封面
市場調查報告書
商品編碼
1721392

電子競技市場 (~2035年):串流類型·遊戲種類·設備類型·串流平台·收益源·各地區的產業趨勢與全球預測

ESports Market, Till 2035: Distribution by Type of Streaming, Type of Gaming Genre, Type of Device, Distribution by Type of Streaming Platform, Distribution by Type of Revenue Stream and Geographical Regions : Industry Trends and Global Forecasts

出版日期: | 出版商: Roots Analysis | 英文 174 Pages | 商品交期: 2-10個工作天內

價格
簡介目錄

預計到 2035 年,全球電競市場規模將從目前的 25.5 億美元成長至 188.5 億美元,預測期內複合年增長率為 19.95%。

ESports Market-IMG1

電子競技的市場機會:各市場區隔

各部署模式

  • 實況
  • 視訊點播

各技術

  • 格鬥遊戲
  • 第一人稱射擊遊戲
  • 大型多人線上角色扮演遊戲
  • 大型多人線上競技場遊戲
  • 即時戰略遊戲
  • 其他

各設備

  • 桌上型電腦(桌面)·筆記型電腦·平板電腦
  • 遊戲主機
  • 智慧型手機
  • 智慧電視

串流各平台

  • Twitch
  • YouTube
  • 其他

按收入串流

  • 遊戲發行者費
  • 播放權
  • 贊助商及廣告
  • 票銷售及商品銷售
  • 其他

各地區

  • 北美
  • 美國
  • 加拿大
  • 墨西哥
  • 其他的北美各國
  • 歐洲
  • 奧地利
  • 比利時
  • 丹麥
  • 法國
  • 德國
  • 愛爾蘭
  • 義大利
  • 荷蘭
  • 挪威
  • 俄羅斯
  • 西班牙
  • 瑞典
  • 瑞士
  • 英國
  • 其他歐洲各國
  • 亞洲
  • 中國
  • 印度
  • 日本
  • 新加坡
  • 韓國
  • 其他亞洲各國
  • 南美
  • 巴西
  • 智利
  • 哥倫比亞
  • 委內瑞拉
  • 其他的南美各國
  • 中東·北非
  • 埃及
  • 伊朗
  • 伊拉克
  • 以色列
  • 科威特
  • 沙烏地阿拉伯
  • UAE
  • 其他的中東·北非各國
  • 全球其他地區
  • 澳洲
  • 紐西蘭
  • 其他的國家

電競市場:成長與趨勢

電子競技是娛樂產業中一個快速成長的領域,涵蓋了各種類型的有組織的競技遊戲,包括MOBA(多人線上競技遊戲)和FPS(第一人稱射擊遊戲)。技術進步、線上發行平台的普及以及遊戲作為合法競技活動的日益受到認可,推動了該行業的擴張。電子競技有很多好處,包括培養團隊合作和策略思維等技能,以及鼓勵玩家之間的社交互動和社群建立。此外,它還在遊戲設計和活動管理等相關領域創造了就業機會,並引起了人們的濃厚興趣,尤其是在年輕人中,這表明娛樂業正朝著數位化方向發展。尤其值得注意的是,預計到2023年,電子競技贊助將創造約8.95億美元的收入。

此外,由於職業化的推進,電競產業目前正在經歷重大轉型。電子競技專用基礎設施的建設正在推進,世界各地的主要城市都在投資建設專用場館,這加速了吸引旅遊業和促進經濟成長的進程。從臨時場館到先進的永久性設施的轉變,象徵著電子競技行業的專業化及其作為娛樂形式日益增長的合法性。此外,虛擬實境 (VR) 和擴增實境 (AR) 等技術進步也對基礎架構產生了重大影響,進一步提升了玩家體驗和觀眾的沉浸感。

本報告提供全球電子競技的市場調查、 市場概要,背景,市場影響因素的分析,市場規模的轉變·預測,各種區分·各地區的詳細分析,競爭情形,主要企業簡介等資訊。

目錄

第1章 序文

第2章 調查手法

第3章 經濟以及其他的計劃特有的考慮事項

第4章 宏觀經濟指標

第5章 摘要整理

第6章 簡介

第7章 競爭情形

第8章 企業簡介

  • Activision Blizzard
  • Electronic Arts
  • FACEIT
  • Gameloft SE
  • Gfinity
  • Intel
  • Microsoft
  • Modern Times
  • Nintendo
  • NVIDIA
  • Riot Games
  • Valve

第9章 價值鏈分析

第10章 SWOT分析

第11章 全球電子競技市場

第12章 串流類別的市場機會

第13章 按遊戲種類的市場機會

第14章 不同設備類型的市場機會

第15章 串流各平台的市場機會

第16章 按收益源的市場機會

第17章 北美電子競技的市場機會

第18章 歐洲的電子競技的市場機會

第19章 亞洲的電子競技的市場機會

第20章 中東·北非的電子競技的市場機會

第21章 南美的電子競技的市場機會

第22章 全球其他地區的電子競技的市場機會

第23章 表格形式資料

第24章 企業·團體一覽

第25章 客制化的機會

第26章 ROOTS的訂閱服務

第27章 著者詳細內容

簡介目錄
Product Code: RAICT300113

Esports Market Overview

As per Roots Analysis, the global esports market size is estimated to grow from USD 2.55 billion in the current year to USD 18.85 billion by 2035, at a CAGR of 19.95% during the forecast period, till 2035.

ESports Market - IMG1

The opportunity for esports market has been distributed across the following segments:

Type of Deployment Mode

  • Live
  • Video-on-demand

Type of Technology

  • Fighting Games
  • First Person Shooter Games
  • Mass Multiplayer Online Role-playing Games
  • Multiplayer Online Battle Arena Games
  • Real-time Strategy Games
  • Others

Type of Device

  • Desktop -laptop-tablets
  • Gaming console
  • Smart phone
  • Smart TV

Type of Streaming Platform

  • Twitch
  • YouTube
  • Others

Type of Revenue Stream

  • Game Publisher Fees
  • Media Rights
  • Sponsorship and Advertisement
  • Ticket & Merchandise
  • Others

Geographical Regions

  • North America
  • US
  • Canada
  • Mexico
  • Other North American countries
  • Europe
  • Austria
  • Belgium
  • Denmark
  • France
  • Germany
  • Ireland
  • Italy
  • Netherlands
  • Norway
  • Russia
  • Spain
  • Sweden
  • Switzerland
  • UK
  • Other European countries
  • Asia
  • China
  • India
  • Japan
  • Singapore
  • South Korea
  • Other Asian countries
  • Latin America
  • Brazil
  • Chile
  • Colombia
  • Venezuela
  • Other Latin American countries
  • Middle East and North Africa
  • Egypt
  • Iran
  • Iraq
  • Israel
  • Kuwait
  • Saudi Arabia
  • UAE
  • Other MENA countries
  • Rest of the World
  • Australia
  • New Zealand
  • Other countries

ESPORTS MARKET: GROWTH AND TRENDS

Esports, also known as electronic sports, is a fast-growing sector within the entertainment industry that encompasses organized competitive gaming across various genres, including MOBAs and FPS games. The expansion of this field is fueled by advancements in technology, the popularity of online streaming platforms, and the rising recognition of gaming as a valid competitive activity. Esports present many benefits, such as fostering skills like teamwork and strategic thinking, along with encouraging social interaction and community development among players. Moreover, it creates career opportunities in fields like game design and event management, making it especially attractive to younger individuals and indicative of a larger trend towards digital engagement in entertainment. Notably, in 2023, esports sponsorships generated nearly USD 895 million in revenue.

In addition, the industry is experiencing a transformative phase, propelled by the professionalization of the sector. The development of esports infrastructure is significantly altering the competitive gaming scene, as major cities around the globe are investing in specially designed esports arenas, acknowledging their potential to draw tourism and boost economic growth. This transition from temporary venues to cutting-edge facilities demonstrates the industry's professional evolution and the growing legitimacy of esports as a form of entertainment. Advances in technology, especially in virtual and augmented reality, are also impacting infrastructure, improving both player experiences and audience involvement.

ESPORTS MARKET: KEY SEGMENTS

Market Share by Type of Deployment Mode

Based on the type of deployment mode, the global esports market is segmented into live and video-on-demand. According to our estimates, currently, live streaming captures the majority share of the market. This growth can be attributed to several factors, including a heightened consumer demand for real-time content, live events, and interactive experiences.

Market Share by Type of Gaming Genre

Based on the type of gaming genre, the esports market is segmented into fighting games, first person shooter games, mass multiplayer online role-playing games, multiplayer online battle arena games, real time strategy games and others. According to our estimates, currently, multiplayer online battle arena games (MOBA) captures the majority share of the market. This can be attributed to strong growth trends fueled by cross-platform play and the increasing popularity of mobile MOBA games, along with the incorporation of cutting-edge technologies such as AI and virtual reality.

Market Share by Type of Device

Based on the type of device, the esports market is segmented into desktop / laptop / tablets, gaming console, smart phone and smart TV. According to our estimates, currently, smartphones segment captures the majority share of the market. This can be attributed to the rising adoption of smartphones, especially in developing nations, which has made gaming more accessible, as these devices provide economical alternatives with substantial features.

Market Share by Type of Streaming Platform

Based on the type of streaming platform, the esports market is segmented into Twitch, YouTube and others. According to our estimates, currently, Twitch captures the majority share of the market. This can be attributed to its subscription model and extensive audience.

Market Share by Type of Revenue Stream

Based on the type of revenue stream, the esports market is segmented into game publisher fees, media rights, sponsorship and advertisement, ticket & merchandise and others. According to our estimates, currently, sponsorship and advertising captures the majority share of the market. This can be attributed to increasing viewership, heightened brand investments, and chances for direct interaction with fans.

Market Share by Geographical Regions

Based on the geographical regions, the esports market is segmented into North America, Europe, Asia, Latin America, Middle East and North Africa, and Rest of the World. According to our estimates, currently, North America captures the majority share of the market. However, market in Asia is anticipated to grow at a higher CAGR during the forecast period. The rapid growth in this region can be attributed to the presence of youths and the increasing engagement with digital platforms in countries such as China, Japan, and India.

Example Players in Esports Market

  • Activision Blizzard
  • Electronic Arts
  • FACEIT
  • Gameloft SE
  • Gfinity
  • Intel
  • Microsoft
  • Modern Times
  • Nintendo
  • NVIDIA
  • Riot Games
  • Valve

ESPORTS MARKET: RESEARCH COVERAGE

The report on the esports market features insights on various sections, including:

  • Market Sizing and Opportunity Analysis: An in-depth analysis of the esports market, focusing on key market segments, including [A] type of deployment mode, [B] type of technology, [C] type of device, [D] type of streaming platform and [E] type of revenue stream and [F] geographical regions.
  • Competitive Landscape: A comprehensive analysis of the companies engaged in the Esports market, based on several relevant parameters, such as [A] year of establishment, [B] company size, [C] location of headquarters, [D] ownership structure.
  • Company Profiles: Elaborate profiles of prominent players engaged in the Esports market, providing details on [A] location of headquarters, [B]company size, [C] company mission, [D] company footprint, [E] management team, [F] contact details, [G] financial information, [H] operating business segments, [I] esports portfolio, [J] moat analysis, [K] recent developments, and an informed future outlook.
  • SWOT Analysis: An insightful SWOT framework, highlighting the strengths, weaknesses, opportunities and threats in the domain. Additionally, it provides Harvey ball analysis, highlighting the relative impact of each SWOT parameter.

KEY QUESTIONS ANSWERED IN THIS REPORT

  • How many companies are currently engaged in esports market?
  • Which are the leading companies in this market?
  • What factors are likely to influence the evolution of this market?
  • What is the current and future market size?
  • What is the CAGR of this market?
  • How is the current and future market opportunity likely to be distributed across key market segments?

REASONS TO BUY THIS REPORT

  • The report provides a comprehensive market analysis, offering detailed revenue projections of the overall market and its specific sub-segments. This information is valuable to both established market leaders and emerging entrants.
  • Stakeholders can leverage the report to gain a deeper understanding of the competitive dynamics within the market. By analyzing the competitive landscape, businesses can make informed decisions to optimize their market positioning and develop effective go-to-market strategies.
  • The report offers stakeholders a comprehensive overview of the market, including key drivers, barriers, opportunities, and challenges. This information empowers stakeholders to stay abreast of market trends and make data-driven decisions to capitalize on growth prospects.

ADDITIONAL BENEFITS

  • Complimentary Excel Data Packs for all Analytical Modules in the Report
  • 10% Free Content Customization
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TABLE OF CONTENTS

1. PREFACE

  • 1.1. Introduction
  • 1.2. Market Share Insights
  • 1.3. Key Market Insights
  • 1.4. Report Coverage
  • 1.5. Key Questions Answered
  • 1.6. Chapter Outlines

2. RESEARCH METHODOLOGY

  • 2.1. Chapter Overview
  • 2.2. Research Assumptions
  • 2.3. Database Building
    • 2.3.1. Data Collection
    • 2.3.2. Data Validation
    • 2.3.3. Data Analysis
  • 2.4. Project Methodology
    • 2.4.1. Secondary Research
      • 2.4.1.1. Annual Reports
      • 2.4.1.2. Academic Research Papers
      • 2.4.1.3. Company Websites
      • 2.4.1.4. Investor Presentations
      • 2.4.1.5. Regulatory Filings
      • 2.4.1.6. White Papers
      • 2.4.1.7. Industry Publications
      • 2.4.1.8. Conferences and Seminars
      • 2.4.1.9. Government Portals
      • 2.4.1.10. Media and Press Releases
      • 2.4.1.11. Newsletters
      • 2.4.1.12. Industry Databases
      • 2.4.1.13. Roots Proprietary Databases
      • 2.4.1.14. Paid Databases and Sources
      • 2.4.1.15. Social Media Portals
      • 2.4.1.16. Other Secondary Sources
    • 2.4.2. Primary Research
      • 2.4.2.1. Introduction
      • 2.4.2.2. Types
        • 2.4.2.2.1. Qualitative
        • 2.4.2.2.2. Quantitative
      • 2.4.2.3. Advantages
      • 2.4.2.4. Techniques
        • 2.4.2.4.1. Interviews
        • 2.4.2.4.2. Surveys
        • 2.4.2.4.3. Focus Groups
        • 2.4.2.4.4. Observational Research
        • 2.4.2.4.5. Social Media Interactions
      • 2.4.2.5. Stakeholders
        • 2.4.2.5.1. Company Executives (CXOs)
        • 2.4.2.5.2. Board of Directors
        • 2.4.2.5.3. Company Presidents and Vice Presidents
        • 2.4.2.5.4. Key Opinion Leaders
        • 2.4.2.5.5. Research and Development Heads
        • 2.4.2.5.6. Technical Experts
        • 2.4.2.5.7. Subject Matter Experts
        • 2.4.2.5.8. Scientists
        • 2.4.2.5.9. Doctors and Other Healthcare Providers
      • 2.4.2.6. Ethics and Integrity
        • 2.4.2.6.1. Research Ethics
        • 2.4.2.6.2. Data Integrity
    • 2.4.3. Analytical Tools and Databases

3. ECONOMIC AND OTHER PROJECT SPECIFIC CONSIDERATIONS

  • 3.1. Forecast Methodology
    • 3.1.1. Top-Down Approach
    • 3.1.2. Bottom-Up Approach
    • 3.1.3. Hybrid Approach
  • 3.2. Market Assessment Framework
    • 3.2.1. Total Addressable Market (TAM)
    • 3.2.2. Serviceable Addressable Market (SAM)
    • 3.2.3. Serviceable Obtainable Market (SOM)
    • 3.2.4. Currently Acquired Market (CAM)
  • 3.3. Forecasting Tools and Techniques
    • 3.3.1. Qualitative Forecasting
    • 3.3.2. Correlation
    • 3.3.3. Regression
    • 3.3.4. Time Series Analysis
    • 3.3.5. Extrapolation
    • 3.3.6. Convergence
    • 3.3.7. Forecast Error Analysis
    • 3.3.8. Data Visualization
    • 3.3.9. Scenario Planning
    • 3.3.10. Sensitivity Analysis
  • 3.4. Key Considerations
    • 3.4.1. Demographics
    • 3.4.2. Market Access
    • 3.4.3. Reimbursement Scenarios
    • 3.4.4. Industry Consolidation
  • 3.5. Robust Quality Control
  • 3.6. Key Market Segmentations
  • 3.7. Limitations

4. MACRO-ECONOMIC INDICATORS

  • 4.1. Chapter Overview
  • 4.2. Market Dynamics
    • 4.2.1. Time Period
      • 4.2.1.1. Historical Trends
      • 4.2.1.2. Current and Forecasted Estimates
    • 4.2.2. Currency Coverage
      • 4.2.2.1. Overview of Major Currencies Affecting the Market
      • 4.2.2.2. Impact of Currency Fluctuations on the Industry
    • 4.2.3. Foreign Exchange Impact
      • 4.2.3.1. Evaluation of Foreign Exchange Rates and Their Impact on Market
      • 4.2.3.2. Strategies for Mitigating Foreign Exchange Risk
    • 4.2.4. Recession
      • 4.2.4.1. Historical Analysis of Past Recessions and Lessons Learnt
      • 4.2.4.2. Assessment of Current Economic Conditions and Potential Impact on the Market
    • 4.2.5. Inflation
      • 4.2.5.1. Measurement and Analysis of Inflationary Pressures in the Economy
      • 4.2.5.2. Potential Impact of Inflation on the Market Evolution
    • 4.2.6. Interest Rates
      • 4.2.6.1. Overview of Interest Rates and Their Impact on the Market
      • 4.2.6.2. Strategies for Managing Interest Rate Risk
    • 4.2.7. Commodity Flow Analysis
      • 4.2.7.1. Type of Commodity
      • 4.2.7.2. Origins and Destinations
      • 4.2.7.3. Values and Weights
      • 4.2.7.4. Modes of Transportation
    • 4.2.8. Global Trade Dynamics
      • 4.2.8.1. Import Scenario
      • 4.2.8.2. Export Scenario
    • 4.2.9. War Impact Analysis
      • 4.2.9.1. Russian-Ukraine War
      • 4.2.9.2. Israel-Hamas War
    • 4.2.10. COVID Impact / Related Factors
      • 4.2.10.1. Global Economic Impact
      • 4.2.10.2. Industry-specific Impact
      • 4.2.10.3. Government Response and Stimulus Measures
      • 4.2.10.4. Future Outlook and Adaptation Strategies
    • 4.2.11. Other Indicators
      • 4.2.11.1. Fiscal Policy
      • 4.2.11.2. Consumer Spending
      • 4.2.11.3. Gross Domestic Product (GDP)
      • 4.2.11.4. Employment
      • 4.2.11.5. Taxes
      • 4.2.11.6. R&D Innovation
      • 4.2.11.7. Stock Market Performance
      • 4.2.11.8. Supply Chain
      • 4.2.11.9. Cross-Border Dynamics

5. EXECUTIVE SUMMARY

6. INTRODUCTION

  • 6.1. Chapter Overview
  • 6.2. Overview of Esports
    • 6.2.1. Type of Streaming
    • 6.2.2. Type of Gaming Genre
    • 6.2.3. Type of Device
    • 6.2.4. Type of Streaming Platform
    • 6.2.5. Type of Revenue Stream
  • 6.3. Future Perspective

7. COMPETITIVE LANDSCAPE

  • 7.1. Chapter Overview
  • 7.2. Esports: Overall Market Landscape
    • 7.2.1. Analysis by Year of Establishment
    • 7.2.2. Analysis by Company Size
    • 7.2.3. Analysis by Location of Headquarters
    • 7.2.4. Analysis by Ownership Structure

8. COMPANY PROFILES

  • 8.1. Chapter Overview
    • 8.1.1. Activision Blizzard *
    • 8.1.2. Company Overview
    • 8.1.3. Company Mission
    • 8.1.4. Company Footprint
    • 8.1.5. Management Team
    • 8.1.6. Contact Details
    • 8.1.7. Financial Performance
    • 8.1.8. Operating Business Segments
    • 8.1.9. Service / Product Portfolio (project specific)
    • 8.1.10. MOAT Analysis
    • 8.1.11. Recent Developments and Future Outlook
  • 8.2. Electronic Arts
  • 8.3. FACEIT
  • 8.4. Gameloft SE
  • 8.5. Gfinity
  • 8.6. Intel
  • 8.7. Microsoft
  • 8.8. Modern Times
  • 8.9. Nintendo
  • 8.10. NVIDIA
  • 8.11. Riot Games
  • 8.12. Valve

9. VALUE CHAIN ANALYSIS

10. SWOT ANALYSIS

11. GLOBAL ESPORTS MARKET

  • 11.1. Chapter Overview
  • 11.2. Key Assumptions and Methodology
  • 11.3. Trends Disruption Impacting Market
  • 11.4. Global Esports Market, Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 11.5. Multivariate Scenario Analysis
    • 11.5.1. Conservative Scenario
    • 11.5.2. Optimistic Scenario
  • 11.6. Key Market Segmentations

12. MARKET OPPORTUNITIES BASED ON TYPE OF STREAMING

  • 12.1. Chapter Overview
  • 12.2. Key Assumptions and Methodology
  • 12.3. Revenue Shift Analysis
  • 12.4. Market Movement Analysis
  • 12.5. Penetration-Growth (P-G) Matrix
  • 12.6. Esports Market for Live: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 12.7. Esports Market for Video on demand: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 12.8. Data Triangulation and Validation

13. MARKET OPPORTUNITIES BASED ON TYPE OF GAMING GENRE

  • 13.1. Chapter Overview
  • 13.2. Key Assumptions and Methodology
  • 13.3. Revenue Shift Analysis
  • 13.4. Market Movement Analysis
  • 13.5. Penetration-Growth (P-G) Matrix
  • 13.6. Esports Market for Fighting Games: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 13.7. Esports Market for First Person Shooter Games: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 13.8. Esports Market for Mass Multiplayer Online Role-playing Games: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 13.9. Esports Market for Multiplayer Online Battle Arena Games: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 13.10. Esports Market for Real-time Strategy Games: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 13.11. Esports Market for Others: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 13.12. Data Triangulation and Validation

14. MARKET OPPORTUNITIES BASED ON TYPE OF DEVICE

  • 14.1. Chapter Overview
  • 14.2. Key Assumptions and Methodology
  • 14.3. Revenue Shift Analysis
  • 14.4. Market Movement Analysis
  • 14.5. Penetration-Growth (P-G) Matrix
  • 14.6. Esports Market for Desktop / laptop / tablets: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 14.7. Esports Market for Gaming Console: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 14.8. Esports Market for Smart Phone: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 14.9. Esports Market for Smart TV: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 14.10. Data Triangulation and Validation

15. MARKET OPPORTUNITIES BASED ON TYPE OF STREAMING PLATFORM

  • 15.1. Chapter Overview
  • 15.2. Key Assumptions and Methodology
  • 15.3. Revenue Shift Analysis
  • 15.4. Market Movement Analysis
  • 15.5. Penetration-Growth (P-G) Matrix
  • 15.6. Esports Market for Twitch: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 15.7. Esports Market for YouTube: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 15.8. Esports Market for Others: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 15.9. Data Triangulation and Validation

16. MARKET OPPORTUNITIES BASED ON TYPE OF REVENUE STREAM

  • 16.1. Chapter Overview
  • 16.2. Key Assumptions and Methodology
  • 16.3. Revenue Shift Analysis
  • 16.4. Market Movement Analysis
  • 16.5. Penetration-Growth (P-G) Matrix
  • 16.6. Esports Market for Advertisement: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 16.7. Esports Market for Game Publisher Fees: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 16.8. Esports Market for Media Rights: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 16.9. Esports Market for Sponsorship: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 16.10. Esports Market for Ticket & Merchandise: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 16.11. Esports Market for Others: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 16.12. Data Triangulation and Validation

17 MARKET OPPORTUNITIES FOR ESPORTS IN NORTH AMERICA

  • 17.1. Chapter Overview
  • 17.2. Key Assumptions and Methodology
  • 17.3. Revenue Shift Analysis
  • 17.4. Market Movement Analysis
  • 17.5. Penetration-Growth (P-G) Matrix
  • 17.6. Esports Market in North America: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 17.6.1. Esports Market in the US: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 17.6.2. Esports Market in Canada: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 17.6.3. Esports Market in Mexico: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 17.6.4. Esports Market in Other North American Countries: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 17.7. Data Triangulation and Validation

18. MARKET OPPORTUNITIES FOR ESPORTS IN EUROPE

  • 18.1. Chapter Overview
  • 18.2. Key Assumptions and Methodology
  • 18.3. Revenue Shift Analysis
  • 18.4. Market Movement Analysis
  • 18.5. Penetration-Growth (P-G) Matrix
  • 18.6. Esports Market in Europe: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 18.6.1. Esports Market in the Austria: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 18.6.2. Esports Market in Belgium: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 18.6.3. Esports Market in Denmark: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 18.6.4. Esports Market in France: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 18.6.5. Esports Market in Germany: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 18.6.6. Esports Market in Ireland: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 18.6.7. Esports Market in Italy: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 18.6.8. Esports Market in Netherlands: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 18.6.9. Esports Market in Norway: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 18.6.10. Esports Market in Russia: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 18.6.11. Esports Market in Spain: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 18.6.12. Esports Market in Sweden: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 18.6.13. Esports Market in Switzerland: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 18.6.14. Esports Market in the UK: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 18.6.15. Esports Market in Other European Countries: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 18.7. Data Triangulation and Validation

19. MARKET OPPORTUNITIES FOR ESPORTS IN ASIA

  • 19.1. Chapter Overview
  • 19.2. Key Assumptions and Methodology
  • 19.3. Revenue Shift Analysis
  • 19.4. Market Movement Analysis
  • 19.5. Penetration-Growth (P-G) Matrix
  • 19.6. Esports Market in Asia: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 19.6.1. Esports Market in China: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 19.6.2. Esports Market in India: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 19.6.3. Esports Market in Japan: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 19.6.4. Esports Market in Singapore: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 19.6.5. Esports Market in South Korea: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 19.6.6. Esports Market in Other Asian Countries: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 19.7. Data Triangulation and Validation

20. MARKET OPPORTUNITIES FOR ESPORTS IN MIDDLE EAST AND NORTH AFRICA

  • 20.1. Chapter Overview
  • 20.2. Key Assumptions and Methodology
  • 20.3. Revenue Shift Analysis
  • 20.4. Market Movement Analysis
  • 20.5. Penetration-Growth (P-G) Matrix
  • 20.6. Esports Market in Middle East and North Africa (MENA): Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 20.6.1. Esports Market in Egypt: Historical Trends (Since 2019) and Forecasted Estimates (Till 205)
    • 20.6.2. Esports Market in Iran: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 20.6.3. Esports Market in Iraq: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 20.6.4. Esports Market in Israel: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 20.6.5. Esports Market in Kuwait: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 20.6.6. Esports Market in Saudi Arabia: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 20.6.7. Esports Market in United Arab Emirates (UAE): Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 20.6.8. Esports Market in Other MENA Countries: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 20.7. Data Triangulation and Validation

21. MARKET OPPORTUNITIES FOR ESPORTS IN LATIN AMERICA

  • 21.1. Chapter Overview
  • 21.2. Key Assumptions and Methodology
  • 21.3. Revenue Shift Analysis
  • 21.4. Market Movement Analysis
  • 21.5. Penetration-Growth (P-G) Matrix
  • 21.6. Esports Market in Latin America: Historical Trends (Since 2021) and Forecasted Estimates (Till 2035)
    • 21.6.1. Esports Market in Argentina: Historical Trends (Since 2021) and Forecasted Estimates (Till 2035)
    • 21.6.2. Esports Market in Brazil: Historical Trends (Since 2021) and Forecasted Estimates (Till 2035)
    • 21.6.3. Esports Market in Chile: Historical Trends (Since 2021) and Forecasted Estimates (Till 2035)
    • 21.6.4. Esports Market in Colombia Historical Trends (Since 2021) and Forecasted Estimates (Till 2035)
    • 21.6.5. Esports Market in Venezuela: Historical Trends (Since 2021) and Forecasted Estimates (Till 2035)
    • 21.6.6. Esports Market in Other Latin American Countries: Historical Trends (Since 2021) and Forecasted Estimates (Till 2035)
  • 21.7. Data Triangulation and Validation

22. MARKET OPPORTUNITIES FOR ESPORTS IN REST OF THE WORLD

  • 22.1. Chapter Overview
  • 22.2. Key Assumptions and Methodology
  • 22.3. Revenue Shift Analysis
  • 22.4. Market Movement Analysis
  • 22.5. Penetration-Growth (P-G) Matrix
  • 22.6. Esports Market in Rest of the World: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 22.6.1. Esports Market in Australia: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 22.6.2. Esports Market in New Zealand: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 22.6.3. Esports Market in Other Countries
  • 22.7. Data Triangulation and Validation

23. TABULATED DATA

24. LIST OF COMPANIES AND ORGANIZATIONS

25. CUSTOMIZATION OPPORTUNITIES

26. ROOTS SUBSCRIPTION SERVICES

27. AUTHOR DETAIL