    • 德國
    • 法國
    • 義大利
    • 其他

第11章 亞太地區的電競市場

  • 亞太地區
    • 中國
    • 日本
    • 印度
    • 其他

第12章 全球其他地區的電競市場

  • 全球其他地區
    • 中東·非洲
    • 中南美

第13章 競爭情形

  • 概要
  • 競爭基準
  • 廠商市場佔有率分析
  • 最近的趨勢

第14章 企業簡介

  • GAMELOFT
  • ACTIVISION BLIZZARD, INC.
  • NINTENDO
  • ELECTRONIC ARTS INC.
  • TENCENT HOLDINGS LTD
  • EPIC GAMES
  • CAPCOM CO. LTD
  • KABAM
  • MODERN TIMES GROUP
  • VALVE CORPORATION
  • CJ CORPORATION
  • GFNITY
  • TAKE-TWO INTERACTIVE
  • HUYA INC.
  • NAZARA TECHNOLOGIES
Product Code: MRFR/ICT/9757-CR

Global E-Sports Market Research Report Information by Genres [Player Vs Player (PVP), First Person Shooter, Sports Games, Real-Time Strategy, Multiplayer Online Battle Arena, Fighting], by Revenue Stream (Sponsorships, Media Rights, Merchandise and Tickets, Publisher Fees, Digital Platform, Streaming), and by Region (North America, Europe, Asia-Pacific, Rest of the World) Forecast till 2032

Industry Overview

The global E-Sports market generated a valuation of USD 1,135.3 million in 2022 and is projected to achieve USD 7,191.6 million in 2032 at a CAGR of 20.9% through 2032. In online gaming competitions known as esports, or electronic sports, professional and amateur players compete individually or in teams through leagues, frequently with cash prizes up for grabs.

The global E-Sports market is growing fast, and the reason behind this is the existence of video games, which are popular on mobile phones, PCs, and consoles. Online games and streaming platforms like Twitch and YouTube make gaming more fun for the audience or gamers. Big events, famous players, and sponsors attract more fans.

The global E-Sports market brings chances for players to earn big rewards and for others to build careers in roles like coaching or content creation. But the global market faces problems like gambling risks, unfair matches, a lack of equal competition across regions, and too much dependence on sponsors. There are also some challenges while earning steady money and not enough support for different game types.

Industry Segmentations

Depending on genres, the global market is classified into player vs player, first-person shooter, sports games, real-time strategy, multiplayer online battle arena, and fighting.

The global E-Sports market is segmented based on the revenue stream, comprising sponsorships, media rights, merchandise and tickets, publisher fees, digital platforms, and streaming.

Regional Analysis

North America is a strong region for E-Sports with many games, teams, and events. Watching E-Sports tournaments online has become a favorite pastime for many, and the industry continues to grow with the launch of new games and improvements in technology.

In Europe, the rise of E-Sports is evident as more young people with internet access take an interest in competitive gaming. Major tournaments and homegrown teams from the region have gained international recognition. Investors are also putting money into this market to help it grow more.

Asia-Pacific is leading the E-Sports world, with countries like China and South Korea at the top. Gaming enjoys massive popularity in Asia, where millions actively participate as both players and viewers. The presence of major gaming companies further strengthens the region's position in the market.

The Middle East and Africa are also making their mark in E-Sports. Nations like Saudi Arabia are investing in stadiums and large-scale gaming events to establish themselves as serious players in the global E-Sports industry.

Key Players

Major players in the global E-Sports market are Gameloft, Valve Corporation, CJ Corporation, Activision Blizzard, Tencent Holdings Limited, EPIC Games, Capcom Co. Ltd, Nintendo, E Arts, Kabam, Modern Times Group, GFNITY, Take-Two Interactive, Huya, and Nazara Technologies.

TABLE OF CONTENTS

1 EXECUTIVE SUMMARY

2 MARKET INTRODUCTION

  • 2.1 DEFINITION
  • 2.2 SCOPE OF THE STUDY
  • 2.3 RESEARCH OBJECTIVE
  • 2.4 MARKET STRUCTURE

3 RESEARCH METHODOLOGY

4 MARKET DYNAMICS

  • 4.1 INTRODUCTION
  • 4.2 DRIVERS
    • 4.2.1 INCREASING POPULARITY OF VIDEO GAMES
    • 4.2.2 GROWING AWARENESS ABOUT E-SPORTS
    • 4.2.3 INCREASING PENETRATION OF SMARTPHONES
  • 4.3 RESTRAINTS
    • 4.3.1 THREAT FROM E-SPORTS GAMBLING BETTING
    • 4.3.2 LACK OF PROPER COMPETITION
    • 4.3.3 ISSUE WITH RESPECT TO MONETIZATION
  • 4.4 OPPORTUNITY
    • 4.4.1 INCREASE NUMBER OF EVENTS WITH LARGE POOL PRIZE
    • 4.4.2 MAKING E-SPORTS AS A CAREER
  • 4.5 CHALLANGE
    • 4.5.1 ISSUE RELATED TO HEALTH
    • 4.5.2 LACK OF STANDARDIZATION
  • 4.6 TRENDS
    • 4.6.1 USE OF AR & VR TECHNOLOGY
    • 4.6.2 APPLICATION OF BLOCKCHAIN
  • 4.7 COVID 19 IMPACT ANALYSIS
    • 4.7.1 IMPACT ON IT INFRSTRUCTURE
    • 4.7.2 IMPACT ON GAMING INDUSTRY
    • 4.7.3 IMPACT ON VIWERSHIP

5 MARKET FACTOR ANALYSIS

  • 5.1 VALUE CHAIN ANALYSIS
    • 5.1.1 DEVELOPERS
    • 5.1.2 PLATFORM
    • 5.1.3 END USER
  • 5.2 PORTER'S FIVE FORCES MODEL
    • 5.2.1 BARGAINING POWER OF SUPPLIERS
    • 5.2.2 BARGAINING POWER OF BUYERS
    • 5.2.3 THREAT OF NEW ENTRANTS
    • 5.2.4 THREAT OF SUBSTITUTES
    • 5.2.5 INTENSITY OF RIVALRY
  • 5.3 MOST PLAYED GAMES ANALYSIS
  • 5.4 PRIZE MONEY DISTRIBUTION ANALYSIS

6 GLOBAL E-SPORTS MARKET, BY REVENUE STREAM

  • 6.1 INTRODUCTION
    • 6.1.1 GLOBAL E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
  • 6.2 SPONSORSHIP
  • 6.3 MEDIA RIGHTS
  • 6.4 MERCHANDISE AND TICKETS
  • 6.5 PUBLISHER FEES
  • 6.6 DIGITAL PLATFORMS
  • 6.7 STREAMING

7 GLOBAL E-SPORTS MARKET, BY GENRES

  • 7.1 INTRODUCTION
    • 7.1.1 GLOBAL E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
  • 7.2 PLAYER VS PLAYER (PVP)
  • 7.3 FIRST PERSON SHOOTER
  • 7.4 SPORTS GAMES
  • 7.5 REAL-TIME STRATEGY
  • 7.6 MULTIPLAYER ONLINE BATTLE ARENA
  • 7.7 FIGHTING

8 GLOBAL E-SPORTS MARKET, BY REGION

  • 8.1 OVERVIEW
    • 8.1.1 GLOBAL E-SPORTS MARKET, BY REGION, 2022 VS 2032 (USD MILLION)
    • 8.1.2 GLOBAL E-SPORTS MARKET, BY REGION, 2019-2032 (USD MILLION)

9 NORTH AMERICA E-SPORTS MARKET

  • 9.1 NORTH AMERICA
    • 9.1.1 NORTH AMERICA: E-SPORTS MARKET, BY COUNTRY, 2019-2032 (USD MILLION)
    • 9.1.2 NORTH AMERICA E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 9.1.3 NORTH AMERICA E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
    • 9.1.4 US
    • 9.1.5 US E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 9.1.6 US E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
    • 9.1.7 CANADA
    • 9.1.8 CANADA E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 9.1.9 CANADA E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
    • 9.1.10 MEXICO
    • 9.1.11 MEXICO E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 9.1.12 MEXICO E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)

10 EUROPE E-SPORTS MARKET

  • 10.1 EUROPE
    • 10.1.1 EUROPE: E-SPORTS MARKET, BY COUNTRY, 2019-2032 (USD MILLION)
    • 10.1.2 EUROPE E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 10.1.3 EUROPE E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
    • 10.1.4 UK
    • 10.1.5 UK E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 10.1.6 UK E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
    • 10.1.7 GERMANY
    • 10.1.8 GERMANY E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 10.1.9 GERMANY E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
    • 10.1.10 FRANCE
    • 10.1.11 FRANCE E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 10.1.12 FRANCE E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
    • 10.1.13 ITALY
    • 10.1.14 ITALY E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 10.1.15 ITALY E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
    • 10.1.16 REST OF EUROPE
    • 10.1.17 REST OF EUROPE E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 10.1.18 REST OF EUROPE E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)

11 ASIA PACIFIC E-SPORTS MARKET

  • 11.1 ASIA-PACIFIC
    • 11.1.1 ASIA-PACIFIC: E-SPORTS MARKET, BY COUNTRY, 2019-2032 (USD MILLION)
    • 11.1.2 ASIA-PACIFIC E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 11.1.3 ASIA-PACIFIC E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
    • 11.1.4 CHINA
    • 11.1.5 CHINA E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 11.1.6 CHINA E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
    • 11.1.7 JAPAN
    • 11.1.8 JAPAN E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 11.1.9 JAPAN E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
    • 11.1.10 INDIA
    • 11.1.11 INDIA E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 11.1.12 INDIA E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
    • 11.1.13 REST OF ASIA PACIFIC
    • 11.1.14 REST OF ASIA PACIFIC E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 11.1.15 REST OF ASIA PACIFIC E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)

12 REST OF THE WORLD E-SPORTS MARKET

  • 12.1 REST OF THE WORLD
    • 12.1.1 REST OF THE WORLD: E-SPORTS MARKET, BY COUNTRY, 2019-2032 (USD MILLION)
    • 12.1.2 REST OF THE WORLD E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 12.1.3 REST OF THE WORLD E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
    • 12.1.4 MIDDLE EAST & AFRICA
    • 12.1.5 MIDDLE EAST & AFRICA E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 12.1.6 MIDDLE EAST & AFRICA E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
    • 12.1.7 CENTRAL & SOUTH AMERICA
    • 12.1.8 CENTRAL & SOUTH AMERICA E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
    • 12.1.9 CENTRAL & SOUTH AMERICA E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION) . 75

13 COMPETITIVE LANDSCAPE

  • 13.1 OVERVIEW
  • 13.2 COMPETITIVE BENCHMARKING
  • 13.3 VENDOR SHARE ANALYSIS
  • 13.4 RECENT DEVELOPMENTS
    • 1.1.1 PRODUCT DEVELOPMENT

14 COMPANY PROFILE

  • 14.1 GAMELOFT
    • 14.1.1 COMPANY OVERVIEW
    • 14.1.2 FINANCIAL OVERVIEW
    • 14.1.3 PRODUCTS OFFERED
    • 14.1.4 KEY DEVELOPMENTS
    • 14.1.5 SWOT ANALYSIS
    • 14.1.6 KEY STRATEGIES
  • 14.2 ACTIVISION BLIZZARD, INC.
    • 14.2.1 COMPANY OVERVIEW
    • 14.2.2 FINANCIAL OVERVIEW
    • 14.2.3 PRODUCTS OFFERED
    • 14.2.4 KEY DEVELOPMENTS
    • 14.2.5 SWOT ANALYSIS
    • 14.2.6 KEY STRATEGIES
  • 14.3 NINTENDO
    • 14.3.1 COMPANY OVERVIEW
    • 14.3.2 FINANCIAL OVERVIEW
    • 14.3.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • 14.3.4 KEY DEVELOPMENTS
    • 14.3.5 SWOT ANALYSIS
    • 14.3.6 KEY STRATEGIES
  • 14.4 ELECTRONIC ARTS INC.
    • 14.4.1 COMPANY OVERVIEW
    • 14.4.2 FINANCIAL OVERVIEW
    • 14.4.3 PRODUCTS OFFERED
    • 14.4.4 KEY DEVELOPMENTS
    • 14.4.5 SWOT ANALYSIS
    • 14.4.6 KEY STRATEGIES
  • 14.5 TENCENT HOLDINGS LTD
    • 14.5.1 COMPANY OVERVIEW
    • 14.5.2 FINANCIAL OVERVIEW
    • 14.5.3 PRODUCTS OFFERED
    • 14.5.4 KEY DEVELOPMENTS
    • 14.5.5 SWOT ANALYSIS
    • 14.5.6 KEY STRATEGIES
  • 14.6 EPIC GAMES
    • 14.6.1 COMPANY OVERVIEW
    • 14.6.2 FINANCIAL OVERVIEW
    • 14.6.3 PRODUCTS OFFERED
    • 14.6.4 KEY DEVELOPMENTS
    • 14.6.5 SWOT ANALYSIS
    • 14.6.6 KEY STRATEGIES
  • 14.7 CAPCOM CO. LTD
    • 14.7.1 COMPANY OVERVIEW
    • 14.7.2 FINANCIAL OVERVIEW
    • 14.7.3 PRODUCTS OFFERED
    • 14.7.4 KEY DEVELOPMENTS
    • 14.7.5 SWOT ANALYSIS
    • 14.7.6 KEY STRATEGIES
  • 14.8 KABAM
    • 14.8.1 COMPANY OVERVIEW
    • 14.8.2 FINANCIAL OVERVIEW
    • 14.8.3 PRODUCTS OFFERED
    • 14.8.4 KEY DEVELOPMENTS
    • 14.8.5 SWOT ANALYSIS
    • 14.8.6 KEY STRATEGIES
  • 14.9 MODERN TIMES GROUP
    • 14.9.1 COMPANY OVERVIEW
    • 14.9.2 FINANCIAL OVERVIEW
    • 14.9.3 PRODUCTS OFFERED
    • 14.9.4 KEY DEVELOPMENTS
    • 14.9.5 SWOT ANALYSIS
    • 14.9.6 KEY STRATEGIES
  • 14.10 VALVE CORPORATION
    • 14.10.1 COMPANY OVERVIEW
    • 14.10.2 FINANCIAL OVERVIEW
    • 14.10.3 PRODUCTS OFFERED
    • 14.10.4 KEY DEVELOPMENTS
    • 14.10.5 SWOT ANALYSIS
    • 14.10.6 KEY STRATEGIES
  • 14.11 CJ CORPORATION
    • 14.11.1 COMPANY OVERVIEW
    • 14.11.2 FINANCIAL OVERVIEW
    • 14.11.3 PRODUCTS OFFERED
    • 14.11.4 KEY DEVELOPMENTS
    • 14.11.5 SWOT ANALYSIS
    • 14.11.6 KEY STRATEGIES
  • 14.12 GFNITY
    • 14.12.1 COMPANY OVERVIEW
    • 14.12.2 FINANCIAL OVERVIEW
    • 14.12.3 PRODUCTS OFFERED
    • 14.12.4 KEY DEVELOPMENTS
    • 14.12.5 SWOT ANALYSIS
    • 14.12.6 KEY STRATEGIES
  • 14.13 TAKE-TWO INTERACTIVE
    • 14.13.1 COMPANY OVERVIEW
    • 14.13.2 FINANCIAL OVERVIEW
    • 14.13.3 PRODUCTS OFFERED
    • 14.13.4 KEY DEVELOPMENTS
    • 14.13.5 SWOT ANALYSIS
    • 14.13.6 KEY STRATEGIES
  • 14.14 HUYA INC.
    • 14.14.1 COMPANY OVERVIEW
    • 14.14.2 FINANCIAL OVERVIEW
    • 14.14.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • 14.14.4 KEY DEVELOPMENTS
    • 14.14.5 SWOT ANALYSIS
    • 14.14.6 KEY STRATEGIES
  • 14.15 NAZARA TECHNOLOGIES
    • 14.15.1 COMPANY OVERVIEW
    • 14.15.2 FINANCIAL OVERVIEW
    • 14.15.3 PRODUCTS OFFERED
    • 14.15.4 KEY DEVELOPMENTS
    • 14.15.5 SWOT ANALYSIS
    • 14.15.6 KEY STRATEGIES

LIST OF TABLES

  • TABLE 1 MARKET SYNOPSIS
  • TABLE 2 GLOBAL E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 3 GLOBAL E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 4 GLOBAL E-SPORTS MARKET, BY REGION, 2019-2032 (USD MILLION)
  • TABLE 5 NORTH AMERICA E-SPORTS MARKET, BY COUNTRY, 2019-2032 (USD MILLION)
  • TABLE 6 NORTH AMERICA E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 7 NORTH AMERICA E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 8 US E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 9 US E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 10 CANADA E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 11 CANADA E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 12 MEXICO E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 13 MEXICO E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 14 EUROPE E-SPORTS MARKET, BY COUNTRY, 2019-2032 (USD MILLION)
  • TABLE 15 EUROPE E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 16 EUROPE E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 17 UK E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 18 UK E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 19 GERMANY E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 20 GERMANY E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 21 FRANCE E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 22 FRANCE E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 23 ITALY E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 24 ITALY E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 25 REST OF EUROPE E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 26 REST OF EUROPE E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 27 ASIA-PACIFIC E-SPORTS MARKET, BY COUNTRY, 2019-2032 (USD MILLION)
  • TABLE 28 ASIA-PACIFIC E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 29 ASIA-PACIFIC E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 30 CHINA E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 31 CHINA E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 32 JAPAN E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 33 JAPAN E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 34 INDIA E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 35 INDIA E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 36 REST OF ASIA PACIFIC E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 37 REST OF ASIA PACIFIC E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 38 REST OF THE WORLD E-SPORTS MARKET, BY COUNTRY, 2019-2032 (USD MILLION)
  • TABLE 39 REST OF THE WORLD E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 40 REST OF THE WORLD E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 41 MIDDLE EAST & AFRICA E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 42 MIDDLE EAST & AFRICA E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 43 CENTRAL & SOUTH AMERICA E-SPORTS MARKET, BY REVENUE STREAM, 2019-2032 (USD MILLION)
  • TABLE 44 CENTRAL & SOUTH AMERICA E-SPORTS MARKET, BY GENRES, 2019-2032 (USD MILLION)
  • TABLE 45 PRODUCT DEVELOPMENT
  • TABLE 46 PARTNERSHIP/ ACQUISITION
  • TABLE 47 GAMELOFT: PRODUCTS OFFERED
  • TABLE 48 ACTIVISION BLIZZARD, INC.: PRODUCTS OFFERED
  • TABLE 49 ACTIVISION BLIZZARD, INC.: KEY DEVELOPMENTS
  • TABLE 50 NINTENDO: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 51 ELECTRONIC ARTS INC.: PRODUCTS OFFERED
  • TABLE 52 ELECTRONIC ARTS INC.: KEY DEVELOPMENTS
  • TABLE 53 TENCENT HOLDINGS LTD.: PRODUCTS OFFERED
  • TABLE 54 TENCENT HOLDINGS LTD: KEY DEVELOPMENTS
  • TABLE 55 EPIC GAMES: PRODUCTS OFFERED
  • TABLE 56 EPIC GAMES.: KEY DEVELOPMENTS
  • TABLE 57 CAPCOM CO. LTD: PRODUCTS OFFERED
  • TABLE 58 KABAM: PRODUCTS OFFERED
  • TABLE 59 MODERN TIMES GROUP: PRODUCTS OFFERED
  • TABLE 60 MODERN TIMES GROUP.: KEY DEVELOPMENTS
  • TABLE 61 VALVE CORPORATION: PRODUCTS OFFERED
  • TABLE 62 CJ CORPORATION: PRODUCTS OFFERED
  • TABLE 63 GFNITY: PRODUCTS OFFERED
  • TABLE 64 TAKE-TWO INTERACTIVE: PRODUCTS OFFERED
  • TABLE 65 TAKE-TWO INTERACTIVE.: KEY DEVELOPMENTS
  • TABLE 66 HUYA INC: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 67 HUYA INC: KEY DEVELOPMENTS
  • TABLE 68 NAZARA TECHNOLOGIES: PRODUCTS OFFERED
  • TABLE 69 NAZARA TECHNOLOGIES.: KEY DEVELOPMENTS

LIST OF FIGURES

  • FIGURE 1 GLOBAL E-SPORTSMARKET: STRUCTURE
  • FIGURE 2 BOTTOM-UP AND TOP-DOWN APPROACHES
  • FIGURE 3 MARKET DYNAMIC ANALYSIS OF THE GLOBAL E-SPORTS MARKET
  • FIGURE 4 DRIVER IMPACT ANALYSIS
  • FIGURE 5 RESTRAINT IMPACT ANALYSIS
  • FIGURE 6 VALUE CHAIN ANALYSIS
  • FIGURE 7 PORTER'S FIVE FORCES MODEL: E-SPORTS MARKET
  • FIGURE 8 MOST PLAYED GAMES: E-SPORTS MARKET
  • FIGURE 9 TOTAL PRIZE MONEY DISTRIBUTION: E-SPORTS MARKET
  • FIGURE 10 GLOBAL E-SPORTS MARKET, BY REVENUE STREAM, 2022 (% SHARE)
  • FIGURE 11 GLOBAL E-SPORTS MARKET, BY REVENUE STREAM, 2022 VS 2032 (USD MILLION)
  • FIGURE 12 GLOBAL E-SPORTS MARKET, BY GENRES, 2022 (% SHARE)
  • FIGURE 13 GLOBAL E-SPORTS MARKET, BY GENRES, 2022 VS 2032 (USD MILLION)
  • FIGURE 14 GLOBAL E-SPORTS MARKET, BY REGION, 2022 (% SHARE)
  • FIGURE 15 GLOBAL E-SPORTS MARKET, BY REGION, 2022 VS 2032 (USD MILLION)
  • FIGURE 16 NORTH AMERICA E-SPORTS MARKET, BY COUNTRY, 2022 (% SHARE)
  • FIGURE 17 NORTH AMERICA E-SPORTS MARKET, BY COUNTRY, 2022 VS 2032 (USD MILLION)
  • FIGURE 18 EUROPE E-SPORTS MARKET, BY COUNTRY, 2022 (% SHARE)
  • FIGURE 19 EUROPE E-SPORTS MARKET, BY COUNTRY, 2022 VS 2032 (USD MILLION)
  • FIGURE 20 ASIA-PACIFIC E-SPORTS MARKET, BY COUNTRY, 2022 (% SHARE)
  • FIGURE 21 ASIA-PACIFIC E-SPORTS MARKET, BY COUNTRY, 2022 VS 2032 (USD MILLION)
  • FIGURE 22 REST OF THE WORLD E-SPORTS MARKET, BY COUNTRY, 2022 (% SHARE)
  • FIGURE 23 REST OF THE WORLD E-SPORTS MARKET, BY COUNTRY, 2022 VS 2032 (USD MILLION)
  • FIGURE 24 GLOBAL ESPORTS MARKET: COMPETITIVE BENCHMARKING
  • FIGURE 25 VENDOR SHARE ANALYSIS (2022, %)
  • FIGURE 26 GAMELOFT.: SWOT ANALYSIS
  • FIGURE 27 ACTIVISION BLIZZARD, INC.: FINANCIAL OVERVIEW SNAPSHOT
  • FIGURE 28 ACTIVISION BLIZZARD, INC.: SWOT ANALYSIS
  • FIGURE 29 NINTENDO: FINANCIAL OVERVIEW SNAPSHOT
  • FIGURE 30 NINTENDO: SWOT ANALYSIS
  • FIGURE 31 ELECTRONIC ARTS INC.: FINANCIAL OVERVIEW SNAPSHOT
  • FIGURE 32 ELECTRONIC ARTS INC.: SWOT ANALYSIS
  • FIGURE 33 TENCENT HOLDINGS LTD.: FINANCIAL OVERVIEW SNAPSHOT
  • FIGURE 34 TENCENT HOLDINGS LTD.: SWOT ANALYSIS
  • FIGURE 35 EPIC GAMES: SWOT ANALYSIS
  • FIGURE 36 CAPCOM CO LTD.: FINANCIAL OVERVIEW SNAPSHOT
  • FIGURE 37 CAPCOM CO. LTD: SWOT ANALYSIS
  • FIGURE 38 KABAM.: SWOT ANALYSIS
  • FIGURE 39 MODERN TIMES GROUP.: FINANCIAL OVERVIEW SNAPSHOT
  • FIGURE 40 MODERN TIMES GROUP: SWOT ANALYSIS
  • FIGURE 41 VALVE CORPORATION: SWOT ANALYSIS
  • FIGURE 42 CJ CORPORATION: SWOT ANALYSIS
  • FIGURE 43 GFNITY: SWOT ANALYSIS
  • FIGURE 44 TAKE-TWO INTERACTIVE: SWOT ANALYSIS
  • FIGURE 45 HUYA INC: FINANCIAL OVERVIEW SNAPSHOT
  • FIGURE 46 HUYA INC: SWOT ANALYSIS
  • FIGURE 47 NAZARA TECHNOLOGIES: SWOT ANALYSIS