2023-2030年全球电竞市场
市场调查报告书
商品编码
1296923

2023-2030年全球电竞市场

Global Esports Market 2023-2030

出版日期: | 出版商: Orion Market Research | 英文 105 Pages | 商品交期: 2-3个工作天内

价格

在预测期内,全球电竞市场预计将以18.6%的年复合增长率增长。推动市场增长的关键因素包括不断增加的游戏直播,不断增加的观众人数,参与活动,以及联赛的基础设施。该行业的专业化程度不断提高,为影响者、游戏玩家、活动组织者和游戏开发者创造了有利可图的机会,使市场受益。千禧一代认为电竞是一个专业的职业选择,这是因为游戏锦标赛、一对一的赞助、流媒体收入和令人印象深刻的国际奖池越来越受欢迎。此外,学院和大学已经开始提供专门的电竞项目,以培养熟练的专业人士。例如,俄亥俄州立大学、马萨诸塞州的贝克尔学院和弗吉尼亚州的谢南多大学提供电竞学位课程。一些机构也在为玩家提供奖学金,这将进一步推动市场增长。例如,根据nea.org的数据,2021年,美国大学在电竞方面颁发了超过1600万美元的奖学金。电子竞技公司正在投资于创新的新电竞平台,以增加他们的收入和扩大他们的消费者基础。例如,在2022年6月,直播平台LoCo.推出了Loco Legends,这是第一个不可伪造的电竞代币平台。

细分市场前景

全球电竞市场根据流媒体类型、平台、收入模式和游戏类型进行细分。根据流媒体类型,市场被划分为直播和点播。根据平台,市场被细分为基于PC的电竞,基于主机的电竞,以及移动和平板电脑。按收入模式,市场被细分为媒体版权、广告、赞助、游戏发行商费用、商品和门票。此外,按照游戏类型,市场被细分为多人在线战斗竞技场(MOBA)、玩家对玩家(PvP)、第一人称射击游戏(FPS)和实时战略(RTS)。其中,在预测期内,赞助子板块占了市场的主导份额。赞助使品牌能够通过在线和离线媒体渠道直接接触到他们的潜在客户。互动广告、海报、赠品、视频展示和许多其他的创意方法使品牌能够锁定潜在客户。

媒体版权子领域预计将在全球电竞市场中占据突出份额

媒体版权包括支付给团队、联盟和活动组织者的所有收入,以获得电竞内容在某个渠道的播放权。由于在各种流媒体平台上定期举行许多个人联赛、锦标赛和活动,媒体版权预计将产生可观的收入。Twitch Interactive, Inc.有一个著名的流媒体直播平台,被粉丝们采用来观看重大赛事。根据GamesIndustry.biz的数据,Twitch在2021年见证了粉丝们花费240亿小时观看流媒体,与2020年相比,收视率增加了45.0%。此外,2022年3月,Rooter Sports Technologies Private Limited收购了Sky Esports所有Ips的媒体权利,为期一年。Sky Esports是南亚地区领先的电竞比赛组织者,并拥有自己的Ips。收购媒体权后,罗特体育将可以在印度用多种语言播放比赛。

在印度以几种语言播放比赛,如英语、印地语、孟加拉语、卡纳达语、泰米尔语、马拉雅拉姆语和泰卢固语。这些合併和收购活动预计将在预测期内推动媒体版权领域的增长。

目录

第一章:报告摘要

  • 当前行业分析和增长潜力展望
  • 研究方法和工具
  • 市场细分
    • 按领域划分
    • 按地区

第二章:市场概述和洞察力

  • 报告的范围
  • 分析师的洞察力和当前的市场趋势
    • 主要发现
    • 建议
    • 总结

第三章:竞争格局

  • 主要公司分析
  • Activision Blizzard, Inc.
    • 概述
    • 财务分析
    • SWOT分析
    • 近期发展情况
  • Epic Games, Inc.
    • 概况
    • 财务分析
    • SWOT分析
    • 近期发展情况
  • Gfinity PLC.
    • 进展概况
    • 财务分析
    • SWOT分析
    • 近期发展情况
  • Modern Times Group
    • 进展概况
    • 财务分析
    • SWOT分析
    • 近期发展
  • 关键战略分析

第四章:市场细分

  • 全球电竞市场的流媒体类型
    • 现场直播
    • 点播
  • 按平台分類的全球电竞市场
    • 基于PC的电竞
    • 基于游戏机的电竞
    • 手机和平板电脑
  • 按收入模式分類的全球电竞市场
    • 媒体版权
    • 广告
    • 赞助费
    • 游戏发行费
    • 商品和门票
  • 按游戏类型分類的全球电竞市场
    • 多人在线竞技场(MOBA)
    • 玩家对玩家(PvP)
    • 第一人称射击游戏(FPS)
    • 实时战略(RTS)

第五章:区域分析

  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 英国
    • 德国
    • 意大利
    • 西班牙
    • 法国
    • 欧洲其他地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 亚太其他地区
  • 世界其他地区

第六章:公司简介

  • Alphabet Inc
  • DLive Entertainment Pte. Ltd.
  • Electronic Arts Inc.
  • HTC Corp.
  • Intel Corp.
  • Meta Platforms Inc.
  • Microsoft Corp.
  • Nintendo Co. Ltd.
  • NVIDIA Corp.
  • Riot Games, Inc.
  • Sony Group Corp.
  • Tencent Holdings Ltd.
  • Twitch Interactive, Inc.
  • Valve Corp.
  • X1 Esports and Entertainment Ltd.
Product Code: OMR2027394

Title:Global Esports Market Size, Share & Trends Analysis Report by Streaming Type (Live, and On-demand), by Platform (PC-based esports, Consoles-based esports, and Mobile and Tablets), by Revenue Model (Media Rights, Advertisement, Sponsorship, Game Publisher Fees, and Merchandise and Tickets), and by Gaming Genre (Multiplayer Online Battle Arena (MOBA), Player vs Player (PvP), First Person Shooters (FPS), and Real Time Strategy (RTS)) Forecast Period (2023-2030).

The global esports market is anticipated to grow at a CAGR of 18.6% during the forecast period. Pivotal factors driving the growth of the market include the increasing live streaming of games, rising audience reach, engagement activities, and infrastructure for league tournaments. The profitable opportunities created by increasing professionalization in the industry for influencers, gamers, event organizers, and game developers benefit the market. Millennials consider esports a professional career option, owing to the increasing popularity of gaming tournaments, one-to-one sponsorships, streaming revenues, and impressive international prize pools. Additionally, colleges and universities have started providing dedicated esports programs to develop skilled professionals. For instance, Ohio State University, Becker College in Massachusetts, and Virginia's Shenandoah University provide the esports degree course. Some institutes are also providing scholarships to the players that will further propel the market growth. For instance, according to nea.org, in 2021, US colleges awarded more than $16.0 million in scholarships in esports. E-sports companies are investing in innovative new esports platforms for increasing their revenue and expanding their consumer base. For instance, in June 2022, LoCo., a live-streaming platform, launched Loco Legends, which is the first non-fungible token platform for esports.

Segmental Outlook

The global esports market is segmented based on streaming type, platform, revenue model, and gaming genre. Based on streaming type, the market is bifurcated into live and on-demand. By platform, the market is sub-segmented into PC-based esports, consoles-based esports, and mobile and tablets. By revenue model, the market is sub-segmented into media rights, advertisement, sponsorship, game publisher fees, and merchandise and tickets. Further, by gaming genre, the market is sub-segmented into the multiplayer online battle arena (MOBA), player vs player (PvP), first-person shooters (FPS), and real-time strategy (RTS). Among these, the sponsorship sub-segment accounted for the dominant share of the market during the forecast period. Sponsorships allow brands to reach their potential customers directly through online and offline media channels. Interactive advertising, posters, freebies, video displays, and many additional creative methods enable the brand to target potential customers.

Media Rights Sub-Segment is Anticipated to Hold a Prominent Share of the Global Esports Market

Media rights comprise all the revenue paid to teams, leagues, and event organizers to obtain the rights to broadcasting esports content on a channel. Media rights are anticipated to generate considerable revenue because of numerous individual leagues, championships, and events held on various streaming platforms regularly. Twitch Interactive, Inc. has an eminent platform for live streaming adopted by fans to watch major tournaments. According to GamesIndustry.biz, Twitch had witnessed fans spending 24.0 billion hours watching streamers in 2021, an 45.0% increase in viewership compared to 2020. Additionally, in March 2022, Rooter Sports Technologies Private Limited acquired the media rights for all Ips of Sky Esports for one year. Sky Esports is the leading esports tournament organizer in South Asia and has self-owned Ips. The acquisition of media rights will allow Rooter Sports to stream competitions

in India in several languages such as English, Hindi, Bengali, Kannada, Tamil, Malayalam, and Telugu. These mergers and acquisitions activities are expected to fuel the growth of the media rights segment in the forecast period.

Regional Outlook

The global Esports market is further segmented based on geography including North America (the US and Canada), Europe (UK, Italy, Spain, Germany, France, and Others), Asia-Pacific (India, China, Japan, South Korea, and Others), and the Rest of the World (the Middle East and Africa, and Latin America). Among these, the North American region is projected to expand at a significant CAGR during the forecast period, due to the rising popularity of video games, growing investments from major companies, and increased media coverage.

Global Esports Market Growth, by Region 2023-2030

Source: OMR Analysis

The Asia-Pacific Region is Anticipated to Hold a Significant Share of the Global Esports Market

In the Asian-pacific region, China is anticipated to hold a significant market share in the esports market owing to the popularity of esports among the youth. Additionally, major companies develop new games that will further propel the market growth. For example, Tencent Holdings Limited, a significant player in the esports industry, is headquartered in China, has played an influential role in the increase of esports in China by developing games like Honor of Kings.

South Korea is also anticipated to hold a significant market share over the forecast period. The country is well-known for esports, providing standard infrastructure to gamers, containing coaches, gaming houses, analysts, and others. For instance, in April 2022, the Korean Esports Association (KeSPA) signed a three-year sponsorship deal with SK Telecom. The agreement has made SK Telecom an official sponsor of KeSPA and will train the Korean esports team for Asian games. Such initiatives and developments in the market are expected to fuel further growth in the forecast period.

Market Players Outlook

The major companies serving the global esports market include Activision Blizzard, Inc., Epic Games, Inc., Gfinity PLC, and Modern Times Group. The market players are considerably contributing to the market growth by the adoption of various strategies including mergers and acquisitions, partnerships, funding, collaborations, and new product launches to stay competitive in the market. For instance, in January 2022, Savvy Gaming Group, a Saudi Arabia-based esports investment company, acquired ESL, a German-based esports organizer and production company, and FACEIT, a UK-based esports platform for $1.5 billion. Through this acquisition, Savvy Gaming Group will integrate ESL's expertise in creating, broadcasting, and commercializing premium esports ecosystems, including arena events and festival shows, with FACEIT's ability to develop top-notch tools for competitive games. In June 2021, SEG Esports, Inc. announced a technological partnership with Adamas Esports, Inc. to improve its services and provide a 360-degree approach for clients.

The Report Covers:

  • Market value data analysis of 2022 and forecast to 2030.
  • Annualized market revenues ($ million) for each market segment.
  • Country-wise analysis of major geographical regions.
  • Key companies operating in the global esports market. Based on the availability of data, information related to new product launches, and relevant news is also available in the report.
  • Analysis of business strategies by identifying the key market segments positioned for strong growth in the future.
  • Analysis of market-entry and market expansion strategies.
  • Competitive strategies by identifying 'who-stands-where' in the market.

Table of Contents

1. Report Summary

  • Current Industry Analysis and Growth Potential Outlook
  • 1.1. Research Methods and Tools
  • 1.2. Market Breakdown
    • 1.2.1. By Segments
    • 1.2.2. By Region

2. Market Overview and Insights

  • 2.1. Scope of the Report
  • 2.2. Analyst Insight & Current Market Trends
    • 2.2.1. Key Findings
    • 2.2.2. Recommendations
    • 2.2.3. Conclusion

3. Competitive Landscape

  • 3.1. Key Company Analysis
  • 3.2. Activision Blizzard, Inc.
    • 3.2.1. Overview
    • 3.2.2. Financial Analysis
    • 3.2.3. SWOT Analysis
    • 3.2.4. Recent Developments
  • 3.3. Epic Games, Inc.
    • 3.3.1. Overview
    • 3.3.2. Financial Analysis
    • 3.3.3. SWOT Analysis
    • 3.3.4. Recent Developments
  • 3.4. Gfinity PLC.
    • 3.4.1. Overview
    • 3.4.2. Financial Analysis
    • 3.4.3. SWOT Analysis
    • 3.4.4. Recent Developments
  • 3.5. Modern Times Group
    • 3.5.1. Overview
    • 3.5.2. Financial Analysis
    • 3.5.3. SWOT Analysis
    • 3.5.4. Recent Developments
  • 3.6. Key Strategy Analysis

4. Market Segmentation

  • 4.1. Global Esports Market by Streaming Type
    • 4.1.1. Live
    • 4.1.2. On-demand
  • 4.2. Global Esports Market by Platform
    • 4.2.1. PC-based Esports
    • 4.2.2. Consoles-based Esports
    • 4.2.3. Mobile and Tablets
  • 4.3. Global Esports Market by Revenue Model
    • 4.3.1. Media Rights
    • 4.3.2. Advertisement
    • 4.3.3. Sponsorship
    • 4.3.4. Game Publisher Fees
    • 4.3.5. Merchandise and Tickets
  • 4.4. Global Esports Market by Gaming Genre
    • 4.4.1. Multiplayer Online Battle Arena (MOBA)
    • 4.4.2. Player vs Player (PvP)
    • 4.4.3. First Person Shooters (FPS)
    • 4.4.4. Real Time Strategy (RTS)

5. Regional Analysis

  • 5.1. North America
    • 5.1.1. United States
    • 5.1.2. Canada
  • 5.2. Europe
    • 5.2.1. UK
    • 5.2.2. Germany
    • 5.2.3. Italy
    • 5.2.4. Spain
    • 5.2.5. France
    • 5.2.6. Rest of Europe
  • 5.3. Asia-Pacific
    • 5.3.1. China
    • 5.3.2. India
    • 5.3.3. Japan
    • 5.3.4. South Korea
    • 5.3.5. Rest of Asia-Pacific
  • 5.4. Rest of the World

6. Company Profiles

  • 6.1. Alphabet Inc
  • 6.2. DLive Entertainment Pte. Ltd.
  • 6.3. Electronic Arts Inc.
  • 6.4. HTC Corp.
  • 6.5. Intel Corp.
  • 6.6. Meta Platforms Inc.
  • 6.7. Microsoft Corp.
  • 6.8. Nintendo Co. Ltd.
  • 6.9. NVIDIA Corp.
  • 6.10. Riot Games, Inc.
  • 6.11. Sony Group Corp.
  • 6.12. Tencent Holdings Ltd.
  • 6.13. Twitch Interactive, Inc.
  • 6.14. Valve Corp.
  • 6.15. X1 Esports and Entertainment Ltd.

LIST OF TABLES

  • 1. GLOBAL ESPORTS MARKET RESEARCH AND ANALYSIS BY STREAMING TYPE, 2022-2030($ MILLION)
  • 2. GLOBAL LIVE ESPORTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 3. GLOBAL ON-DEMAND ESPORTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 4. GLOBAL ESPORTS MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2022-2030($ MILLION)
  • 5. GLOBAL PC-BASED ESPORTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 6. GLOBAL CONSOLES-BASED ESPORTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 7. GLOBAL MOBILE AND TABLETS ESPORTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 8. GLOBAL ESPORTS MARKET RESEARCH AND ANALYSIS BY REVENUE MODEL, 2022-2030($ MILLION)
  • 9. GLOBAL ESPORTS BY MEDIA RIGHTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 10. GLOBAL ESPORTS BY ADVERTISEMENT MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 11. GLOBAL ESPORTS BY SPONSORSHIP MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 12. GLOBAL ESPORTS BY GAME PUBLISHER FEES MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 13. GLOBAL ESPORTS BY MERCHANDISE AND TICKETS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 14. GLOBAL ESPORTS MARKET RESEARCH AND ANALYSIS BY GAMING GENRE, 2022-2030($ MILLION)
  • 15. GLOBAL MULTIPLAYER ONLINE BATTLE ARENA (MOBA) ESPORTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 16. GLOBAL PLAYER VS PLAYER (PVP) ESPORTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 17. GLOBAL FIRST PERSON SHOOTERS (FPS) ESPORTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 18. GLOBAL REAL TIME STRATEGY (RTS) ESPORTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 19. GLOBAL ESPORTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 20. NORTH AMERICAN ESPORTS MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030($ MILLION)
  • 21. NORTH AMERICAN ESPORTS MARKET RESEARCH AND ANALYSIS BY STREAMING TYPE, 2022-2030($ MILLION)
  • 22. NORTH AMERICAN ESPORTS MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2022-2030($ MILLION)
  • 23. NORTH AMERICAN ESPORTS MARKET RESEARCH AND ANALYSIS BY REVENUE MODEL, 2022-2030($ MILLION)
  • 24. NORTH AMERICAN ESPORTS MARKET RESEARCH AND ANALYSIS BY GAMING GENRE, 2022-2030($ MILLION)
  • 25. EUROPEAN ESPORTS MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030($ MILLION)
  • 26. EUROPEAN ESPORTS MARKET RESEARCH AND ANALYSIS BY STREAMING TYPE, 2022-2030($ MILLION)
  • 27. EUROPEAN ESPORTS MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2022-2030($ MILLION)
  • 28. EUROPEAN ESPORTS MARKET RESEARCH AND ANALYSIS BY REVENUE MODEL, 2022-2030($ MILLION)
  • 29. EUROPEAN ESPORTS MARKET RESEARCH AND ANALYSIS BY GAMING GENRE, 2022-2030($ MILLION)
  • 30. ASIA-PACIFIC ESPORTS MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030($ MILLION)
  • 31. ASIA-PACIFIC ESPORTS MARKET RESEARCH AND ANALYSIS BY STREAMING TYPE, 2022-2030($ MILLION)
  • 32. ASIA-PACIFIC ESPORTS MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2022-2030($ MILLION)
  • 33. ASIA-PACIFIC ESPORTS MARKET RESEARCH AND ANALYSIS BY REVENUE MODEL, 2022-2030($ MILLION)
  • 34. ASIA-PACIFIC ESPORTS MARKET RESEARCH AND ANALYSIS BY GAMING GENRE, 2022-2030($ MILLION)
  • 35. REST OF THE WORLD ESPORTS MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030($ MILLION)
  • 36. REST OF THE WORLD ESPORTS MARKET RESEARCH AND ANALYSIS BY STREAMING TYPE, 2022-2030($ MILLION)
  • 37. REST OF THE WORLD ESPORTS MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2022-2030($ MILLION)
  • 38. REST OF THE WORLD ESPORTS MARKET RESEARCH AND ANALYSIS BY REVENUE MODEL, 2022-2030($ MILLION)
  • 39. REST OF THE WORLD ESPORTS MARKET RESEARCH AND ANALYSIS BY GAMING GENRE, 2022-2030($ MILLION)

LIST OF FIGURES

  • 1. GLOBAL ESPORTS MARKET SHARE BY STREAMING TYPE, 2022 VS 2030(%)
  • 2. GLOBAL LIVE ESPORTS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 3. GLOBAL ON-DEMAND ESPORTS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 4. GLOBAL ESPORTS MARKET SHARE BY PLATFORM, 2022 VS 2030(%)
  • 5. GLOBAL PC-BASED ESPORTS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 6. GLOBAL CONSOLES-BASED ESPORTS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 7. GLOBAL MOBILE AND TABLETS ESPORTS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 8. GLOBAL ESPORTS MARKET SHARE BY REVENUE MODEL, 2022 VS 2030(%)
  • 9. GLOBAL ESPORTS BY MEDIA RIGHTS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 10. GLOBAL ESPORTS MARKET BY ADVERTISEMENT MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 11. GLOBAL ESPORTS BY SPONSORSHIP MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 12. GLOBAL ESPORTS BY GAME PUBLISHER FEES MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 13. GLOBAL ESPORTS BY MERCHANDISE AND TICKETS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 14. GLOBAL ESPORTS MARKET SHARE BY GAMING GENRE, 2022 VS 2030(%)
  • 15. GLOBAL MULTIPLAYER ONLINE BATTLE ARENA (MOBA) ESPORTS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 16. GLOBAL PLAYER VS PLAYER (PVP) ESPORTS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 17. GLOBAL FIRST PERSON SHOOTERS (FPS) ESPORTS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 18. GLOBAL REAL TIME STRATEGY (RTS) ESPORTS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 19. GLOBAL ESPORTS MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 20. US ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 21. CANADA ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 22. UK ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 23. FRANCE ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 24. GERMANY ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 25. ITALY ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 26. SPAIN ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 27. REST OF EUROPE ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 28. INDIA ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 29. CHINA ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 30. JAPAN ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 31. SOUTH KOREA ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 32. REST OF ASIA-PACIFIC ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 33. REST OF THE WORLD ESPORTS MARKET SIZE, 2022-2030($ MILLION)