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市场调查报告书
商品编码
1672336

2025年全球电竞市场报告

E-Sports Global Market Report 2025

出版日期: | 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

预计未来几年电子竞技市场将呈指数级增长。到 2029 年,这一数字将成长至 70.3 亿美元,年复合成长率(CAGR)为 21.2%。预测期内推动成长的因素包括游戏类型的多样化、观众的增加、电子竞技咖啡馆的出现、网路存取设备的增加、赞助的增加、手机游戏的增加以及知名度的提高。预测期内的主要趋势包括由于 COVID-19 而导致的向电子竞技的转变增加、电子竞技随着扩增实境(AR) 和虚拟实境 (VR) 技术的发展而发展、併购活动的增加、投资的激增以及新的电子竞技平台。

人们对电子游戏的需求不断增长以及人们对电子竞技的认识不断提高,正在推动电子竞技市场的扩张。随着技术的进步,视讯内容、虚拟实境产品和视讯游戏竞赛的可用性正在上升。电子游戏已经成为流行文化的一个重要方面,并且正在重塑年轻人参与娱乐的方式。例如,2024 年 4 月,英国产业协会 UK Interactive Entertainment 报告称,2023 年英国消费性电子游戏市场价值将达到 101.5 亿美元(78.2 亿英镑),较 2022 年修订后的总额 97.2 亿美元(74.9 亿英镑)增长 4.4%。因此,在预测期内,对视频游戏的需求不断增长以及对电子竞技的认识不断提高正在推动市场的成长。

互联网的广泛应用预计将推动电子竞技市场的成长。网路普及率是指特定人群、地区或人口群体接触和使用网路的程度。网路不仅使玩和观看电子竞技成为可能,而且还有助于围绕竞技游戏形成社区。例如,根据总部位于瑞士的专门机构通讯2023年10月的报告,目前全球约有67%的人口(即54亿人)使用网路。与 2021-2022 年 3.5% 的增幅相比,这比 2022 年增长了 4.7%。就这样,网路的普及正在推动电竞市场的成长。

目录

第一章执行摘要

第二章 市场特征

第三章 市场趋势与策略

第四章 市场:宏观经济情景,包括利率、通膨、地缘政治、新冠疫情、经济復苏对市场的影响

第五章 全球成长分析与策略分析框架

  • 全球电竞PESTEL分析(政治、社会、科技、环境、法律、驱动因素、限制因素)
  • 最终用途产业分析
  • 全球电竞市场:成长率分析
  • 全球电竞市场表现:规模与成长,2019-2024
  • 全球电子竞技市场预测:2024-2029 年及 2034 年规模与成长
  • 全球电竞总目标市场(TAM)

第六章市场区隔

  • 全球电子竞技市场(按游戏、表现和预测),2019-2024 年、2024-2029 年、2034 年
  • 多参与企业线上竞技游戏(MOBA)
  • 即时策略
  • 第一人称观点
  • 武术与体育
  • 全球电子竞技市场(按平台、表现和预测),2019-2024 年、2024-2029 年、2034 年
  • PC
  • 主机
  • 智慧型手机
  • 其他平台
  • 全球电竞市场收入来源:2019-2024 年、2024-2029 年、2034 年表现与预测
  • 赞助
  • 广告
  • 商品和门票
  • 出版商费用
  • 媒体权利
  • 全球电子竞技市场、多人参与企业战斗竞技场 (MOBA) 细分、按类型、表现和预测,2019-2024 年、2024-2029 年、2034 年
  • League of Legends
  • Dota 2
  • Smite
  • Heroes of the Storm
  • 全球电子竞技市场、即时策略 (RTS) 细分、按类型、表现和预测,2019-2024 年、2024-2029 年、2034 年
  • 星海争霸II
  • 帝国时代
  • 魔兽争霸III
  • 《命令与征服》
  • 全球电子竞技市场,第一人称射击游戏 (FPS) 细分,按类型、性能和预测,2019-2024 年、2024-2029 年、2034 年
  • 《反恐精英:全球攻势》(CS:GO)
  • 使命召唤
  • 斗阵特攻
  • 《虹彩六号:围攻行动》
  • 全球电竞市场、格斗运动及运动细分市场、类型、表现及预测(2019-2024 年、2024-2029 年、2034 年)
  • 街头霸王系列
  • 铁拳系列
  • 真人快打系列
  • 超大乱斗
  • FIFA系列
  • NBA 2K系列
  • 《Madden NFL》系列
  • GT赛车

第七章 区域和国家分析

  • 全球电子竞技市场:按地区、表现和预测,2019-2024 年、2024-2029 年、2034 年
  • 全球电子竞技市场:按国家、表现和预测,2019-2024 年、2024-2029 年、2034 年

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

第十四章 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30章竞争格局与公司概况

  • 电竞市场:竞争格局
  • 电竞市场:公司简介
    • Activision Blizzard Inc.
    • Modern Times Group MTG AB
    • Tencent
    • Valve Corporation
    • Nintendo

第31章 其他大型创新企业

  • 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

第 32 章全球市场竞争基准化分析与仪表板

第33章 重大併购

第34章近期市场趋势

第35章:市场潜力大的国家与策略

  • 2029 年电竞市场:提供新机会的国家
  • 2029 年电竞市场:细分领域蕴含新机会
  • 2029 年电竞市场:成长策略
    • 基于市场趋势的策略
    • 竞争对手的策略

第36章 附录

简介目录
Product Code: r25622

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 $2.73 billion in 2024 to $3.25 billion in 2025 at a compound annual growth rate (CAGR) of 19.4%. The growth in the historic period can be attributed to increased awareness about esports, increase in livestreaming of games, and increase in international prize pool for esports.

The e-sports market size is expected to see exponential growth in the next few years. It will grow to $7.03 billion in 2029 at a compound annual growth rate (CAGR) of 21.2%. The growth in the forecast period can be attributed to increased diversity of game genres, increase in viewership, emergence of esports cafes, increase in internet accessible devices, rising sponsorships, increase in mobile gaming, and increasing awareness. Major trends in the forecast period include increasing shift towards esports due to COVID-19, evolution of esports with augmented reality (AR) and virtual reality (VR) technologies, increasing M&A activities, proliferation of investments, new esports platforms.

The growing demand for video games and heightened awareness of E-sports are driving the expansion of the E-sports market. As technology advances, the availability of video content, virtual reality products, and video game competitions is increasing. Video gaming has evolved into a significant aspect of pop culture, reshaping how young people engage with entertainment. For instance, in April 2024, the UK Interactive Entertainment, a UK-based trade association, reported that the UK video games consumer market was valued at $10.15 billion (£7.82 billion) in 2023, representing a 4.4% increase from the revised total of $9.72 billion (£7.49 billion) in 2022. Therefore, the rising demand for video games and increased awareness of E-sports are propelling the market's growth during the forecast period.

The rising penetration of the internet is anticipated to foster growth in the E-sports market. Internet penetration refers to the extent to which the internet is accessible and utilized by a specific population, region, or demographic group. The internet has not only enabled the playing and viewing of E-sports but has also been instrumental in creating a connected and engaged community around competitive gaming. For instance, in October 2023, a report by the International Telecommunication Union, a Switzerland-based specialized agency, indicated that approximately 67 percent of the global population, or 5.4 billion people, are now online. This represents a 4.7 percent increase since 2022, compared to the 3.5 percent growth recorded between 2021 and 2022. Thus, the increasing penetration of the internet is 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 include Activision Blizzard Inc., Modern Times Group MTG AB, Tencent, Valve Corporation, 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 2024. 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 2025 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.

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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 forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • 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 Game: Multiplayer Online Battle Arena (MOBA), Real Time Strategy, First Person Shooter, Fighting And Sports
  • 2) By Platform: PC, Console, Mobile, Other Platforms
  • 3) By Revenue Source: Sponsorship, Advertising, Merchandise And Tickets, Publisher Fees, Media Rights
  • Subsegments:
  • 1) By Multiplayer Online Battle Arena (MOBA): League of Legends; Dota 2; Smite; Heroes of the Storm
  • 2) By Real-Time Strategy (RTS): StarCraft II; Age of Empires; Warcraft III; Command And Conquer
  • 3) By First Person Shooter (FPS): Counter-Strike: Global Offensive (CS:GO); Call of Duty; Overwatch; Rainbow Six Siege
  • 4) By Fighting And Sports: Street Fighter Series; Tekken Series; Mortal Kombat Series; Super Smash Bros; FIFA Series; NBA 2K Series; Madden NFL Series; Gran Turismo
  • Companies Mentioned: Activision Blizzard Inc.; Modern Times Group MTG AB; Tencent; Valve Corporation; Nintendo
  • 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 including the impact of Interest Rates, Inflation, Geopolitics and Covid And Recovery on the Market

5. Global E-Sports Growth Analysis And Strategic Analysis Framework

  • 5.1. Global E-Sports PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global E-Sports Market Growth Rate Analysis
  • 5.4. Global E-Sports Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global E-Sports Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global E-Sports Total Addressable Market (TAM)

6. E-Sports Market Segmentation

  • 6.1. Global E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • PC
  • Console
  • Mobile
  • Other Platforms
  • 6.3. Global E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Sponsorship
  • Advertising
  • Merchandise And Tickets
  • Publisher Fees
  • Media Rights
  • 6.4. Global E-Sports Market, Sub-Segmentation Of Multiplayer Online Battle Arena (MOBA), By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • League of Legends
  • Dota 2
  • Smite
  • Heroes of the Storm
  • 6.5. Global E-Sports Market, Sub-Segmentation Of Real-Time Strategy (RTS), By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • StarCraft II
  • Age of Empires
  • Warcraft III
  • Command And Conquer
  • 6.6. Global E-Sports Market, Sub-Segmentation Of First Person Shooter (FPS), By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Counter-Strike: Global Offensive (CS:GO)
  • Call of Duty
  • Overwatch
  • Rainbow Six Siege
  • 6.7. Global E-Sports Market, Sub-Segmentation Of Fighting And Sports, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Street Fighter Series
  • Tekken Series
  • Mortal Kombat Series
  • Super Smash Bros
  • FIFA Series
  • NBA 2K Series
  • Madden NFL Series
  • Gran Turismo

7. E-Sports Market Regional And Country Analysis

  • 7.1. Global E-Sports Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global E-Sports Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific E-Sports Market

  • 8.1. Asia-Pacific E-Sports Market Overview
  • Region Information, 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India E-Sports Market

  • 10.1. India E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia E-Sports Market

  • 12.1. Australia E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia E-Sports Market

  • 13.1. Indonesia E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK E-Sports Market

  • 16.1. UK E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany E-Sports Market

  • 17.1. Germany E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France E-Sports Market

  • 18.1. France E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy E-Sports Market

  • 19.1. Italy E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain E-Sports Market

  • 20.1. Spain E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia E-Sports Market

  • 22.1. Russia E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil E-Sports Market

  • 27.1. Brazil E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Modern Times Group MTG AB Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Tencent Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Valve Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Nintendo Overview, Products and Services, Strategy and Financial Analysis

31. E-Sports Market Other Major And Innovative Companies

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

32. Global E-Sports Market Competitive Benchmarking And Dashboard

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

34. Recent Developments In The E-Sports Market

35. E-Sports Market High Potential Countries, Segments and Strategies

  • 35.1 E-Sports Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 E-Sports Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 E-Sports Market In 2029 - 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