封面
市场调查报告书
商品编码
1645726

全球电子竞技市场按应用、串流媒体类型、设备类型和收益源- 机会分析和行业预测,2024 年至 2033 年

Esports Market By Application, By Streaming type, By Device Type, By Revenue Stream : Global Opportunity Analysis and Industry Forecast, 2024-2033

出版日期: | 出版商: Allied Market Research | 英文 300 Pages | 商品交期: 2-3个工作天内

价格
简介目录

预计 2023 年全球电竞市场价值将达到 13 亿美元,到 2033 年将达到 92 亿美元,2023 年至 2033 年的复合年增长率为 21.2%。

电子竞技,通常称为电子竞技或电子游戏,是一种有组织的竞技性视频游戏,其中团队参加比赛以争夺现金奖励或其他奖励。与传统运动一样,优秀的运动员在各自的比赛中争夺冠军。此外,行动用户的增加使得玩家和观众可以更轻鬆地从任何地方参与这些游戏,不再需要被束缚在桌上型电脑或特定位置来玩或观看电子竞技。

电竞市场 - IMG1

近年来,电子竞技产业经历了显着成长,推动因素有几个,包括网路游戏日益普及、行动装置存取体验改善以及串流平台的兴起。 Twitch 和 YouTube Gaming 等直播平台的蓬勃发展,大大扩展了电子竞技的覆盖范围,使其能够被世界各地的观众所接受。此外,由于智慧型手机的普及率不断提高,手机游戏正在成为一股重要力量,尤其是在亚太地区。另一个值得注意的趋势是电子竞技日益专业化,传统运动团队、媒体公司和知名品牌的投资不断增加。此外,虚拟实境 (VR) 和扩增实境(AR) 的进步正在带来身临其境型的游戏体验,增强玩家参与度和观众互动。

Twitch 和 YouTube Gaming 等直播平台的兴起扩大了观众范围,使电子竞技更容易被世界各地的观众所接受。此外,由于智慧型手机的普及率不断提高,手机游戏正变得越来越占据​​主导地位,尤其是在亚太地区。另一个主要趋势是电子竞技日益专业化,传统运动团队、媒体公司和品牌的投资不断增加。此外,虚拟实境 (VR) 和扩增实境(AR) 的进步正在创造新的身临其境型游戏体验,提高玩家参与度和观众互动。

例如,2024 年 9 月,Ant Esports 在新德里 Okhla Phase II 开设了一家新的製造工厂。从这座最先进的工厂运送的第一个产品将是 Value 系列电源 (VS650L),这是印度政府「印度製造」计画的显着成就。

然而,对资料隐私和安全、监管和法律挑战的担忧预计会阻碍全球市场的成长。此外,扩大赞助和投资策略预计将为电子竞技市场的成长提供许多机会。

审查细分

电子竞技产业根据使用情况、串流媒体类型、设备类型、收益源和地区进行细分。从用途来看,可以分为平台和服务。直播类型分为直播和点播。依装置类型分为智慧型手机、智慧型电视、桌上型/笔记型电脑/平板电脑、游戏机。根据收益源,分为媒体版权、游戏发行商费用、赞助、数位广告、门票和商品。根据地区,分析范围涵盖北美、欧洲、亚太地区、拉丁美洲以及中东和非洲。

主要发现

根据应用,平台部分在 2023 年占据了最大的市场占有率。

按串流媒体类型划分,点播部分在 2023 年占据了最大的市场占有率。

根据设备类型,智慧型手机在 2023 年占据了最大的市场占有率。

按收益源,赞助部分在 2023 年占据了最大的市场占有率。

按地区划分,预计北美将在 2023 年创造最高收益。

竞争格局:

此报告可进行客製化(可能需要支付额外费用和製定时间表)

  • 最终用户的偏好和痛点
  • 按地区分類的行业生命週期评估
  • 产品基准/产品规格及应用
  • 产品生命週期
  • 情境分析与成长趋势比较
  • 科技趋势分析
  • 打入市场策略
  • 按产品/细分市场进行市场细分
  • 主要企业的新产品开发/产品矩阵
  • 痛点分析
  • 监管指南
  • 策略建议
  • 根据客户兴趣客製的其他公司简介
  • 按国家或地区进行的额外分析 - 市场规模和预测
  • 品牌占有率分析
  • 交叉細項分析-市场规模与预测
  • 扩展公司简介列表
  • 历史市场资料
  • 全球/地区/国家玩家份额分析
  • SWOT 分析

目录

第 1 章 简介

第 2 章执行摘要

第三章 市场概况

  • 市场定义和范围
  • 主要发现
    • 关键影响因素
    • 重大投资机会
  • 波特五力分析
  • 市场动态
    • 驱动程式
    • 限制因素
    • 机会

第四章 电竞市场按应用

  • 概述
  • 平台
  • 服务

第五章 电竞市场依串流媒体类型划分

  • 概述
  • 一经请求
  • 居住

第六章 电竞市场依设备类型

  • 概述
  • 智慧型手机
  • 智慧型电视
  • 桌上型电脑、笔记型电脑和平板电脑
  • 游戏机

第七章 电竞市场依收益源

  • 概述
  • 媒体权利
  • 游戏发行商费用
  • 赞助
  • 数位广告
  • 门票和商品

第八章 电竞市场(按地区)

  • 概述
  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 英国
    • 德国
    • 法国
    • 义大利
    • 西班牙
    • 其他的
  • 亚太地区
    • 中国
    • 日本
    • 印度
    • 澳洲
    • 韩国
    • 其他的
  • 拉丁美洲
    • 拉丁美洲
    • 中东
    • 非洲

第九章 竞争格局

  • 介绍
  • 关键成功策略
  • 前 10 家公司的产品映射
  • 竞争仪錶板
  • 竞争热图
  • 2023年主要企业的定位

第十章 公司简介

  • CJ Corporation
  • Kabam Inc.
  • Modern Times Group
  • Gameloft SE
  • Gfinity
  • Activision Blizzard, Inc.
  • Electronic Arts
  • FACEIT
  • FACEIT Ltd.
  • NVIDIA Corporation
  • Nintendo Co. Ltd.
简介目录
Product Code: A14210

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.

Esports Market - IMG1

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 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.

Additional benefits you will get with this purchase are:

  • Quarterly Update and* (only available with a corporate license, on listed price)
  • 5 additional Company Profile of client Choice pre- or Post-purchase, as a free update.
  • Free Upcoming Version on the Purchase of Five and Enterprise User License.
  • 16 analyst hours of support* (post-purchase, if you find additional data requirements upon review of the report, you may receive support amounting to 16 analyst hours to solve questions, and post-sale queries)
  • 15% Free Customization* (in case the scope or segment of the report does not match your requirements, 15% is equivalent to 3 working days of free work, applicable once)
  • Free data Pack on the Five and Enterprise User License. (Excel version of the report)
  • Free Updated report if the report is 6-12 months old or older.
  • 24-hour priority response*
  • Free Industry updates and white papers.

Possible Customization with this report (with additional cost and timeline, please talk to the sales executive to know more)

  • End user preferences and pain points
  • Industry life cycle assessment, by region
  • Product Benchmarking / Product specification and applications
  • Product Life Cycles
  • Senario Analysis & Growth Trend Comparision
  • Technology Trend Analysis
  • Go To Market Strategy
  • Market share analysis of players by products/segments
  • New Product Development/ Product Matrix of Key Players
  • Pain Point Analysis
  • Regulatory Guidelines
  • Strategic Recommedations
  • Additional company profiles with specific to client's interest
  • Additional country or region analysis- market size and forecast
  • Brands Share Analysis
  • Criss-cross segment analysis- market size and forecast
  • Expanded list for Company Profiles
  • Historic market data
  • Market share analysis of players at global/region/country level
  • SWOT Analysis

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

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