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市场调查报告书
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1813266

电子竞技人才招募市场预测至 2032 年:按组成部分、人才类型、游戏类型、平台、部署模式、最终用户和地区进行的全球分析

Esports Talent Scouting Market Forecasts to 2032 - Global Analysis By Components (Software, Services, and Hardware & Peripherals), Talent Type, Game Genre, Platform, Deployment Mode, End User 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,全球电竞人才搜寻市场预计在 2025 年达到 8,060 万美元,到 2032 年将达到 3.6331 亿美元,预测期内的复合年增长率为 24.0%。

电竞人才发掘是指在竞技游戏产业中发现、评估和选拔有潜力的玩家的结构化实践。该过程侧重于游戏能力、战术意识、团队合作和长期潜力。发掘依靠表现数据、直接观察和试训来衡量能力。其最终目标是将新兴玩家与电竞战队、联赛或赞助商联繫起来,以确保竞争优势,并促进未来职业电竞选手的永续发展。

根据 FICCI-EY (2024) 的数据,2024 年印度将举办超过 275 场大型电竞锦标赛,而 2023 年这一数字为 190 场。

赞助商和品牌的投资增加

随着全球电竞收视率的飙升,赞助商和消费品牌正在加大对人才培养和球探基础设施的投资。这些伙伴关係正在推动有组织的联赛、培训学院和分析平台的创建,以发掘新兴选手。品牌正在利用电竞与年轻的数位原民受众建立联繫,并透过战队赞助和赛事品牌推广来提升知名度。网主导行销和内容收益的兴起,进一步推动了球探生态系统的投资。资金筹措的增加使得先进的球探软体、基于人工智慧的绩效分析和全球人才管道的部署成为可能。资本的涌入正在加速电竞球探的专业化进程,并拓展其商业性可行性。

缺乏标准化的评估标准

不同游戏类型、地区和平台的评估标准差异庞大,难以进行跨平台比较。许多星探机构依赖专有演算法或主观评估,这可能导致偏见并错失良机。缺乏通用标准阻碍了战队、发行商和训练机构之间的合作。这种分散化也使人才转会和合约谈判变得复杂,从而减缓了选手的培养。如果没有标准化的标准,电子竞技人才发掘的可靠性和扩充性仍然有限。

整合先进的性能追踪技术

人工智慧分析、生物识别感测器和即时游戏监控等最尖端科技正在彻底改变电竞人才的发掘。这些工具能够精细追踪选手的反应速度、决策能力以及在不同竞技模式下的策略适应性。云端基础仪錶板和机器学习模型正在帮助球探更快、更准确地识别高潜力选手。与串流媒体平台和游戏API的整合实现了资料的无缝收集和视觉化。随着电竞越来越以数据为中心,这些创新为投资先进科技球探系统的队伍和机构带来了竞争优势。绩效追踪和预测分析的结合,为人才评估释放了新的维度。

球探公司之间的竞争激烈

电竞人才搜寻领域日益饱和,众多机构争相争取顶尖人才。激烈的竞争导致招募策略趋于激进,选手估值也随之虚高。规模较小的机构往往因资源和品牌知名度有限而难以获得潜在客户。由发行商支持的电竞联赛和内部星探计画的兴起进一步挤压了独立机构的市场份额。市场分散化和服务重迭导致效率低下和差异化不足。在日益激烈的竞争中,只有拥有强大技术力和策略伙伴关係的机构才有可能维持长期竞争力。

COVID-19的影响

疫情扰乱了线下赛事和线下球探活动,迫使人们转向线上评估和远程训练。旅行限制和封锁推迟了人才签约,并降低了新秀球员的曝光。然而,向线上平台的转变加速了数位球探工具和云端基础绩效分析的采用。各机构投资了可扩展、远端友善的球探基础设施,以适应新常态。即使在疫情过后,这种数位优先模式预计仍将是产业发展的核心。

预计软体部门将成为预测期内最大的部门

软体领域预计将在预测期内占据最大的市场份额,这得益于其在简化资料收集、分析和玩家分析方面发挥的作用。球探平台提供可自订的仪錶板、自动排名系统以及与游戏API的集成,以获得即时洞察。这些工具使球探能够从多个指标评估球员,包括反应速度、准确性和战略行动。软体解决方案还支援团队、教练和分析师之间的协作,从而增强决策能力。随着电子竞技在全球范围内的扩张,可扩展、多语言的软体平台变得至关重要。对集中式、数据丰富的球探系统的需求正在推动这一领域的发展。

在预计预测期内,云端基础的平台部分将以最高的复合年增长率成长

凭藉其灵活性、扩充性和远端可访问性,云端基础细分市场预计将在预测期内实现最高成长率。这些解决方案使球探无需亲临现场即可监控跨地区的球员,从而降低营运成本。即时数据同步和协作功能使云端平台成为多队球探运营的理想选择。与行动装置和串流媒体服务的整合提高了可用性和覆盖范围。随着电子竞技日益去中心化,云端平台为人才发掘提供了面向未来的基础设施。其支持全球球探网络和动态数据环境的能力正推动其快速普及。

占比最大的地区:

在预测期内,亚太地区预计将占据最大的市场份额,这得益于其庞大的游戏玩家群和蓬勃发展的电子竞技文化。中国、韩国和印度等国家正在大力投资电竞学院、锦标赛和数位基础设施。行动游戏在该地区占据主导地位,降低了进入门槛,并扩大了人才库。政府倡议和私人投资正在培育结构化的球探生态系统和培训计画。串流媒体平台和在地化内容的普及进一步推动了区域参与。凭藉强大的新兴玩家储备,亚太地区仍然是电子竞技人才发展的中心。

复合年增长率最高的地区:

在预测期内,北美预计将呈现最高的复合年增长率,这得益于其成熟的电竞生态系统以及对数据驱动的球探工作的重视。该地区拥有先进的基础设施,例如人工智慧分析平台、专门的培训设施和大学电竞项目。由发行商支持的联赛和专利权团队正在投资专有的球探系统和绩效实验室。生物特征追踪、心理健康分析和认知技能评估等趋势正日益普及。电竞与主流运动分析的融合正在提高球探工作的门槛。

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订阅此报告的用户将获得以下免费自订选项之一:

  • 公司简介
    • 全面分析其他市场参与者(最多 3 家公司)
    • 主要企业的SWOT分析(最多3家公司)
  • 区域细分
    • 根据客户兴趣对主要国家进行的市场估计、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
  • 调查范围
  • 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
  • 抑制因素
  • 机会
  • 威胁
  • 最终用户分析
  • 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
  • 买方的议价能力
  • 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 全球电竞人才搜寻市场(按组成部分)

  • 软体
  • 服务
  • 硬体和周边设备

第六章 全球电竞人才发掘市场(依人才类型)

  • 玩家
  • 教练和分析师
  • 飘带
  • 支援人员

第七章 全球电竞人才发掘市场(依游戏类型)

  • MOBA
  • FPS
  • 生存游戏
  • 运动的
  • 行动电子竞技

第八章 全球电竞人才发掘市场(依平台)

  • PC 和主机
  • 移动的
  • 串流媒体平台
  • 社群媒体

第九章 全球电竞人才招募市场(依部署模式)

  • 云端基础的平台
  • 混合解决方案
  • 本地部署

第 10 章 全球电竞人才搜寻市场(依最终用户划分)

  • 职业电竞团队和组织
  • 人才仲介机构与管理公司
  • 锦标赛和活动组织者
  • 教育机构和大学课程
  • 品牌和赞助商
  • 业余
  • 其他最终用户

第 11 章 全球电竞人才搜寻市场(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
    • 其他南美
  • 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

第十二章 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

第十三章:企业概况

  • ESL FACEIT Group
  • Team SoloMid(TSM)
  • Riot Games
  • NODWIN Gaming
  • Activision Blizzard
  • G2 Esports
  • Tencent
  • Krafton
  • Valve Corporation
  • 100 Thieves
  • Electronic Arts(EA)
  • FaZe Clan
  • Garena
  • Team Liquid
  • NetEase
Product Code: SMRC30725

According to Stratistics MRC, the Global Esports Talent Scouting Market is accounted for $80.60 million in 2025 and is expected to reach $363.31 million by 2032 growing at a CAGR of 24.0% during the forecast period. Esports talent scouting refers to the structured practice of discovering, assessing, and selecting promising gamers in the competitive gaming industry. This process focuses on gameplay proficiency, tactical awareness, teamwork, and long-term potential. Scouts rely on performance data, direct observation, and trials to measure abilities. The ultimate goal is to link rising players with esports teams, leagues, or sponsors, enabling competitive advantage and nurturing sustainable growth of future professional esports athletes.

According to FICCI-EY (2024), India hosted over 275 large-scale esports tournaments in 2024, up from 190 in 2023.

Market Dynamics:

Driver:

Increasing investment from sponsors and brands

As esports viewership surges globally, sponsors and consumer brands are ramping up their investments in talent development and scouting infrastructure. These partnerships are fueling the creation of structured leagues, training academies, and analytics platforms to identify emerging players. Brands are leveraging esports to connect with younger, digitally native audiences, amplifying their visibility through team sponsorships and event branding. The rise of influencer-driven marketing and content monetization has further incentivized investment in scouting ecosystems. Enhanced funding is enabling the deployment of advanced scouting software, AI-based performance analysis, and global talent pipelines. This influx of capital is accelerating the professionalization of esports scouting and expanding its commercial viability.

Restraint:

Lack of standardized evaluation criteria

Metrics vary widely across game genres, regions, and platforms, making cross-comparison difficult. Many scouting agencies rely on proprietary algorithms or subjective assessments, which can lead to bias and missed opportunities. The absence of universal standards hinders collaboration between teams, publishers, and training institutions. This fragmentation also complicates talent mobility and contract negotiations, slowing down player progression. Without standardized criteria, the credibility and scalability of esports scouting remain limited.

Opportunity:

Integration of advanced performance tracking technologies

Cutting-edge technologies such as AI-driven analytics, biometric sensors, and real-time gameplay monitoring are revolutionizing esports talent scouting. These tools enable granular tracking of player reflexes, decision-making, and strategic adaptability across competitive formats. Cloud-based dashboards and machine learning models are helping scouts identify high-potential players earlier and more accurately. Integration with streaming platforms and game APIs allows for seamless data collection and visualization. As esports becomes more data-centric, these innovations offer a competitive edge to teams and agencies investing in tech-forward scouting systems. The convergence of performance tracking and predictive analytics is unlocking new dimensions of talent evaluation.

Threat:

High competition among scouting agencies

The esports scouting is becoming increasingly saturated, with numerous agencies vying for access to top-tier talent. This intense competition is driving aggressive recruitment tactics and inflated player valuations. Smaller agencies often struggle to retain prospects due to limited resources and brand visibility. The rise of publisher-backed leagues and in-house scouting programs is further squeezing independent operators. Market fragmentation and overlapping services are leading to inefficiencies and diluted differentiation. As competition escalates, only agencies with strong tech capabilities and strategic partnerships are likely to sustain long-term relevance.

Covid-19 Impact

The pandemic disrupted live tournaments and in-person scouting events, forcing a pivot to virtual evaluations and remote training. Travel restrictions and lockdowns delayed talent on boarding and reduced exposure for emerging players. However, the shift to online platforms accelerated the adoption of digital scouting tools and cloud-based performance analytics. Agencies invested in scalable, remote-friendly scouting infrastructure to adapt to the new normal. Post-pandemic, these digital-first models are expected to remain central to the industry's evolution.

The software segment is expected to be the largest during the forecast period

The software segment is expected to account for the largest market share during the forecast period, due to its role in streamlining data collection, analysis, and player profiling. Scouting platforms offer customizable dashboards, automated ranking systems, and integration with game APIs for real-time insights. These tools enable scouts to evaluate players across multiple metrics, including reaction time, accuracy, and strategic behavior. Software solutions also support collaboration between teams, coaches, and analysts, enhancing decision-making. As esports expands globally, scalable and multilingual software platforms are becoming essential. The demand for centralized, data-rich scouting systems is driving the segment's leadership.

The cloud-based platforms segment is expected to have the highest CAGR during the forecast period

Over the forecast period, the cloud-based platforms segment is predicted to witness the highest growth rate, driven by their flexibility, scalability, and remote accessibility. These solutions allow scouts to monitor players across geographies without physical presence, reducing operational costs. Real-time data syncing and collaborative features make cloud platforms ideal for multi-team scouting operations. Integration with mobile devices and streaming services enhances usability and reach. As esports becomes increasingly decentralized, cloud platforms offer a future-proof infrastructure for talent discovery. Their ability to support global scouting networks and dynamic data environments is fueling rapid adoption.

Region with largest share:

During the forecast period, the Asia Pacific region is expected to hold the largest market share supported by its massive gamer base and thriving esports culture. Countries like China, South Korea, and India are investing heavily in esports academies, tournaments, and digital infrastructure. Mobile gaming dominates the region, lowering entry barriers and expanding the talent pool. Government initiatives and private investments are fostering structured scouting ecosystems and training programs. The popularity of streaming platforms and localized content is further amplifying regional engagement. With a robust pipeline of emerging players, Asia Pacific remains the epicenter of esports talent development.

Region with highest CAGR:

Over the forecast period, the North America region is anticipated to exhibit the highest CAGR, driven by its mature esports ecosystem and emphasis on data-driven scouting. The region boasts advanced infrastructure, including AI-powered analytics platforms, dedicated training facilities, and collegiate esports programs. Publisher-backed leagues and franchised teams are investing in proprietary scouting systems and performance labs. Trends like biometric tracking, mental health profiling, and cognitive skill assessments are gaining traction. The integration of esports with mainstream sports analytics is elevating scouting standards.

Key players in the market

Some of the key players profiled in the Esports Talent Scouting Market include ESL FACEIT Group, Team SoloMid (TSM), Riot Games, NODWIN Gaming, Activision Blizzard, G2 Esports, Tencent, Krafton, Valve Corporation, 100 Thieves, Electronic Arts (EA), FaZe Clan, Garena, Team Liquid, and NetEase.

Key Developments:

In August 2025, Nodwin Gaming acquires Sony's stake in e-sports event Championship Evo. Nodwin Gaming acquired a majority stake in the Evolution Championship Series (Evo), expanding its presence in the global fighting games e-sports market. Sony Interactive Entertainment (SIE) sold its stake in Evo to Nodwin Gaming for an undisclosed amount.

In May 2025, LoL and VALORANT Esports Partnering with Coinbase. Bringing on Coinbase as an official partner of VALORANT and LoL Esports global events, becoming the exclusive cryptocurrency exchange and a blockchain technology partner starting with VCT Masters Toronto

Components Covered:

  • Software
  • Services
  • Hardware & Peripherals

Talent Types Covered:

  • Players
  • Coaches & Analysts
  • Streamers
  • Support Staff

Game Genres Covered:

  • MOBAs
  • FPS
  • Battle Royale
  • Sports
  • Mobile esports

Platforms Covered:

  • PC & Console
  • Mobile
  • Streaming platforms
  • Social Media

Deployment Modes Covered:

  • Cloud-based platforms
  • Hybrid solutions
  • On-premises

End Users Covered:

  • Professional Esports Teams & Orgs
  • Talent Agencies & Management Firms
  • Tournament Organizers & Event Hosts
  • Educational Institutions & Collegiate Programs
  • Brands & Sponsors
  • Amateur
  • Other End Users

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 End User Analysis
  • 3.7 Emerging Markets
  • 3.8 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 Talent Scouting Market, By Components

  • 5.1 Introduction
  • 5.2 Software
  • 5.3 Services
  • 5.4 Hardware & Peripherals

6 Global Esports Talent Scouting Market, By Talent Type

  • 6.1 Introduction
  • 6.2 Players
  • 6.3 Coaches & Analysts
  • 6.4 Streamers
  • 6.5 Support Staff

7 Global Esports Talent Scouting Market, By Game Genre

  • 7.1 Introduction
  • 7.2 MOBAs
  • 7.3 FPS
  • 7.4 Battle Royale
  • 7.5 Sports
  • 7.6 Mobile esports

8 Global Esports Talent Scouting Market, By Platform

  • 8.1 Introduction
  • 8.2 PC & Console
  • 8.3 Mobile
  • 8.4 Streaming platforms
  • 8.5 Social Media

9 Global Esports Talent Scouting Market, By Deployment Mode

  • 9.1 Introduction
  • 9.2 Cloud-based platforms
  • 9.3 Hybrid solutions
  • 9.4 On-premises

10 Global Esports Talent Scouting Market, By End User

  • 10.1 Introduction
  • 10.2 Professional Esports Teams & Orgs
  • 10.3 Talent Agencies & Management Firms
  • 10.4 Tournament Organizers & Event Hosts
  • 10.5 Educational Institutions & Collegiate Programs
  • 10.6 Brands & Sponsors
  • 10.7 Amateur
  • 10.8 Other End Users

11 Global Esports Talent Scouting Market, By Geography

  • 11.1 Introduction
  • 11.2 North America
    • 11.2.1 US
    • 11.2.2 Canada
    • 11.2.3 Mexico
  • 11.3 Europe
    • 11.3.1 Germany
    • 11.3.2 UK
    • 11.3.3 Italy
    • 11.3.4 France
    • 11.3.5 Spain
    • 11.3.6 Rest of Europe
  • 11.4 Asia Pacific
    • 11.4.1 Japan
    • 11.4.2 China
    • 11.4.3 India
    • 11.4.4 Australia
    • 11.4.5 New Zealand
    • 11.4.6 South Korea
    • 11.4.7 Rest of Asia Pacific
  • 11.5 South America
    • 11.5.1 Argentina
    • 11.5.2 Brazil
    • 11.5.3 Chile
    • 11.5.4 Rest of South America
  • 11.6 Middle East & Africa
    • 11.6.1 Saudi Arabia
    • 11.6.2 UAE
    • 11.6.3 Qatar
    • 11.6.4 South Africa
    • 11.6.5 Rest of Middle East & Africa

12 Key Developments

  • 12.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 12.2 Acquisitions & Mergers
  • 12.3 New Product Launch
  • 12.4 Expansions
  • 12.5 Other Key Strategies

13 Company Profiling

  • 13.1 ESL FACEIT Group
  • 13.2 Team SoloMid (TSM)
  • 13.3 Riot Games
  • 13.4 NODWIN Gaming
  • 13.5 Activision Blizzard
  • 13.6 G2 Esports
  • 13.7 Tencent
  • 13.8 Krafton
  • 13.9 Valve Corporation
  • 13.10 100 Thieves
  • 13.11 Electronic Arts (EA)
  • 13.12 FaZe Clan
  • 13.13 Garena
  • 13.14 Team Liquid
  • 13.15 NetEase

List of Tables

  • Table 1 Global Esports Talent Scouting Market Outlook, By Region (2024-2032) ($MN)
  • Table 2 Global Esports Talent Scouting Market Outlook, By Components (2024-2032) ($MN)
  • Table 3 Global Esports Talent Scouting Market Outlook, By Software (2024-2032) ($MN)
  • Table 4 Global Esports Talent Scouting Market Outlook, By Services (2024-2032) ($MN)
  • Table 5 Global Esports Talent Scouting Market Outlook, By Hardware & Peripherals (2024-2032) ($MN)
  • Table 6 Global Esports Talent Scouting Market Outlook, By Talent Type (2024-2032) ($MN)
  • Table 7 Global Esports Talent Scouting Market Outlook, By Players (2024-2032) ($MN)
  • Table 8 Global Esports Talent Scouting Market Outlook, By Coaches & Analysts (2024-2032) ($MN)
  • Table 9 Global Esports Talent Scouting Market Outlook, By Streamers (2024-2032) ($MN)
  • Table 10 Global Esports Talent Scouting Market Outlook, By Support Staff (2024-2032) ($MN)
  • Table 11 Global Esports Talent Scouting Market Outlook, By Game Genre (2024-2032) ($MN)
  • Table 12 Global Esports Talent Scouting Market Outlook, By MOBAs (2024-2032) ($MN)
  • Table 13 Global Esports Talent Scouting Market Outlook, By FPS (2024-2032) ($MN)
  • Table 14 Global Esports Talent Scouting Market Outlook, By Battle Royale (2024-2032) ($MN)
  • Table 15 Global Esports Talent Scouting Market Outlook, By Sports (2024-2032) ($MN)
  • Table 16 Global Esports Talent Scouting Market Outlook, By Mobile esports (2024-2032) ($MN)
  • Table 17 Global Esports Talent Scouting Market Outlook, By Platform (2024-2032) ($MN)
  • Table 18 Global Esports Talent Scouting Market Outlook, By PC & Console (2024-2032) ($MN)
  • Table 19 Global Esports Talent Scouting Market Outlook, By Mobile (2024-2032) ($MN)
  • Table 20 Global Esports Talent Scouting Market Outlook, By Streaming platforms (2024-2032) ($MN)
  • Table 21 Global Esports Talent Scouting Market Outlook, By Social Media (2024-2032) ($MN)
  • Table 22 Global Esports Talent Scouting Market Outlook, By Deployment Mode (2024-2032) ($MN)
  • Table 23 Global Esports Talent Scouting Market Outlook, By Cloud-based platforms (2024-2032) ($MN)
  • Table 24 Global Esports Talent Scouting Market Outlook, By Hybrid solutions (2024-2032) ($MN)
  • Table 25 Global Esports Talent Scouting Market Outlook, By On-premises (2024-2032) ($MN)
  • Table 26 Global Esports Talent Scouting Market Outlook, By End User (2024-2032) ($MN)
  • Table 27 Global Esports Talent Scouting Market Outlook, By Professional Esports Teams & Orgs (2024-2032) ($MN)
  • Table 28 Global Esports Talent Scouting Market Outlook, By Talent Agencies & Management Firms (2024-2032) ($MN)
  • Table 29 Global Esports Talent Scouting Market Outlook, By Tournament Organizers & Event Hosts (2024-2032) ($MN)
  • Table 30 Global Esports Talent Scouting Market Outlook, By Educational Institutions & Collegiate Programs (2024-2032) ($MN)
  • Table 31 Global Esports Talent Scouting Market Outlook, By Brands & Sponsors (2024-2032) ($MN)
  • Table 32 Global Esports Talent Scouting Market Outlook, By Amateur (2024-2032) ($MN)
  • Table 33 Global Esports Talent Scouting Market Outlook, By Other End Users (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.