
Esports Market By Application (Platform, Service), By Streaming type (On demand, Live), By Device Type (Smart phone, Smart TV, Desktop -laptop-tablets, Gaming console), By Revenue Stream (Media rights, Game publisher fee, Sponsorship, Digital advertisemen
Description
Esports Market By Application (Platform, Service), By Streaming type (On demand, Live), By Device Type (Smart phone, Smart TV, Desktop -laptop-tablets, Gaming console), By Revenue Stream (Media rights, Game publisher fee, Sponsorship, Digital advertisement, Tickets and merchandise): Global Opportunity Analysis and Industry Forecast, 2024-2033
The global esports market was valued at $1.3 billion in 2023 and is projected to reach $9.2 billion by 2033, growing at a CAGR of 21.2% from 2023 to 2033. Electronic sports, commonly known as eSports or eGames, involve organized competitive video gaming where teams compete in tournaments for cash prizes and other rewards. Similar to traditional sports, top-tier athletes vie for the top positions in their chosen games. Additionally, the growing number of mobile users has made it easier for players and viewers to engage with these games from virtually anywhere, eliminating the need to be tied to a desktop computer or a specific location to play or watch esports.
The esports industry has witnessed impressive growth in recent years, fueled by several key factors such as the increasing popularity of online gaming, greater accessibility through mobile devices, and the rise of streaming platforms. The growth of live streaming platforms including Twitch and YouTube Gaming has significantly broadened the reach of esports, making it accessible to a global audience. Mobile gaming is also emerging as a major force, especially in regions such as Asia-Pacific, driven by the increasing penetration of smartphones. Another notable trend is the professionalization of esports, with rising investments from traditional sports teams, media companies, and major brands. Furthermore, advancements in virtual reality (VR) and augmented reality (AR) are introducing immersive gaming experiences, enhancing both player engagement and spectator interaction.
Rise in the number of live streaming platforms such as Twitch and YouTube gaming has expanded audience reach, making esports more accessible to a global audience. Mobile gaming is also becoming a dominant force, particularly in regions such as Asia-Pacific, due to increased smartphone penetration. Another significant trend is the professionalization of esports, with growing investments from traditional sports teams, media companies, and brands. In addition, advancements in virtual reality (VR) and augmented reality (AR) are creating new immersive gaming experiences, enhancing player engagement and spectator interaction.
For instance, in September 2024, Ant Esports launched an inauguration of their new manufacturing facility in Okhla Phase II, New Delhi. The first product to roll out of this state-of-the-art facility is the Value Series Power Supply (VS650L), a notable achievement under the Government of India’s “Make in India” initiative.
However, data privacy and security concerns and regulatory and legal challenges are expected to hamper the global market growth. Furthermore, growing sponsorship and investment strategies are expected to provide numerous opportunities for the growth of the e esports market.
Segment Review
:
The esports industry is segmented on the basis of application, streaming type, device type, revenue stream, and region. By application, it is bifurcated into platform and service. By streaming type, it is divided into live and on demand. By device type, it is categorized into smart phone, smart TV, desktop-laptop-tablets, gaming console. By revenue stream, it is classified into media rights, game publisher fee, sponsorship, digital advertisement, tickets, and merchandise. Region-wise, it is analysed across North America, Europe, Asia-Pacific, and LAMEA.
Key Findings:
By application, the platform segment accounted for the largest market share in 2023.
By streaming type, the on demand segment accounted for the largest market share in 2023.
By device type, the smart phone segment accounted for the largest market share in 2023.
By revenue stream, the sponsorship segment accounted for the largest market share in 2023.
Region-wise, North America generated the highest revenue in 2023.
Competitive Landscape:
Competitive analysis and profiles of the major players in the esports market include Tencent, Activision Blizzard, Inc., Modern Times Group, NVIDIA Corporation, Electronic Arts, Gameloft SE, FACEIT, CJ Corporation, Kabam, and Gfinity. These major players have adopted various key development strategies such as business expansion, new product launches, and partnerships, which help to drive the growth of the esports market globally.
Key Market Segments
By Revenue Stream
Media rights
Game publisher fee
Sponsorship
Digital advertisement
Tickets and merchandise
By Application
Platform
Service
By Streaming type
On demand
Live
By Device Type
Smart phone
Smart TV
Desktop -laptop-tablets
Gaming console
By Region
North America
U.S.
Canada
Europe
UK
Germany
France
Italy
Spain
Rest of Europe
Asia-Pacific
China
Japan
India
Australia
South Korea
Rest of Europe
LAMEA
Latin America
Middle East
Africa
Key Market Players
CJ Corporation
Kabam Inc.
Modern Times Group
Gameloft SE
Gfinity
Activision Blizzard, Inc.
Electronic Arts
FACEIT
FACEIT Ltd.
NVIDIA Corporation
Nintendo Co. Ltd.
Table of Contents
300 Pages
- CHAPTER 1: INTRODUCTION
- 1.1. Report description
- 1.2. Key market segments
- 1.3. Key benefits to the stakeholders
- 1.4. Research methodology
- 1.4.1. Primary research
- 1.4.2. Secondary research
- 1.4.3. Analyst tools and models
- CHAPTER 2: EXECUTIVE SUMMARY
- 2.1. CXO perspective
- CHAPTER 3: MARKET OVERVIEW
- 3.1. Market definition and scope
- 3.2. Key findings
- 3.2.1. Top impacting factors
- 3.2.2. Top investment pockets
- 3.3. Porter’s five forces analysis
- 3.4. Market dynamics
- 3.4.1. Drivers
- 3.4.2. Restraints
- 3.4.3. Opportunities
- CHAPTER 4: ESPORTS MARKET, BY APPLICATION
- 4.1. Overview
- 4.1.1. Market size and forecast
- 4.2. Platform
- 4.2.1. Key market trends, growth factors and opportunities
- 4.2.2. Market size and forecast, by region
- 4.2.3. Market share analysis by country
- 4.3. Service
- 4.3.1. Key market trends, growth factors and opportunities
- 4.3.2. Market size and forecast, by region
- 4.3.3. Market share analysis by country
- CHAPTER 5: ESPORTS MARKET, BY STREAMING TYPE
- 5.1. Overview
- 5.1.1. Market size and forecast
- 5.2. On demand
- 5.2.1. Key market trends, growth factors and opportunities
- 5.2.2. Market size and forecast, by region
- 5.2.3. Market share analysis by country
- 5.3. Live
- 5.3.1. Key market trends, growth factors and opportunities
- 5.3.2. Market size and forecast, by region
- 5.3.3. Market share analysis by country
- CHAPTER 6: ESPORTS MARKET, BY DEVICE TYPE
- 6.1. Overview
- 6.1.1. Market size and forecast
- 6.2. Smart phone
- 6.2.1. Key market trends, growth factors and opportunities
- 6.2.2. Market size and forecast, by region
- 6.2.3. Market share analysis by country
- 6.3. Smart TV
- 6.3.1. Key market trends, growth factors and opportunities
- 6.3.2. Market size and forecast, by region
- 6.3.3. Market share analysis by country
- 6.4. Desktop -laptop-tablets
- 6.4.1. Key market trends, growth factors and opportunities
- 6.4.2. Market size and forecast, by region
- 6.4.3. Market share analysis by country
- 6.5. Gaming console
- 6.5.1. Key market trends, growth factors and opportunities
- 6.5.2. Market size and forecast, by region
- 6.5.3. Market share analysis by country
- CHAPTER 7: ESPORTS MARKET, BY REVENUE STREAM
- 7.1. Overview
- 7.1.1. Market size and forecast
- 7.2. Media rights
- 7.2.1. Key market trends, growth factors and opportunities
- 7.2.2. Market size and forecast, by region
- 7.2.3. Market share analysis by country
- 7.3. Game publisher fee
- 7.3.1. Key market trends, growth factors and opportunities
- 7.3.2. Market size and forecast, by region
- 7.3.3. Market share analysis by country
- 7.4. Sponsorship
- 7.4.1. Key market trends, growth factors and opportunities
- 7.4.2. Market size and forecast, by region
- 7.4.3. Market share analysis by country
- 7.5. Digital advertisement
- 7.5.1. Key market trends, growth factors and opportunities
- 7.5.2. Market size and forecast, by region
- 7.5.3. Market share analysis by country
- 7.6. Tickets and merchandise
- 7.6.1. Key market trends, growth factors and opportunities
- 7.6.2. Market size and forecast, by region
- 7.6.3. Market share analysis by country
- CHAPTER 8: ESPORTS MARKET, BY REGION
- 8.1. Overview
- 8.1.1. Market size and forecast By Region
- 8.2. North America
- 8.2.1. Key market trends, growth factors and opportunities
- 8.2.2. Market size and forecast, by Application
- 8.2.3. Market size and forecast, by Streaming type
- 8.2.4. Market size and forecast, by Device Type
- 8.2.5. Market size and forecast, by Revenue Stream
- 8.2.6. Market size and forecast, by country
- 8.2.6.1. U.S.
- 8.2.6.1.1. Market size and forecast, by Application
- 8.2.6.1.2. Market size and forecast, by Streaming type
- 8.2.6.1.3. Market size and forecast, by Device Type
- 8.2.6.1.4. Market size and forecast, by Revenue Stream
- 8.2.6.2. Canada
- 8.2.6.2.1. Market size and forecast, by Application
- 8.2.6.2.2. Market size and forecast, by Streaming type
- 8.2.6.2.3. Market size and forecast, by Device Type
- 8.2.6.2.4. Market size and forecast, by Revenue Stream
- 8.3. Europe
- 8.3.1. Key market trends, growth factors and opportunities
- 8.3.2. Market size and forecast, by Application
- 8.3.3. Market size and forecast, by Streaming type
- 8.3.4. Market size and forecast, by Device Type
- 8.3.5. Market size and forecast, by Revenue Stream
- 8.3.6. Market size and forecast, by country
- 8.3.6.1. UK
- 8.3.6.1.1. Market size and forecast, by Application
- 8.3.6.1.2. Market size and forecast, by Streaming type
- 8.3.6.1.3. Market size and forecast, by Device Type
- 8.3.6.1.4. Market size and forecast, by Revenue Stream
- 8.3.6.2. Germany
- 8.3.6.2.1. Market size and forecast, by Application
- 8.3.6.2.2. Market size and forecast, by Streaming type
- 8.3.6.2.3. Market size and forecast, by Device Type
- 8.3.6.2.4. Market size and forecast, by Revenue Stream
- 8.3.6.3. France
- 8.3.6.3.1. Market size and forecast, by Application
- 8.3.6.3.2. Market size and forecast, by Streaming type
- 8.3.6.3.3. Market size and forecast, by Device Type
- 8.3.6.3.4. Market size and forecast, by Revenue Stream
- 8.3.6.4. Italy
- 8.3.6.4.1. Market size and forecast, by Application
- 8.3.6.4.2. Market size and forecast, by Streaming type
- 8.3.6.4.3. Market size and forecast, by Device Type
- 8.3.6.4.4. Market size and forecast, by Revenue Stream
- 8.3.6.5. Spain
- 8.3.6.5.1. Market size and forecast, by Application
- 8.3.6.5.2. Market size and forecast, by Streaming type
- 8.3.6.5.3. Market size and forecast, by Device Type
- 8.3.6.5.4. Market size and forecast, by Revenue Stream
- 8.3.6.6. Rest of Europe
- 8.3.6.6.1. Market size and forecast, by Application
- 8.3.6.6.2. Market size and forecast, by Streaming type
- 8.3.6.6.3. Market size and forecast, by Device Type
- 8.3.6.6.4. Market size and forecast, by Revenue Stream
- 8.4. Asia-Pacific
- 8.4.1. Key market trends, growth factors and opportunities
- 8.4.2. Market size and forecast, by Application
- 8.4.3. Market size and forecast, by Streaming type
- 8.4.4. Market size and forecast, by Device Type
- 8.4.5. Market size and forecast, by Revenue Stream
- 8.4.6. Market size and forecast, by country
- 8.4.6.1. China
- 8.4.6.1.1. Market size and forecast, by Application
- 8.4.6.1.2. Market size and forecast, by Streaming type
- 8.4.6.1.3. Market size and forecast, by Device Type
- 8.4.6.1.4. Market size and forecast, by Revenue Stream
- 8.4.6.2. Japan
- 8.4.6.2.1. Market size and forecast, by Application
- 8.4.6.2.2. Market size and forecast, by Streaming type
- 8.4.6.2.3. Market size and forecast, by Device Type
- 8.4.6.2.4. Market size and forecast, by Revenue Stream
- 8.4.6.3. India
- 8.4.6.3.1. Market size and forecast, by Application
- 8.4.6.3.2. Market size and forecast, by Streaming type
- 8.4.6.3.3. Market size and forecast, by Device Type
- 8.4.6.3.4. Market size and forecast, by Revenue Stream
- 8.4.6.4. Australia
- 8.4.6.4.1. Market size and forecast, by Application
- 8.4.6.4.2. Market size and forecast, by Streaming type
- 8.4.6.4.3. Market size and forecast, by Device Type
- 8.4.6.4.4. Market size and forecast, by Revenue Stream
- 8.4.6.5. South Korea
- 8.4.6.5.1. Market size and forecast, by Application
- 8.4.6.5.2. Market size and forecast, by Streaming type
- 8.4.6.5.3. Market size and forecast, by Device Type
- 8.4.6.5.4. Market size and forecast, by Revenue Stream
- 8.4.6.6. Rest of Europe
- 8.4.6.6.1. Market size and forecast, by Application
- 8.4.6.6.2. Market size and forecast, by Streaming type
- 8.4.6.6.3. Market size and forecast, by Device Type
- 8.4.6.6.4. Market size and forecast, by Revenue Stream
- 8.5. LAMEA
- 8.5.1. Key market trends, growth factors and opportunities
- 8.5.2. Market size and forecast, by Application
- 8.5.3. Market size and forecast, by Streaming type
- 8.5.4. Market size and forecast, by Device Type
- 8.5.5. Market size and forecast, by Revenue Stream
- 8.5.6. Market size and forecast, by country
- 8.5.6.1. Latin America
- 8.5.6.1.1. Market size and forecast, by Application
- 8.5.6.1.2. Market size and forecast, by Streaming type
- 8.5.6.1.3. Market size and forecast, by Device Type
- 8.5.6.1.4. Market size and forecast, by Revenue Stream
- 8.5.6.2. Middle East
- 8.5.6.2.1. Market size and forecast, by Application
- 8.5.6.2.2. Market size and forecast, by Streaming type
- 8.5.6.2.3. Market size and forecast, by Device Type
- 8.5.6.2.4. Market size and forecast, by Revenue Stream
- 8.5.6.3. Africa
- 8.5.6.3.1. Market size and forecast, by Application
- 8.5.6.3.2. Market size and forecast, by Streaming type
- 8.5.6.3.3. Market size and forecast, by Device Type
- 8.5.6.3.4. Market size and forecast, by Revenue Stream
- CHAPTER 9: COMPETITIVE LANDSCAPE
- 9.1. Introduction
- 9.2. Top winning strategies
- 9.3. Product mapping of top 10 player
- 9.4. Competitive dashboard
- 9.5. Competitive heatmap
- 9.6. Top player positioning, 2023
- CHAPTER 10: COMPANY PROFILES
- 10.1. CJ Corporation
- 10.1.1. Company overview
- 10.1.2. Key executives
- 10.1.3. Company snapshot
- 10.1.4. Operating business segments
- 10.1.5. Product portfolio
- 10.1.6. Business performance
- 10.1.7. Key strategic moves and developments
- 10.2. Kabam Inc.
- 10.2.1. Company overview
- 10.2.2. Key executives
- 10.2.3. Company snapshot
- 10.2.4. Operating business segments
- 10.2.5. Product portfolio
- 10.2.6. Business performance
- 10.2.7. Key strategic moves and developments
- 10.3. Modern Times Group
- 10.3.1. Company overview
- 10.3.2. Key executives
- 10.3.3. Company snapshot
- 10.3.4. Operating business segments
- 10.3.5. Product portfolio
- 10.3.6. Business performance
- 10.3.7. Key strategic moves and developments
- 10.4. Gameloft SE
- 10.4.1. Company overview
- 10.4.2. Key executives
- 10.4.3. Company snapshot
- 10.4.4. Operating business segments
- 10.4.5. Product portfolio
- 10.4.6. Business performance
- 10.4.7. Key strategic moves and developments
- 10.5. Gfinity
- 10.5.1. Company overview
- 10.5.2. Key executives
- 10.5.3. Company snapshot
- 10.5.4. Operating business segments
- 10.5.5. Product portfolio
- 10.5.6. Business performance
- 10.5.7. Key strategic moves and developments
- 10.6. Activision Blizzard, Inc.
- 10.6.1. Company overview
- 10.6.2. Key executives
- 10.6.3. Company snapshot
- 10.6.4. Operating business segments
- 10.6.5. Product portfolio
- 10.6.6. Business performance
- 10.6.7. Key strategic moves and developments
- 10.7. Electronic Arts
- 10.7.1. Company overview
- 10.7.2. Key executives
- 10.7.3. Company snapshot
- 10.7.4. Operating business segments
- 10.7.5. Product portfolio
- 10.7.6. Business performance
- 10.7.7. Key strategic moves and developments
- 10.8. FACEIT
- 10.8.1. Company overview
- 10.8.2. Key executives
- 10.8.3. Company snapshot
- 10.8.4. Operating business segments
- 10.8.5. Product portfolio
- 10.8.6. Business performance
- 10.8.7. Key strategic moves and developments
- 10.9. FACEIT Ltd.
- 10.9.1. Company overview
- 10.9.2. Key executives
- 10.9.3. Company snapshot
- 10.9.4. Operating business segments
- 10.9.5. Product portfolio
- 10.9.6. Business performance
- 10.9.7. Key strategic moves and developments
- 10.10. NVIDIA Corporation
- 10.10.1. Company overview
- 10.10.2. Key executives
- 10.10.3. Company snapshot
- 10.10.4. Operating business segments
- 10.10.5. Product portfolio
- 10.10.6. Business performance
- 10.10.7. Key strategic moves and developments
- 10.11. Nintendo Co. Ltd.
- 10.11.1. Company overview
- 10.11.2. Key executives
- 10.11.3. Company snapshot
- 10.11.4. Operating business segments
- 10.11.5. Product portfolio
- 10.11.6. Business performance
- 10.11.7. Key strategic moves and developments
- LIST OF TABLES
- TABLE 01. GLOBAL ESPORTS MARKET, BY APPLICATION, 2023-2033 ($MILLION)
- TABLE 02. ESPORTS MARKET FOR PLATFORM, BY REGION, 2023-2033 ($MILLION)
- TABLE 03. ESPORTS MARKET FOR SERVICE, BY REGION, 2023-2033 ($MILLION)
- TABLE 04. GLOBAL ESPORTS MARKET, BY STREAMING TYPE, 2023-2033 ($MILLION)
- TABLE 05. ESPORTS MARKET FOR ON DEMAND, BY REGION, 2023-2033 ($MILLION)
- TABLE 06. ESPORTS MARKET FOR LIVE, BY REGION, 2023-2033 ($MILLION)
- TABLE 07. GLOBAL ESPORTS MARKET, BY DEVICE TYPE, 2023-2033 ($MILLION)
- TABLE 08. ESPORTS MARKET FOR SMART PHONE, BY REGION, 2023-2033 ($MILLION)
- TABLE 09. ESPORTS MARKET FOR SMART TV, BY REGION, 2023-2033 ($MILLION)
- TABLE 10. ESPORTS MARKET FOR DESKTOP -LAPTOP-TABLETS, BY REGION, 2023-2033 ($MILLION)
- TABLE 11. ESPORTS MARKET FOR GAMING CONSOLE, BY REGION, 2023-2033 ($MILLION)
- TABLE 12. GLOBAL ESPORTS MARKET, BY REVENUE STREAM, 2023-2033 ($MILLION)
- TABLE 13. ESPORTS MARKET FOR MEDIA RIGHTS, BY REGION, 2023-2033 ($MILLION)
- TABLE 14. ESPORTS MARKET FOR GAME PUBLISHER FEE, BY REGION, 2023-2033 ($MILLION)
- TABLE 15. ESPORTS MARKET FOR SPONSORSHIP, BY REGION, 2023-2033 ($MILLION)
- TABLE 16. ESPORTS MARKET FOR DIGITAL ADVERTISEMENT, BY REGION, 2023-2033 ($MILLION)
- TABLE 17. ESPORTS MARKET FOR TICKETS AND MERCHANDISE, BY REGION, 2023-2033 ($MILLION)
- TABLE 18. ESPORTS MARKET, BY REGION, 2023-2033 ($MILLION)
- TABLE 19. NORTH AMERICA ESPORTS MARKET, BY APPLICATION, 2023-2033 ($MILLION)
- TABLE 20. NORTH AMERICA ESPORTS MARKET, BY STREAMING TYPE, 2023-2033 ($MILLION)
- TABLE 21. NORTH AMERICA ESPORTS MARKET, BY DEVICE TYPE, 2023-2033 ($MILLION)
- TABLE 22. NORTH AMERICA ESPORTS MARKET, BY REVENUE STREAM, 2023-2033 ($MILLION)
- TABLE 23. NORTH AMERICA ESPORTS MARKET, BY COUNTRY, 2023-2033 ($MILLION)
- TABLE 24. U.S. ESPORTS MARKET, BY APPLICATION, 2023-2033 ($MILLION)
- TABLE 25. U.S. ESPORTS MARKET, BY STREAMING TYPE, 2023-2033 ($MILLION)
- TABLE 26. U.S. ESPORTS MARKET, BY DEVICE TYPE, 2023-2033 ($MILLION)
- TABLE 27. U.S. ESPORTS MARKET, BY REVENUE STREAM, 2023-2033 ($MILLION)
- TABLE 28. CANADA ESPORTS MARKET, BY APPLICATION, 2023-2033 ($MILLION)
- TABLE 29. CANADA ESPORTS MARKET, BY STREAMING TYPE, 2023-2033 ($MILLION)
- TABLE 30. CANADA ESPORTS MARKET, BY DEVICE TYPE, 2023-2033 ($MILLION)
- TABLE 31. CANADA ESPORTS MARKET, BY REVENUE STREAM, 2023-2033 ($MILLION)
- TABLE 32. EUROPE ESPORTS MARKET, BY APPLICATION, 2023-2033 ($MILLION)
- TABLE 33. EUROPE ESPORTS MARKET, BY STREAMING TYPE, 2023-2033 ($MILLION)
- TABLE 34. EUROPE ESPORTS MARKET, BY DEVICE TYPE, 2023-2033 ($MILLION)
- TABLE 35. EUROPE ESPORTS MARKET, BY REVENUE STREAM, 2023-2033 ($MILLION)
- TABLE 36. EUROPE ESPORTS MARKET, BY COUNTRY, 2023-2033 ($MILLION)
- TABLE 37. UK ESPORTS MARKET, BY APPLICATION, 2023-2033 ($MILLION)
- TABLE 38. UK ESPORTS MARKET, BY STREAMING TYPE, 2023-2033 ($MILLION)
- TABLE 39. UK ESPORTS MARKET, BY DEVICE TYPE, 2023-2033 ($MILLION)
- TABLE 40. UK ESPORTS MARKET, BY REVENUE STREAM, 2023-2033 ($MILLION)
- TABLE 41. GERMANY ESPORTS MARKET, BY APPLICATION, 2023-2033 ($MILLION)
- TABLE 42. GERMANY ESPORTS MARKET, BY STREAMING TYPE, 2023-2033 ($MILLION)
- TABLE 43. GERMANY ESPORTS MARKET, BY DEVICE TYPE, 2023-2033 ($MILLION)
- TABLE 44. GERMANY ESPORTS MARKET, BY REVENUE STREAM, 2023-2033 ($MILLION)
- TABLE 45. FRANCE ESPORTS MARKET, BY APPLICATION, 2023-2033 ($MILLION)
- TABLE 46. FRANCE ESPORTS MARKET, BY STREAMING TYPE, 2023-2033 ($MILLION)
- TABLE 47. FRANCE ESPORTS MARKET, BY DEVICE TYPE, 2023-2033 ($MILLION)
- TABLE 48. FRANCE ESPORTS MARKET, BY REVENUE STREAM, 2023-2033 ($MILLION)
- TABLE 49. ITALY ESPORTS MARKET, BY APPLICATION, 2023-2033 ($MILLION)
- TABLE 50. ITALY ESPORTS MARKET, BY STREAMING TYPE, 2023-2033 ($MILLION)
- TABLE 51. ITALY ESPORTS MARKET, BY DEVICE TYPE, 2023-2033 ($MILLION)
- TABLE 52. ITALY ESPORTS MARKET, BY REVENUE STREAM, 2023-2033 ($MILLION)
- TABLE 53. SPAIN ESPORTS MARKET, BY APPLICATION, 2023-2033 ($MILLION)
- TABLE 54. SPAIN ESPORTS MARKET, BY STREAMING TYPE, 2023-2033 ($MILLION)
- TABLE 55. SPAIN ESPORTS MARKET, BY DEVICE TYPE, 2023-2033 ($MILLION)
- TABLE 56. SPAIN ESPORTS MARKET, BY REVENUE STREAM, 2023-2033 ($MILLION)
- TABLE 57. REST OF EUROPE ESPORTS MARKET, BY APPLICATION, 2023-2033 ($MILLION)
- TABLE 58. REST OF EUROPE ESPORTS MARKET, BY STREAMING TYPE, 2023-2033 ($MILLION)
- TABLE 59. REST OF EUROPE ESPORTS MARKET, BY DEVICE TYPE, 2023-2033 ($MILLION)
- TABLE 60. REST OF EUROPE ESPORTS MARKET, BY REVENUE STREAM, 2023-2033 ($MILLION)
- TABLE 61. ASIA-PACIFIC ESPORTS MARKET, BY APPLICATION, 2023-2033 ($MILLION)
- TABLE 62. ASIA-PACIFIC ESPORTS MARKET, BY STREAMING TYPE, 2023-2033 ($MILLION)
- TABLE 63. ASIA-PACIFIC ESPORTS MARKET, BY DEVICE TYPE, 2023-2033 ($MILLION)
- TABLE 64. ASIA-PACIFIC ESPORTS MARKET, BY REVENUE STREAM, 2023-2033 ($MILLION)
- TABLE 65. ASIA-PACIFIC ESPORTS MARKET, BY COUNTRY, 2023-2033 ($MILLION)
- TABLE 66. CHINA ESPORTS MARKET, BY APPLICATION, 2023-2033 ($MILLION)
- TABLE 67. CHINA ESPORTS MARKET, BY STREAMING TYPE, 2023-2033 ($MILLION)
- TABLE 68. CHINA ESPORTS MARKET, BY DEVICE TYPE, 2023-2033 ($MILLION)
- TABLE 69. CHINA ESPORTS MARKET, BY REVENUE STREAM, 2023-2033 ($MILLION)
- TABLE 70. JAPAN ESPORTS MARKET, BY APPLICATION, 2023-2033 ($MILLION)
- TABLE 71. JAPAN ESPORTS MARKET, BY STREAMING TYPE, 2023-2033 ($MILLION)
- TABLE 72. JAPAN ESPORTS MARKET, BY DEVICE TYPE, 2023-2033 ($MILLION)
- TABLE 73. JAPAN ESPORTS MARKET, BY REVENUE STREAM, 2023-2033 ($MILLION)
- TABLE 74. INDIA ESPORTS MARKET, BY APPLICATION, 2023-2033 ($MILLION)
- TABLE 75. INDIA ESPORTS MARKET, BY STREAMING TYPE, 2023-2033 ($MILLION)
- TABLE 76. INDIA ESPORTS MARKET, BY DEVICE TYPE, 2023-2033 ($MILLION)
- TABLE 77. INDIA ESPORTS MARKET, BY REVENUE STREAM, 2023-2033 ($MILLION)
- TABLE 78. AUSTRALIA ESPORTS MARKET, BY APPLICATION, 2023-2033 ($MILLION)
- TABLE 79. AUSTRALIA ESPORTS MARKET, BY STREAMING TYPE, 2023-2033 ($MILLION)
- TABLE 80. AUSTRALIA ESPORTS MARKET, BY DEVICE TYPE, 2023-2033 ($MILLION)
- TABLE 81. AUSTRALIA ESPORTS MARKET, BY REVENUE STREAM, 2023-2033 ($MILLION)
- TABLE 82. SOUTH KOREA ESPORTS MARKET, BY APPLICATION, 2023-2033 ($MILLION)
- TABLE 83. SOUTH KOREA ESPORTS MARKET, BY STREAMING TYPE, 2023-2033 ($MILLION)
- TABLE 84. SOUTH KOREA ESPORTS MARKET, BY DEVICE TYPE, 2023-2033 ($MILLION)
- TABLE 85. SOUTH KOREA ESPORTS MARKET, BY REVENUE STREAM, 2023-2033 ($MILLION)
- TABLE 86. REST OF EUROPE ESPORTS MARKET, BY APPLICATION, 2023-2033 ($MILLION)
- TABLE 87. REST OF EUROPE ESPORTS MARKET, BY STREAMING TYPE, 2023-2033 ($MILLION)
- TABLE 88. REST OF EUROPE ESPORTS MARKET, BY DEVICE TYPE, 2023-2033 ($MILLION)
- TABLE 89. REST OF EUROPE ESPORTS MARKET, BY REVENUE STREAM, 2023-2033 ($MILLION)
- TABLE 90. LAMEA ESPORTS MARKET, BY APPLICATION, 2023-2033 ($MILLION)
- TABLE 91. LAMEA ESPORTS MARKET, BY STREAMING TYPE, 2023-2033 ($MILLION)
- TABLE 92. LAMEA ESPORTS MARKET, BY DEVICE TYPE, 2023-2033 ($MILLION)
- TABLE 93. LAMEA ESPORTS MARKET, BY REVENUE STREAM, 2023-2033 ($MILLION)
- TABLE 94. LAMEA ESPORTS MARKET, BY COUNTRY, 2023-2033 ($MILLION)
- TABLE 95. LATIN AMERICA ESPORTS MARKET, BY APPLICATION, 2023-2033 ($MILLION)
- TABLE 96. LATIN AMERICA ESPORTS MARKET, BY STREAMING TYPE, 2023-2033 ($MILLION)
- TABLE 97. LATIN AMERICA ESPORTS MARKET, BY DEVICE TYPE, 2023-2033 ($MILLION)
- TABLE 98. LATIN AMERICA ESPORTS MARKET, BY REVENUE STREAM, 2023-2033 ($MILLION)
- TABLE 99. MIDDLE EAST ESPORTS MARKET, BY APPLICATION, 2023-2033 ($MILLION)
- TABLE 100. MIDDLE EAST ESPORTS MARKET, BY STREAMING TYPE, 2023-2033 ($MILLION)
- TABLE 101. MIDDLE EAST ESPORTS MARKET, BY DEVICE TYPE, 2023-2033 ($MILLION)
- TABLE 102. MIDDLE EAST ESPORTS MARKET, BY REVENUE STREAM, 2023-2033 ($MILLION)
- TABLE 103. AFRICA ESPORTS MARKET, BY APPLICATION, 2023-2033 ($MILLION)
- TABLE 104. AFRICA ESPORTS MARKET, BY STREAMING TYPE, 2023-2033 ($MILLION)
- TABLE 105. AFRICA ESPORTS MARKET, BY DEVICE TYPE, 2023-2033 ($MILLION)
- TABLE 106. AFRICA ESPORTS MARKET, BY REVENUE STREAM, 2023-2033 ($MILLION)
- TABLE 107. CJ CORPORATION: KEY EXECUTIVES
- TABLE 108. CJ CORPORATION: COMPANY SNAPSHOT
- TABLE 109. CJ CORPORATION: PRODUCT SEGMENTS
- TABLE 110. CJ CORPORATION: SERVICE SEGMENTS
- TABLE 111. CJ CORPORATION: PRODUCT PORTFOLIO
- TABLE 112. CJ CORPORATION: KEY STRATERGIES
- TABLE 113. KABAM INC.: KEY EXECUTIVES
- TABLE 114. KABAM INC.: COMPANY SNAPSHOT
- TABLE 115. KABAM INC.: PRODUCT SEGMENTS
- TABLE 116. KABAM INC.: SERVICE SEGMENTS
- TABLE 117. KABAM INC.: PRODUCT PORTFOLIO
- TABLE 118. KABAM INC.: KEY STRATERGIES
- TABLE 119. MODERN TIMES GROUP: KEY EXECUTIVES
- TABLE 120. MODERN TIMES GROUP: COMPANY SNAPSHOT
- TABLE 121. MODERN TIMES GROUP: PRODUCT SEGMENTS
- TABLE 122. MODERN TIMES GROUP: SERVICE SEGMENTS
- TABLE 123. MODERN TIMES GROUP: PRODUCT PORTFOLIO
- TABLE 124. MODERN TIMES GROUP: KEY STRATERGIES
- TABLE 125. GAMELOFT SE: KEY EXECUTIVES
- TABLE 126. GAMELOFT SE: COMPANY SNAPSHOT
- TABLE 127. GAMELOFT SE: PRODUCT SEGMENTS
- TABLE 128. GAMELOFT SE: SERVICE SEGMENTS
- TABLE 129. GAMELOFT SE: PRODUCT PORTFOLIO
- TABLE 130. GAMELOFT SE: KEY STRATERGIES
- TABLE 131. GFINITY: KEY EXECUTIVES
- TABLE 132. GFINITY: COMPANY SNAPSHOT
- TABLE 133. GFINITY: PRODUCT SEGMENTS
- TABLE 134. GFINITY: SERVICE SEGMENTS
- TABLE 135. GFINITY: PRODUCT PORTFOLIO
- TABLE 136. GFINITY: KEY STRATERGIES
- TABLE 137. ACTIVISION BLIZZARD, INC.: KEY EXECUTIVES
- TABLE 138. ACTIVISION BLIZZARD, INC.: COMPANY SNAPSHOT
- TABLE 139. ACTIVISION BLIZZARD, INC.: PRODUCT SEGMENTS
- TABLE 140. ACTIVISION BLIZZARD, INC.: SERVICE SEGMENTS
- TABLE 141. ACTIVISION BLIZZARD, INC.: PRODUCT PORTFOLIO
- TABLE 142. ACTIVISION BLIZZARD, INC.: KEY STRATERGIES
- TABLE 143. ELECTRONIC ARTS: KEY EXECUTIVES
- TABLE 144. ELECTRONIC ARTS: COMPANY SNAPSHOT
- TABLE 145. ELECTRONIC ARTS: PRODUCT SEGMENTS
- TABLE 146. ELECTRONIC ARTS: SERVICE SEGMENTS
- TABLE 147. ELECTRONIC ARTS: PRODUCT PORTFOLIO
- TABLE 148. ELECTRONIC ARTS: KEY STRATERGIES
- TABLE 149. FACEIT: KEY EXECUTIVES
- TABLE 150. FACEIT: COMPANY SNAPSHOT
- TABLE 151. FACEIT: PRODUCT SEGMENTS
- TABLE 152. FACEIT: SERVICE SEGMENTS
- TABLE 153. FACEIT: PRODUCT PORTFOLIO
- TABLE 154. FACEIT: KEY STRATERGIES
- TABLE 155. FACEIT LTD.: KEY EXECUTIVES
- TABLE 156. FACEIT LTD.: COMPANY SNAPSHOT
- TABLE 157. FACEIT LTD.: PRODUCT SEGMENTS
- TABLE 158. FACEIT LTD.: SERVICE SEGMENTS
- TABLE 159. FACEIT LTD.: PRODUCT PORTFOLIO
- TABLE 160. FACEIT LTD.: KEY STRATERGIES
- TABLE 161. NVIDIA CORPORATION: KEY EXECUTIVES
- TABLE 162. NVIDIA CORPORATION: COMPANY SNAPSHOT
- TABLE 163. NVIDIA CORPORATION: PRODUCT SEGMENTS
- TABLE 164. NVIDIA CORPORATION: SERVICE SEGMENTS
- TABLE 165. NVIDIA CORPORATION: PRODUCT PORTFOLIO
- TABLE 166. NVIDIA CORPORATION: KEY STRATERGIES
- TABLE 167. NINTENDO CO. LTD.: KEY EXECUTIVES
- TABLE 168. NINTENDO CO. LTD.: COMPANY SNAPSHOT
- TABLE 169. NINTENDO CO. LTD.: PRODUCT SEGMENTS
- TABLE 170. NINTENDO CO. LTD.: SERVICE SEGMENTS
- TABLE 171. NINTENDO CO. LTD.: PRODUCT PORTFOLIO
- TABLE 172. NINTENDO CO. LTD.: KEY STRATERGIES
- LIST OF FIGURES
- FIGURE 01. ESPORTS MARKET, 2023-2033
- FIGURE 02. SEGMENTATION OF ESPORTS MARKET,2023-2033
- FIGURE 03. TOP IMPACTING FACTORS IN ESPORTS MARKET
- FIGURE 04. TOP INVESTMENT POCKETS IN ESPORTS MARKET (2024-2033)
- FIGURE 05. BARGAINING POWER OF SUPPLIERS
- FIGURE 06. BARGAINING POWER OF BUYERS
- FIGURE 07. THREAT OF SUBSTITUTION
- FIGURE 08. THREAT OF SUBSTITUTION
- FIGURE 09. COMPETITIVE RIVALRY
- FIGURE 10. GLOBAL ESPORTS MARKET:DRIVERS, RESTRAINTS AND OPPORTUNITIES
- FIGURE 11. ESPORTS MARKET, BY APPLICATION, 2023 AND 2033(%)
- FIGURE 12. COMPARATIVE SHARE ANALYSIS OF ESPORTS MARKET FOR PLATFORM, BY COUNTRY 2023 AND 2033(%)
- FIGURE 13. COMPARATIVE SHARE ANALYSIS OF ESPORTS MARKET FOR SERVICE, BY COUNTRY 2023 AND 2033(%)
- FIGURE 14. ESPORTS MARKET, BY STREAMING TYPE, 2023 AND 2033(%)
- FIGURE 15. COMPARATIVE SHARE ANALYSIS OF ESPORTS MARKET FOR ON DEMAND, BY COUNTRY 2023 AND 2033(%)
- FIGURE 16. COMPARATIVE SHARE ANALYSIS OF ESPORTS MARKET FOR LIVE, BY COUNTRY 2023 AND 2033(%)
- FIGURE 17. ESPORTS MARKET, BY DEVICE TYPE, 2023 AND 2033(%)
- FIGURE 18. COMPARATIVE SHARE ANALYSIS OF ESPORTS MARKET FOR SMART PHONE, BY COUNTRY 2023 AND 2033(%)
- FIGURE 19. COMPARATIVE SHARE ANALYSIS OF ESPORTS MARKET FOR SMART TV, BY COUNTRY 2023 AND 2033(%)
- FIGURE 20. COMPARATIVE SHARE ANALYSIS OF ESPORTS MARKET FOR DESKTOP -LAPTOP-TABLETS, BY COUNTRY 2023 AND 2033(%)
- FIGURE 21. COMPARATIVE SHARE ANALYSIS OF ESPORTS MARKET FOR GAMING CONSOLE, BY COUNTRY 2023 AND 2033(%)
- FIGURE 22. ESPORTS MARKET, BY REVENUE STREAM, 2023 AND 2033(%)
- FIGURE 23. COMPARATIVE SHARE ANALYSIS OF ESPORTS MARKET FOR MEDIA RIGHTS, BY COUNTRY 2023 AND 2033(%)
- FIGURE 24. COMPARATIVE SHARE ANALYSIS OF ESPORTS MARKET FOR GAME PUBLISHER FEE, BY COUNTRY 2023 AND 2033(%)
- FIGURE 25. COMPARATIVE SHARE ANALYSIS OF ESPORTS MARKET FOR SPONSORSHIP, BY COUNTRY 2023 AND 2033(%)
- FIGURE 26. COMPARATIVE SHARE ANALYSIS OF ESPORTS MARKET FOR DIGITAL ADVERTISEMENT, BY COUNTRY 2023 AND 2033(%)
- FIGURE 27. COMPARATIVE SHARE ANALYSIS OF ESPORTS MARKET FOR TICKETS AND MERCHANDISE, BY COUNTRY 2023 AND 2033(%)
- FIGURE 28. ESPORTS MARKET BY REGION, 2023 AND 2033(%)
- FIGURE 29. U.S. ESPORTS MARKET, 2023-2033 ($MILLION)
- FIGURE 30. CANADA ESPORTS MARKET, 2023-2033 ($MILLION)
- FIGURE 31. UK ESPORTS MARKET, 2023-2033 ($MILLION)
- FIGURE 32. GERMANY ESPORTS MARKET, 2023-2033 ($MILLION)
- FIGURE 33. FRANCE ESPORTS MARKET, 2023-2033 ($MILLION)
- FIGURE 34. ITALY ESPORTS MARKET, 2023-2033 ($MILLION)
- FIGURE 35. SPAIN ESPORTS MARKET, 2023-2033 ($MILLION)
- FIGURE 36. REST OF EUROPE ESPORTS MARKET, 2023-2033 ($MILLION)
- FIGURE 37. CHINA ESPORTS MARKET, 2023-2033 ($MILLION)
- FIGURE 38. JAPAN ESPORTS MARKET, 2023-2033 ($MILLION)
- FIGURE 39. INDIA ESPORTS MARKET, 2023-2033 ($MILLION)
- FIGURE 40. AUSTRALIA ESPORTS MARKET, 2023-2033 ($MILLION)
- FIGURE 41. SOUTH KOREA ESPORTS MARKET, 2023-2033 ($MILLION)
- FIGURE 42. REST OF EUROPE ESPORTS MARKET, 2023-2033 ($MILLION)
- FIGURE 43. LATIN AMERICA ESPORTS MARKET, 2023-2033 ($MILLION)
- FIGURE 44. MIDDLE EAST ESPORTS MARKET, 2023-2033 ($MILLION)
- FIGURE 45. AFRICA ESPORTS MARKET, 2023-2033 ($MILLION)
- FIGURE 46. TOP WINNING STRATEGIES, BY YEAR
- FIGURE 47. TOP WINNING STRATEGIES, BY DEVELOPMENT
- FIGURE 48. TOP WINNING STRATEGIES, BY COMPANY
- FIGURE 49. PRODUCT MAPPING OF TOP 10 PLAYERS
- FIGURE 50. COMPETITIVE DASHBOARD
- FIGURE 51. COMPETITIVE HEATMAP: ESPORTS MARKET
- FIGURE 52. TOP PLAYER POSITIONING, 2023
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