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市場調查報告書
商品編碼
1813266

電子競技人才招募市場預測至 2032 年:按組成部分、人才類型、遊戲類型、平台、部署模式、最終用戶和地區進行的全球分析

Esports Talent Scouting Market Forecasts to 2032 - Global Analysis By Components (Software, Services, and Hardware & Peripherals), Talent Type, Game Genre, Platform, Deployment Mode, End User 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,全球電競人才搜尋市場預計在 2025 年達到 8,060 萬美元,到 2032 年將達到 3.6331 億美元,預測期內的複合年成長率為 24.0%。

電競人才發掘是指在競技遊戲產業中發現、評估和選拔有潛力的玩家的結構化實踐。該過程側重於遊戲能力、戰術意識、團隊合作和長期潛力。發掘依靠表現數據、直接觀察和試訓來衡量能力。其最終目標是將新興玩家與電競戰隊、聯賽或贊助商聯繫起來,以確保競爭優勢,並促進未來職業電競選手的永續發展。

根據 FICCI-EY (2024) 的數據,2024 年印度將舉辦超過 275 場大型電競錦標賽,而 2023 年這一數字為 190 場。

贊助商和品牌的投資增加

隨著全球電競收視率的飆升,贊助商和消費品牌正在加大對人才培養和球探基礎設施的投資。這些夥伴關係正在推動有組織的聯賽、培訓學院和分析平台的創建,以發掘新興選手。品牌正在利用電競與年輕的數位原民受眾建立聯繫,並透過戰隊贊助和賽事品牌推廣來提升知名度。網主導行銷和內容收益的興起,進一步推動了球探生態系統的投資。資金籌措的增加使得先進的球探軟體、基於人工智慧的績效分析和全球人才管道的部署成為可能。資本的湧入正在加速電競球探的專業化進程,並拓展其商業性可行性。

缺乏標準化的評估標準

不同遊戲類型、地區和平台的評估標準差異龐大,難以進行跨平台比較。許多星探機構依賴專有演算法或主觀評估,這可能導致偏見並錯失良機。缺乏通用標準阻礙了戰隊、發行商和訓練機構之間的合作。這種分散化也使人才轉會和合約談判變得複雜,從而減緩了選手的培養。如果沒有標準化的標準,電子競技人才發掘的可靠性和擴充性仍然有限。

整合先進的性能追蹤技術

人工智慧分析、生物識別感測器和即時遊戲監控等最尖端科技正在徹底改變電競人才的發掘。這些工具能夠精細追蹤選手的反應速度、決策能力以及在不同競技模式下的策略適應性。雲端基礎儀錶板和機器學習模型正在幫助球探更快、更準確地識別高潛力選手。與串流媒體平台和遊戲API的整合實現了資料的無縫收集和視覺化。隨著電競越來越以數據為中心,這些創新為投資先進科技球探系統的隊伍和機構帶來了競爭優勢。績效追蹤和預測分析的結合,為人才評估釋放了新的維度。

球探公司之間的競爭激烈

電競人才搜尋領域日益飽和,眾多機構爭相爭取頂尖人才。激烈的競爭導致招募策略趨於激進,選手估值也隨之虛高。規模較小的機構往往因資源和品牌知名度有限而難以獲得潛在客戶。由發行商支持的電競聯賽和內部星探計畫的興起進一步擠壓了獨立機構的市場佔有率。市場分散化和服務重疊導致效率低下和差異化不足。在日益激烈的競爭中,只有擁有強大技術力和策略夥伴關係的機構才有可能維持長期競爭力。

COVID-19的影響

疫情擾亂了線下賽事和線下球探活動,迫使人們轉向線上評估和遠程訓練。旅行限制和封鎖推遲了人才簽約,並降低了新秀球員的曝光。然而,向線上平台的轉變加速了數位球探工具和雲端基礎績效分析的採用。各機構投資了可擴展、遠端友善的球探基礎設施,以適應新常態。即使在疫情過後,這種數位優先模式預計仍將是產業發展的核心。

預計軟體部門將成為預測期內最大的部門

軟體領域預計將在預測期內佔據最大的市場佔有率,這得益於其在簡化資料收集、分析和玩家分析方面發揮的作用。球探平台提供可自訂的儀錶板、自動排名系統以及與遊戲API的整合,以獲得即時洞察。這些工具使球探能夠從多個指標評估球員,包括反應速度、準確性和戰略行動。軟體解決方案還支援團隊、教練和分析師之間的協作,從而增強決策能力。隨著電子競技在全球範圍內的擴張,可擴展、多語言的軟體平台變得至關重要。對集中式、數據豐富的球探系統的需求正在推動這一領域的發展。

在預計預測期內,雲端基礎的平台部分將以最高的複合年成長率成長

憑藉其靈活性、擴充性和遠端可訪問性,雲端基礎細分市場預計將在預測期內實現最高成長率。這些解決方案使球探無需親臨現場即可監控跨地區的球員,從而降低營運成本。即時數據同步和協作功能使雲端平台成為多隊球探營運的理想選擇。與行動裝置和串流媒體服務的整合提高了可用性和覆蓋範圍。隨著電子競技日益去中心化,雲端平台為人才發掘提供了面向未來的基礎設施。其支持全球球探網路和動態數據環境的能力正推動其快速普及。

佔比最大的地區:

在預測期內,亞太地區預計將佔據最大的市場佔有率,這得益於其龐大的遊戲玩家群和蓬勃發展的電子競技文化。中國、韓國和印度等國家正在大力投資電競學院、錦標賽和數位基礎設施。行動遊戲在該地區佔據主導地位,降低了進入門檻,並擴大了人才庫。政府舉措和私人投資正在培育結構化的球探生態系統和培訓計畫。串流媒體平台和在地化內容的普及進一步推動了區域參與。憑藉強大的新興玩家儲備,亞太地區仍然是電子競技人才發展的中心。

複合年成長率最高的地區:

在預測期內,北美預計將呈現最高的複合年成長率,這得益於其成熟的電競生態系統以及對數據驅動的球探工作的重視。該地區擁有先進的基礎設施,例如人工智慧分析平台、專門的培訓設施和大學電競項目。由發行商支持的聯賽和專利權團隊正在投資專有的球探系統和績效實驗室。生物特徵追蹤、心理健康分析和認知技能評估等趨勢正日益普及。電競與主流運動分析的融合正在提高球探工作的門檻。

提供免費客製化:

訂閱此報告的用戶將獲得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)
    • 主要企業的SWOT分析(最多3家公司)
  • 區域細分
    • 根據客戶興趣對主要國家進行的市場估計、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
  • 調查範圍
  • 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
  • 抑制因素
  • 機會
  • 威脅
  • 最終用戶分析
  • 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
  • 買方的議價能力
  • 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 全球電競人才搜尋市場(按組成部分)

  • 軟體
  • 服務
  • 硬體和周邊設備

第6章 全球電競人才發掘市場(依人才類型)

  • 玩家
  • 教練和分析師
  • 飄帶
  • 支援人員

第7章 全球電競人才發掘市場(依遊戲類型)

  • MOBA
  • FPS
  • 生存遊戲
  • 運動的
  • 行動電子競技

第8章 全球電競人才發掘市場(依平台)

  • PC 和主機
  • 移動的
  • 串流媒體平台
  • 社群媒體

第9章 全球電競人才招募市場(依部署模式)

  • 雲端基礎的平台
  • 混合解決方案
  • 本地部署

第 10 章 全球電競人才搜尋市場(依最終用戶分類)

  • 職業電競團隊和組織
  • 人才仲介機構與管理公司
  • 錦標賽和活動組織者
  • 教育機構和大學課程
  • 品牌和贊助商
  • 業餘
  • 其他最終用戶

第 11 章 全球電競人才搜尋市場(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
    • 其他南美
  • 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12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13章:企業概況

  • ESL FACEIT Group
  • Team SoloMid(TSM)
  • Riot Games
  • NODWIN Gaming
  • Activision Blizzard
  • G2 Esports
  • Tencent
  • Krafton
  • Valve Corporation
  • 100 Thieves
  • Electronic Arts(EA)
  • FaZe Clan
  • Garena
  • Team Liquid
  • NetEase
Product Code: SMRC30725

According to Stratistics MRC, the Global Esports Talent Scouting Market is accounted for $80.60 million in 2025 and is expected to reach $363.31 million by 2032 growing at a CAGR of 24.0% during the forecast period. Esports talent scouting refers to the structured practice of discovering, assessing, and selecting promising gamers in the competitive gaming industry. This process focuses on gameplay proficiency, tactical awareness, teamwork, and long-term potential. Scouts rely on performance data, direct observation, and trials to measure abilities. The ultimate goal is to link rising players with esports teams, leagues, or sponsors, enabling competitive advantage and nurturing sustainable growth of future professional esports athletes.

According to FICCI-EY (2024), India hosted over 275 large-scale esports tournaments in 2024, up from 190 in 2023.

Market Dynamics:

Driver:

Increasing investment from sponsors and brands

As esports viewership surges globally, sponsors and consumer brands are ramping up their investments in talent development and scouting infrastructure. These partnerships are fueling the creation of structured leagues, training academies, and analytics platforms to identify emerging players. Brands are leveraging esports to connect with younger, digitally native audiences, amplifying their visibility through team sponsorships and event branding. The rise of influencer-driven marketing and content monetization has further incentivized investment in scouting ecosystems. Enhanced funding is enabling the deployment of advanced scouting software, AI-based performance analysis, and global talent pipelines. This influx of capital is accelerating the professionalization of esports scouting and expanding its commercial viability.

Restraint:

Lack of standardized evaluation criteria

Metrics vary widely across game genres, regions, and platforms, making cross-comparison difficult. Many scouting agencies rely on proprietary algorithms or subjective assessments, which can lead to bias and missed opportunities. The absence of universal standards hinders collaboration between teams, publishers, and training institutions. This fragmentation also complicates talent mobility and contract negotiations, slowing down player progression. Without standardized criteria, the credibility and scalability of esports scouting remain limited.

Opportunity:

Integration of advanced performance tracking technologies

Cutting-edge technologies such as AI-driven analytics, biometric sensors, and real-time gameplay monitoring are revolutionizing esports talent scouting. These tools enable granular tracking of player reflexes, decision-making, and strategic adaptability across competitive formats. Cloud-based dashboards and machine learning models are helping scouts identify high-potential players earlier and more accurately. Integration with streaming platforms and game APIs allows for seamless data collection and visualization. As esports becomes more data-centric, these innovations offer a competitive edge to teams and agencies investing in tech-forward scouting systems. The convergence of performance tracking and predictive analytics is unlocking new dimensions of talent evaluation.

Threat:

High competition among scouting agencies

The esports scouting is becoming increasingly saturated, with numerous agencies vying for access to top-tier talent. This intense competition is driving aggressive recruitment tactics and inflated player valuations. Smaller agencies often struggle to retain prospects due to limited resources and brand visibility. The rise of publisher-backed leagues and in-house scouting programs is further squeezing independent operators. Market fragmentation and overlapping services are leading to inefficiencies and diluted differentiation. As competition escalates, only agencies with strong tech capabilities and strategic partnerships are likely to sustain long-term relevance.

Covid-19 Impact

The pandemic disrupted live tournaments and in-person scouting events, forcing a pivot to virtual evaluations and remote training. Travel restrictions and lockdowns delayed talent on boarding and reduced exposure for emerging players. However, the shift to online platforms accelerated the adoption of digital scouting tools and cloud-based performance analytics. Agencies invested in scalable, remote-friendly scouting infrastructure to adapt to the new normal. Post-pandemic, these digital-first models are expected to remain central to the industry's evolution.

The software segment is expected to be the largest during the forecast period

The software segment is expected to account for the largest market share during the forecast period, due to its role in streamlining data collection, analysis, and player profiling. Scouting platforms offer customizable dashboards, automated ranking systems, and integration with game APIs for real-time insights. These tools enable scouts to evaluate players across multiple metrics, including reaction time, accuracy, and strategic behavior. Software solutions also support collaboration between teams, coaches, and analysts, enhancing decision-making. As esports expands globally, scalable and multilingual software platforms are becoming essential. The demand for centralized, data-rich scouting systems is driving the segment's leadership.

The cloud-based platforms segment is expected to have the highest CAGR during the forecast period

Over the forecast period, the cloud-based platforms segment is predicted to witness the highest growth rate, driven by their flexibility, scalability, and remote accessibility. These solutions allow scouts to monitor players across geographies without physical presence, reducing operational costs. Real-time data syncing and collaborative features make cloud platforms ideal for multi-team scouting operations. Integration with mobile devices and streaming services enhances usability and reach. As esports becomes increasingly decentralized, cloud platforms offer a future-proof infrastructure for talent discovery. Their ability to support global scouting networks and dynamic data environments is fueling rapid adoption.

Region with largest share:

During the forecast period, the Asia Pacific region is expected to hold the largest market share supported by its massive gamer base and thriving esports culture. Countries like China, South Korea, and India are investing heavily in esports academies, tournaments, and digital infrastructure. Mobile gaming dominates the region, lowering entry barriers and expanding the talent pool. Government initiatives and private investments are fostering structured scouting ecosystems and training programs. The popularity of streaming platforms and localized content is further amplifying regional engagement. With a robust pipeline of emerging players, Asia Pacific remains the epicenter of esports talent development.

Region with highest CAGR:

Over the forecast period, the North America region is anticipated to exhibit the highest CAGR, driven by its mature esports ecosystem and emphasis on data-driven scouting. The region boasts advanced infrastructure, including AI-powered analytics platforms, dedicated training facilities, and collegiate esports programs. Publisher-backed leagues and franchised teams are investing in proprietary scouting systems and performance labs. Trends like biometric tracking, mental health profiling, and cognitive skill assessments are gaining traction. The integration of esports with mainstream sports analytics is elevating scouting standards.

Key players in the market

Some of the key players profiled in the Esports Talent Scouting Market include ESL FACEIT Group, Team SoloMid (TSM), Riot Games, NODWIN Gaming, Activision Blizzard, G2 Esports, Tencent, Krafton, Valve Corporation, 100 Thieves, Electronic Arts (EA), FaZe Clan, Garena, Team Liquid, and NetEase.

Key Developments:

In August 2025, Nodwin Gaming acquires Sony's stake in e-sports event Championship Evo. Nodwin Gaming acquired a majority stake in the Evolution Championship Series (Evo), expanding its presence in the global fighting games e-sports market. Sony Interactive Entertainment (SIE) sold its stake in Evo to Nodwin Gaming for an undisclosed amount.

In May 2025, LoL and VALORANT Esports Partnering with Coinbase. Bringing on Coinbase as an official partner of VALORANT and LoL Esports global events, becoming the exclusive cryptocurrency exchange and a blockchain technology partner starting with VCT Masters Toronto

Components Covered:

  • Software
  • Services
  • Hardware & Peripherals

Talent Types Covered:

  • Players
  • Coaches & Analysts
  • Streamers
  • Support Staff

Game Genres Covered:

  • MOBAs
  • FPS
  • Battle Royale
  • Sports
  • Mobile esports

Platforms Covered:

  • PC & Console
  • Mobile
  • Streaming platforms
  • Social Media

Deployment Modes Covered:

  • Cloud-based platforms
  • Hybrid solutions
  • On-premises

End Users Covered:

  • Professional Esports Teams & Orgs
  • Talent Agencies & Management Firms
  • Tournament Organizers & Event Hosts
  • Educational Institutions & Collegiate Programs
  • Brands & Sponsors
  • Amateur
  • Other End Users

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 End User Analysis
  • 3.7 Emerging Markets
  • 3.8 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 Talent Scouting Market, By Components

  • 5.1 Introduction
  • 5.2 Software
  • 5.3 Services
  • 5.4 Hardware & Peripherals

6 Global Esports Talent Scouting Market, By Talent Type

  • 6.1 Introduction
  • 6.2 Players
  • 6.3 Coaches & Analysts
  • 6.4 Streamers
  • 6.5 Support Staff

7 Global Esports Talent Scouting Market, By Game Genre

  • 7.1 Introduction
  • 7.2 MOBAs
  • 7.3 FPS
  • 7.4 Battle Royale
  • 7.5 Sports
  • 7.6 Mobile esports

8 Global Esports Talent Scouting Market, By Platform

  • 8.1 Introduction
  • 8.2 PC & Console
  • 8.3 Mobile
  • 8.4 Streaming platforms
  • 8.5 Social Media

9 Global Esports Talent Scouting Market, By Deployment Mode

  • 9.1 Introduction
  • 9.2 Cloud-based platforms
  • 9.3 Hybrid solutions
  • 9.4 On-premises

10 Global Esports Talent Scouting Market, By End User

  • 10.1 Introduction
  • 10.2 Professional Esports Teams & Orgs
  • 10.3 Talent Agencies & Management Firms
  • 10.4 Tournament Organizers & Event Hosts
  • 10.5 Educational Institutions & Collegiate Programs
  • 10.6 Brands & Sponsors
  • 10.7 Amateur
  • 10.8 Other End Users

11 Global Esports Talent Scouting Market, By Geography

  • 11.1 Introduction
  • 11.2 North America
    • 11.2.1 US
    • 11.2.2 Canada
    • 11.2.3 Mexico
  • 11.3 Europe
    • 11.3.1 Germany
    • 11.3.2 UK
    • 11.3.3 Italy
    • 11.3.4 France
    • 11.3.5 Spain
    • 11.3.6 Rest of Europe
  • 11.4 Asia Pacific
    • 11.4.1 Japan
    • 11.4.2 China
    • 11.4.3 India
    • 11.4.4 Australia
    • 11.4.5 New Zealand
    • 11.4.6 South Korea
    • 11.4.7 Rest of Asia Pacific
  • 11.5 South America
    • 11.5.1 Argentina
    • 11.5.2 Brazil
    • 11.5.3 Chile
    • 11.5.4 Rest of South America
  • 11.6 Middle East & Africa
    • 11.6.1 Saudi Arabia
    • 11.6.2 UAE
    • 11.6.3 Qatar
    • 11.6.4 South Africa
    • 11.6.5 Rest of Middle East & Africa

12 Key Developments

  • 12.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 12.2 Acquisitions & Mergers
  • 12.3 New Product Launch
  • 12.4 Expansions
  • 12.5 Other Key Strategies

13 Company Profiling

  • 13.1 ESL FACEIT Group
  • 13.2 Team SoloMid (TSM)
  • 13.3 Riot Games
  • 13.4 NODWIN Gaming
  • 13.5 Activision Blizzard
  • 13.6 G2 Esports
  • 13.7 Tencent
  • 13.8 Krafton
  • 13.9 Valve Corporation
  • 13.10 100 Thieves
  • 13.11 Electronic Arts (EA)
  • 13.12 FaZe Clan
  • 13.13 Garena
  • 13.14 Team Liquid
  • 13.15 NetEase

List of Tables

  • Table 1 Global Esports Talent Scouting Market Outlook, By Region (2024-2032) ($MN)
  • Table 2 Global Esports Talent Scouting Market Outlook, By Components (2024-2032) ($MN)
  • Table 3 Global Esports Talent Scouting Market Outlook, By Software (2024-2032) ($MN)
  • Table 4 Global Esports Talent Scouting Market Outlook, By Services (2024-2032) ($MN)
  • Table 5 Global Esports Talent Scouting Market Outlook, By Hardware & Peripherals (2024-2032) ($MN)
  • Table 6 Global Esports Talent Scouting Market Outlook, By Talent Type (2024-2032) ($MN)
  • Table 7 Global Esports Talent Scouting Market Outlook, By Players (2024-2032) ($MN)
  • Table 8 Global Esports Talent Scouting Market Outlook, By Coaches & Analysts (2024-2032) ($MN)
  • Table 9 Global Esports Talent Scouting Market Outlook, By Streamers (2024-2032) ($MN)
  • Table 10 Global Esports Talent Scouting Market Outlook, By Support Staff (2024-2032) ($MN)
  • Table 11 Global Esports Talent Scouting Market Outlook, By Game Genre (2024-2032) ($MN)
  • Table 12 Global Esports Talent Scouting Market Outlook, By MOBAs (2024-2032) ($MN)
  • Table 13 Global Esports Talent Scouting Market Outlook, By FPS (2024-2032) ($MN)
  • Table 14 Global Esports Talent Scouting Market Outlook, By Battle Royale (2024-2032) ($MN)
  • Table 15 Global Esports Talent Scouting Market Outlook, By Sports (2024-2032) ($MN)
  • Table 16 Global Esports Talent Scouting Market Outlook, By Mobile esports (2024-2032) ($MN)
  • Table 17 Global Esports Talent Scouting Market Outlook, By Platform (2024-2032) ($MN)
  • Table 18 Global Esports Talent Scouting Market Outlook, By PC & Console (2024-2032) ($MN)
  • Table 19 Global Esports Talent Scouting Market Outlook, By Mobile (2024-2032) ($MN)
  • Table 20 Global Esports Talent Scouting Market Outlook, By Streaming platforms (2024-2032) ($MN)
  • Table 21 Global Esports Talent Scouting Market Outlook, By Social Media (2024-2032) ($MN)
  • Table 22 Global Esports Talent Scouting Market Outlook, By Deployment Mode (2024-2032) ($MN)
  • Table 23 Global Esports Talent Scouting Market Outlook, By Cloud-based platforms (2024-2032) ($MN)
  • Table 24 Global Esports Talent Scouting Market Outlook, By Hybrid solutions (2024-2032) ($MN)
  • Table 25 Global Esports Talent Scouting Market Outlook, By On-premises (2024-2032) ($MN)
  • Table 26 Global Esports Talent Scouting Market Outlook, By End User (2024-2032) ($MN)
  • Table 27 Global Esports Talent Scouting Market Outlook, By Professional Esports Teams & Orgs (2024-2032) ($MN)
  • Table 28 Global Esports Talent Scouting Market Outlook, By Talent Agencies & Management Firms (2024-2032) ($MN)
  • Table 29 Global Esports Talent Scouting Market Outlook, By Tournament Organizers & Event Hosts (2024-2032) ($MN)
  • Table 30 Global Esports Talent Scouting Market Outlook, By Educational Institutions & Collegiate Programs (2024-2032) ($MN)
  • Table 31 Global Esports Talent Scouting Market Outlook, By Brands & Sponsors (2024-2032) ($MN)
  • Table 32 Global Esports Talent Scouting Market Outlook, By Amateur (2024-2032) ($MN)
  • Table 33 Global Esports Talent Scouting Market Outlook, By Other End Users (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.