封面
市场调查报告书
商品编码
1721392

电子竞技市场 (~2035年):串流类型·游戏种类·设备类型·串流平台·收益源·各地区的产业趋势与全球预测

ESports Market, Till 2035: Distribution by Type of Streaming, Type of Gaming Genre, Type of Device, Distribution by Type of Streaming Platform, Distribution by Type of Revenue Stream and Geographical Regions : Industry Trends and Global Forecasts

出版日期: | 出版商: Roots Analysis | 英文 174 Pages | 商品交期: 2-10个工作天内

价格
简介目录

预计到 2035 年,全球电竞市场规模将从目前的 25.5 亿美元成长至 188.5 亿美元,预测期内复合年增长率为 19.95%。

ESports Market-IMG1

电子竞技的市场机会:各市场区隔

各部署模式

  • 实况
  • 视讯点播

各技术

  • 格斗游戏
  • 第一人称射击游戏
  • 大型多人线上角色扮演游戏
  • 大型多人线上竞技场游戏
  • 即时战略游戏
  • 其他

各设备

  • 桌上型电脑(桌面)·笔记型电脑·平板电脑
  • 游戏主机
  • 智慧型手机
  • 智慧电视

串流各平台

  • Twitch
  • YouTube
  • 其他

按收入串流

  • 游戏发行者费
  • 播放权
  • 赞助商及广告
  • 票销售及商品销售
  • 其他

各地区

  • 北美
  • 美国
  • 加拿大
  • 墨西哥
  • 其他的北美各国
  • 欧洲
  • 奥地利
  • 比利时
  • 丹麦
  • 法国
  • 德国
  • 爱尔兰
  • 义大利
  • 荷兰
  • 挪威
  • 俄罗斯
  • 西班牙
  • 瑞典
  • 瑞士
  • 英国
  • 其他欧洲各国
  • 亚洲
  • 中国
  • 印度
  • 日本
  • 新加坡
  • 韩国
  • 其他亚洲各国
  • 南美
  • 巴西
  • 智利
  • 哥伦比亚
  • 委内瑞拉
  • 其他的南美各国
  • 中东·北非
  • 埃及
  • 伊朗
  • 伊拉克
  • 以色列
  • 科威特
  • 沙乌地阿拉伯
  • UAE
  • 其他的中东·北非各国
  • 全球其他地区
  • 澳洲
  • 纽西兰
  • 其他的国家

电竞市场:成长与趋势

电子竞技是娱乐产业中一个快速成长的领域,涵盖了各种类型的有组织的竞技游戏,包括MOBA(多人线上竞技游戏)和FPS(第一人称射击游戏)。技术进步、线上发行平台的普及以及游戏作为合法竞技活动的日益受到认可,推动了该行业的扩张。电子竞技有很多好处,包括培养团队合作和策略思维等技能,以及鼓励玩家之间的社交互动和社群建立。此外,它还在游戏设计和活动管理等相关领域创造了就业机会,并引起了人们的浓厚兴趣,尤其是在年轻人中,这表明娱乐业正朝着数位化方向发展。尤其值得注意的是,预计到2023年,电子竞技赞助将创造约8.95亿美元的收入。

此外,由于职业化的推进,电竞产业目前正在经历重大转型。电子竞技专用基础设施的建设正在推进,世界各地的主要城市都在投资建设专用场馆,这加速了吸引旅游业和促进经济成长的进程。从临时场馆到先进的永久性设施的转变,象征着电子竞技行业的专业化及其作为娱乐形式日益增长的合法性。此外,虚拟实境 (VR) 和扩增实境 (AR) 等技术进步也对基础架构产生了重大影响,进一步提升了玩家体验和观众的沉浸感。

本报告提供全球电子竞技的市场调查、 市场概要,背景,市场影响因素的分析,市场规模的转变·预测,各种区分·各地区的详细分析,竞争情形,主要企业简介等资讯。

目录

第1章 序文

第2章 调查手法

第3章 经济以及其他的计划特有的考虑事项

第4章 宏观经济指标

第5章 摘要整理

第6章 简介

第7章 竞争情形

第8章 企业简介

  • Activision Blizzard
  • Electronic Arts
  • FACEIT
  • Gameloft SE
  • Gfinity
  • Intel
  • Microsoft
  • Modern Times
  • Nintendo
  • NVIDIA
  • Riot Games
  • Valve

第9章 价值链分析

第10章 SWOT分析

第11章 全球电子竞技市场

第12章 串流类别的市场机会

第13章 按游戏种类的市场机会

第14章 不同设备类型的市场机会

第15章 串流各平台的市场机会

第16章 按收益源的市场机会

第17章 北美电子竞技的市场机会

第18章 欧洲的电子竞技的市场机会

第19章 亚洲的电子竞技的市场机会

第20章 中东·北非的电子竞技的市场机会

第21章 南美的电子竞技的市场机会

第22章 全球其他地区的电子竞技的市场机会

第23章 表格形式资料

第24章 企业·团体一览

第25章 客制化的机会

第26章 ROOTS的订阅服务

第27章 着者详细内容

简介目录
Product Code: RAICT300113

Esports Market Overview

As per Roots Analysis, the global esports market size is estimated to grow from USD 2.55 billion in the current year to USD 18.85 billion by 2035, at a CAGR of 19.95% during the forecast period, till 2035.

ESports Market - IMG1

The opportunity for esports market has been distributed across the following segments:

Type of Deployment Mode

  • Live
  • Video-on-demand

Type of Technology

  • Fighting Games
  • First Person Shooter Games
  • Mass Multiplayer Online Role-playing Games
  • Multiplayer Online Battle Arena Games
  • Real-time Strategy Games
  • Others

Type of Device

  • Desktop -laptop-tablets
  • Gaming console
  • Smart phone
  • Smart TV

Type of Streaming Platform

  • Twitch
  • YouTube
  • Others

Type of Revenue Stream

  • Game Publisher Fees
  • Media Rights
  • Sponsorship and Advertisement
  • Ticket & Merchandise
  • Others

Geographical Regions

  • North America
  • US
  • Canada
  • Mexico
  • Other North American countries
  • Europe
  • Austria
  • Belgium
  • Denmark
  • France
  • Germany
  • Ireland
  • Italy
  • Netherlands
  • Norway
  • Russia
  • Spain
  • Sweden
  • Switzerland
  • UK
  • Other European countries
  • Asia
  • China
  • India
  • Japan
  • Singapore
  • South Korea
  • Other Asian countries
  • Latin America
  • Brazil
  • Chile
  • Colombia
  • Venezuela
  • Other Latin American countries
  • Middle East and North Africa
  • Egypt
  • Iran
  • Iraq
  • Israel
  • Kuwait
  • Saudi Arabia
  • UAE
  • Other MENA countries
  • Rest of the World
  • Australia
  • New Zealand
  • Other countries

ESPORTS MARKET: GROWTH AND TRENDS

Esports, also known as electronic sports, is a fast-growing sector within the entertainment industry that encompasses organized competitive gaming across various genres, including MOBAs and FPS games. The expansion of this field is fueled by advancements in technology, the popularity of online streaming platforms, and the rising recognition of gaming as a valid competitive activity. Esports present many benefits, such as fostering skills like teamwork and strategic thinking, along with encouraging social interaction and community development among players. Moreover, it creates career opportunities in fields like game design and event management, making it especially attractive to younger individuals and indicative of a larger trend towards digital engagement in entertainment. Notably, in 2023, esports sponsorships generated nearly USD 895 million in revenue.

In addition, the industry is experiencing a transformative phase, propelled by the professionalization of the sector. The development of esports infrastructure is significantly altering the competitive gaming scene, as major cities around the globe are investing in specially designed esports arenas, acknowledging their potential to draw tourism and boost economic growth. This transition from temporary venues to cutting-edge facilities demonstrates the industry's professional evolution and the growing legitimacy of esports as a form of entertainment. Advances in technology, especially in virtual and augmented reality, are also impacting infrastructure, improving both player experiences and audience involvement.

ESPORTS MARKET: KEY SEGMENTS

Market Share by Type of Deployment Mode

Based on the type of deployment mode, the global esports market is segmented into live and video-on-demand. According to our estimates, currently, live streaming captures the majority share of the market. This growth can be attributed to several factors, including a heightened consumer demand for real-time content, live events, and interactive experiences.

Market Share by Type of Gaming Genre

Based on the type of gaming genre, the esports market is segmented into fighting games, first person shooter games, mass multiplayer online role-playing games, multiplayer online battle arena games, real time strategy games and others. According to our estimates, currently, multiplayer online battle arena games (MOBA) captures the majority share of the market. This can be attributed to strong growth trends fueled by cross-platform play and the increasing popularity of mobile MOBA games, along with the incorporation of cutting-edge technologies such as AI and virtual reality.

Market Share by Type of Device

Based on the type of device, the esports market is segmented into desktop / laptop / tablets, gaming console, smart phone and smart TV. According to our estimates, currently, smartphones segment captures the majority share of the market. This can be attributed to the rising adoption of smartphones, especially in developing nations, which has made gaming more accessible, as these devices provide economical alternatives with substantial features.

Market Share by Type of Streaming Platform

Based on the type of streaming platform, the esports market is segmented into Twitch, YouTube and others. According to our estimates, currently, Twitch captures the majority share of the market. This can be attributed to its subscription model and extensive audience.

Market Share by Type of Revenue Stream

Based on the type of revenue stream, the esports market is segmented into game publisher fees, media rights, sponsorship and advertisement, ticket & merchandise and others. According to our estimates, currently, sponsorship and advertising captures the majority share of the market. This can be attributed to increasing viewership, heightened brand investments, and chances for direct interaction with fans.

Market Share by Geographical Regions

Based on the geographical regions, the esports market is segmented into North America, Europe, Asia, Latin America, Middle East and North Africa, and Rest of the World. According to our estimates, currently, North America captures the majority share of the market. However, market in Asia is anticipated to grow at a higher CAGR during the forecast period. The rapid growth in this region can be attributed to the presence of youths and the increasing engagement with digital platforms in countries such as China, Japan, and India.

Example Players in Esports Market

  • Activision Blizzard
  • Electronic Arts
  • FACEIT
  • Gameloft SE
  • Gfinity
  • Intel
  • Microsoft
  • Modern Times
  • Nintendo
  • NVIDIA
  • Riot Games
  • Valve

ESPORTS MARKET: RESEARCH COVERAGE

The report on the esports market features insights on various sections, including:

  • Market Sizing and Opportunity Analysis: An in-depth analysis of the esports market, focusing on key market segments, including [A] type of deployment mode, [B] type of technology, [C] type of device, [D] type of streaming platform and [E] type of revenue stream and [F] geographical regions.
  • Competitive Landscape: A comprehensive analysis of the companies engaged in the Esports market, based on several relevant parameters, such as [A] year of establishment, [B] company size, [C] location of headquarters, [D] ownership structure.
  • Company Profiles: Elaborate profiles of prominent players engaged in the Esports market, providing details on [A] location of headquarters, [B]company size, [C] company mission, [D] company footprint, [E] management team, [F] contact details, [G] financial information, [H] operating business segments, [I] esports portfolio, [J] moat analysis, [K] recent developments, and an informed future outlook.
  • SWOT Analysis: An insightful SWOT framework, highlighting the strengths, weaknesses, opportunities and threats in the domain. Additionally, it provides Harvey ball analysis, highlighting the relative impact of each SWOT parameter.

KEY QUESTIONS ANSWERED IN THIS REPORT

  • How many companies are currently engaged in esports market?
  • Which are the leading companies in this market?
  • What factors are likely to influence the evolution of this market?
  • What is the current and future market size?
  • What is the CAGR of this market?
  • How is the current and future market opportunity likely to be distributed across key market segments?

REASONS TO BUY THIS REPORT

  • The report provides a comprehensive market analysis, offering detailed revenue projections of the overall market and its specific sub-segments. This information is valuable to both established market leaders and emerging entrants.
  • Stakeholders can leverage the report to gain a deeper understanding of the competitive dynamics within the market. By analyzing the competitive landscape, businesses can make informed decisions to optimize their market positioning and develop effective go-to-market strategies.
  • The report offers stakeholders a comprehensive overview of the market, including key drivers, barriers, opportunities, and challenges. This information empowers stakeholders to stay abreast of market trends and make data-driven decisions to capitalize on growth prospects.

ADDITIONAL BENEFITS

  • Complimentary Excel Data Packs for all Analytical Modules in the Report
  • 10% Free Content Customization
  • Detailed Report Walkthrough Session with Research Team
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TABLE OF CONTENTS

1. PREFACE

  • 1.1. Introduction
  • 1.2. Market Share Insights
  • 1.3. Key Market Insights
  • 1.4. Report Coverage
  • 1.5. Key Questions Answered
  • 1.6. Chapter Outlines

2. RESEARCH METHODOLOGY

  • 2.1. Chapter Overview
  • 2.2. Research Assumptions
  • 2.3. Database Building
    • 2.3.1. Data Collection
    • 2.3.2. Data Validation
    • 2.3.3. Data Analysis
  • 2.4. Project Methodology
    • 2.4.1. Secondary Research
      • 2.4.1.1. Annual Reports
      • 2.4.1.2. Academic Research Papers
      • 2.4.1.3. Company Websites
      • 2.4.1.4. Investor Presentations
      • 2.4.1.5. Regulatory Filings
      • 2.4.1.6. White Papers
      • 2.4.1.7. Industry Publications
      • 2.4.1.8. Conferences and Seminars
      • 2.4.1.9. Government Portals
      • 2.4.1.10. Media and Press Releases
      • 2.4.1.11. Newsletters
      • 2.4.1.12. Industry Databases
      • 2.4.1.13. Roots Proprietary Databases
      • 2.4.1.14. Paid Databases and Sources
      • 2.4.1.15. Social Media Portals
      • 2.4.1.16. Other Secondary Sources
    • 2.4.2. Primary Research
      • 2.4.2.1. Introduction
      • 2.4.2.2. Types
        • 2.4.2.2.1. Qualitative
        • 2.4.2.2.2. Quantitative
      • 2.4.2.3. Advantages
      • 2.4.2.4. Techniques
        • 2.4.2.4.1. Interviews
        • 2.4.2.4.2. Surveys
        • 2.4.2.4.3. Focus Groups
        • 2.4.2.4.4. Observational Research
        • 2.4.2.4.5. Social Media Interactions
      • 2.4.2.5. Stakeholders
        • 2.4.2.5.1. Company Executives (CXOs)
        • 2.4.2.5.2. Board of Directors
        • 2.4.2.5.3. Company Presidents and Vice Presidents
        • 2.4.2.5.4. Key Opinion Leaders
        • 2.4.2.5.5. Research and Development Heads
        • 2.4.2.5.6. Technical Experts
        • 2.4.2.5.7. Subject Matter Experts
        • 2.4.2.5.8. Scientists
        • 2.4.2.5.9. Doctors and Other Healthcare Providers
      • 2.4.2.6. Ethics and Integrity
        • 2.4.2.6.1. Research Ethics
        • 2.4.2.6.2. Data Integrity
    • 2.4.3. Analytical Tools and Databases

3. ECONOMIC AND OTHER PROJECT SPECIFIC CONSIDERATIONS

  • 3.1. Forecast Methodology
    • 3.1.1. Top-Down Approach
    • 3.1.2. Bottom-Up Approach
    • 3.1.3. Hybrid Approach
  • 3.2. Market Assessment Framework
    • 3.2.1. Total Addressable Market (TAM)
    • 3.2.2. Serviceable Addressable Market (SAM)
    • 3.2.3. Serviceable Obtainable Market (SOM)
    • 3.2.4. Currently Acquired Market (CAM)
  • 3.3. Forecasting Tools and Techniques
    • 3.3.1. Qualitative Forecasting
    • 3.3.2. Correlation
    • 3.3.3. Regression
    • 3.3.4. Time Series Analysis
    • 3.3.5. Extrapolation
    • 3.3.6. Convergence
    • 3.3.7. Forecast Error Analysis
    • 3.3.8. Data Visualization
    • 3.3.9. Scenario Planning
    • 3.3.10. Sensitivity Analysis
  • 3.4. Key Considerations
    • 3.4.1. Demographics
    • 3.4.2. Market Access
    • 3.4.3. Reimbursement Scenarios
    • 3.4.4. Industry Consolidation
  • 3.5. Robust Quality Control
  • 3.6. Key Market Segmentations
  • 3.7. Limitations

4. MACRO-ECONOMIC INDICATORS

  • 4.1. Chapter Overview
  • 4.2. Market Dynamics
    • 4.2.1. Time Period
      • 4.2.1.1. Historical Trends
      • 4.2.1.2. Current and Forecasted Estimates
    • 4.2.2. Currency Coverage
      • 4.2.2.1. Overview of Major Currencies Affecting the Market
      • 4.2.2.2. Impact of Currency Fluctuations on the Industry
    • 4.2.3. Foreign Exchange Impact
      • 4.2.3.1. Evaluation of Foreign Exchange Rates and Their Impact on Market
      • 4.2.3.2. Strategies for Mitigating Foreign Exchange Risk
    • 4.2.4. Recession
      • 4.2.4.1. Historical Analysis of Past Recessions and Lessons Learnt
      • 4.2.4.2. Assessment of Current Economic Conditions and Potential Impact on the Market
    • 4.2.5. Inflation
      • 4.2.5.1. Measurement and Analysis of Inflationary Pressures in the Economy
      • 4.2.5.2. Potential Impact of Inflation on the Market Evolution
    • 4.2.6. Interest Rates
      • 4.2.6.1. Overview of Interest Rates and Their Impact on the Market
      • 4.2.6.2. Strategies for Managing Interest Rate Risk
    • 4.2.7. Commodity Flow Analysis
      • 4.2.7.1. Type of Commodity
      • 4.2.7.2. Origins and Destinations
      • 4.2.7.3. Values and Weights
      • 4.2.7.4. Modes of Transportation
    • 4.2.8. Global Trade Dynamics
      • 4.2.8.1. Import Scenario
      • 4.2.8.2. Export Scenario
    • 4.2.9. War Impact Analysis
      • 4.2.9.1. Russian-Ukraine War
      • 4.2.9.2. Israel-Hamas War
    • 4.2.10. COVID Impact / Related Factors
      • 4.2.10.1. Global Economic Impact
      • 4.2.10.2. Industry-specific Impact
      • 4.2.10.3. Government Response and Stimulus Measures
      • 4.2.10.4. Future Outlook and Adaptation Strategies
    • 4.2.11. Other Indicators
      • 4.2.11.1. Fiscal Policy
      • 4.2.11.2. Consumer Spending
      • 4.2.11.3. Gross Domestic Product (GDP)
      • 4.2.11.4. Employment
      • 4.2.11.5. Taxes
      • 4.2.11.6. R&D Innovation
      • 4.2.11.7. Stock Market Performance
      • 4.2.11.8. Supply Chain
      • 4.2.11.9. Cross-Border Dynamics

5. EXECUTIVE SUMMARY

6. INTRODUCTION

  • 6.1. Chapter Overview
  • 6.2. Overview of Esports
    • 6.2.1. Type of Streaming
    • 6.2.2. Type of Gaming Genre
    • 6.2.3. Type of Device
    • 6.2.4. Type of Streaming Platform
    • 6.2.5. Type of Revenue Stream
  • 6.3. Future Perspective

7. COMPETITIVE LANDSCAPE

  • 7.1. Chapter Overview
  • 7.2. Esports: Overall Market Landscape
    • 7.2.1. Analysis by Year of Establishment
    • 7.2.2. Analysis by Company Size
    • 7.2.3. Analysis by Location of Headquarters
    • 7.2.4. Analysis by Ownership Structure

8. COMPANY PROFILES

  • 8.1. Chapter Overview
    • 8.1.1. Activision Blizzard *
    • 8.1.2. Company Overview
    • 8.1.3. Company Mission
    • 8.1.4. Company Footprint
    • 8.1.5. Management Team
    • 8.1.6. Contact Details
    • 8.1.7. Financial Performance
    • 8.1.8. Operating Business Segments
    • 8.1.9. Service / Product Portfolio (project specific)
    • 8.1.10. MOAT Analysis
    • 8.1.11. Recent Developments and Future Outlook
  • 8.2. Electronic Arts
  • 8.3. FACEIT
  • 8.4. Gameloft SE
  • 8.5. Gfinity
  • 8.6. Intel
  • 8.7. Microsoft
  • 8.8. Modern Times
  • 8.9. Nintendo
  • 8.10. NVIDIA
  • 8.11. Riot Games
  • 8.12. Valve

9. VALUE CHAIN ANALYSIS

10. SWOT ANALYSIS

11. GLOBAL ESPORTS MARKET

  • 11.1. Chapter Overview
  • 11.2. Key Assumptions and Methodology
  • 11.3. Trends Disruption Impacting Market
  • 11.4. Global Esports Market, Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 11.5. Multivariate Scenario Analysis
    • 11.5.1. Conservative Scenario
    • 11.5.2. Optimistic Scenario
  • 11.6. Key Market Segmentations

12. MARKET OPPORTUNITIES BASED ON TYPE OF STREAMING

  • 12.1. Chapter Overview
  • 12.2. Key Assumptions and Methodology
  • 12.3. Revenue Shift Analysis
  • 12.4. Market Movement Analysis
  • 12.5. Penetration-Growth (P-G) Matrix
  • 12.6. Esports Market for Live: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 12.7. Esports Market for Video on demand: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 12.8. Data Triangulation and Validation

13. MARKET OPPORTUNITIES BASED ON TYPE OF GAMING GENRE

  • 13.1. Chapter Overview
  • 13.2. Key Assumptions and Methodology
  • 13.3. Revenue Shift Analysis
  • 13.4. Market Movement Analysis
  • 13.5. Penetration-Growth (P-G) Matrix
  • 13.6. Esports Market for Fighting Games: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 13.7. Esports Market for First Person Shooter Games: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 13.8. Esports Market for Mass Multiplayer Online Role-playing Games: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 13.9. Esports Market for Multiplayer Online Battle Arena Games: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 13.10. Esports Market for Real-time Strategy Games: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 13.11. Esports Market for Others: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 13.12. Data Triangulation and Validation

14. MARKET OPPORTUNITIES BASED ON TYPE OF DEVICE

  • 14.1. Chapter Overview
  • 14.2. Key Assumptions and Methodology
  • 14.3. Revenue Shift Analysis
  • 14.4. Market Movement Analysis
  • 14.5. Penetration-Growth (P-G) Matrix
  • 14.6. Esports Market for Desktop / laptop / tablets: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 14.7. Esports Market for Gaming Console: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 14.8. Esports Market for Smart Phone: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 14.9. Esports Market for Smart TV: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 14.10. Data Triangulation and Validation

15. MARKET OPPORTUNITIES BASED ON TYPE OF STREAMING PLATFORM

  • 15.1. Chapter Overview
  • 15.2. Key Assumptions and Methodology
  • 15.3. Revenue Shift Analysis
  • 15.4. Market Movement Analysis
  • 15.5. Penetration-Growth (P-G) Matrix
  • 15.6. Esports Market for Twitch: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 15.7. Esports Market for YouTube: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 15.8. Esports Market for Others: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 15.9. Data Triangulation and Validation

16. MARKET OPPORTUNITIES BASED ON TYPE OF REVENUE STREAM

  • 16.1. Chapter Overview
  • 16.2. Key Assumptions and Methodology
  • 16.3. Revenue Shift Analysis
  • 16.4. Market Movement Analysis
  • 16.5. Penetration-Growth (P-G) Matrix
  • 16.6. Esports Market for Advertisement: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 16.7. Esports Market for Game Publisher Fees: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 16.8. Esports Market for Media Rights: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 16.9. Esports Market for Sponsorship: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 16.10. Esports Market for Ticket & Merchandise: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 16.11. Esports Market for Others: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 16.12. Data Triangulation and Validation

17 MARKET OPPORTUNITIES FOR ESPORTS IN NORTH AMERICA

  • 17.1. Chapter Overview
  • 17.2. Key Assumptions and Methodology
  • 17.3. Revenue Shift Analysis
  • 17.4. Market Movement Analysis
  • 17.5. Penetration-Growth (P-G) Matrix
  • 17.6. Esports Market in North America: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 17.6.1. Esports Market in the US: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 17.6.2. Esports Market in Canada: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 17.6.3. Esports Market in Mexico: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 17.6.4. Esports Market in Other North American Countries: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 17.7. Data Triangulation and Validation

18. MARKET OPPORTUNITIES FOR ESPORTS IN EUROPE

  • 18.1. Chapter Overview
  • 18.2. Key Assumptions and Methodology
  • 18.3. Revenue Shift Analysis
  • 18.4. Market Movement Analysis
  • 18.5. Penetration-Growth (P-G) Matrix
  • 18.6. Esports Market in Europe: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 18.6.1. Esports Market in the Austria: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 18.6.2. Esports Market in Belgium: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 18.6.3. Esports Market in Denmark: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 18.6.4. Esports Market in France: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 18.6.5. Esports Market in Germany: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 18.6.6. Esports Market in Ireland: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 18.6.7. Esports Market in Italy: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 18.6.8. Esports Market in Netherlands: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 18.6.9. Esports Market in Norway: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 18.6.10. Esports Market in Russia: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 18.6.11. Esports Market in Spain: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 18.6.12. Esports Market in Sweden: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 18.6.13. Esports Market in Switzerland: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 18.6.14. Esports Market in the UK: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 18.6.15. Esports Market in Other European Countries: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 18.7. Data Triangulation and Validation

19. MARKET OPPORTUNITIES FOR ESPORTS IN ASIA

  • 19.1. Chapter Overview
  • 19.2. Key Assumptions and Methodology
  • 19.3. Revenue Shift Analysis
  • 19.4. Market Movement Analysis
  • 19.5. Penetration-Growth (P-G) Matrix
  • 19.6. Esports Market in Asia: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 19.6.1. Esports Market in China: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 19.6.2. Esports Market in India: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 19.6.3. Esports Market in Japan: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 19.6.4. Esports Market in Singapore: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 19.6.5. Esports Market in South Korea: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 19.6.6. Esports Market in Other Asian Countries: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 19.7. Data Triangulation and Validation

20. MARKET OPPORTUNITIES FOR ESPORTS IN MIDDLE EAST AND NORTH AFRICA

  • 20.1. Chapter Overview
  • 20.2. Key Assumptions and Methodology
  • 20.3. Revenue Shift Analysis
  • 20.4. Market Movement Analysis
  • 20.5. Penetration-Growth (P-G) Matrix
  • 20.6. Esports Market in Middle East and North Africa (MENA): Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 20.6.1. Esports Market in Egypt: Historical Trends (Since 2019) and Forecasted Estimates (Till 205)
    • 20.6.2. Esports Market in Iran: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 20.6.3. Esports Market in Iraq: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 20.6.4. Esports Market in Israel: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 20.6.5. Esports Market in Kuwait: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 20.6.6. Esports Market in Saudi Arabia: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 20.6.7. Esports Market in United Arab Emirates (UAE): Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 20.6.8. Esports Market in Other MENA Countries: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
  • 20.7. Data Triangulation and Validation

21. MARKET OPPORTUNITIES FOR ESPORTS IN LATIN AMERICA

  • 21.1. Chapter Overview
  • 21.2. Key Assumptions and Methodology
  • 21.3. Revenue Shift Analysis
  • 21.4. Market Movement Analysis
  • 21.5. Penetration-Growth (P-G) Matrix
  • 21.6. Esports Market in Latin America: Historical Trends (Since 2021) and Forecasted Estimates (Till 2035)
    • 21.6.1. Esports Market in Argentina: Historical Trends (Since 2021) and Forecasted Estimates (Till 2035)
    • 21.6.2. Esports Market in Brazil: Historical Trends (Since 2021) and Forecasted Estimates (Till 2035)
    • 21.6.3. Esports Market in Chile: Historical Trends (Since 2021) and Forecasted Estimates (Till 2035)
    • 21.6.4. Esports Market in Colombia Historical Trends (Since 2021) and Forecasted Estimates (Till 2035)
    • 21.6.5. Esports Market in Venezuela: Historical Trends (Since 2021) and Forecasted Estimates (Till 2035)
    • 21.6.6. Esports Market in Other Latin American Countries: Historical Trends (Since 2021) and Forecasted Estimates (Till 2035)
  • 21.7. Data Triangulation and Validation

22. MARKET OPPORTUNITIES FOR ESPORTS IN REST OF THE WORLD

  • 22.1. Chapter Overview
  • 22.2. Key Assumptions and Methodology
  • 22.3. Revenue Shift Analysis
  • 22.4. Market Movement Analysis
  • 22.5. Penetration-Growth (P-G) Matrix
  • 22.6. Esports Market in Rest of the World: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 22.6.1. Esports Market in Australia: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 22.6.2. Esports Market in New Zealand: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
    • 22.6.3. Esports Market in Other Countries
  • 22.7. Data Triangulation and Validation

23. TABULATED DATA

24. LIST OF COMPANIES AND ORGANIZATIONS

25. CUSTOMIZATION OPPORTUNITIES

26. ROOTS SUBSCRIPTION SERVICES

27. AUTHOR DETAIL