封面
市场调查报告书
商品编码
1728474

全球电竞市场:市场规模、份额、趋势分析(按收益来源、串流媒体和地区)、细分市场预测(2025-2030 年)

Esports Market Size, Share & Trends Analysis Report By Revenue Source (Sponsorship, Advertising, Merchandise & Tickets, Media Rights), By Streaming, By Region, And Segment Forecasts, 2025 - 2030

出版日期: | 出版商: Grand View Research | 英文 110 Pages | 商品交期: 2-10个工作天内

价格

电子竞技市场的成长与趋势:

根据Grand View Research, Inc.的最新报告,全球电竞市场规模预计将在2030年达到74.6亿美元,2025年至2030年的复合年增长率为23.1%。

新兴国家行动装置使用量的增长、人们对电子竞技的认识的不断提高以及视频游戏的日益普及预计将在预测期内推动市场成长。

消费者需要高品质、互动的游戏内容以及充满活力的娱乐产业。娱乐和游戏的交汇可能会影响整个体育产业的发展,包括线上串流媒体和大小游戏开发商。商业伙伴的投资不断增加以及观众的大幅成长正在推动电子竞技市场的收益成长。随着协会和联盟形式不断发展新的竞争结构,该行业变得更加结构化。此外,预计不断扩大的伙伴关係、收购和合併将推动电子竞技市场的强劲成长。

Twitch 等串流平台透过串流电子竞技和游戏吸引观众。电子竞技比赛吸引了运动员和名人,并吸引了大批观众。此外,电子竞技和游戏有可能吸引传统媒体管道难以接触到的热情年轻观众的注意。电子竞技能够吸引年轻、热情的观众的注意力,因此许多品牌透过赞助和广告的方式投资电子竞技赛事。电子竞技团队的集中化、观众的不断增长以及更多专利权联赛的推出,提升了投资者的兴趣。预计在预测期内,品牌对电竞团队的兴趣日益浓厚,以吸引潜在客户,这将推动市场成长。

除了赞助之外,门票销售和商品销售也是推动电竞市场成长的重要收益部分。特许经营商专注于在体育场举办吸引球迷参与的本地活动,创造可观的收益并帮助进一步发展电竞市场。由于粉丝群不断扩大、联赛级商品交易以及零售店数量的增加,电子竞技服装市场正在经历显着增长。电子竞技团队不再需要依赖竞争对手的胜利,因为团队可以向粉丝出售自己的商品。例如,2023 年 7 月,拉尔夫·劳伦 (Ralph Lauren) 与 G2 Esports 合作成为服装合作伙伴。 G2 Esports 知名选手之一 Martin 'Rekkles' Larsson 出现在 Ralph Lauren 的温布顿网球公开赛宣传活动中。 G2 和 Ralph Lauren 合作开展了多项宣传活动,包括在 Twitch 和 TikTok 上进行的数位优先启动。

电子竞技市场报告重点

  • 预计联赛和专利权形式将在整个预测期内扩大电子竞技市场的范围,从而推动该行业的成长。
  • 预计未来几年行动电子竞技将出现显着成长,从而推动观众人数增加。
  • 按收益来源划分,预计到 2024 年赞助部分将占最大份额,超过 40%。各大品牌已与 ESL 等知名品牌建立了长期赞助伙伴关係,这表明预测期内赞助部分将实现高速成长。
  • 由于对即时电竞内容的需求不断增加、观众互动不断增强以及对串流媒体基础设施的大量投资,直播领域将在 2024 年占据最大的市场占有率。
  • 预计在预测期内亚太地区将以最快的复合年增长率成长。预计中国和韩国等国家将在该地区电子竞技生态系统发展中发挥关键作用。

目录

第一章 分析方法与范围

第二章执行摘要

第三章:电竞市场:驱动因素、趋势与范围

  • 市场联动展望
  • 市场动态
    • 市场驱动因素分析
    • 市场限制分析
    • 产业挑战
  • 电竞市场:分析工具
    • 产业分析:波特五力分析
    • PESTEL分析

第四章 电竞市场收益来源估算及趋势分析

  • 细分仪表板
  • 电子竞技市场:按收益来源分類的趋势分析(2024 年和 2030 年)
    • 赞助
    • 广告
    • 商品和门票
    • 出版商费用
    • 媒体权利

第五章 电竞市场:串流预测与趋势分析

  • 细分仪表板
  • 电竞市场:串流趋势分析(2024 年和 2030 年)
  • 一经请求
  • 直播

第六章 电竞市场:区域估计与趋势分析

  • 电子竞技市场各地区分布(2024 年和 2030 年)
  • 北美洲
    • 美国
    • 加拿大
    • 墨西哥
  • 欧洲
    • 英国
    • 德国
    • 法国
  • 亚太地区
    • 中国
    • 日本
    • 印度
    • 韩国
    • 澳洲
  • 拉丁美洲
    • 巴西
  • 中东和非洲
    • 阿拉伯聯合大公国
    • 沙乌地阿拉伯
    • 南非

第七章 竞争态势

  • 公司分类
  • 公司市场定位
  • 公司热图分析
  • 公司简介/上市公司
    • Activision Blizzard, Inc.
    • Electronic Arts Inc.
    • Gameloft SE
    • HTC Corporation
    • Intel Corporation
    • Modern Times Group(MTG)
    • Nintendo of America Inc.
    • NVIDIA Corporation
    • Tencent Holding Limited
    • Valve Corporation
    • Cloud9 Esports
    • G Esports Holding GmbH.
Product Code: GVR-4-68038-647-9

Esports Market Growth & Trends:

The global esports market size is estimated to reach USD 7.46 billion by 2030, registering a CAGR of 23.1% from 2025 to 2030, according to a new report by Grand View Research, Inc. The increasing mobile usage in emerging countries, rising awareness regarding Esports, and increasing popularity of video games are expected to fuel the market growth in the forecasted period.

Consumers demand high-quality and interactive gaming content aligned with the dynamic entertainment industry. The alignment of entertainment and gaming will influence the growth of the entire sports industry, including online streamers and small and big-budget game developers. The increasing investments from commercial partners and substantial audience growth have resulted in revenue growth in the esports market. The industry has become more structured, with associations and league formats developing new competitive structures. Moreover, the growing partnerships, acquisitions, and mergers have projected strong growth in the esports market.

Streaming platforms, such as Twitch, have attracted viewers by streaming esports and gaming. The esports tournaments have fascinated athletes and celebrities and have drawn a broad audience's attention. Additionally, esports and gaming make it easy to draw the attention of enthusiastic and young viewers who are hard to reach through traditional media channels. The ability to grab the attention of the young and enthusiastic audience has attracted many brands to invest in esports events through sponsorships and advertising. The interest of investors has increased with the centralization of an Esports team, rising audience, and the introduction of a more franchise-style league. The rising interest of brands in esports teams to reach potential customers is expected to drive market growth in the forecasted period.

In addition to sponsorship, ticket sales, and merchandise are essential revenue segments that drive the esports market's growth. The franchisee is focusing on hosting local events that include fans in stadiums, generating significant revenue, and thus contributing to the further development of the esports market. The Esports apparel market has witnessed substantial growth due to a growing fanbase, league-level merchandise deals, and increased retail presence. The esports teams no longer have to rely on winning competitions as teams can independently sell their merchandise to their fans. For instance, in July 2023, Ralph Lauren partnered as the apparel partner for G2 Esports. One of G2 Esports' famous players, Martin' Rekkles' Larsson, was featured in Ralph Lauren's Wimbledon Campaign. G2 and Ralph Lauren partnered across several campaigns and events and produced a range of digital-first activations on Twitch and TikTok.

Esports Market Report Highlights:

  • League game and franchise formats are projected to extend the horizon of the esports market throughout the forecast period, consequently promoting industry growth.
  • Mobile Esports is anticipated to make substantial gains resulting in increased viewership in the upcoming years.
  • By revenue source, the sponsorship segment held the largest share of more than 40% in 2024. The major brands are establishing long-term sponsorship partnerships with leading brands such as ESL, which suggests the high growth of the sponsorship segment during the forecast period.
  • The live streaming segment accounted for the largest market share in 2024, driven by increasing demand for real-time esports content, enhanced viewer interaction, and substantial investments in streaming infrastructure.
  • The Asia Pacific region is expected to grow at a fastest CAGR over the forecasted period. Countries such as China and South Korea are anticipated to play a vital role in developing the esports ecosystem in the region.

Table of Contents

Chapter 1. Methodology and Scope

  • 1.1. Market Segmentation and Scope
  • 1.2. Market Definitions
    • 1.2.1. Information analysis
    • 1.2.2. Market formulation & data visualization
    • 1.2.3. Data validation & publishing
  • 1.3. Research Scope and Assumptions
    • 1.3.1. List of Data Sources

Chapter 2. Executive Summary

  • 2.1. Market Outlook
  • 2.2. Segment Outlook
  • 2.3. Competitive Insights

Chapter 3. Esports Market Variables, Trends, & Scope

  • 3.1. Market Lineage Outlook
  • 3.2. Market Dynamics
    • 3.2.1. Market Driver Analysis
    • 3.2.2. Market Restraint Analysis
    • 3.2.3. Deployment Challenge
  • 3.3. Esports Market Analysis Tools
    • 3.3.1. Deployment Analysis - Porter's
      • 3.3.1.1. Bargaining power of the suppliers
      • 3.3.1.2. Bargaining power of the buyers
      • 3.3.1.3. Threats of substitution
      • 3.3.1.4. Threats from new entrants
      • 3.3.1.5. Competitive rivalry
    • 3.3.2. PESTEL Analysis
      • 3.3.2.1. Political landscape
      • 3.3.2.2. Economic and social landscape
      • 3.3.2.3. Technological landscape

Chapter 4. Esports Market: Revenue Source Estimates & Trend Analysis

  • 4.1. Segment Dashboard
  • 4.2. Esports Market: Revenue Source Movement Analysis, 2024 & 2030 (USD Million)
    • 4.2.1. Sponsorships
      • 4.2.1.1. Sponsorships Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 4.2.2. Advertising
      • 4.2.2.1. Advertising Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 4.2.3. Merchandise & Tickets
      • 4.2.3.1. Merchandise & Tickets Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 4.2.4. Publisher Fees
      • 4.2.4.1. Publisher Fees Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 4.2.5. Media Rights
      • 4.2.5.1. Media Rights Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 5. Esports Market: Streaming Estimates & Trend Analysis

  • 5.1. Segment Dashboard
  • 5.2. Esports Market: Streaming Movement Analysis, 2024 & 2030 (USD Million)
  • 5.3. On-demand
    • 5.3.1. On-demand Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.4. Live Streaming
    • 5.4.1. Live Streaming Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 6. Esports Market: Regional Estimates & Trend Analysis

  • 6.1. Esports Market by Region, 2024 & 2030
  • 6.2. North America
    • 6.2.1. North America Esports Market Estimates & Forecasts, 2018 - 2030 (USD Million)
    • 6.2.2. U.S.
      • 6.2.2.1. Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.2.3. Canada
      • 6.2.3.1. Canada Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.2.4. Mexico
      • 6.2.4.1. Mexico Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.3. Europe
    • 6.3.1. Europe Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.3.2. UK
      • 6.3.2.1. UK Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.3.3. Germany
      • 6.3.3.1. Germany Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.3.4. France
      • 6.3.4.1. France Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.4. Asia Pacific
    • 6.4.1. Asia Pacific Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.4.2. China
      • 6.4.2.1. China Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.4.3. Japan
      • 6.4.3.1. Japan Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.4.4. India
      • 6.4.4.1. India Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.4.5. South Korea
      • 6.4.5.1. South Korea Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.4.6. Australia
      • 6.4.6.1. Australia Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.5. Latin America
    • 6.5.1. Latin America Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.5.2. Brazil
      • 6.5.2.1. Brazil Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.6. Middle East and Africa
    • 6.6.1. Middle East and Africa Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.6.2. UAE
      • 6.6.2.1. UAE Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.6.3. Saudi Arabia
      • 6.6.3.1. Saudi Arabia Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.6.4. South Africa
      • 6.6.4.1. South Africa Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 7. Competitive Landscape

  • 7.1. Company Categorization
  • 7.2. Company Market Positioning
  • 7.3. Company Heat Map Analysis
  • 7.4. Company Profiles/Listing
    • 7.4.1. Activision Blizzard, Inc.
      • 7.4.1.1. Participant's Overview
      • 7.4.1.2. Financial Performance
      • 7.4.1.3. Service Benchmarking
      • 7.4.1.4. Strategic Initiatives
    • 7.4.2. Electronic Arts Inc.
      • 7.4.2.1. Participant's Overview
      • 7.4.2.2. Financial Performance
      • 7.4.2.3. Service Benchmarking
      • 7.4.2.4. Strategic Initiatives
    • 7.4.3. Gameloft SE
      • 7.4.3.1. Participant's Overview
      • 7.4.3.2. Financial Performance
      • 7.4.3.3. Service Benchmarking
      • 7.4.3.4. Strategic Initiatives
    • 7.4.4. HTC Corporation
      • 7.4.4.1. Participant's Overview
      • 7.4.4.2. Financial Performance
      • 7.4.4.3. Service Benchmarking
      • 7.4.4.4. Strategic Initiatives
    • 7.4.5. Intel Corporation
      • 7.4.5.1. Participant's Overview
      • 7.4.5.2. Financial Performance
      • 7.4.5.3. Service Benchmarking
      • 7.4.5.4. Strategic Initiatives
    • 7.4.6. Modern Times Group (MTG)
      • 7.4.6.1. Participant's Overview
      • 7.4.6.2. Financial Performance
      • 7.4.6.3. Service Benchmarking
      • 7.4.6.4. Strategic Initiatives
    • 7.4.7. Nintendo of America Inc.
      • 7.4.7.1. Participant's Overview
      • 7.4.7.2. Financial Performance
      • 7.4.7.3. Service Benchmarking
      • 7.4.7.4. Strategic Initiatives
    • 7.4.8. NVIDIA Corporation
      • 7.4.8.1. Participant's Overview
      • 7.4.8.2. Financial Performance
      • 7.4.8.3. Service Benchmarking
      • 7.4.8.4. Strategic Initiatives
    • 7.4.9. Tencent Holding Limited
      • 7.4.9.1. Participant's Overview
      • 7.4.9.2. Financial Performance
      • 7.4.9.3. Service Benchmarking
      • 7.4.9.4. Strategic Initiatives
    • 7.4.10. Valve Corporation
      • 7.4.10.1. Participant's Overview
      • 7.4.10.2. Financial Performance
      • 7.4.10.3. Service Benchmarking
      • 7.4.10.4. Strategic Initiatives
    • 7.4.11. Cloud9 Esports
      • 7.4.11.1. Participant's Overview
      • 7.4.11.2. Financial Performance
      • 7.4.11.3. Service Benchmarking
      • 7.4.11.4. Strategic Initiatives
    • 7.4.12. G Esports Holding GmbH.
      • 7.4.12.1. Participant's Overview
      • 7.4.12.2. Financial Performance
      • 7.4.12.3. Service Benchmarking
      • 7.4.12.4. Strategic Initiatives

List of Tables

  • Table 1 Esports Market Size Estimates & Forecasts 2018 - 2030 (USD Million)
  • Table 2 Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 3 Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 4 Sponsorships Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Table 5 Advertising Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Table 6 Merchandise & Tickets Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Table 7 Publisher Fees Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Table 8 Media Rights Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Table 9 On-demand Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Table 10 Live Streaming Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Table 11 North America Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 12 North America Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 13 U.S. Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 14 U.S. Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 15 Canada Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 16 Canada Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 17 Mexico Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 18 Mexico Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 19 Europe Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 20 Europe Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 21 UK Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 22 UK Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 23 Germany Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 24 Germany Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 25 France Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 26 France Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 27 Asia Pacific Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 28 Asia Pacific Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 29 China Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 30 China Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 31 Japan Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 32 Japan Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 33 India Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 34 India Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 35 South Korea Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 36 South Korea Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 37 Australia Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 38 Australia Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 39 Latin America Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 40 Latin America Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 41 Brazil Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 42 Brazil Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 43 Middle East & Africa Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 44 Middle East & Africa Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 45 UAE Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 46 UAE Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 47 Saudi Arabia Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 48 Saudi Arabia Esports Market, By Streaming, 2018 - 2030 (USD Million)
  • Table 49 South Africa Esports Market, By Revenue Source, 2018 - 2030 (USD Million)
  • Table 50 South Africa Esports Market, By Streaming, 2018 - 2030 (USD Million)

List of Figures

  • Fig. 1 Esports market segmentation
  • Fig. 2 Information procurement
  • Fig. 3 Data analysis models
  • Fig. 4 Market formulation and validation
  • Fig. 5 Data validating & publishing
  • Fig. 6 Esports market snapshot
  • Fig. 7 Esports market segment snapshot
  • Fig. 8 Esports market competitive landscape snapshot
  • Fig. 9 Market research process
  • Fig. 10 Market driver relevance analysis (current & future impact)
  • Fig. 11 Market restraint relevance analysis (current & future impact)
  • Fig. 12 Esports market, by revenue source, key takeaways
  • Fig. 13 Esports market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 14 Sponsorship market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 15 Advertising market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 16 Merchandise & tickets market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 17 Publisher fees market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 18 Media rights market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 19 Esports market, by streaming, key takeaways
  • Fig. 20 Esports market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 21 On-demand market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 22 Live streaming market estimates & forecasts, 2018 - 2030 (USD Million)
  • Fig. 23 Regional marketplace: key takeaways
  • Fig. 24 North America esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 25 U.S. product esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 26 Canada esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 27 Mexico esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 28 Europe esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 29 UK esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 30 Germany sports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 31 France esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 32 Asia Pacific esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 33 China esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 34 Japan esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 35 India esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 36 South Korea esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 37 Australia esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 38 Latin America esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 39 Brazil esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 40 Middle East & Africa esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 41 UAE esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 42 Saudi Arabia esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 43 South Africa esports market estimates & forecast, 2018 - 2030 (USD Million)
  • Fig. 44 Key company categorization
  • Fig. 45 Strategy framework