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市場調查報告書
商品編碼
1725076

2032 年電競市場預測:按收益來源、遊戲類型、受眾類型、平台、錦標賽和地區進行的全球分析

Esports Market Forecasts to 2032 - Global Analysis By Revenue Stream (Sponsorships, Advertising, Media Rights, Merchandise & Tickets and Other Revenue Streams), Game Type, Audience Type, Platform, Tournament and By Geography

出版日期: | 出版商: Stratistics Market Research Consulting | 英文 200+ Pages | 商品交期: 2-3個工作天內

價格

根據 Stratistics MRC 的數據,全球電競市場預計在 2025 年達到 38 億美元,到 2032 年將達到 224 億美元,預測期內的複合年成長率為 28.8%。

電子競技 (Esports) 是有組織的競技性視訊遊戲,其中多人遊戲由業餘或專業級別的團隊或個人進行。 《英雄聯盟》、《Dota 2》、《反恐精英》和《要塞英雄》都是熱門的電競遊戲。現場和線上的錦標賽吸引了大量觀眾,並且通常提供豐厚的獎金池。電子競技結合了遊戲技巧、團隊合作、策略和娛樂性,吸引了世界各地的觀眾。贊助、串流媒體平台和國際比賽使電子競技成為一個價值數十億美元的產業,被許多權威機構認可為合法運動,並受到多元化、精通數位技術的觀眾的歡迎。

主流的接受與支持

隨著傳統媒體和國際企業的興趣日益濃厚,電子競技賽事也變得越來越知名,需求也越來越大。大公司的贊助提供了資源和財務穩定性,從而擴大了球隊和比賽的規模。透過將電子競技與流行文化融合,此類合作使非遊戲玩家更容易接觸電子競技,並吸引更多的觀眾。高調的夥伴關係將有助於使電子競技合法化,並鼓勵年輕一代參與其中。產業的發展最終將由廣泛的參與來推動,這將增加整體投資、收視率和市場價值。

缺乏標準化和監管

如果沒有明確的規則,遊戲發行商可能會實施相互衝突的規定,從而使比賽變得不那麼公平。由於缺乏普遍的監管,贊助機會進一步受到阻礙。這種管治矛盾可能會引發收益分成、廣播和智慧財產權的衝突。此外,它還使電子競技專業人士更難建立職業發展軌跡,從而限制了他們的長期發展。整體而言,由於投資者和參與者的結構不明確,市場潛力有限。

教育和獎學金

透過教育和獎學金計劃,向潛在玩家傳授在競技遊戲中取得成功所需的知識和能力。獎學金計畫尤其讓電子競技更容易參與,鼓勵學生從事遊戲事業。提供電子競技課程的大學將進一步擴大該行業的人才庫並吸引新一代玩家。此類計畫促進了教育發展,確保電子競技擁有永續的未來和人才。這使得電子競技越來越知名,並幫助其在世界擴張。

智慧財產權和出版商管理

發行商通常擁有遊戲內容的獨家權利,從而阻止第三方錦標賽和主播參與。這種主導地位會將較小的組織排除在市場之外,從而抑制多樣性和創新。此外,嚴格的 IP 限制可能會使粉絲產生的內容或核准的事件面臨法律後果。由於玩家依賴出版商控制的平台,此類限制也可能減少玩家賺錢的機會。這可能會導致新玩家的機會減少,並加劇電子競技生態系統的分裂。

COVID-19的影響

新冠疫情顯著加速了電競市場的成長。由於傳統體育賽事和現場娛樂活動暫停,觀眾轉向線上遊戲和虛擬錦標賽尋求娛樂。這種轉變增加了電子競技的收視率、贊助和投資。活動已轉移到線上,擴大了全球的可及性和參與度。儘管實況活動收益面臨挑戰,但該行業透過利用數位平台迅速適應。總體而言,這場疫情凸顯了電子競技的韌性及其在保持社交距離的世界中作為主流娛樂的潛力。

媒體版權部分預計將成為預測期內最大的部分

預計在預測期內,媒體版權部分將佔據最大的市場佔有率,這主要得益於透過廣播和串流媒體協議帶來的可觀收益。隨著電子競技越來越受歡迎,媒體公司渴望獲得獨家權利,這將使他們能夠接觸到大量忠實的觀眾。此類交易有助於將電子競技確立為主流娛樂,並吸引大型廣告商和贊助商。 Twitch、YouTube 和傳統電視網路等平台的曝光度提高,增加了電競對更廣大受眾的吸引力。最終,增加媒體版權交易將有助於提高獎金池、改善基礎設施並提高行業專業化。

預計在預測期內,專利權聯盟部分將以最高的複合年成長率成長。

由於專利權聯賽吸引了頂級球隊、球員和贊助商,預計其在預測期內將見證最高的成長率。專利權聯盟透過保證穩定性和長期合約為組織和球員提供穩定的經濟流。聯盟的獨家性可以提高收視率、培養球迷參與度和品牌忠誠度,並開闢新的贊助選擇。擁有成熟聯賽模式的專利權也能吸引更多投資,從而帶來更好的球迷體驗和更高水準的製作。最終,這些專利權透過確保長久性和更大、更忠實的粉絲群來刺激電子競技產業的擴張。

佔比最大的地區:

由於人口年輕、精通科技且網路普及率高,預計亞太地區將在預測期內佔據最大的市場佔有率。中國、韓國和日本等國家處於領先地位,其競技遊戲場景和錦標賽規模都十分龐大。全球品牌和媒體公司的投資不斷增加也刺激了該行業的擴張。除了傳統的電競賽事外,手機遊戲在印度和東南亞等市場也經歷了顯著成長,為該地區蓬勃發展的電競生態系統中的玩家、贊助商和遊戲開發商創造了新的機會。

複合年成長率最高的地區:

由於收視率、贊助和遊戲相關收益的增加,預計北美地區在預測期內的複合年成長率最高。英雄聯盟錦標賽和守望先鋒聯賽等大型電競賽事吸引了數百萬觀眾,並透過廣告、媒體版權和商品創造了可觀的收益。大型科技公司和傳統體育組織正在大力投資,進一步證明了該行業的潛力。隨著遊戲的不斷擴展,北美電競有望成為一種主流娛樂形式,將遊戲文化與職業運動融合。

提供免費客製化

訂閱此報告的客戶可享有以下免費自訂選項之一:

  • 公司簡介
    • 全面分析其他市場參與者(最多 3 家公司)
    • 主要參與者的 SWOT 分析(最多 3 家公司)
  • 地理細分
    • 根據客戶興趣對主要國家市場進行估計、預測和複合年成長率(註:基於可行性檢查)
  • 競爭基準化分析
    • 根據產品系列、地理分佈和策略聯盟對主要企業基準化分析

目錄

第1章執行摘要

第2章 前言

  • 概述
  • 相關利益者
  • 研究範圍
  • 調查方法
    • 資料探勘
    • 數據分析
    • 數據檢驗
    • 研究途徑
  • 研究材料
    • 主要研究資料
    • 次級研究資訊來源
    • 先決條件

第3章市場走勢分析

  • 驅動程式
  • 限制因素
  • 機會
  • 威脅
  • 新興市場
  • COVID-19的影響

第4章 波特五力分析

  • 供應商的議價能力
  • 買家的議價能力
  • 替代品的威脅
  • 新進入者的威脅
  • 競爭對手之間的競爭

第5章 全球電競市場收益來源

  • 贊助
  • 廣告
  • 媒體權利
  • 商品和門票
  • 出版商費用
  • 串流媒體和訂閱
  • 其他收入來源

第6章 全球電競市場(依遊戲類型)

  • 多人線上戰鬥競技場 (MOBA)
  • 第一人稱觀點遊戲(FPS)
  • 即時戰略(RTS)
  • 生存遊戲
  • 體育遊戲
  • 賽車遊戲
  • 格鬥遊戲
  • 其他遊戲類型

第7章 全球電競市場(依觀眾類型)

  • 普通觀眾
  • 偶爾觀看
  • 參與者

第8章 全球電競市場(依平台)

  • 個人電腦
  • 主機
  • 移動的

第9章 全球電競市場(依賽事分類)

  • 線上錦標賽
  • 離線
  • 專利權聯盟
  • 公開聯賽

第10章 全球電競市場(按地區)

  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 英國
    • 義大利
    • 法國
    • 西班牙
    • 其他歐洲國家
  • 亞太地區
    • 日本
    • 中國
    • 印度
    • 澳洲
    • 紐西蘭
    • 韓國
    • 其他亞太地區
  • 南美洲
    • 阿根廷
    • 巴西
    • 智利
    • 南美洲其他地區
  • 中東和非洲
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 卡達
    • 南非
    • 其他中東和非洲地區

第11章 重大進展

  • 協議、夥伴關係、合作和合資企業
  • 收購與合併
  • 新產品發布
  • 業務擴展
  • 其他關鍵策略

第12章 公司概況

  • Activision Blizzard, Inc.
  • Riot Games, Inc.
  • Tencent Holdings Ltd.
  • Electronic Arts Inc.(EA)
  • Epic Games, Inc.
  • Valve Corporation
  • Ubisoft Entertainment SA
  • Take-Two Interactive Software, Inc.
  • Microsoft Corporation
  • Sony Interactive Entertainment
  • Nintendo Co., Ltd.
  • ESL FACEIT Group(EFG)
  • DreamHack
  • Team SoloMid(TSM)
  • Cloud9
  • Fnatic
  • G2 Esports
Product Code: SMRC29382

According to Stratistics MRC, the Global Esports Market is accounted for $3.8 billion in 2025 and is expected to reach $22.4 billion by 2032 growing at a CAGR of 28.8% during the forecast period. Electronic sports, or esports, are organised, competitive video games in which teams or individuals play multiplayer games at amateur or professional levels. League of Legends, Dota 2, Counter-Strike, and Fortnite are popular esports games. Tournaments often feature large audiences, both live and online, and offer significant prize pools. Esports blends gaming skill, teamwork, strategy, and entertainment, attracting global viewership. With sponsorships, streaming platforms, and international competitions, Esports has grown into a billion-dollar industry, recognized as a legitimate sport by many institutions and embraced by a diverse, digital-savvy audience.

Market Dynamics:

Driver:

Mainstream acceptance & sponsorships

Esports events are becoming increasingly well-known and visible as traditional media outlets and international businesses become more interested. Major corporate sponsorships offer resources and financial stability, allowing teams and competitions to expand. By integrating esport with popular culture, these collaborations also draw in a wider audience by making it approachable by non-gamers. Prominent partnerships increase esport's legitimacy and encourage participation from younger generations. The industry's growth is ultimately accelerated by widespread participation, which raises investment, viewership, and market value overall.

Restraint:

Lack of standardization & regulation

In the absence of explicit rules, game publishers might enforce contradictory regulations, which would compromise tournament fairness. Sponsorship opportunities are further hampered by the lack of universal regulations because businesses are reluctant to invest in an unstable climate. Conflicts over revenue sharing, broadcasting, and intellectual property rights may result from this governance contradiction. Additionally, it limits long-term growth by making it more difficult for esports pros to establish career trajectories. All things considered, the market's potential is limited because of the ambiguous structure for investors and players.

Opportunity:

Education & scholarship programs

The knowledge and abilities required to succeed in competitive gaming are given to potential players through education and scholarship programs. Scholarships, in particular, encourage students to pursue professions in gaming by making esports more accessible. The talent pool for the industry is further expanded by universities that provide esports programs, which draw in a new generation of players. The programs guarantee a sustainable future for esport through qualified personnel by promoting educational development. Because of this, esport keeps becoming more and more well-known, which propels its expansion worldwide.

Threat:

Intellectual property & publisher control

The exclusivity rights that publishers frequently possess over game content prevent third-party tournaments and streamers from participating. This control may impede diversity and innovation by keeping smaller organisations out of the market. Tight IP limitations may also result in legal issues for fan-generated content or unapproved events. Due to their reliance on publisher-controlled platforms, these limitations may also reduce players' chances of making money. As a result, there may be less opportunity for new players and fragmentation within the esports ecosystem.

Covid-19 Impact

The COVID-19 pandemic significantly accelerated the growth of the esports market. With traditional sports and live entertainment halted, audiences turned to online gaming and virtual tournaments for entertainment. This shift boosted viewership, sponsorships, and investments in esports. Events moved online, expanding global accessibility and participation. Despite challenges in live event revenue, the industry adapted quickly, leveraging digital platforms. Overall, the pandemic highlighted esports' resilience and potential as a mainstream entertainment option in a socially distanced world.

The media rights segment is expected to be the largest during the forecast period

The media rights segment is expected to account for the largest market share during the forecast period by driving significant revenue through broadcasting and streaming deals. As esports gain popularity, media companies are keen to secure exclusive rights, allowing them to reach large, engaged audiences. These deals help establish esports as mainstream entertainment, attracting major advertisers and sponsors. Increased visibility on platforms like Twitch, YouTube, and traditional TV networks enhances the appeal of esports to a wider demographic. Ultimately, the growth in media rights contracts contributes to higher prize pools, improved infrastructure, and greater professionalization within the industry.

The franchise leagues segment is expected to have the highest CAGR during the forecast period

Over the forecast period, the franchise leagues segment is predicted to witness the highest growth rate attracting top-tier teams, players, and sponsors. They give organisations and players steady financial streams by guaranteeing stability and long-term contracts. The league's exclusivity boosts viewership and opens up new sponsorship options by fostering fan involvement and brand loyalty. Franchises that have established league formats also draw a lot of investment, which enables better fan experiences and higher-caliber production. In the end, these franchises fuel the expansion of the esports industry by guaranteeing longevity and a larger, more devoted following.

Region with largest share:

During the forecast period, the Asia Pacific region is expected to hold the largest market share by a large, tech-savvy youth demographic and high internet penetration. Countries like China, South Korea, and Japan are at the forefront, with thriving competitive gaming scenes and major tournaments. Increasing investment from global brands and media companies has further fueled the industry's expansion. In addition to traditional esports events, mobile gaming has seen significant growth in markets like India and Southeast Asia, creating new opportunities for players, sponsors, and game developers in the region's booming esports ecosystem.

Region with highest CAGR:

Over the forecast period, the North America region is anticipated to exhibit the highest CAGR, owing to increased viewership, sponsorships, and gaming-related revenues. Major esports events, like the League of Legends Championship and Overwatch League, attract millions of viewers and generate substantial revenue through advertising, media rights, and merchandise. Big tech companies and traditional sports organizations are investing heavily, further validating the industry's potential. As gaming continues to expand, esports in North America is expected to become a mainstream form of entertainment, blending gaming culture with professional sports.

Key players in the market

Some of the key players profiled in the Esports Market include Activision Blizzard, Inc., Riot Games, Inc., Tencent Holdings Ltd., Electronic Arts Inc. (EA), Epic Games, Inc., Valve Corporation, Ubisoft Entertainment SA, Take-Two Interactive Software, Inc., Microsoft Corporation, Sony Interactive Entertainment, Nintendo Co., Ltd., ESL FACEIT Group (EFG), DreamHack, Team SoloMid (TSM), Cloud9, Fnatic and G2 Esports.

Key Developments:

In April 2025, Riot Games announced the launch of Valorant Mobile in China, developed by LightSpeed. Pre-registration for playtesting is open, with exclusive in-game rewards for participants.

In September 2024, Riot Games partnered with Opera GX, the gaming browser, to enhance the League of Legends World Championship experience. Opera GX became an official sponsor, introducing features like a co-streaming hub and interactive calendars for fans to follow the event in multiple languages.

In December 2023, Activision Blizzard partnered with Samsung in the EMEA region for a marketing campaign titled 'Embrace Your Game.' The initiative aimed to promote Samsung's gaming devices, including TVs, monitors, and smartphones, by leveraging popular Activision Blizzard games.

Revenue Streams Covered:

  • Sponsorships
  • Advertising
  • Media Rights
  • Merchandise & Tickets
  • Publisher Fees
  • Streaming & Subscription
  • Other Revenue Streams

Game Types Covered:

  • Powder
  • Tablets
  • Capsule
  • Gummies
  • Other Forms

Audience Types Covered:

  • Regular Viewers
  • Occasional Viewers
  • Participants

Platforms Covered:

  • PC
  • Console
  • Mobile

Tournaments Covered:

  • Online Tournaments
  • Offline
  • Franchise Leagues
  • Open Leagues

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2024, 2025, 2026, 2028, and 2032
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Emerging Markets
  • 3.7 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global Esports Market, By Revenue Stream

  • 5.1 Introduction
  • 5.2 Sponsorships
  • 5.3 Advertising
  • 5.4 Media Rights
  • 5.5 Merchandise & Tickets
  • 5.6 Publisher Fees
  • 5.7 Streaming & Subscription
  • 5.8 Other Revenue Streams

6 Global Esports Market, By Game Type

  • 6.1 Introduction
  • 6.2 Multiplayer Online Battle Arena (MOBA)
  • 6.3 First-Person Shooter (FPS)
  • 6.4 Real-Time Strategy (RTS)
  • 6.5 Battle Royale
  • 6.6 Sports Games
  • 6.7 Racing Games
  • 6.8 Fighting Games
  • 6.9 Other Game Types

7 Global Esports Market, By Audience Type

  • 7.1 Introduction
  • 7.2 Regular Viewers
  • 7.3 Occasional Viewers
  • 7.4 Participants

8 Global Esports Market, By Platform

  • 8.1 Introduction
  • 8.2 PC
  • 8.3 Console
  • 8.4 Mobile

9 Global Esports Market, By Tournament

  • 9.1 Introduction
  • 9.2 Online Tournaments
  • 9.3 Offline
  • 9.4 Franchise Leagues
  • 9.5 Open Leagues

10 Global Esports Market, By Geography

  • 10.1 Introduction
  • 10.2 North America
    • 10.2.1 US
    • 10.2.2 Canada
    • 10.2.3 Mexico
  • 10.3 Europe
    • 10.3.1 Germany
    • 10.3.2 UK
    • 10.3.3 Italy
    • 10.3.4 France
    • 10.3.5 Spain
    • 10.3.6 Rest of Europe
  • 10.4 Asia Pacific
    • 10.4.1 Japan
    • 10.4.2 China
    • 10.4.3 India
    • 10.4.4 Australia
    • 10.4.5 New Zealand
    • 10.4.6 South Korea
    • 10.4.7 Rest of Asia Pacific
  • 10.5 South America
    • 10.5.1 Argentina
    • 10.5.2 Brazil
    • 10.5.3 Chile
    • 10.5.4 Rest of South America
  • 10.6 Middle East & Africa
    • 10.6.1 Saudi Arabia
    • 10.6.2 UAE
    • 10.6.3 Qatar
    • 10.6.4 South Africa
    • 10.6.5 Rest of Middle East & Africa

11 Key Developments

  • 11.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 11.2 Acquisitions & Mergers
  • 11.3 New Product Launch
  • 11.4 Expansions
  • 11.5 Other Key Strategies

12 Company Profiling

  • 12.1 Activision Blizzard, Inc.
  • 12.2 Riot Games, Inc.
  • 12.3 Tencent Holdings Ltd.
  • 12.4 Electronic Arts Inc. (EA)
  • 12.5 Epic Games, Inc.
  • 12.6 Valve Corporation
  • 12.7 Ubisoft Entertainment SA
  • 12.8 Take-Two Interactive Software, Inc.
  • 12.9 Microsoft Corporation
  • 12.10 Sony Interactive Entertainment
  • 12.11 Nintendo Co., Ltd.
  • 12.12 ESL FACEIT Group (EFG)
  • 12.13 DreamHack
  • 12.14 Team SoloMid (TSM)
  • 12.15 Cloud9
  • 12.16 Fnatic
  • 12.17 G2 Esports

List of Tables

  • Table 1 Global Esports Market Outlook, By Region (2024-2032) ($MN)
  • Table 2 Global Esports Market Outlook, By Revenue Stream (2024-2032) ($MN)
  • Table 3 Global Esports Market Outlook, By Sponsorships (2024-2032) ($MN)
  • Table 4 Global Esports Market Outlook, By Advertising (2024-2032) ($MN)
  • Table 5 Global Esports Market Outlook, By Media Rights (2024-2032) ($MN)
  • Table 6 Global Esports Market Outlook, By Merchandise & Tickets (2024-2032) ($MN)
  • Table 7 Global Esports Market Outlook, By Publisher Fees (2024-2032) ($MN)
  • Table 8 Global Esports Market Outlook, By Streaming & Subscription (2024-2032) ($MN)
  • Table 9 Global Esports Market Outlook, By Other Revenue Streams (2024-2032) ($MN)
  • Table 10 Global Esports Market Outlook, By Game Type (2024-2032) ($MN)
  • Table 11 Global Esports Market Outlook, By Multiplayer Online Battle Arena (MOBA) (2024-2032) ($MN)
  • Table 12 Global Esports Market Outlook, By First-Person Shooter (FPS) (2024-2032) ($MN)
  • Table 13 Global Esports Market Outlook, By Real-Time Strategy (RTS) (2024-2032) ($MN)
  • Table 14 Global Esports Market Outlook, By Battle Royale (2024-2032) ($MN)
  • Table 15 Global Esports Market Outlook, By Sports Games (2024-2032) ($MN)
  • Table 16 Global Esports Market Outlook, By Racing Games (2024-2032) ($MN)
  • Table 17 Global Esports Market Outlook, By Fighting Games (2024-2032) ($MN)
  • Table 18 Global Esports Market Outlook, By Other Game Types (2024-2032) ($MN)
  • Table 19 Global Esports Market Outlook, By Audience Type (2024-2032) ($MN)
  • Table 20 Global Esports Market Outlook, By Regular Viewers (2024-2032) ($MN)
  • Table 21 Global Esports Market Outlook, By Occasional Viewers (2024-2032) ($MN)
  • Table 22 Global Esports Market Outlook, By Participants (2024-2032) ($MN)
  • Table 23 Global Esports Market Outlook, By Platform (2024-2032) ($MN)
  • Table 24 Global Esports Market Outlook, By PC (2024-2032) ($MN)
  • Table 25 Global Esports Market Outlook, By Console (2024-2032) ($MN)
  • Table 26 Global Esports Market Outlook, By Mobile (2024-2032) ($MN)
  • Table 27 Global Esports Market Outlook, By Tournament (2024-2032) ($MN)
  • Table 28 Global Esports Market Outlook, By Online Tournaments (2024-2032) ($MN)
  • Table 29 Global Esports Market Outlook, By Offline (2024-2032) ($MN)
  • Table 30 Global Esports Market Outlook, By Franchise Leagues (2024-2032) ($MN)
  • Table 31 Global Esports Market Outlook, By Open Leagues (2024-2032) ($MN)

Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.