封面
市场调查报告书
商品编码
1429418

2024 年电竞世界市场报告

E-Sports Global Market Report 2024

出版日期: 按订单生产 | 出版商: The Business Research Company | 英文 250 Pages | 商品交期: 2-10个工作天内

价格
简介目录

对电玩游戏的需求不断增长和电子竞技意识不断增强是电子竞技市场扩张的关键因素。随着技术进步扩大影片内容、产品、虚拟实境和电玩竞赛,电玩游戏正在显着塑造流行文化并改变年轻人的娱乐消费习惯。根据普华永道最新的《全球娱乐与媒体展望》,到 2023 年,美国电玩市场预计将达到 300 亿美元。 2021年全球电玩和电竞收益为2,156亿美元,预计复合年增长率(CAGR)为8.5%,到2026年将达到3,235亿美元。因此,对电玩游戏的需求不断增长和电子竞技意识的提高将成为预测期内市场成长的主要驱动力。

互联网普及的扩大预计将推动电子竞技市场的成长。网路普及起着至关重要的作用,反映了特定人群、地区或人口群体使用网路的程度。网路不仅促进了电子竞技的参与和观看,还促进了围绕竞技游戏的相互联繫和参与的社区。例如,根据 2023 年 1 月的网路世界统计报告,截至 2021 年 12 月,全球网路用户达到 54 亿。因此,网路普及的提高是推动电竞市场成长的关键因素。

电子竞技公司正在对尖端平台进行策略性投资,不仅是为了增加收益、扩大消费群,也是为了获得相对于同业的竞争优势。一个典型的例子是法国行动付款专家 Digital Virgo 与埃及电信业者Etisalat Misr 于 2022 年建立的合作关係。两家公司共同在埃及推出了综合电竞平台,提供高品质的教育和娱乐内容。

目录

第一章执行摘要

第二章 市场特点

第三章 市场趋势与策略

第四章宏观经济情景

  • 高通膨对市场的影响
  • 乌克兰与俄罗斯战争对市场的影响
  • COVID-19 对市场的影响

第五章世界市场规模与成长

  • 全球市场驱动因素与限制因素
    • 市场驱动因素
    • 市场限制因素
  • 2018-2023 年全球市场规模表现与成长
  • 全球市场规模预测与成长,2023-2028、2033

第六章市场区隔

  • 全球电竞市场,依游戏细分、实际及预测,2018-2023、2023-2028、2033
  • 多人线上竞技竞技场 (MOBA)
  • 即时策略
  • 第一人称射击游戏
  • 武术和体育
  • 全球电竞市场,依平台细分,实际与预测,2018-2023、2023-2028、2033
  • PC
  • 主机
  • 移动的
  • 其他平台
  • 全球电竞市场,依收益来源细分,实际与预测,2018-2023、2023-2028、2033
  • 赞助
  • 广告
  • 商品及门票
  • 出版商费用
  • 媒体权利

第 7 章 区域与国家分析

  • 全球电竞市场,按地区、绩效及预测,2018-2023、2023-2028、2033
  • 全球电竞市场,依国家、绩效及预测,2018-2023、2023-2028、2033

第八章亚太市场

第九章 中国市场

第十章 印度市场

第十一章 日本市场

第十二章 澳洲市场

第十三章 印尼市场

第14章 韩国市场

第十五章 西欧市场

第十六章英国市场

第十七章 德国市场

第十八章 法国市场

第十九章 义大利市场

第20章 西班牙市场

第21章 东欧市场

第22章 俄罗斯市场

第23章 北美市场

第24章美国市场

第25章加拿大市场

第26章 南美洲市场

第27章 巴西市场

第28章 中东市场

第29章 非洲市场

第三十章 竞争形势及公司概况

  • 电竞市场竞争形势
  • 电竞市场公司简介
    • Activision Blizzard Inc.
    • Modern Times Group MTG AB
    • Tencent
    • Valve Corporation
    • Electronic Arts Inc.

第31章 其他大型创新公司

  • Nintendo
  • Team SoloMid(TSM)
  • Cloud9
  • Take-Two Interactive
  • Riot Games Inc.
  • Nazara Technology
  • Jetsynthesys
  • Nodwin Group
  • Gaming Monk
  • Neon Gaming Studio
  • Viacom 18
  • Sony
  • Xbox
  • BenQ
  • Electronic Arts

第32章竞争基准化分析

第 33 章. 竞争对手仪表板

第三十四章 重大併购

第35章 未来前景与可能性分析

第36章附录

简介目录
Product Code: r14430

E-sports, or electronic sports, denote a genre of electronic games where competitors engage in multiplayer video game competitions that simulate real or imagined sports.

The primary categories of games in e-sports encompass multiplayer online battle arenas (MOBA), real-time strategy, first-person shooter, fighting, and sports. In the multiplayer online battle arena (MOBA) subgenre, two teams of players compete on a pre-determined battlefield. Each player controls a singular character with a set of unique abilities that progress throughout the game, contributing to the overall strategy of the team. These games are accessible on various platforms such as PC, console, mobile, and others. The revenue sources for e-sports include sponsorship, advertising, merchandise and tickets, publisher fees, and media rights.

The e-sports market research report is one of a series of new reports from The Business Research Company that provides E-sports market statistics, including E-sports industry global market size, regional shares, competitors with an E-sports market share, detailed E-sports market segments, market trends, and opportunities, and any further data you may need to thrive in the E-sports industry. This E-sports market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The e-sports market size has grown rapidly in recent years. It will grow from $1.63 billion in 2023 to $1.9 billion in 2024 at a compound annual growth rate (CAGR) of 16.0%. The expansion observed in the historical period can be ascribed to a rise in awareness about esports, an increase in the livestreaming of games, and a boost in the international prize pool for esports.

The e-sports market size is expected to see rapid growth in the next few years. It will grow to $3.48 billion in 2028 at a compound annual growth rate (CAGR) of 16.4%. The anticipated growth in the forecast period can be linked to a broader diversity of game genres, a surge in viewership, the establishment of esports cafes, an increase in internet-accessible devices, growing sponsorships, a rise in mobile gaming, and heightened awareness. Notable trends expected in the forecast period involve a growing inclination towards esports due to COVID-19, the advancement of esports through augmented reality (AR) and virtual reality (VR) technologies, an uptick in mergers and acquisitions (M&A) activities, a proliferation of investments, and the introduction of new esports platforms.

The growing demand for video games and the heightened awareness of E-sports are key factors contributing to the expansion of the E-sports market. With technological advancements expanding video content, products, virtual reality, and video game competitions, video gaming is significantly shaping pop culture and transforming the entertainment consumption habits of young people. According to PwC's latest Global Entertainment & Media Outlook, the video game market in the United States is projected to reach $30 billion by 2023. The global revenue for video games and E-sports stood at $215.6 billion in 2021, with a predicted compound annual growth rate (CAGR) of 8.5%, reaching $323.5 billion by 2026. Hence, the growing demand for video games and increased awareness of E-sports are key drivers of the market's growth in the forecast period.

The expanding reach of the internet is anticipated to propel the growth of the e-sports market. Internet penetration, reflecting the extent to which the internet is utilized by a specific population, region, or demographic group, plays a pivotal role. The internet not only facilitates the participation and viewership of e-sports but also fosters a connected and engaged community around competitive gaming. For instance, as of December 2021, global internet users reached 5.4 billion, according to the Internet World Stats report in January 2023. Therefore, the increasing penetration of the internet is a significant factor driving the growth of the e-sports market.

E-sports enterprises are making strategic investments in cutting-edge platforms to not only increase their revenue and expand their consumer base but also to gain a competitive advantage over their industry counterparts. A case in point is the collaboration between Digital Virgo, a mobile payment specialist based in France, and Etisalat Misr, an Egyptian Telecom company, in 2022. Together, they launched a comprehensive E-sports platform in Egypt, delivering high-quality educational and entertaining content.

Prominent companies in the e-sports market are directing their efforts towards the development of innovative platforms, such as the introduction of the first non-fungible tokens (NFTs) platform for esports, to solidify their market position. Non-fungible tokens (NFTs) represent unique digital assets that validate ownership or authenticity using blockchain technology for specific items or content. As an illustration, Loco, an Indian-based live-streaming application, unveiled an NFT platform for esports in June 2022. The inaugural asset on Loco Legends is NFT esports cards, blending NFTs with free-to-play esports fantasy gaming. Users have the opportunity to acquire NFT trading cards, enabling them to buy, sell, and participate in free-to-play fantasy pools.

In 2022, Savvy Gaming Group, an Esports investment company headquartered in Saudi Arabia, made a significant acquisition by purchasing ESL, a German-based Esports organizer and production company, and FACEIT, a UK-based Esports platform, for $1.5 Billion. This strategic move allows Savvy Gaming Group to integrate ESL's expertise in crafting, broadcasting, and commercializing premium Esports ecosystems, including arena events and festival shows, with FACEIT's proficiency in developing top-tier tools for competitive gaming.

Major companies operating in the e-sports market report are Activision Blizzard Inc., Modern Times Group MTG AB, Tencent, Valve Corporation, Electronic Arts Inc., Nintendo, Team SoloMid (TSM), Cloud9, Take-Two Interactive, Riot Games Inc., Nazara Technology, Jetsynthesys, Nodwin Group, Gaming Monk, Neon Gaming Studio, Viacom 18, Sony, Xbox, BenQ, Electronic Arts, Red Entertainment‎, Sega, OLM, Inc., Gainax, Hamster Corporation, Aristocrat Leisure, Huya, Chushou TV, Panda TV, Wangyuhudong, Aipai, Mars TV, ImbaTV, EDG, FEG, Dexerto, Gameloft, Sky Betting & Gaming, SteelSeries, Team Vitality, Fnatic, Astralis, G2 Esports, Imprezart, Playkey, Mundfish, Winstrike, RAWG, Fibrum, DreamTeam, Respeecher, Ejaw Studio, Hypereight, Team Liquid, FaZe Clan, 100 Thieves, Luminosity Gaming, Enthusiast Gaming, Fandom Sports, Infinity Esports, Xten Esports, Isurus Gaming, PaiN Gaming, Infamous, Immortals Gaming Club (IGC), Webedia Arabia Group, Boss Bunny Games, YaLLa Esports, NASR Esports, NODWIN Gaming, Ekasi Esports, Mettlestate, Clan Connection, The Digital Gaming League, MWEB GameZone, Online Arena, Zombiegamer

North America was the largest region in the e-sports market in 2023. South America is expected to be the fastest-growing region in the forecast period. The regions covered in the e-sports market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa

The countries covered in the e-sports market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Italy, Canada, Spain

The E-sports market includes revenues earned by entities operating E-sports facilities. E-sports or electronic sports are team-based sports played online and are supported by electronic systems in which all the functions are performed through a human-computer interface. E-sports are played by professional gamers that are sponsored by business organizations, or sporting organizations. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

E-Sports Global Market Report 2024 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on e-sports market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
  • Understand how the market has been affected by the coronavirus and how it is responding as the impact of the virus abates.
  • Assess the Russia - Ukraine war's impact on agriculture, energy and mineral commodity supply and its direct and indirect impact on the market.
  • Measure the impact of high global inflation on market growth.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market shares.
  • Benchmark performance against key competitors.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you within 3-5 working days of order along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Where is the largest and fastest growing market for e-sports? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The e-sports market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The impact of sanctions, supply chain disruptions, and altered demand for goods and services due to the Russian Ukraine war, impacting various macro-economic factors and parameters in the Eastern European region and its subsequent effect on global markets.

The impact of higher inflation in many countries and the resulting spike in interest rates.

The continued but declining impact of covid 19 on supply chains and consumption patterns.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

Markets Covered:

  • 1) By Type: Database Operation Management; Database Maintenance Management
  • 2) By Deployment: Cloud; On-Premise
  • 3) By End User: BFSI [Banking and Financial Services]; IT & Telecommunication; Media & Entertainment; Healthcare; Other End-Users
  • Companies Mentioned: Activision Blizzard Inc.; Modern Times Group MTG AB; Tencent; Valve Corporation; Electronic Arts Inc.
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery Format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. E-Sports Market Characteristics

3. E-Sports Market Trends And Strategies

4. E-Sports Market - Macro Economic Scenario

  • 4.1. Impact Of High Inflation On The Market
  • 4.2. Ukraine-Russia War Impact On The Market
  • 4.3. COVID-19 Impact On The Market

5. Global E-Sports Market Size and Growth

  • 5.1. Global E-Sports Market Drivers and Restraints
    • 5.1.1. Drivers Of The Market
    • 5.1.2. Restraints Of The Market
  • 5.2. Global E-Sports Historic Market Size and Growth, 2018 - 2023, Value ($ Billion)
  • 5.3. Global E-Sports Forecast Market Size and Growth, 2023 - 2028, 2033F, Value ($ Billion)

6. E-Sports Market Segmentation

  • 6.1. Global E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Multiplayer Online Battle Arena (MOBA)
  • Real Time Strategy
  • First Person Shooter
  • Fighting And Sports
  • 6.2. Global E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • PC
  • Console
  • Mobile
  • Other Platforms
  • 6.3. Global E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Sponsorship
  • Advertising
  • Merchandise & Tickets
  • Publisher Fees
  • Media Rights

7. E-Sports Market Regional And Country Analysis

  • 7.1. Global E-Sports Market, Split By Region, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 7.2. Global E-Sports Market, Split By Country, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

8. Asia-Pacific E-Sports Market

  • 8.1. Asia-Pacific E-Sports Market Overview
  • Region Information, Impact Of COVID-19, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.3. Asia-Pacific E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.4. Asia-Pacific E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

9. China E-Sports Market

  • 9.1. China E-Sports Market Overview
  • 9.2. China E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.3. China E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.4. China E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion

10. India E-Sports Market

  • 10.1. India E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.2. India E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.3. India E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

11. Japan E-Sports Market

  • 11.1. Japan E-Sports Market Overview
  • 11.2. Japan E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.3. Japan E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.4. Japan E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

12. Australia E-Sports Market

  • 12.1. Australia E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.2. Australia E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.3. Australia E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

13. Indonesia E-Sports Market

  • 13.1. Indonesia E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.2. Indonesia E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.3. Indonesia E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

14. South Korea E-Sports Market

  • 14.1. South Korea E-Sports Market Overview
  • 14.2. South Korea E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.3. South Korea E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.4. South Korea E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

15. Western Europe E-Sports Market

  • 15.1. Western Europe E-Sports Market Overview
  • 15.2. Western Europe E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.3. Western Europe E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.4. Western Europe E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

16. UK E-Sports Market

  • 16.1. UK E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.2. UK E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.3. UK E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

17. Germany E-Sports Market

  • 17.1. Germany E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.2. Germany E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.3. Germany E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

18. France E-Sports Market

  • 18.1. France E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.2. France E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.3. France E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

19. Italy E-Sports Market

  • 19.1. Italy E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.2. Italy E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.3. Italy E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

20. Spain E-Sports Market

  • 20.1. Spain E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.2. Spain E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.3. Spain E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

21. Eastern Europe E-Sports Market

  • 21.1. Eastern Europe E-Sports Market Overview
  • 21.2. Eastern Europe E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.3. Eastern Europe E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.4. Eastern Europe E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

22. Russia E-Sports Market

  • 22.1. Russia E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.2. Russia E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.3. Russia E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

23. North America E-Sports Market

  • 23.1. North America E-Sports Market Overview
  • 23.2. North America E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.3. North America E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.4. North America E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

24. USA E-Sports Market

  • 24.1. USA E-Sports Market Overview
  • 24.2. USA E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.3. USA E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.4. USA E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

25. Canada E-Sports Market

  • 25.1. Canada E-Sports Market Overview
  • 25.2. Canada E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.3. Canada E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.4. Canada E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

26. South America E-Sports Market

  • 26.1. South America E-Sports Market Overview
  • 26.2. South America E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.3. South America E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.4. South America E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

27. Brazil E-Sports Market

  • 27.1. Brazil E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.2. Brazil E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.3. Brazil E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

28. Middle East E-Sports Market

  • 28.1. Middle East E-Sports Market Overview
  • 28.2. Middle East E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.3. Middle East E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.4. Middle East E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

29. Africa E-Sports Market

  • 29.1. Africa E-Sports Market Overview
  • 29.2. Africa E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.3. Africa E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.4. Africa E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

30. E-Sports Market Competitive Landscape And Company Profiles

  • 30.1. E-Sports Market Competitive Landscape
  • 30.2. E-Sports Market Company Profiles
    • 30.2.1. Activision Blizzard Inc.
      • 30.2.1.1. Overview
      • 30.2.1.2. Products and Services
      • 30.2.1.3. Strategy
      • 30.2.1.4. Financial Performance
    • 30.2.2. Modern Times Group MTG AB
      • 30.2.2.1. Overview
      • 30.2.2.2. Products and Services
      • 30.2.2.3. Strategy
      • 30.2.2.4. Financial Performance
    • 30.2.3. Tencent
      • 30.2.3.1. Overview
      • 30.2.3.2. Products and Services
      • 30.2.3.3. Strategy
      • 30.2.3.4. Financial Performance
    • 30.2.4. Valve Corporation
      • 30.2.4.1. Overview
      • 30.2.4.2. Products and Services
      • 30.2.4.3. Strategy
      • 30.2.4.4. Financial Performance
    • 30.2.5. Electronic Arts Inc.
      • 30.2.5.1. Overview
      • 30.2.5.2. Products and Services
      • 30.2.5.3. Strategy
      • 30.2.5.4. Financial Performance

31. E-Sports Market Other Major And Innovative Companies

  • 31.1. Nintendo
  • 31.2. Team SoloMid (TSM)
  • 31.3. Cloud9
  • 31.4. Take-Two Interactive
  • 31.5. Riot Games Inc.
  • 31.6. Nazara Technology
  • 31.7. Jetsynthesys
  • 31.8. Nodwin Group
  • 31.9. Gaming Monk
  • 31.10. Neon Gaming Studio
  • 31.11. Viacom 18
  • 31.12. Sony
  • 31.13. Xbox
  • 31.14. BenQ
  • 31.15. Electronic Arts

32. Global E-Sports Market Competitive Benchmarking

33. Global E-Sports Market Competitive Dashboard

34. Key Mergers And Acquisitions In The E-Sports Market

35. E-Sports Market Future Outlook and Potential Analysis

  • 35.1 E-Sports Market In 2028 - Countries Offering Most New Opportunities
  • 35.2 E-Sports Market In 2028 - Segments Offering Most New Opportunities
  • 35.3 E-Sports Market In 2028 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer