
Asia Pacific eSports Market
Description
Asia Pacific eSports Market
The Asia-Pacific eSports market is expected to reach USD 2,957,879.66 thousand by 2031 from USD 737,556.89 thousand in 2023, growing at a CAGR of 19.2% during the forecast period of 2024 to 2031.
Market Segmentation:
Asia-Pacific eSports Market, By Revenue Streams (Sponsorships and Direct Advertisements, Media Rights, Publisher Fees, Tickets and Merchandise, Digital, and Streaming), Games (First/Third Person Shooters (FPS/TPS), Multiplayer Online Battle Arena (MOBA), Real Time Strategy (RTS), Fighting Games, Sports Simulations, Player Vs. Player (PvP), and Others), E-Platform (Mobile and Tablets, Consoles-Based eSports, PC-based eSports), Countries (China, Japan, South Korea, India, Australia, Singapore, Thailand, Malaysia, Indonesia, Philippines, and Rest of Asia-Pacific)- Industry Trends and Forecast to 2031
Overview of Asia-Pacific eSports Market Dynamics:
Drivers
• Rising popularity of video games
• Technological advancements in gaming hardware and software
Restraints
• Health and addiction concerns in eSports
• Lack of standardization in the eSports industry
Opportunities
• Rise of platforms offering live eSports coverage
• Increasing number of events with large prize pool
Challenges
• Intellectual property rights issues
• Sustainability, data privacy and integrity concerns
Market Players:
The key market players operating in the Asia-Pacific eSports market are listed below:
• FaZe Holdings Inc.
• X1 Entertainment Group
• ESL FACEIT GROUP
• CLOUD9
• Activision Blizzard
• Gfinity
• NODWINGAMING
• G ESports Holding GmbH.
• Team Liquid
• Challonge LLC
• Battlefy, Inc.
• Play Versus, Inc.
• OPTIC GAMING
• ESports Battle
• ESports Tower LLC.
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Table of Contents
104 Pages
- 1 Introduction
- 1.1 Objectives Of The Study
- 1.2 Market Definition
- 1.3 Overview
- 1.4 Limitations
- 1.5 Markets Covered
- 2 Market Segmentation
- 2.1 Markets Covered
- 2.2 Geographical Scope
- 2.3 Years Considered For The Study
- 2.4 Currency And Pricing
- 2.5 DBMR Tripod Data Validation Model
- 2.6 Multivariate Modeling
- 2.7 Primary Interviews With Key Opinion Leaders
- 2.8 DBMR Market Position Grid
- 2.9 DBMR Vendor Share Analysis
- 2.10 Secondary Sources
- 2.11 Assumptions
- 3 Executive Summary
- 4 Premium Insights
- 5 Market Overview
- 5.1 Drivers
- 5.1.1 Rising Popularity Of Video Games
- 5.1.2 Technological Advancements In Gaming Hardware And Software
- 5.1.3 Emergence Of Popular Streaming Platforms
- 5.1.4 Increase In Advertisements Through Gaming Platforms
- 5.2 Restraints
- 5.2.1 Health And Addiction Concerns In Esports
- 5.2.2 Lack Of Standardization In The Esports Industry
- 5.3 Opportunities
- 5.3.1 Rise Of Platforms Offering Live Esports Coverage
- 5.3.2 Increasing Number Of Events With Large Prize Pool
- 5.4 Challenges
- 5.4.1 Intellectual Property Rights Issues
- 5.4.2 Sustainability, Data Privacy And Integrity Concerns
- 6 Asia-pacific Esports Market, By Revenue Streams
- 6.1 Overview
- 6.2 Sponsorships And Direct Advertisements Esports
- 6.3 Media Rights
- 6.4 Publisher Fees
- 6.5 Tickets And Merchandise
- 6.6 Digital
- 6.7 Streaming
- 7 Asia-pacific Esports Market, By Games
- 7.1 Overview
- 7.2 First/Third Person Shooters (Fps/Tps)
- 7.3 Multiplayer Online Battle Arena (Moba)
- 7.4 Real Time Strategy (Rts)
- 7.5 Fighting Games
- 7.6 Sports Simulations
- 7.7 Player Vs. Player (Pvp)
- 7.8 Others
- 8 Asia-pacific Esports Market, By E-platform
- 8.1 Overview
- 8.2 Mobile And Tablets
- 8.3 Consoles-based Esports
- 8.4 Pc-based Esports
- 9 Asia-pacific Esports Market, By Region
- 9.1 Asia-pacific
- 9.1.1 China
- 9.1.2 South Korea
- 9.1.3 Japan
- 9.1.4 India
- 9.1.5 Australia
- 9.1.6 Indonesia
- 9.1.7 Malaysia
- 9.1.8 Philippines
- 9.1.9 Singapore
- 9.1.10 Thailand
- 9.1.11 Rest Of Asia-pacific
- 10 Asia-pacific Esports Market: Company Landscape
- 10.1 Company Share Analysis: Asia-pacific
- 11 Swot Analysis
- 12 Company Profiles
- 12.1 Activision Blizzard
- 12.1.1 Company Snapshot
- 12.1.2 Revenue Analysis
- 12.1.3 Company Share Analysis
- 12.1.4 Product Portfolio
- 12.1.5 Recent Updates
- 12.2 Esl Faceit Group
- 12.2.1 Company Snapshot
- 12.2.2 Company Share Analysis
- 12.2.3 Brand Portfolio
- 12.2.4 Recent Developments
- 12.3 Team Liquid
- 12.3.1 Company Snapshot
- 12.3.2 Company Share Analysis
- 12.3.3 Brand Portfolio
- 12.3.4 Recent Developments
- 12.4 Play Versus, Inc.
- 12.4.1 Company Snapshot
- 12.4.2 Company Share Analysis
- 12.4.3 Product Portfolio
- 12.4.4 Recent Development
- 12.5 Faze Holdings Inc.
- 12.5.1 Company Snapshot
- 12.5.2 Revenue Analysis
- 12.5.3 Company Share Analysis
- 12.5.4 Service Portfolio
- 12.5.5 Recent Developments
- 12.6 Battlefly, Inc.
- 12.6.1 Company Snapshot
- 12.6.2 Brand Portfolio
- 12.6.3 Recent Developments
- 12.7 Challonge, Llc
- 12.7.1 Company Snapshot
- 12.7.2 Brand Portfolio
- 12.7.3 Recent Developments
- 12.8 Cloud9
- 12.8.1 Company Snapshot
- 12.8.2 Brand Portfolio
- 12.8.3 Recent Developments
- 12.9 Esports Battle
- 12.9.1 Company Snapshot
- 12.9.2 Product Portfolio
- 12.9.3 Recent Development
- 12.10 Esports Tower Llc.
- 12.10.1 Company Snapshot
- 12.10.2 Product Portfolio
- 12.10.3 Recent Development
- 12.11 G Esports Holding Gmbh.
- 12.11.1 Company Snapshot
- 12.11.2 Product Portfolio
- 12.11.3 Recent Development
- 12.12 Gfinity Plc.
- 12.12.1 Company Snapshot
- 12.12.2 Revenue Analysis
- 12.12.3 Product Portfolio
- 12.12.4 Recent Updates
- 12.13 Nodwingaming
- 12.13.1 Company Snapshot
- 12.13.2 Product Portfolio
- 12.13.3 Recent Updates
- 12.14 Optic Gaming
- 12.14.1 Company Snapshot
- 12.14.2 Brand Portfolio
- 12.14.3 Recent Developments
- 12.15 X1 Entertainment Group
- 12.15.1 Company Snapshot
- 12.15.2 Revenue Analysis
- 12.15.3 Brand Portfolio
- 12.15.4 Recent Developments
- 13 Questionnaire
- 14 Related Reports
- Table 1 Asia-pacific Esports Market, By Revenue Streams, 2022-2031 (Usd Thousand)
- Table 2 Asia-pacific Sponsorships And Direct Advertisements In Esports Market, By Region, 2022-2031 (Usd Thousand)
- Table 3 Asia-pacific Media Rights In Esports Market, By Region, 2022-2031 (Usd Thousand)
- Table 4 Asia-pacific Publisher Fees In Esports Market, By Region, 2022-2031 (Usd Thousand)
- Table 5 Asia-pacific Tickets And Merchandise In Esports Market, By Region, 2022-2031 (Usd Thousand)
- Table 6 Asia-pacific Digital In Esports Market, By Region, 2022-2031 (Usd Thousand)
- Table 7 Asia-pacific Streaming In Esports Market, By Region, 2022-2031 (Usd Thousand)
- Table 8 Asia-pacific Esports Market, By Games, 2022-2031 (Usd Thousand)
- Table 9 Asia-pacific First/Third Person Shooters (Fps/Tps) In Esports Market, By Region, 2022-2031 (Usd Thousand)
- Table 10 Asia-pacific Multiplayer Online Battle Arena (Moba) In Esports Market, By Region, 2022-2031 (Usd Thousand)
- Table 11 Asia-pacific Real Time Strategy (Rts) In Esports Market, By Region, 2022-2031 (Usd Thousand)
- Table 12 Asia-pacific Fighting Games In Esports Market, By Region, 2022-2031 (Usd Thousand)
- Table 13 Asia-pacific Sports Stimulation In Esports Market, By Region, 2022-2031 (Usd Thousand)
- Table 14 Asia-pacific Player Vs. Player (Pvp) In Esports Market, By Region, 2022-2031 (Usd Thousand)
- Table 15 Asia-pacific Others In Esports Market, By Region, 2022-2031 (Usd Thousand)
- Table 16 Asia-pacific Esports Market, By E-platform, 2022-2031 (Usd Thousand)
- Table 17 Asia-pacific Mobile And Tablets In Esports Market, By Region, 2022-2031 (Usd Thousand)
- Table 18 Asia-pacific Consoles-based Esports In Esports Market, By Region, 2022-2031 (Usd Thousand)
- Table 19 Asia-pacific Pc-based Esports In Esports Market, By Region, 2022-2031 (Usd Thousand)
- Table 20 Asia-pacific Esports Market, By Country, 2022-2031 (Usd Thousand)
- Table 21 Asia-pacific Esports Market, By Revenue Streams, 2022-2031 (Usd Thousand)
- Table 22 Asia-pacific Esports Market, By Games, 2022-2031 (Usd Thousand)
- Table 23 Asia-pacific Esports Market, By E-platform, 2022-2031 (Usd Thousand)
- Table 24 China Esports Market, By Revenue Streams, 2022-2031 (Usd Thousand)
- Table 25 China Esports Market, By Games, 2022-2031 (Usd Thousand)
- Table 26 China Esports Market, By E-platform, 2022-2031 (Usd Thousand)
- Table 27 South Korea Esports Market, By Revenue Streams, 2022-2031 (Usd Thousand)
- Table 28 South Korea Esports Market, By Games, 2022-2031 (Usd Thousand)
- Table 29 South Korea Esports Market, By E-platform, 2022-2031 (Usd Thousand)
- Table 30 Japan Esports Market, By Revenue Streams, 2022-2031 (Usd Thousand)
- Table 31 Japan Esports Market, By Games, 2022-2031 (Usd Thousand)
- Table 32 Japan Esports Market, By E-platform, 2022-2031 (Usd Thousand)
- Table 33 India Esports Market, By Revenue Streams, 2022-2031 (Usd Thousand)
- Table 34 India Esports Market, By Games, 2022-2031 (Usd Thousand)
- Table 35 India Esports Market, By E-platform, 2022-2031 (Usd Thousand)
- Table 36 Australia Esports Market, By Revenue Streams, 2022-2031 (Usd Thousand)
- Table 37 Australia Esports Market, By Games, 2022-2031 (Usd Thousand)
- Table 38 Australia Esports Market, By E-platform, 2022-2031 (Usd Thousand)
- Table 39 Indonesia Esports Market, By Revenue Streams, 2022-2031 (Usd Thousand)
- Table 40 Indonesia Esports Market, By Games, 2022-2031 (Usd Thousand)
- Table 41 Indonesia Esports Market, By E-platform, 2022-2031 (Usd Thousand)
- Table 42 Malaysia Esports Market, By Revenue Streams, 2022-2031 (Usd Thousand)
- Table 43 Malaysia Esports Market, By Games, 2022-2031 (Usd Thousand)
- Table 44 Malaysia Esports Market, By E-platform, 2022-2031 (Usd Thousand)
- Table 45 Philippines Esports Market, By Revenue Streams, 2022-2031 (Usd Thousand)
- Table 46 Philippines Esports Market, By Games, 2022-2031 (Usd Thousand)
- Table 47 Philippines Esports Market, By E-platform, 2022-2031 (Usd Thousand)
- Table 48 Singapore Esports Market, By Revenue Streams, 2022-2031 (Usd Thousand)
- Table 49 Singapore Esports Market, By Games, 2022-2031 (Usd Thousand)
- Table 50 Singapore Esports Market, By E-platform, 2022-2031 (Usd Thousand)
- Table 51 Thailand Esports Market, By Revenue Streams, 2022-2031 (Usd Thousand)
- Table 52 Thailand Esports Market, By Games, 2022-2031 (Usd Thousand)
- Table 53 Thailand Esports Market, By E-platform, 2022-2031 (Usd Thousand)
- Table 54 Rest Of Asia-pacific Esports Market, By Revenue Streams, 2022-2031 (Usd Thousand)
- Figure 1 Asia-pacific Esports Market
- Figure 2 Asia-pacific Esports Market: Data Triangulation
- Figure 3 Asia-pacific Esports Market: Droc Analysis
- Figure 4 Asia-pacific Esports Market: Asia-pacific Vs Regional Market Analysis
- Figure 5 Asia-pacific Esports Market: Company Research Analysis
- Figure 6 Asia-pacific Esports Market: Multivariate Modelling
- Figure 7 Asia-pacific Esports Market: Interview Demographics
- Figure 8 Asia-pacific Esports Market: DBMR Market Position Grid
- Figure 9 Asia-pacific Esports Market: Vendor Share Analysis
- Figure 10 Asia-pacific Esports Market: Segmentation
- Figure 11 Rising Popularity Of Video Game Is Expected To Drive The Asia-pacific Esports Market In The Forecast Period
- Figure 12 The Sponsorships And Direct Advertisemments Is Expected To Account For The Largest Share Of The Asia-pacific Esports Market In 2024 And 2031
- Figure 13 Drivers, Restraints, Opportunities And Challenges Of The Market
- Figure 14 Asia-pacific Esports Market: By Revenue Streams, 2023
- Figure 15 Asia-pacific Esports Market: By Games, 2023
- Figure 16 Asia-pacific Esports Market: By E-platform, 2023
- Figure 17 Asia-pacific Esports Market: Snapshot (2023)
- Figure 18 Asia-pacific Esports Market: Company Share 2023 (%)
Pricing
Currency Rates
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