封面
市场调查报告书
商品编码
1725076

2032 年电竞市场预测:按收益来源、游戏类型、受众类型、平台、锦标赛和地区进行的全球分析

Esports Market Forecasts to 2032 - Global Analysis By Revenue Stream (Sponsorships, Advertising, Media Rights, Merchandise & Tickets and Other Revenue Streams), Game Type, Audience Type, Platform, Tournament and By Geography

出版日期: | 出版商: Stratistics Market Research Consulting | 英文 200+ Pages | 商品交期: 2-3个工作天内

价格

根据 Stratistics MRC 的数据,全球电竞市场预计在 2025 年达到 38 亿美元,到 2032 年将达到 224 亿美元,预测期内的复合年增长率为 28.8%。

电子竞技 (Esports) 是有组织的竞技性视讯游戏,其中多人游戏由业余或专业级别的团队或个人进行。 《英雄联盟》、《Dota 2》、《反恐精英》和《要塞英雄》都是热门的电竞游戏。现场和线上的锦标赛吸引了大量观众,并且通常提供丰厚的奖金池。电子竞技结合了游戏技巧、团队合作、策略和娱乐性,吸引了世界各地的观众。赞助、串流媒体平台和国际比赛使电子竞技成为一个价值数十亿美元的产业,被许多权威机构认可为合法运动,并受到多元化、精通数位技术的观众的欢迎。

主流的接受与支持

随着传统媒体和国际企业的兴趣日益浓厚,电子竞技赛事也变得越来越知名,需求也越来越大。大公司的赞助提供了资源和财务稳定性,从而扩大了球队和比赛的规模。透过将电子竞技与流行文化融合,此类合作使非游戏玩家更容易接触电子竞技,并吸引更多的观众。高调的伙伴关係将有助于使电子竞技合法化,并鼓励年轻一代参与其中。产业的发展最终将由广泛的参与来推动,这将增加整体投资、收视率和市场价值。

缺乏标准化和监管

如果没有明确的规则,游戏发行商可能会实施相互衝突的规定,从而使比赛变得不那么公平。由于缺乏普遍的监管,赞助机会进一步受到阻碍。这种管治矛盾可能会引发收益分成、广播和智慧财产权的衝突。此外,它还使电子竞技专业人士更难建立职业发展轨迹,从而限制了他们的长期发展。整体而言,由于投资者和参与者的结构不明确,市场潜力有限。

教育和奖学金

透过教育和奖学金计划,向潜在玩家传授在竞技游戏中取得成功所需的知识和能力。奖学金计画尤其让电子竞技更容易参与,鼓励学生从事游戏事业。提供电子竞技课程的大学将进一步扩大该行业的人才库并吸引新一代玩家。此类计画促进了教育发展,确保电子竞技拥有可持续的未来和人才。这使得电子竞技越来越知名,并帮助其在世界扩张。

智慧财产权和出版商管理

发行商通常拥有游戏内容的独家权利,从而阻止第三方锦标赛和主播参与。这种主导地位会将较小的组织排除在市场之外,从而抑制多样性和创新。此外,严格的 IP 限制可能会使粉丝产生的内容或核准的事件面临法律后果。由于玩家依赖出版商控制的平台,此类限制也可能减少玩家赚钱的机会。这可能会导致新玩家的机会减少,并加剧电子竞技生态系统的分裂。

COVID-19的影响

新冠疫情显着加速了电竞市场的成长。由于传统体育赛事和现场娱乐活动暂停,观众转向线上游戏和虚拟锦标赛寻求娱乐。这种转变增加了电子竞技的收视率、赞助和投资。活动已转移到线上,扩大了全球的可及性和参与度。儘管实况活动收益面临挑战,但该行业透过利用数位平台迅速适应。总体而言,这场疫情凸显了电子竞技的韧性及其在保持社交距离的世界中作为主流娱乐的潜力。

媒体版权部分预计将成为预测期内最大的部分

预计在预测期内,媒体版权部分将占据最大的市场占有率,这主要得益于透过广播和串流媒体协议带来的可观收益。随着电子竞技越来越受欢迎,媒体公司渴望获得独家权利,这将使他们能够接触到大量忠实的观众。此类交易有助于将电子竞技确立为主流娱乐,并吸引大型广告商和赞助商。 Twitch、YouTube 和传统电视网络等平台的曝光度提高,增加了电竞对更广大受众的吸引力。最终,增加媒体版权交易将有助于提高奖金池、改善基础设施并提高行业专业化。

预计在预测期内,专利权联盟部分将以最高的复合年增长率成长。

由于专利权联赛吸引了顶级球队、球员和赞助商,预计其在预测期内将见证最高的成长率。专利权联盟透过保证稳定性和长期合约为组织和球员提供稳定的经济流。联盟的独家性可以提高收视率、培养球迷参与度和品牌忠诚度,并开闢新的赞助选择。拥有成熟联赛模式的专利权也能吸引更多投资,从而带来更好的球迷体验和更高水准的製作。最终,这些专利权透过确保长久性和更大、更忠实的粉丝群来刺激电子竞技产业的扩张。

占比最大的地区:

由于人口年轻、精通科技且网路普及率高,预计亚太地区将在预测期内占据最大的市场占有率。中国、韩国和日本等国家处于领先地位,其竞技游戏场景和锦标赛规模都十分庞大。全球品牌和媒体公司的投资不断增加也刺激了该行业的扩张。除了传统的电竞赛事外,手机游戏在印度和东南亚等市场也经历了显着增长,为该地区蓬勃发展的电竞生态系统中的玩家、赞助商和游戏开发商创造了新的机会。

复合年增长率最高的地区:

由于收视率、赞助和游戏相关收益的增加,预计北美地区在预测期内的复合年增长率最高。英雄联盟锦标赛和守望先锋联赛等大型电竞赛事吸引了数百万观众,并透过广告、媒体版权和商品创造了可观的收益。大型科技公司和传统体育组织正在大力投资,进一步证明了该行业的潜力。随着游戏的不断扩展,北美电竞有望成为一种主流娱乐形式,将游戏文化与职业运动融合。

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  • 公司简介
    • 全面分析其他市场参与者(最多 3 家公司)
    • 主要参与者的 SWOT 分析(最多 3 家公司)
  • 地理细分
    • 根据客户兴趣对主要国家市场进行估计、预测和复合年增长率(註:基于可行性检查)
  • 竞争基准化分析
    • 根据产品系列、地理分布和策略联盟对主要企业基准化分析

目录

第一章执行摘要

第二章 前言

  • 概述
  • 相关利益者
  • 研究范围
  • 调查方法
    • 资料探勘
    • 数据分析
    • 数据检验
    • 研究途径
  • 研究材料
    • 主要研究资料
    • 次级研究资讯来源
    • 先决条件

第三章市场走势分析

  • 驱动程式
  • 限制因素
  • 机会
  • 威胁
  • 新兴市场
  • COVID-19的影响

第四章 波特五力分析

  • 供应商的议价能力
  • 买家的议价能力
  • 替代品的威胁
  • 新进入者的威胁
  • 竞争对手之间的竞争

第五章 全球电竞市场收益来源

  • 赞助
  • 广告
  • 媒体权利
  • 商品和门票
  • 出版商费用
  • 串流媒体和订阅
  • 其他收入来源

第六章 全球电竞市场(依游戏类型)

  • 多人线上战斗竞技场 (MOBA)
  • 第一人称观点游戏(FPS)
  • 即时战略(RTS)
  • 生存游戏
  • 体育游戏
  • 赛车游戏
  • 格斗游戏
  • 其他游戏类型

第七章 全球电竞市场(依观众类型)

  • 普通观众
  • 偶尔观看
  • 参与者

第八章 全球电竞市场(依平台)

  • 个人电脑
  • 主机
  • 移动的

第九章 全球电竞市场(依赛事划分)

  • 线上锦标赛
  • 离线
  • 专利权联盟
  • 公开联赛

第十章 全球电竞市场(按地区)

  • 北美洲
    • 美国
    • 加拿大
    • 墨西哥
  • 欧洲
    • 德国
    • 英国
    • 义大利
    • 法国
    • 西班牙
    • 其他欧洲国家
  • 亚太地区
    • 日本
    • 中国
    • 印度
    • 澳洲
    • 纽西兰
    • 韩国
    • 其他亚太地区
  • 南美洲
    • 阿根廷
    • 巴西
    • 智利
    • 南美洲其他地区
  • 中东和非洲
    • 沙乌地阿拉伯
    • 阿拉伯聯合大公国
    • 卡达
    • 南非
    • 其他中东和非洲地区

第十一章 重大进展

  • 协议、伙伴关係、合作和合资企业
  • 收购与合併
  • 新产品发布
  • 业务扩展
  • 其他关键策略

第十二章 公司概况

  • Activision Blizzard, Inc.
  • Riot Games, Inc.
  • Tencent Holdings Ltd.
  • Electronic Arts Inc.(EA)
  • Epic Games, Inc.
  • Valve Corporation
  • Ubisoft Entertainment SA
  • Take-Two Interactive Software, Inc.
  • Microsoft Corporation
  • Sony Interactive Entertainment
  • Nintendo Co., Ltd.
  • ESL FACEIT Group(EFG)
  • DreamHack
  • Team SoloMid(TSM)
  • Cloud9
  • Fnatic
  • G2 Esports
Product Code: SMRC29382

According to Stratistics MRC, the Global Esports Market is accounted for $3.8 billion in 2025 and is expected to reach $22.4 billion by 2032 growing at a CAGR of 28.8% during the forecast period. Electronic sports, or esports, are organised, competitive video games in which teams or individuals play multiplayer games at amateur or professional levels. League of Legends, Dota 2, Counter-Strike, and Fortnite are popular esports games. Tournaments often feature large audiences, both live and online, and offer significant prize pools. Esports blends gaming skill, teamwork, strategy, and entertainment, attracting global viewership. With sponsorships, streaming platforms, and international competitions, Esports has grown into a billion-dollar industry, recognized as a legitimate sport by many institutions and embraced by a diverse, digital-savvy audience.

Market Dynamics:

Driver:

Mainstream acceptance & sponsorships

Esports events are becoming increasingly well-known and visible as traditional media outlets and international businesses become more interested. Major corporate sponsorships offer resources and financial stability, allowing teams and competitions to expand. By integrating esport with popular culture, these collaborations also draw in a wider audience by making it approachable by non-gamers. Prominent partnerships increase esport's legitimacy and encourage participation from younger generations. The industry's growth is ultimately accelerated by widespread participation, which raises investment, viewership, and market value overall.

Restraint:

Lack of standardization & regulation

In the absence of explicit rules, game publishers might enforce contradictory regulations, which would compromise tournament fairness. Sponsorship opportunities are further hampered by the lack of universal regulations because businesses are reluctant to invest in an unstable climate. Conflicts over revenue sharing, broadcasting, and intellectual property rights may result from this governance contradiction. Additionally, it limits long-term growth by making it more difficult for esports pros to establish career trajectories. All things considered, the market's potential is limited because of the ambiguous structure for investors and players.

Opportunity:

Education & scholarship programs

The knowledge and abilities required to succeed in competitive gaming are given to potential players through education and scholarship programs. Scholarships, in particular, encourage students to pursue professions in gaming by making esports more accessible. The talent pool for the industry is further expanded by universities that provide esports programs, which draw in a new generation of players. The programs guarantee a sustainable future for esport through qualified personnel by promoting educational development. Because of this, esport keeps becoming more and more well-known, which propels its expansion worldwide.

Threat:

Intellectual property & publisher control

The exclusivity rights that publishers frequently possess over game content prevent third-party tournaments and streamers from participating. This control may impede diversity and innovation by keeping smaller organisations out of the market. Tight IP limitations may also result in legal issues for fan-generated content or unapproved events. Due to their reliance on publisher-controlled platforms, these limitations may also reduce players' chances of making money. As a result, there may be less opportunity for new players and fragmentation within the esports ecosystem.

Covid-19 Impact

The COVID-19 pandemic significantly accelerated the growth of the esports market. With traditional sports and live entertainment halted, audiences turned to online gaming and virtual tournaments for entertainment. This shift boosted viewership, sponsorships, and investments in esports. Events moved online, expanding global accessibility and participation. Despite challenges in live event revenue, the industry adapted quickly, leveraging digital platforms. Overall, the pandemic highlighted esports' resilience and potential as a mainstream entertainment option in a socially distanced world.

The media rights segment is expected to be the largest during the forecast period

The media rights segment is expected to account for the largest market share during the forecast period by driving significant revenue through broadcasting and streaming deals. As esports gain popularity, media companies are keen to secure exclusive rights, allowing them to reach large, engaged audiences. These deals help establish esports as mainstream entertainment, attracting major advertisers and sponsors. Increased visibility on platforms like Twitch, YouTube, and traditional TV networks enhances the appeal of esports to a wider demographic. Ultimately, the growth in media rights contracts contributes to higher prize pools, improved infrastructure, and greater professionalization within the industry.

The franchise leagues segment is expected to have the highest CAGR during the forecast period

Over the forecast period, the franchise leagues segment is predicted to witness the highest growth rate attracting top-tier teams, players, and sponsors. They give organisations and players steady financial streams by guaranteeing stability and long-term contracts. The league's exclusivity boosts viewership and opens up new sponsorship options by fostering fan involvement and brand loyalty. Franchises that have established league formats also draw a lot of investment, which enables better fan experiences and higher-caliber production. In the end, these franchises fuel the expansion of the esports industry by guaranteeing longevity and a larger, more devoted following.

Region with largest share:

During the forecast period, the Asia Pacific region is expected to hold the largest market share by a large, tech-savvy youth demographic and high internet penetration. Countries like China, South Korea, and Japan are at the forefront, with thriving competitive gaming scenes and major tournaments. Increasing investment from global brands and media companies has further fueled the industry's expansion. In addition to traditional esports events, mobile gaming has seen significant growth in markets like India and Southeast Asia, creating new opportunities for players, sponsors, and game developers in the region's booming esports ecosystem.

Region with highest CAGR:

Over the forecast period, the North America region is anticipated to exhibit the highest CAGR, owing to increased viewership, sponsorships, and gaming-related revenues. Major esports events, like the League of Legends Championship and Overwatch League, attract millions of viewers and generate substantial revenue through advertising, media rights, and merchandise. Big tech companies and traditional sports organizations are investing heavily, further validating the industry's potential. As gaming continues to expand, esports in North America is expected to become a mainstream form of entertainment, blending gaming culture with professional sports.

Key players in the market

Some of the key players profiled in the Esports Market include Activision Blizzard, Inc., Riot Games, Inc., Tencent Holdings Ltd., Electronic Arts Inc. (EA), Epic Games, Inc., Valve Corporation, Ubisoft Entertainment SA, Take-Two Interactive Software, Inc., Microsoft Corporation, Sony Interactive Entertainment, Nintendo Co., Ltd., ESL FACEIT Group (EFG), DreamHack, Team SoloMid (TSM), Cloud9, Fnatic and G2 Esports.

Key Developments:

In April 2025, Riot Games announced the launch of Valorant Mobile in China, developed by LightSpeed. Pre-registration for playtesting is open, with exclusive in-game rewards for participants.

In September 2024, Riot Games partnered with Opera GX, the gaming browser, to enhance the League of Legends World Championship experience. Opera GX became an official sponsor, introducing features like a co-streaming hub and interactive calendars for fans to follow the event in multiple languages.

In December 2023, Activision Blizzard partnered with Samsung in the EMEA region for a marketing campaign titled 'Embrace Your Game.' The initiative aimed to promote Samsung's gaming devices, including TVs, monitors, and smartphones, by leveraging popular Activision Blizzard games.

Revenue Streams Covered:

  • Sponsorships
  • Advertising
  • Media Rights
  • Merchandise & Tickets
  • Publisher Fees
  • Streaming & Subscription
  • Other Revenue Streams

Game Types Covered:

  • Powder
  • Tablets
  • Capsule
  • Gummies
  • Other Forms

Audience Types Covered:

  • Regular Viewers
  • Occasional Viewers
  • Participants

Platforms Covered:

  • PC
  • Console
  • Mobile

Tournaments Covered:

  • Online Tournaments
  • Offline
  • Franchise Leagues
  • Open Leagues

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2024, 2025, 2026, 2028, and 2032
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Emerging Markets
  • 3.7 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global Esports Market, By Revenue Stream

  • 5.1 Introduction
  • 5.2 Sponsorships
  • 5.3 Advertising
  • 5.4 Media Rights
  • 5.5 Merchandise & Tickets
  • 5.6 Publisher Fees
  • 5.7 Streaming & Subscription
  • 5.8 Other Revenue Streams

6 Global Esports Market, By Game Type

  • 6.1 Introduction
  • 6.2 Multiplayer Online Battle Arena (MOBA)
  • 6.3 First-Person Shooter (FPS)
  • 6.4 Real-Time Strategy (RTS)
  • 6.5 Battle Royale
  • 6.6 Sports Games
  • 6.7 Racing Games
  • 6.8 Fighting Games
  • 6.9 Other Game Types

7 Global Esports Market, By Audience Type

  • 7.1 Introduction
  • 7.2 Regular Viewers
  • 7.3 Occasional Viewers
  • 7.4 Participants

8 Global Esports Market, By Platform

  • 8.1 Introduction
  • 8.2 PC
  • 8.3 Console
  • 8.4 Mobile

9 Global Esports Market, By Tournament

  • 9.1 Introduction
  • 9.2 Online Tournaments
  • 9.3 Offline
  • 9.4 Franchise Leagues
  • 9.5 Open Leagues

10 Global Esports Market, By Geography

  • 10.1 Introduction
  • 10.2 North America
    • 10.2.1 US
    • 10.2.2 Canada
    • 10.2.3 Mexico
  • 10.3 Europe
    • 10.3.1 Germany
    • 10.3.2 UK
    • 10.3.3 Italy
    • 10.3.4 France
    • 10.3.5 Spain
    • 10.3.6 Rest of Europe
  • 10.4 Asia Pacific
    • 10.4.1 Japan
    • 10.4.2 China
    • 10.4.3 India
    • 10.4.4 Australia
    • 10.4.5 New Zealand
    • 10.4.6 South Korea
    • 10.4.7 Rest of Asia Pacific
  • 10.5 South America
    • 10.5.1 Argentina
    • 10.5.2 Brazil
    • 10.5.3 Chile
    • 10.5.4 Rest of South America
  • 10.6 Middle East & Africa
    • 10.6.1 Saudi Arabia
    • 10.6.2 UAE
    • 10.6.3 Qatar
    • 10.6.4 South Africa
    • 10.6.5 Rest of Middle East & Africa

11 Key Developments

  • 11.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 11.2 Acquisitions & Mergers
  • 11.3 New Product Launch
  • 11.4 Expansions
  • 11.5 Other Key Strategies

12 Company Profiling

  • 12.1 Activision Blizzard, Inc.
  • 12.2 Riot Games, Inc.
  • 12.3 Tencent Holdings Ltd.
  • 12.4 Electronic Arts Inc. (EA)
  • 12.5 Epic Games, Inc.
  • 12.6 Valve Corporation
  • 12.7 Ubisoft Entertainment SA
  • 12.8 Take-Two Interactive Software, Inc.
  • 12.9 Microsoft Corporation
  • 12.10 Sony Interactive Entertainment
  • 12.11 Nintendo Co., Ltd.
  • 12.12 ESL FACEIT Group (EFG)
  • 12.13 DreamHack
  • 12.14 Team SoloMid (TSM)
  • 12.15 Cloud9
  • 12.16 Fnatic
  • 12.17 G2 Esports

List of Tables

  • Table 1 Global Esports Market Outlook, By Region (2024-2032) ($MN)
  • Table 2 Global Esports Market Outlook, By Revenue Stream (2024-2032) ($MN)
  • Table 3 Global Esports Market Outlook, By Sponsorships (2024-2032) ($MN)
  • Table 4 Global Esports Market Outlook, By Advertising (2024-2032) ($MN)
  • Table 5 Global Esports Market Outlook, By Media Rights (2024-2032) ($MN)
  • Table 6 Global Esports Market Outlook, By Merchandise & Tickets (2024-2032) ($MN)
  • Table 7 Global Esports Market Outlook, By Publisher Fees (2024-2032) ($MN)
  • Table 8 Global Esports Market Outlook, By Streaming & Subscription (2024-2032) ($MN)
  • Table 9 Global Esports Market Outlook, By Other Revenue Streams (2024-2032) ($MN)
  • Table 10 Global Esports Market Outlook, By Game Type (2024-2032) ($MN)
  • Table 11 Global Esports Market Outlook, By Multiplayer Online Battle Arena (MOBA) (2024-2032) ($MN)
  • Table 12 Global Esports Market Outlook, By First-Person Shooter (FPS) (2024-2032) ($MN)
  • Table 13 Global Esports Market Outlook, By Real-Time Strategy (RTS) (2024-2032) ($MN)
  • Table 14 Global Esports Market Outlook, By Battle Royale (2024-2032) ($MN)
  • Table 15 Global Esports Market Outlook, By Sports Games (2024-2032) ($MN)
  • Table 16 Global Esports Market Outlook, By Racing Games (2024-2032) ($MN)
  • Table 17 Global Esports Market Outlook, By Fighting Games (2024-2032) ($MN)
  • Table 18 Global Esports Market Outlook, By Other Game Types (2024-2032) ($MN)
  • Table 19 Global Esports Market Outlook, By Audience Type (2024-2032) ($MN)
  • Table 20 Global Esports Market Outlook, By Regular Viewers (2024-2032) ($MN)
  • Table 21 Global Esports Market Outlook, By Occasional Viewers (2024-2032) ($MN)
  • Table 22 Global Esports Market Outlook, By Participants (2024-2032) ($MN)
  • Table 23 Global Esports Market Outlook, By Platform (2024-2032) ($MN)
  • Table 24 Global Esports Market Outlook, By PC (2024-2032) ($MN)
  • Table 25 Global Esports Market Outlook, By Console (2024-2032) ($MN)
  • Table 26 Global Esports Market Outlook, By Mobile (2024-2032) ($MN)
  • Table 27 Global Esports Market Outlook, By Tournament (2024-2032) ($MN)
  • Table 28 Global Esports Market Outlook, By Online Tournaments (2024-2032) ($MN)
  • Table 29 Global Esports Market Outlook, By Offline (2024-2032) ($MN)
  • Table 30 Global Esports Market Outlook, By Franchise Leagues (2024-2032) ($MN)
  • Table 31 Global Esports Market Outlook, By Open Leagues (2024-2032) ($MN)

Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.