
Asia-pacific Esports Market Forecast 2022-2030
Description
Asia-pacific Esports Market Forecast 2022-2030
KEY FINDINGS
The Asia-Pacific eSports market is expected to record a CAGR of 22.08% during the forecast period, 2022-2030. The rising interest and large participation from Japan, South Korea, and China are major growth drivers.
MARKET INSIGHTS
Australia & New Zealand, South Korea, India, China, Malaysia, Japan, Thailand, Indonesia, Singapore, and Rest of Asia-Pacific are evaluated for the Asia-Pacific eSports market growth assessment. Several gaming companies like Konami, Sony, Namco Bandai, and Nintendo have their headquarters in Japan. At the same time, tournaments and gaming as spectator sports recently gained traction in the country. Also, the Japanese eSports Union contributes to the market growth, with many key gaming advisors as its members. In addition, the government has launched various initiatives to promote market growth. For instance, the government announced an economic plan in April 2020 to aid the expanding eSports economy by 2025. Another factor estimated to positively impact Japan’s market growth is the developing 5G technology since it facilitates high-speed with low latency. Moreover, many domestic telecommunications companies are partnering with eSports companies.
In Indonesia, digital technology and the internet have enabled considerable growth opportunities. ESports is evaluated to benefit the economy and athletes in the country. Also, the government is establishing rules like licensing to boost the market growth.
Additionally, it aims to raise awareness and educate the public about eSports, given that eSports have similar principles and values as traditional sports. Furthermore, the country is emerging as a mobile gaming nation in Southeast Asia. Besides, the COVID lockdown has increased the inclination of Indonesians into gaming.
COMPETITIVE INSIGHTS
Some of the eminent firms operating in the market include Capcom Co Ltd, Electronic Arts, Nintendo Co Ltd, Epic Games, etc.
Our report offerings include:
• Explore key findings of the overall market
• Strategic breakdown of market dynamics (Drivers, Restraints, Opportunities, Challenges)
• Market forecasts for a minimum of 9 years, along with 3 years of historical data for all segments, sub-segments, and regions
• Market Segmentation cater to a thorough assessment of key segments with their market estimations
• Geographical Analysis: Assessments of the mentioned regions and country-level segments with their market share
• Key analytics: Porter’s Five Forces Analysis, Vendor Landscape, Opportunity Matrix, Key Buying Criteria, etc.
• Competitive landscape is the theoretical explanation of the key companies based on factors, market share, etc.
• Company profiling: A detailed company overview, product/services offered, SCOT analysis, and recent strategic developments
KEY FINDINGS
The Asia-Pacific eSports market is expected to record a CAGR of 22.08% during the forecast period, 2022-2030. The rising interest and large participation from Japan, South Korea, and China are major growth drivers.
MARKET INSIGHTS
Australia & New Zealand, South Korea, India, China, Malaysia, Japan, Thailand, Indonesia, Singapore, and Rest of Asia-Pacific are evaluated for the Asia-Pacific eSports market growth assessment. Several gaming companies like Konami, Sony, Namco Bandai, and Nintendo have their headquarters in Japan. At the same time, tournaments and gaming as spectator sports recently gained traction in the country. Also, the Japanese eSports Union contributes to the market growth, with many key gaming advisors as its members. In addition, the government has launched various initiatives to promote market growth. For instance, the government announced an economic plan in April 2020 to aid the expanding eSports economy by 2025. Another factor estimated to positively impact Japan’s market growth is the developing 5G technology since it facilitates high-speed with low latency. Moreover, many domestic telecommunications companies are partnering with eSports companies.
In Indonesia, digital technology and the internet have enabled considerable growth opportunities. ESports is evaluated to benefit the economy and athletes in the country. Also, the government is establishing rules like licensing to boost the market growth.
Additionally, it aims to raise awareness and educate the public about eSports, given that eSports have similar principles and values as traditional sports. Furthermore, the country is emerging as a mobile gaming nation in Southeast Asia. Besides, the COVID lockdown has increased the inclination of Indonesians into gaming.
COMPETITIVE INSIGHTS
Some of the eminent firms operating in the market include Capcom Co Ltd, Electronic Arts, Nintendo Co Ltd, Epic Games, etc.
Our report offerings include:
• Explore key findings of the overall market
• Strategic breakdown of market dynamics (Drivers, Restraints, Opportunities, Challenges)
• Market forecasts for a minimum of 9 years, along with 3 years of historical data for all segments, sub-segments, and regions
• Market Segmentation cater to a thorough assessment of key segments with their market estimations
• Geographical Analysis: Assessments of the mentioned regions and country-level segments with their market share
• Key analytics: Porter’s Five Forces Analysis, Vendor Landscape, Opportunity Matrix, Key Buying Criteria, etc.
• Competitive landscape is the theoretical explanation of the key companies based on factors, market share, etc.
• Company profiling: A detailed company overview, product/services offered, SCOT analysis, and recent strategic developments
Table of Contents
165 Pages
- 1. Research Scope & Methodology
- 1.1. Study Objectives
- 1.2. Scope Of Study
- 1.3. Methodology
- 1.4. Assumptions & Limitations
- 2. Executive Summary
- 2.1. Market Size & Estimates
- 2.2. Market Overview
- 3. Market Dynamics
- 3.1. Market Scope
- 3.2. Key Drivers
- 3.2.1. Improvement In Internet Speed And Accessibility
- 3.2.2. Live Streaming Of Esports Events
- 3.2.3. Importance Of Customer Experience
- 3.2.4. Prize Money Involved In Esports
- 3.2.5. Sponsorships & Franchise
- 3.3. Key Restraints
- 3.3.1. Health Concerns
- 3.3.2. Lack Of Single Regulatory Body
- 4. Key Analytics
- 4.1. Impact Of Covid-19 On Esports Market
- 4.2. Key Market Trends
- 4.3. Porter’s Five Forces Analysis
- 4.3.1. Buyers Power
- 4.3.2. Suppliers Power
- 4.3.3. Substitution
- 4.3.4. New Entrants
- 4.3.5. Industry Rivalry
- 4.4. Opportunity Matrix
- 4.5. Vendor Landscape
- 5. Market By Revenue Streams
- 5.1. Sponsorship
- 5.2. Media Rights
- 5.3. Merchandise & Tickets
- 5.4. Publisher Fees
- 5.5. Advertising
- 6. Market By Genre
- 6.1. Multiplayer Online Battle Arena
- 6.2. First-person Shooter
- 6.3. Battle Royale Game
- 6.4. Real-time Strategy
- 6.5. Other Genres
- 7. Market By Device
- 7.1. Console
- 7.2. Personal Computer
- 7.3. Mobile
- 8. Market By Gender
- 8.1. Male Participants
- 8.2. Female Participants
- 9. Market By Age Group
- 9.1. 16-24 Age Group
- 9.2. 25-34 Age Group
- 9.3. 35-44 Age Group
- 9.4. 44 And Above Age Group
- 10. Geographical Analysis
- 10.1. Asia-pacific
- 10.1.1. Market Size & Estimates
- 10.1.2. Key Growth Enablers
- 10.1.3. Key Challenges
- 10.1.4. Key Players
- 10.1.5. Country Analysis
- 10.1.5.1. China
- 10.1.5.2. Japan
- 10.1.5.3. India
- 10.1.5.4. South Korea
- 10.1.5.5. Indonesia
- 10.1.5.6. Thailand
- 10.1.5.7. Singapore
- 10.1.5.8. Australia & New Zealand
- 10.1.5.9. Malaysia
- 10.1.5.10. Rest Of Asia-pacific
- 11. Competitive Landscape
- 11.1. Key Strategic Developments
- 11.1.1. Mergers & Acquisitions
- 11.1.2. Product Launches & Developments
- 11.1.3. Partnerships & Agreements
- 11.1.4. Business Expansions & Divestitures
- 11.2. Company Profiles
- 11.2.1. Activision Blizzard
- 11.2.2. Capcom Co Ltd
- 11.2.3. Electronic Arts
- 11.2.4. Epic Games
- 11.2.5. Nintendo Co Ltd
- 11.2.6. Psyonix
- 11.2.7. Riot Games Inc
- 11.2.8. Supercell
- 11.2.9. Take-two Interactive
- 11.2.10. Valve Corporation
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