封面
市场调查报告书
商品编码
1750993

2025年全球电竞内容创作市场报告

Esports Content Creation Global Market Report 2025

出版日期: | 出版商: The Business Research Company | 英文 175 Pages | 商品交期: 2-10个工作天内

价格
简介目录

预计未来几年,电子竞技内容创作市场规模将呈指数级增长。 2029年,该市场规模将成长至118.9亿美元,年复合成长率(CAGR)为37.9%。预测期内的成长可归因于虚拟实境(VR)和扩增实境(AR)的普及、对行动游戏内容的需求增长、电子竞技观众人数的激增、社交媒体平台影响力的增强以及透过串流媒体不断拓展的收益机会。预计在此期间的主要趋势包括:人工智慧驱动的内容创作工具的开发、身临其境型观看体验的创新、电子竞技与主流媒体的融合、为创作者开发先进的收益模式,以及互动和直播形式的演变。

日益增长的现场数位娱乐需求预计将推动电子竞技内容创作市场的显着成长。现场数位娱乐是指观众可以现场观看和参与的即时线上体验,例如串流音乐会、游戏环节和虚拟活动。这种需求源自于消费者对即时共用体验的渴望,这种体验能够反映数位世界中亲身体验的即时性、真实性和自发性。电子竞技内容创作在满足这一需求方面发挥着关键作用,它提供的现场游戏体验能够吸引大量观众,并鼓励各种数位平台的互动参与。例如,2024 年 12 月,澳洲通讯与媒体管理局报告称,91% 的澳洲人使用过线上服务,包括付费和免费影片内容,高于 2023 年的 83%。因此,日益增长的现场数位娱乐需求正在为电子竞技内容创作市场的成长做出重大贡献。

电子竞技内容创作市场的主要企业正专注于诸如真实的品牌整合等创新,以提升用户参与度并推动长期成长。品牌整合的真实性意味着将品牌以无缝且相关的方式融入内容中,并与受众的价值观和兴趣产生共鸣。例如,2025年1月,总部位于德国的电竞组织G2 Esports推出了一家名为62的新媒体机构。该机构旨在透过提供创新广告、媒体采购、内容製作和活动管理等服务,帮助主流品牌与电竞社群互动。 62的目标是在品牌和电竞观众之间建立真正的联繫,增强品牌在电竞世界中的存在感和参与度。

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、贸易战和关税,以及新冠疫情和復苏对市场的影响

第五章 全球成长分析与策略分析框架

  • 全球电竞内容创作PESTEL分析(政治、社会、科技、环境、法律因素、驱动因素与限制因素)
  • 最终用途产业分析
  • 全球电竞内容製作市场:成长率分析
  • 全球电竞内容製作市场表现:规模与成长,2019-2024
  • 全球电竞内容製作市场预测:规模与成长,2024-2029 年,2034 年
  • 全球电竞内容创作总目标市场(TAM)

第六章市场区隔

  • 全球电竞内容製作市场(依内容类型、表现及预测),2019-2024 年、2024-2029 年、2034 年
  • 直播
  • 视讯点播
  • 书面内容
  • 全球电竞内容製作市场:依平台、绩效及预测,2019-2024 年、2024-2029 年、2034 年
  • 串流媒体平台
  • 社群媒体
  • 专门的电竞网站
  • 全球电竞内容製作市场(依创作者类型、表现及预测),2019-2024 年、2024-2029 年、2034 年
  • 职业球员和球队
  • 电竞组织和联盟
  • 独立内容创作者
  • 游戏开发商和发行商
  • 全球电竞内容製作市场收益模式、实际结果及预测(2019-2024 年、2024-2029 年及 2034 年)
  • 付费使用制
  • 订阅
  • 全球电竞内容製作市场直播细分(按类型、表现及预测),2019-2024 年、2024-2029 年、2034 年
  • 比赛转播
  • 玩家的 POV 流
  • 练习和训练课
  • 幕后花絮和现场问答
  • 慈善和特别活动直播
  • 与网红联合播出
  • 全球电竞内容製作市场按视讯随选 (VOD) 类型细分,实际状况及预测,2019-2024 年、2024-2029 年、2034 年
  • 比赛精彩集锦
  • 比赛分析与细分
  • 教学和操作方法内容
  • 球员/球队纪录片
  • 反应和说明影片
  • 电竞新闻摘要
  • 全球电竞内容製作市场,依书面内容类型细分,表现及预测,2019-2024 年、2024-2029 年、2034 年
  • 新闻报导和比赛报道
  • 策略指南和演练
  • 报导/社论
  • 球员和教练的采访
  • 电竞新闻与专题报导
  • 补丁说明和Meta分析

第七章 区域和国家分析

  • 全球电竞内容製作市场:依地区、绩效及预测,2019-2024 年、2024-2029 年、2034 年
  • 全球电竞内容製作市场:依国家、地区、绩效及预测,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

  • 电竞内容製作市场:竞争格局
  • 电竞内容创作市场:公司简介
    • WarnerMedia LLC Overview, Products and Services, Strategy and Financial Analysis
    • NetEase Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Activision Blizzard Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Electronic Arts Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Epic Games Inc. Overview, Products and Services, Strategy and Financial Analysis

第31章 其他大型创新企业

  • Riot Games Inc.
  • Capcom Co. Ltd.
  • Hi-Rez Studios Inc.
  • Logitech G(a brand of Logitech International SA)
  • Nerd Street Gamers LLC
  • FACEIT Ltd.
  • Cloud9 Esports Inc.
  • MOUZ GmbH
  • Gfinity plc
  • Resilience Esports
  • Misfits Gaming Group LLC
  • Luminosity Gaming(subsidiary of Enthusiast Gaming Holdings Inc.)
  • Wargaming Public Company Limited
  • HyperX
  • Astralis A/S

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 高市场潜力国家、细分市场与策略

  • 2029 年电竞内容创作市场:提供新机会的国家
  • 2029 年电竞内容创作市场:细分领域蕴含新机会
  • 2029 年电竞内容製作市场: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: r34846

Esports content creation involves the organized process of developing, sharing, and monetizing gaming-related content such as live streams, videos, social media posts, and articles. This content aims to captivate audiences, promote esports events, and boost brand recognition within the gaming ecosystem. Content creators in the esports space include professional gamers, influencers, production studios, and media entities that focus on gaming entertainment.

Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.

The primary content formats in esports content creation include live streaming, video-on-demand (VOD), and written content. Live streaming refers to the real-time broadcasting of video or audio over the internet without prior recording or storage. Content is distributed across various platforms, including streaming services, social media networks, and dedicated esports websites. The creator landscape consists of professional players and teams, esports organizations and leagues, independent creators, and game developers or publishers. Common revenue models include pay-per-use and subscription-based offerings.

The esports content creation market research report is one of a series of new reports from The Business Research Company that provides esports content creation market statistics, including esports content creation industry global market size, regional shares, competitors with a esports content creation market share, detailed esports content creation market segments, market trends and opportunities, and any further data you may need to thrive in the esports content creation industry. This esports content creation 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 esports content creation market size has grown exponentially in recent years. It will grow from$2.38 billion in 2024 to $3.29 billion in 2025 at a compound annual growth rate (CAGR) of 38.3%. The growth during the historical period can be attributed to the rising popularity of gaming, the expansion of online streaming platforms, the surge in competitive gaming events, increased investments from brands and sponsors, and the growing engagement of online gaming communities.

The esports content creation market size is expected to see exponential growth in the next few years. It will grow to$11.89 billion in 2029 at a compound annual growth rate (CAGR) of 37.9%. The projected growth in the forecast period can be attributed to the increasing adoption of virtual reality (VR) and augmented reality (AR), rising demand for mobile gaming content, a surge in esports viewership, the growing influence of social media platforms, and expanding monetization opportunities through streaming. Key trends expected during this period include advancements in AI-powered content creation tools, innovations in immersive viewer experiences, the integration of esports with mainstream media, the development of advanced monetization models for creators, and the evolution of interactive and live-streaming formats.

The growing demand for live digital entertainment is expected to drive significant growth in the esports content creation market. Live digital entertainment refers to real-time online experiences such as streaming concerts, gaming sessions, or virtual events that audiences can watch or engage with as they occur. This demand is fueled by consumers' desire for immediacy, authenticity, and shared real-time experiences that mirror the spontaneity of in-person events in a digital world. Esports content creation plays a crucial role in meeting this demand by offering captivating, live gaming experiences that attract large audiences and encourage interactive participation on various digital platforms. For example, in December 2024, the Australian Communications and Media Authority reported that 91% of Australians accessed online services, including both paid and free video content, an increase from 83% in 2023. As a result, the increasing demand for live digital entertainment is significantly contributing to the growth of the esports content creation market.

Leading companies in the esports content creation market are focusing on innovations such as authentic brand integration to enhance user engagement and foster long-term growth. Authenticity in brand integration involves embedding brands into content in a seamless and relevant way that resonates with the audience's values and interests. For example, in January 2025, G2 Esports, a Germany-based esports organization, launched a new media agency called 62. This agency aims to help mainstream brands engage with the esports community by offering services such as creative advertising, media buying, content production, and event management. The goal of 62 is to create genuine connections between brands and esports audiences, thereby strengthening brand presence and engagement within the esports world.

In April 2023, Videoverse, a US-based video game company, acquired Reely.ai, a leading esports content creation company, for an undisclosed amount. With this acquisition, Videoverse aimed to enhance its AI-driven video editing and content automation capabilities, using Reely.ai's technology to streamline the creation and distribution of short-form gaming content. This move is intended to improve user engagement and marketing efficiency, helping Videoverse better serve the growing demand for dynamic, real-time esports content. Reely.ai specializes in automating and optimizing esports content creation, which will contribute significantly to Videoverse's expansion in the gaming sector.

Major players in the esports content creation market are WarnerMedia LLC, NetEase Inc., Activision Blizzard Inc., Electronic Arts Inc., Epic Games Inc., Riot Games Inc., Capcom Co. Ltd., Hi-Rez Studios Inc., Logitech G (a brand of Logitech International S.A.), Nerd Street Gamers LLC, FACEIT Ltd., Cloud9 Esports Inc., MOUZ GmbH, Gfinity plc, Resilience Esports, Misfits Gaming Group LLC, Luminosity Gaming (subsidiary of Enthusiast Gaming Holdings Inc.), Wargaming Public Company Limited, HyperX, Astralis A/S.

North America was the largest region in the esports content creation market in 2024. The regions covered in esports content creation report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The countries covered in the esports content creation market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The esports content creation market includes revenues earned by entities through sponsorships, advertising, streaming platforms, merchandise sales, and fan subscriptions. The market value consists of the financial support, resources, and services provided to content creators in exchange for brand collaborations, ad revenue sharing, or direct consumer payments. Only structured content creation activities with defined production schedules and audience engagement objectives are considered.

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.

Esports Content Creation 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 esports content creation 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 esports content creation ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The esports content creation 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 Content Type: Live Streaming; Video-on-Demand; Written Content
  • 2) By Platform: Streaming Platforms; Social Media; Dedicated Esports Websites
  • 3) By Creator Type: Professional Players And Teams; Esports Organizations And Leagues; Independent Content Creators; Game Developers And Publishers
  • 4) By Revenue Model: Pay-Per-Use; Subscriptions
  • Subsegments:
  • 1) By Live Streaming: Tournament broadcasts; Player POV streams; Practice/scrim sessions; Behind-the-scenes/live Q&A; Charity and special event streams; Co-streams with influencers.
  • 2) By Video-on-Demand (VOD): Match highlights; Game analysis and breakdowns; Tutorials and how-to content; Player/team documentaries; Reaction and commentary videos; Esports news recaps.
  • 3) By Written Content: News articles and match reports; Strategy guides and walkthroughs; Opinion pieces/editorials; Interviews with players/coaches; Esports journalism and feature stories; Patch notes and meta-analysis.
  • Companies Mentioned: WarnerMedia LLC; NetEase Inc.; Activision Blizzard Inc.; Electronic Arts Inc.; Epic Games 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. Esports Content Creation Market Characteristics

3. Esports Content Creation Market Trends And Strategies

4. Esports Content Creation Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

5. Global Esports Content Creation Growth Analysis And Strategic Analysis Framework

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

6. Esports Content Creation Market Segmentation

  • 6.1. Global Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Live Streaming
  • Video-on-Demand
  • Written Content
  • 6.2. Global Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Streaming Platforms
  • Social Media
  • Dedicated Esports Websites
  • 6.3. Global Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Professional Players And Teams
  • Esports Organizations And Leagues
  • Independent Content Creators
  • Game Developers And Publishers
  • 6.4. Global Esports Content Creation Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Pay-Per-Use
  • Subscriptions
  • 6.5. Global Esports Content Creation Market, Sub-Segmentation Of Live Streaming, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Tournament broadcasts
  • Player POV streams
  • Practice And Scrim Sessions
  • Behind-The-Scenes And Live Q&A
  • Charity And Special Event Streams
  • Co-Streams With Influencers
  • 6.6. Global Esports Content Creation Market, Sub-Segmentation Of Video-on-Demand (VOD), By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Match highlights
  • Game Analysis And Breakdowns
  • Tutorials And How-To Content
  • Player/Team Documentaries
  • Reaction And Commentary Videos
  • Esports News Recaps
  • 6.7. Global Esports Content Creation Market, Sub-Segmentation Of Written Content, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • News Articles And Match Reports
  • Strategy Guides And Walkthroughs
  • Opinion Pieces/Editorials
  • Interviews With Players/Coaches
  • Esports Journalism And Feature Stories
  • Patch Notes And Meta-Analysis

7. Esports Content Creation Market Regional And Country Analysis

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

8. Asia-Pacific Esports Content Creation Market

  • 8.1. Asia-Pacific Esports Content Creation 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 Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Esports Content Creation Market

  • 9.1. China Esports Content Creation Market Overview
  • 9.2. China Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Esports Content Creation Market

  • 10.1. India Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Esports Content Creation Market

  • 11.1. Japan Esports Content Creation Market Overview
  • 11.2. Japan Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Esports Content Creation Market

  • 12.1. Australia Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Esports Content Creation Market

  • 13.1. Indonesia Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Esports Content Creation Market

  • 14.1. South Korea Esports Content Creation Market Overview
  • 14.2. South Korea Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Esports Content Creation Market

  • 15.1. Western Europe Esports Content Creation Market Overview
  • 15.2. Western Europe Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Esports Content Creation Market

  • 16.1. UK Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Esports Content Creation Market

  • 17.1. Germany Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Esports Content Creation Market

  • 18.1. France Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Esports Content Creation Market

  • 19.1. Italy Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Esports Content Creation Market

  • 20.1. Spain Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Esports Content Creation Market

  • 21.1. Eastern Europe Esports Content Creation Market Overview
  • 21.2. Eastern Europe Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Esports Content Creation Market

  • 22.1. Russia Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Esports Content Creation Market

  • 23.1. North America Esports Content Creation Market Overview
  • 23.2. North America Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Esports Content Creation Market

  • 24.1. USA Esports Content Creation Market Overview
  • 24.2. USA Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Esports Content Creation Market

  • 25.1. Canada Esports Content Creation Market Overview
  • 25.2. Canada Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Esports Content Creation Market

  • 26.1. South America Esports Content Creation Market Overview
  • 26.2. South America Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Esports Content Creation Market

  • 27.1. Brazil Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Esports Content Creation Market

  • 28.1. Middle East Esports Content Creation Market Overview
  • 28.2. Middle East Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Esports Content Creation Market

  • 29.1. Africa Esports Content Creation Market Overview
  • 29.2. Africa Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Esports Content Creation Market Competitive Landscape And Company Profiles

  • 30.1. Esports Content Creation Market Competitive Landscape
  • 30.2. Esports Content Creation Market Company Profiles
    • 30.2.1. WarnerMedia LLC Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. NetEase Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Activision Blizzard Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Electronic Arts Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Epic Games Inc. Overview, Products and Services, Strategy and Financial Analysis

31. Esports Content Creation Market Other Major And Innovative Companies

  • 31.1. Riot Games Inc.
  • 31.2. Capcom Co. Ltd.
  • 31.3. Hi-Rez Studios Inc.
  • 31.4. Logitech G (a brand of Logitech International S.A.)
  • 31.5. Nerd Street Gamers LLC
  • 31.6. FACEIT Ltd.
  • 31.7. Cloud9 Esports Inc.
  • 31.8. MOUZ GmbH
  • 31.9. Gfinity plc
  • 31.10. Resilience Esports
  • 31.11. Misfits Gaming Group LLC
  • 31.12. Luminosity Gaming (subsidiary of Enthusiast Gaming Holdings Inc.)
  • 31.13. Wargaming Public Company Limited
  • 31.14. HyperX
  • 31.15. Astralis A/S

32. Global Esports Content Creation Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Esports Content Creation Market

34. Recent Developments In The Esports Content Creation Market

35. Esports Content Creation Market High Potential Countries, Segments and Strategies

  • 35.1 Esports Content Creation Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Esports Content Creation Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Esports Content Creation 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
  • 250617_r34846_Esports_Content_Creation_GMR_2025