封面
市场调查报告书
商品编码
1614070

电子竞技市场:按组件、按串流类型、按收益源、按设备类型、按平台 - 2025-2030 年全球预测

E-Sports Market by Components (Platform, Service), Streaming Type (Live, On-demand), Revenue Stream, Device Type, Platform - Global Forecast 2025-2030

出版日期: | 出版商: 360iResearch | 英文 186 Pages | 商品交期: 最快1-2个工作天内

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2023年电竞市场规模为24.5亿美元,预计2024年将达28.5亿美元,复合年增长率为16.80%,2030年将达72.7亿美元。

电子竞技产业是竞技电玩游戏的一个充满活力的部分,包括有组织的多人电玩比赛,尤其是职业选手之间的比赛。它包括 MOBA、FPS 和生存游戏等多种游戏,并且经常在 Twitch 和 YouTube 等平台上直播。电子竞技的需求和用途显而易见,因为它作为娱乐强国、广告平台、社区建设者以及熟练游戏玩家的职业道路。其最终用途包括消费者参与、产品销售、广告、媒体广播,甚至教育内容。影响成长的关键因素包括技术进步、数位平台的激增、赞助投资的增加以及电子竞技作为合法竞争形式的接受度和认可度的提高。主要的潜在机会包括开拓拉丁美洲和非洲等开拓的市场、加强行动游戏电竞平台以及创造独特的观众参与技术(例如虚拟实境观看体验)。然而,监管问题、对游戏发行商的依赖、网路安全威胁以及由于娱乐偏好变化而保持观众参与度等挑战构成了主要障碍。传统运动和娱乐玩家进入电竞领域的竞争压力也带来了进一步的挑战。儘管存在这些障碍,但利用人工智慧分析玩家表现、增强虚拟观看体验以及开发新的身临其境型游戏类型等领域的创新为业务成长提供了肥沃的土壤。这个市场本​​质上是流动性和快节奏的,其特点是观看模式、商业化战略和玩家互动的不断演变,而持续的成功需要敏捷性和前瞻性的策略。公司和投资者可以透过不断适应新趋势、研究和开发技术进步以及建立策略伙伴关係来提高市场占有率和消费者参与度,从而为自己的成功做好准备。

主要市场统计
基准年[2023] 24.5亿美元
预计年份 [2024] 28.5亿美元
预测年份 [2030] 72.7亿美元
复合年增长率(%) 16.80%

市场动态:揭示快速发展的电竞市场的关键市场洞察

电子竞技市场正因供需的动态交互作用而转变。了解这些不断变化的市场动态可以帮助企业做出明智的投资决策、策略决策并抓住新的商机。全面了解这些趋势可以帮助企业降低政治、地理、技术、社会和经济领域的风险,同时也能帮助消费行为及其对製造业的影响。

  • 市场驱动因素
    • 全球对电子竞技的社会接受度不断提高
    • 电竞锦标赛和奖金池数量的增加
  • 市场限制因素
    • 建造和维护电子竞技基础设施的高成本
  • 市场机会
    • 加强与传统媒体和广播公司的伙伴关係
    • 游戏技术、VR/AR 整合和串流平台的技术进步
  • 市场挑战
    • 有关电子竞技的规定因地区和国家而异

波特五力:驾驭电竞市场的策略工具

波特的五力架构是了解电竞市场竞争格局的重要工具。波特的五力框架为评估公司的竞争地位和探索策略机会提供了清晰的方法。该框架可帮助公司评估市场动态并确定新业务的盈利。这些见解使公司能够利用自己的优势,解决弱点并避免潜在的挑战,从而确保更强大的市场地位。

PESTLE分析:了解电竞市场的外部影响

外部宏观环境因素在塑造电竞市场的表现动态方面发挥着至关重要的作用。对政治、经济、社会、技术、法律和环境因素的分析提供了应对这些影响所需的资讯。透过调查 PESTLE 因素,公司可以更了解潜在的风险和机会。这种分析可以帮助公司预测法规、消费者偏好和经济趋势的变化,并帮助他们做出积极主动的决策。

市场占有率分析 了解电竞市场的竞争状况

电子竞技市场的详细市场占有率分析可以对供应商的表现进行全面评估。公司可以透过比较收益、客户群和成长率等关键指标来揭示其竞争地位。该分析揭示了市场集中、分散和整合的趋势,为供应商提供了製定策略决策所需的洞察力,使他们能够在日益激烈的竞争中占有一席之地。

FPNV定位矩阵电竞市场供应商绩效评估

FPNV定位矩阵是评估电竞市场供应商的重要工具。此矩阵允许业务组织根据商务策略和产品满意度评估供应商,从而做出与其目标相符的明智决策。这四个象限使您能够清晰、准确地划分供应商,并确定最能满足您的策略目标的合作伙伴和解决方案。

策略分析和建议绘製电子竞技市场的成功之路

电子竞技市场的策略分析对于旨在加强其在全球市场的影响力的公司至关重要。透过审查关键资源、能力和绩效指标,公司可以识别成长机会并努力改进。这种方法使您能够克服竞争环境中的挑战,利用新的商机并取得长期成功。

本报告对市场进行了全面分析,涵盖关键重点领域:

1. 市场渗透率:详细检视当前市场环境、主要企业的广泛资料、评估其在市场中的影响力和整体影响力。

2. 市场开拓:辨识新兴市场的成长机会,评估现有领域的扩张潜力,并提供未来成长的策略蓝图。

3. 市场多元化:分析近期产品发布、开拓地区、关键产业进展、塑造市场的策略投资。

4. 竞争评估与情报:彻底分析竞争格局,检验市场占有率、业务策略、产品系列、认证、监理核准、专利趋势、主要企业的技术进步等。

5. 产品开发与创新:重点在于有望推动未来市场成长的最尖端科技、研发活动和产品创新。

我们也回答重要问题,以帮助相关人员做出明智的决策:

1.目前的市场规模和未来的成长预测是多少?

2. 哪些产品、区隔市场和地区提供最佳投资机会?

3.塑造市场的主要技术趋势和监管影响是什么?

4.主要厂商的市场占有率和竞争地位如何?

5. 推动供应商市场进入和退出策略的收益来源和策略机会是什么?

目录

第一章 前言

第二章调查方法

第三章执行摘要

第四章市场概况

第五章市场洞察

  • 市场动态
    • 促进因素
      • 电子竞技的社会接受度在全球扩大
      • 电竞锦标赛和奖金池数量的增加
    • 抑制因素
      • 建造和维护电子竞技基础设施的高成本
    • 机会
      • 扩大与传统媒体和广播公司的合作伙伴关係
      • 游戏技术、VR/AR 整合和串流平台的技术进步
    • 任务
      • 有关电子竞技的规定因地区和国家而异
  • 市场区隔分析
    • 组成部分:竞技游戏基础平台日益普及的
    • 串流媒体类型:观众更喜欢直播,因为它具有互动性和引人入胜的体验
    • 收入来源:由于线上平台的广泛覆盖,对数位广告的依赖已成为主要收入来源。
    • 平台:透过全球可存取、即时互动的线上分发平台进行传播
  • 波特五力分析
  • PESTEL分析
    • 政治的
    • 经济
    • 社群
    • 技术的
    • 合法地
    • 环境

第六章电竞市场:按组成部分

  • 平台
  • 服务

第七章 电竞市场(按直播类型)

  • 居住
  • 一经请求

第八章依收益来源分類的电竞市场

  • 数位广告
  • 游戏发行商费用
  • 媒体权利
  • 赞助
  • 门票及商品

第九章按设备类型分類的电竞市场

  • 桌面
  • 游戏机
  • 笔记型电脑
  • 智慧电视
  • 智慧型手机
  • 药片

第10章电竞市场:依平台

  • 离线
  • 在线的

第十一章美洲电竞市场

  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美国

第十二章亚太电竞市场

  • 澳洲
  • 中国
  • 印度
  • 印尼
  • 日本
  • 马来西亚
  • 菲律宾
  • 新加坡
  • 韩国
  • 台湾
  • 泰国
  • 越南

第十三章 欧洲、中东、非洲电竞市场

  • 丹麦
  • 埃及
  • 芬兰
  • 法国
  • 德国
  • 以色列
  • 义大利
  • 荷兰
  • 奈及利亚
  • 挪威
  • 波兰
  • 卡达
  • 俄罗斯
  • 沙乌地阿拉伯
  • 南非
  • 西班牙
  • 瑞典
  • 瑞士
  • 土耳其
  • 阿拉伯聯合大公国
  • 英国

第14章竞争格局

  • 2023 年市场占有率分析
  • FPNV 定位矩阵,2023
  • 竞争情境分析
    • Oxygen Esports 在 Gamertech 的 Magma 手套商业发布之前扩大与 Gamertech 的合作伙伴关係
    • 沙特王储启动电竞世界杯
    • 中央邦开设印度第一所电竞学院
  • 战略分析和建议

公司名单

  • Acer Inc.
  • Activision Blizzard, Inc.
  • Challengermode AB
  • Cloud9 Esports, Inc.
  • Electronic Arts Inc.
  • Esportal AB
  • FACE IT LIMITED
  • FanBuff Technology India Private Limited
  • Fnatic Ltd,
  • G ESPORTS HOLDING GMBH
  • Gameloft SE
  • Khiladi Adda by Techbeliever Technologies Private Limited
  • Nazara Technologies Limited
  • Nintendo Co., Ltd.
  • NVIDIA Corporation
  • Stoughton Street Tech Labs Private Limited
  • TechnoXo Private Limited
  • Tencent Holding Limited
  • The ESL Gaming GmbH
  • Valve Corporation
Product Code: MRR-BB4648AFF399

The E-Sports Market was valued at USD 2.45 billion in 2023, expected to reach USD 2.85 billion in 2024, and is projected to grow at a CAGR of 16.80%, to USD 7.27 billion by 2030.

The e-sports industry, a dynamic segment of competitive video gaming, encompasses organized, multiplayer video game competitions, particularly between professional players. Its scope includes a wide array of games such as MOBAs, FPSs, battle royales, and more, often streamed live to audiences on platforms like Twitch and YouTube. The necessity and application of e-sports are evident in its role as an entertainment powerhouse, a platform for advertising, a community builder, and a career path for skilled gamers. Its end-use scope extends across consumer engagement, merchandise sales, advertising, media broadcasting, and even educational content. Key factors influencing growth include technological advancements, the proliferation of digital platforms, increasing sponsorship investments, and broader acceptance and recognition of e-sports as a legitimate form of competition. Major potential opportunities lie in tapping into untapped markets like Latin America and Africa, enhancing mobile gaming e-sports platforms, and creating unique viewer engagement technologies such as virtual reality spectating experiences. However, challenges such as regulatory issues, dependence on game publishers, cybersecurity threats, and maintaining audience engagement due to shifting entertainment preferences pose significant hurdles. Competitive pressures from traditional sports and entertainment players entering the e-sports arena also create additional challenges. Despite these hurdles, innovation in areas such as AI-driven analytics for player performance, enhanced virtual viewing experiences, and the development of new, immersive game genres offer fertile ground for business growth. The market is inherently fluid and fast-paced, characterized by a constant evolution in viewing modes, monetization strategies, and player interactions, necessitating agility and forward-thinking strategies for sustained success. Businesses and investors are best poised for success by continually adapting to emerging trends, committing to research and development in technological advancements, and formulating strategic partnerships that enhance market presence and consumer engagement.

KEY MARKET STATISTICS
Base Year [2023] USD 2.45 billion
Estimated Year [2024] USD 2.85 billion
Forecast Year [2030] USD 7.27 billion
CAGR (%) 16.80%

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving E-Sports Market

The E-Sports Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Growing social acceptance of E-sports globally
    • Increase in the number of E-sports tournaments and their prize pools
  • Market Restraints
    • High cost associated with building and maintaining esports infrastructure
  • Market Opportunities
    • Increasing partnerships with traditional media and broadcasting companies
    • Technological advancements in gaming technology, VR/AR integration, and streaming platforms
  • Market Challenges
    • Varying regulations across different regions and countries for E-sports

Porter's Five Forces: A Strategic Tool for Navigating the E-Sports Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the E-Sports Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the E-Sports Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the E-Sports Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the E-Sports Market

A detailed market share analysis in the E-Sports Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the E-Sports Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the E-Sports Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the E-Sports Market

A strategic analysis of the E-Sports Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

Key Company Profiles

The report delves into recent significant developments in the E-Sports Market, highlighting leading vendors and their innovative profiles. These include Acer Inc., Activision Blizzard, Inc., Challengermode AB, Cloud9 Esports, Inc., Electronic Arts Inc., Esportal AB, FACE IT LIMITED, FanBuff Technology India Private Limited, Fnatic Ltd,, G ESPORTS HOLDING GMBH, Gameloft SE, Khiladi Adda by Techbeliever Technologies Private Limited, Nazara Technologies Limited, Nintendo Co., Ltd., NVIDIA Corporation, Stoughton Street Tech Labs Private Limited, TechnoXo Private Limited, Tencent Holding Limited, The ESL Gaming GmbH, and Valve Corporation.

Market Segmentation & Coverage

This research report categorizes the E-Sports Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Components, market is studied across Platform and Service.
  • Based on Streaming Type, market is studied across Live and On-demand.
  • Based on Revenue Stream, market is studied across Digital Advertisement, Game Publisher Fee, Media Rights, Sponsorship, and Tickets & Merchandise.
  • Based on Device Type, market is studied across Desktop, Gaming console, Laptop, Smart TV, Smartphone, and Tablets.
  • Based on Platform, market is studied across Offline and Online.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Growing social acceptance of E-sports globally
      • 5.1.1.2. Increase in the number of E-sports tournaments and their prize pools
    • 5.1.2. Restraints
      • 5.1.2.1. High cost associated with building and maintaining esports infrastructure
    • 5.1.3. Opportunities
      • 5.1.3.1. Increasing partnerships with traditional media and broadcasting companies
      • 5.1.3.2. Technological advancements in gaming technology, VR/AR integration, and streaming platforms
    • 5.1.4. Challenges
      • 5.1.4.1. Varying regulations across different regions and countries for E-sports
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Components: Increasing popularity of platform being foundation for competitive gaming
    • 5.2.2. Streaming Type: Viewer preferences for live streaming owing to interactive and engaging experiences
    • 5.2.3. Revenue Stream: dependency on digital advertising being significant source of income owing to extensive reach of online platforms
    • 5.2.4. Platform: Proliferation through online distribution platforms owing to global accessibility and real-time interaction
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. E-Sports Market, by Components

  • 6.1. Introduction
  • 6.2. Platform
  • 6.3. Service

7. E-Sports Market, by Streaming Type

  • 7.1. Introduction
  • 7.2. Live
  • 7.3. On-demand

8. E-Sports Market, by Revenue Stream

  • 8.1. Introduction
  • 8.2. Digital Advertisement
  • 8.3. Game Publisher Fee
  • 8.4. Media Rights
  • 8.5. Sponsorship
  • 8.6. Tickets & Merchandise

9. E-Sports Market, by Device Type

  • 9.1. Introduction
  • 9.2. Desktop
  • 9.3. Gaming console
  • 9.4. Laptop
  • 9.5. Smart TV
  • 9.6. Smartphone
  • 9.7. Tablets

10. E-Sports Market, by Platform

  • 10.1. Introduction
  • 10.2. Offline
  • 10.3. Online

11. Americas E-Sports Market

  • 11.1. Introduction
  • 11.2. Argentina
  • 11.3. Brazil
  • 11.4. Canada
  • 11.5. Mexico
  • 11.6. United States

12. Asia-Pacific E-Sports Market

  • 12.1. Introduction
  • 12.2. Australia
  • 12.3. China
  • 12.4. India
  • 12.5. Indonesia
  • 12.6. Japan
  • 12.7. Malaysia
  • 12.8. Philippines
  • 12.9. Singapore
  • 12.10. South Korea
  • 12.11. Taiwan
  • 12.12. Thailand
  • 12.13. Vietnam

13. Europe, Middle East & Africa E-Sports Market

  • 13.1. Introduction
  • 13.2. Denmark
  • 13.3. Egypt
  • 13.4. Finland
  • 13.5. France
  • 13.6. Germany
  • 13.7. Israel
  • 13.8. Italy
  • 13.9. Netherlands
  • 13.10. Nigeria
  • 13.11. Norway
  • 13.12. Poland
  • 13.13. Qatar
  • 13.14. Russia
  • 13.15. Saudi Arabia
  • 13.16. South Africa
  • 13.17. Spain
  • 13.18. Sweden
  • 13.19. Switzerland
  • 13.20. Turkey
  • 13.21. United Arab Emirates
  • 13.22. United Kingdom

14. Competitive Landscape

  • 14.1. Market Share Analysis, 2023
  • 14.2. FPNV Positioning Matrix, 2023
  • 14.3. Competitive Scenario Analysis
    • 14.3.1. Oxygen Esports Expands Partnership With Gamertech Ahead of The Commercial Launch Of Gamertech's Magma Glove
    • 14.3.2. Saudi Crown Prince Launches Esports World Cup
    • 14.3.3. Madhya Pradesh to Launch India's First Esports Academy
  • 14.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Acer Inc.
  • 2. Activision Blizzard, Inc.
  • 3. Challengermode AB
  • 4. Cloud9 Esports, Inc.
  • 5. Electronic Arts Inc.
  • 6. Esportal AB
  • 7. FACE IT LIMITED
  • 8. FanBuff Technology India Private Limited
  • 9. Fnatic Ltd,
  • 10. G ESPORTS HOLDING GMBH
  • 11. Gameloft SE
  • 12. Khiladi Adda by Techbeliever Technologies Private Limited
  • 13. Nazara Technologies Limited
  • 14. Nintendo Co., Ltd.
  • 15. NVIDIA Corporation
  • 16. Stoughton Street Tech Labs Private Limited
  • 17. TechnoXo Private Limited
  • 18. Tencent Holding Limited
  • 19. The ESL Gaming GmbH
  • 20. Valve Corporation

LIST OF FIGURES

  • FIGURE 1. E-SPORTS MARKET RESEARCH PROCESS
  • FIGURE 2. E-SPORTS MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL E-SPORTS MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL E-SPORTS MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL E-SPORTS MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL E-SPORTS MARKET SIZE, BY COMPONENTS, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL E-SPORTS MARKET SIZE, BY COMPONENTS, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. GLOBAL E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2023 VS 2030 (%)
  • FIGURE 13. GLOBAL E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. GLOBAL E-SPORTS MARKET SIZE, BY PLATFORM, 2023 VS 2030 (%)
  • FIGURE 15. GLOBAL E-SPORTS MARKET SIZE, BY PLATFORM, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. AMERICAS E-SPORTS MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 17. AMERICAS E-SPORTS MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. UNITED STATES E-SPORTS MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 19. UNITED STATES E-SPORTS MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 20. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 21. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 22. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 23. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 24. E-SPORTS MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 25. E-SPORTS MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. E-SPORTS MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL E-SPORTS MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL E-SPORTS MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. E-SPORTS MARKET DYNAMICS
  • TABLE 7. GLOBAL E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL E-SPORTS MARKET SIZE, BY PLATFORM, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL E-SPORTS MARKET SIZE, BY SERVICE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL E-SPORTS MARKET SIZE, BY LIVE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL E-SPORTS MARKET SIZE, BY ON-DEMAND, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL E-SPORTS MARKET SIZE, BY DIGITAL ADVERTISEMENT, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL E-SPORTS MARKET SIZE, BY GAME PUBLISHER FEE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL E-SPORTS MARKET SIZE, BY MEDIA RIGHTS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL E-SPORTS MARKET SIZE, BY SPONSORSHIP, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 18. GLOBAL E-SPORTS MARKET SIZE, BY TICKETS & MERCHANDISE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 19. GLOBAL E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 20. GLOBAL E-SPORTS MARKET SIZE, BY DESKTOP, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 21. GLOBAL E-SPORTS MARKET SIZE, BY GAMING CONSOLE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 22. GLOBAL E-SPORTS MARKET SIZE, BY LAPTOP, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 23. GLOBAL E-SPORTS MARKET SIZE, BY SMART TV, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 24. GLOBAL E-SPORTS MARKET SIZE, BY SMARTPHONE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 25. GLOBAL E-SPORTS MARKET SIZE, BY TABLETS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 26. GLOBAL E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 27. GLOBAL E-SPORTS MARKET SIZE, BY OFFLINE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 28. GLOBAL E-SPORTS MARKET SIZE, BY ONLINE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 29. AMERICAS E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 30. AMERICAS E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 31. AMERICAS E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 32. AMERICAS E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 33. AMERICAS E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 34. AMERICAS E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 35. ARGENTINA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 36. ARGENTINA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 37. ARGENTINA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 38. ARGENTINA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 39. ARGENTINA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 40. BRAZIL E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 41. BRAZIL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 42. BRAZIL E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 43. BRAZIL E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 44. BRAZIL E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 45. CANADA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 46. CANADA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 47. CANADA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 48. CANADA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 49. CANADA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 50. MEXICO E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 51. MEXICO E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 52. MEXICO E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 53. MEXICO E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 54. MEXICO E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 55. UNITED STATES E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 56. UNITED STATES E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 57. UNITED STATES E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 58. UNITED STATES E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 59. UNITED STATES E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 60. UNITED STATES E-SPORTS MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 61. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 62. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 63. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 64. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 65. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 66. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 67. AUSTRALIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 68. AUSTRALIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 69. AUSTRALIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 70. AUSTRALIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 71. AUSTRALIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 72. CHINA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 73. CHINA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 74. CHINA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 75. CHINA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 76. CHINA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 77. INDIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 78. INDIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 79. INDIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 80. INDIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 81. INDIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 82. INDONESIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 83. INDONESIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 84. INDONESIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 85. INDONESIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 86. INDONESIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 87. JAPAN E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 88. JAPAN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 89. JAPAN E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 90. JAPAN E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 91. JAPAN E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 92. MALAYSIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 93. MALAYSIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 94. MALAYSIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 95. MALAYSIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 96. MALAYSIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 97. PHILIPPINES E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 98. PHILIPPINES E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 99. PHILIPPINES E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 100. PHILIPPINES E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 101. PHILIPPINES E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 102. SINGAPORE E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 103. SINGAPORE E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 104. SINGAPORE E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 105. SINGAPORE E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 106. SINGAPORE E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 107. SOUTH KOREA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 108. SOUTH KOREA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 109. SOUTH KOREA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 110. SOUTH KOREA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 111. SOUTH KOREA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 112. TAIWAN E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 113. TAIWAN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 114. TAIWAN E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 115. TAIWAN E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 116. TAIWAN E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 117. THAILAND E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 118. THAILAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 119. THAILAND E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 120. THAILAND E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 121. THAILAND E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 122. VIETNAM E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 123. VIETNAM E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 124. VIETNAM E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 125. VIETNAM E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 126. VIETNAM E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 127. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 128. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 129. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 130. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 131. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 132. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 133. DENMARK E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 134. DENMARK E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 135. DENMARK E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 136. DENMARK E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 137. DENMARK E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 138. EGYPT E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 139. EGYPT E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 140. EGYPT E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 141. EGYPT E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 142. EGYPT E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 143. FINLAND E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 144. FINLAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 145. FINLAND E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 146. FINLAND E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 147. FINLAND E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 148. FRANCE E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 149. FRANCE E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 150. FRANCE E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 151. FRANCE E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 152. FRANCE E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 153. GERMANY E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 154. GERMANY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 155. GERMANY E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 156. GERMANY E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 157. GERMANY E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 158. ISRAEL E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 159. ISRAEL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 160. ISRAEL E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 161. ISRAEL E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 162. ISRAEL E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 163. ITALY E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 164. ITALY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 165. ITALY E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 166. ITALY E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 167. ITALY E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 168. NETHERLANDS E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 169. NETHERLANDS E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 170. NETHERLANDS E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 171. NETHERLANDS E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 172. NETHERLANDS E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 173. NIGERIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 174. NIGERIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 175. NIGERIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 176. NIGERIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 177. NIGERIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 178. NORWAY E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 179. NORWAY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 180. NORWAY E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 181. NORWAY E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 182. NORWAY E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 183. POLAND E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 184. POLAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 185. POLAND E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 186. POLAND E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 187. POLAND E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 188. QATAR E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 189. QATAR E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 190. QATAR E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 191. QATAR E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 192. QATAR E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 193. RUSSIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 194. RUSSIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 195. RUSSIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 196. RUSSIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 197. RUSSIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 198. SAUDI ARABIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 199. SAUDI ARABIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 200. SAUDI ARABIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 201. SAUDI ARABIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 202. SAUDI ARABIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 203. SOUTH AFRICA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 204. SOUTH AFRICA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 205. SOUTH AFRICA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 206. SOUTH AFRICA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 207. SOUTH AFRICA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 208. SPAIN E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 209. SPAIN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 210. SPAIN E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 211. SPAIN E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 212. SPAIN E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 213. SWEDEN E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 214. SWEDEN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 215. SWEDEN E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 216. SWEDEN E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 217. SWEDEN E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 218. SWITZERLAND E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 219. SWITZERLAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 220. SWITZERLAND E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 221. SWITZERLAND E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 222. SWITZERLAND E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 223. TURKEY E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 224. TURKEY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 225. TURKEY E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 226. TURKEY E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 227. TURKEY E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 228. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 229. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 230. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 231. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 232. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 233. UNITED KINGDOM E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 234. UNITED KINGDOM E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 235. UNITED KINGDOM E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 236. UNITED KINGDOM E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 237. UNITED KINGDOM E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 238. E-SPORTS MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 239. E-SPORTS MARKET, FPNV POSITIONING MATRIX, 2023