eスポーツ市場調査レポート : 2032年までの予測

E-Sports Market Research Report

E-Sports Market Research Report by Revenue Stream (Sponsorships, Media Rights, Merchandise and Tickets, Publisher Fees, Digital Platform, Streaming), by Genres [Player Vs Player (PVP), First Person Shooter, Sports Games, Real-Time Strategy, Multiplayer Online Battle Arena, Fighting], and by Region (North America, Europe, Asia-Pacific, Rest of the World) Forecast till 2032

商品番号 : SMB-82469


出版社Market Research Future
出版年月2025年6月
ページ数120
価格タイプシングルユーザライセンス
価格USD 4,950
種別英文調査報告書

eスポーツ市場調査レポート : 収益源(スポンサーシップ、メディア権、商品およびチケット、出版社手数料、デジタルプラットフォーム、ストリーミング)、ジャンル別(プレイヤー対プレイヤー(PVP)、ファーストパーソンシューティング、スポーツゲーム、リアルタイムストラテジー、マルチプレイヤーオンラインバトルアリーナ、格闘ゲーム)、地域別(北米、ヨーロッパ、アジア太平洋、その他の地域)の2032年までの予測

Market Overview

The global E-Sports market achieved a valuation of USD 1,135.3 million in 2022 and is expected to achieve USD 7,191.6 million in 2032 at a CAGR of 20.9% from 2023 to 2032. Electronic sports, sometimes known as E-Sports, are online gaming tournaments where professional and amateur players compete individually or in teams through structured leagues, frequently with cash rewards up for grabs.

世界のeスポーツ市場は2022年に11億3,530万米ドルの評価額を達成し、2023年から2032年にかけて20.9%のCAGRで成長し、2032年には71億9,160万米ドルに達すると予想されています。eスポーツとも呼ばれるエレクトロニックスポーツは、プロやアマチュアのプレイヤーが組織化されたリーグを通じて個人またはチームで競い合うオンラインゲームトーナメントで、多くの場合、賞金が獲得できます。

The global E-Sports market is growing due to the rising popularity of video games across platforms like mobile, PC, and consoles. Online multiplayer games and streaming services such as Twitch and YouTube have made gaming more social and competitive. Big tournaments, celebrity players, and team sponsorships have added to the excitement. Smartphone use has expanded mobile gaming, bringing in new players and viewers. Social media, cross-platform play, and government recognition have also helped E-Sports grow into a global industry with strong community support and increasing public interest.

モバイル、PC、コンソールなど、様々なプラットフォームでビデオゲームの人気が高まっていることから、世界的なeスポーツ市場は成長を続けています。オンラインマルチプレイヤーゲームや、TwitchやYouTubeなどのストリーミングサービスによって、ゲームはよりソーシャルで競争的な要素を帯びるようになりました。大規模なトーナメント、有名選手の起用、そしてチームのスポンサーシップも、ゲームの盛り上がりをさらに高めています。スマートフォンの普及によりモバイルゲームは拡大し、新たなプレイヤーと視聴者を獲得しています。ソーシャルメディア、クロスプラットフォームプレイ、そして政府の承認も、eスポーツがコミュニティの強力なサポートと高まる一般の関心を背景に、世界的な産業へと成長していく後押しとなっています。

The global E-Sports market is growing due to the rising popularity of video games across platforms like mobile, PC, and consoles. Online multiplayer games and streaming services such as Twitch and YouTube have made gaming more social and competitive. Big tournaments, celebrity players, and team sponsorships have added to the excitement. E-Sports also had a major impact on a global industry with huge community support and growing public interest from social interaction via social media, cross-platform play, and government acknowledgment.

The E-Sports market offers big opportunities wherein high-class tournaments lure talent and increase global preference amongst the viewers. It also offers a career to persons other than players in their respective fields, such as coaches, streamers, analysts, etc.

Health-related issues and limited competition in some regions are becoming challenges for the global E-Sports market. There are also financial risks and a lack of diversified game support, which create hurdles in stable monetization for long-term industry growth.

Market Segmentations

Sponsorships, media rights, merchandise and tickets, publisher fees, digital platforms, and streaming are part of the revenue stream of the global E-Sports market.

Based on genres, the global market is classified into player vs player, first-person shooter, sports games, real-time strategy, multiplayer online battle arena, and fighting.

Regional Insights

North America has built a strong foundation in E-Sports with its leagues, hosting events, and streaming games. Popular games and organized tournaments have helped grow a loyal fanbase, though issues like fairness and regulation still need attention.

Europe is quickly rising in the E-Sports world due to fast internet, new tech, and high interest from younger audiences. Getting to be the key region of the global E-Sports market, Europe, with big events such as DreamHack and strong teams such as Fnatic, prefers to think positively with new investment in games and fan engagement.

APAC has taken the lead in E-Sports with the likes of China and South Korea driving trends while also attracting very big audiences of the global E-Sports market. This love for gaming, coupled with strong companies in the region, is still growing the market here. The region still witnesses a strong following for games such as PUBG and League of Legends.

Elsewhere, other regions such as the Middle East and Africa are rather quick on their feet with improving internet access and youthful gamers. Saudi Arabia is doing some heavy lifting with events such as the E-Sports World Cup, which, internationally, is helping in putting the region on the map for the global E-Sports industry.

Major Players

Major competitors in the global E-Sports market are GFNITY, Take-Two Interactive, Gameloft, Activision Blizzard, Tencent Holdings Limited, EPIC Games, Capcom Co. Ltd., Nintendo, Electronic Arts, Kabam, Modern Times Group, Valve Corporation, CJ Corporation, GFNITY, Take-Two Interactive, Huya, and Nazara Technologies.

TABLE OF CONTENTS

1 EXECUTIVE SUMMARY …………………………………………. 15

2 MARKET INTRODUCTION ………………………………………. 17

2.1 DEFINITION……………… 17

2.2 SCOPE OF THE STUDY …………………………………………………… 17

2.3 RESEARCH OBJECTIVE ………………………………………………….. 17

2.4 MARKET STRUCTURE …………………………………………………….. 17

3 RESEARCH METHODOLOGY …………………………………. 18

4 MARKET DYNAMICS ……………………………………………… 24

4.1 INTRODUCTION ………. 24

4.2 DRIVERS …………………. 25

4.2.1 INCREASING POPULARITY OF VIDEO GAMES …………….. 25

4.2.2 GROWING AWARENESS ABOUT E-SPORTS ………………… 25

4.2.3 INCREASING PENETRATION OF SMARTPHONES ………… 26

4.3 RESTRAINTS …………… 28

4.3.1 THREAT FROM E-SPORTS GAMBLING BETTING ………….. 28

4.3.2 LACK OF PROPER COMPETITION ……………………………….. 29

4.3.3 ISSUE WITH RESPECT TO MONETIZATION …………………. 29

4.4 OPPORTUNITY ………… 30

4.4.1 INCREASE NUMBER OF EVENTS WITH LARGE POOL PRIZE …………………….. 30

4.4.2 MAKING E-SPORTS AS A CAREER ………………………………. 30

4.5 CHALLANGE ……………. 31

4.5.1 ISSUE RELATED TO HEALTH ………………………………………. 31

4.5.2 LACK OF STANDARDIZATION ……………………………………… 31

4.6 TRENDS ………………….. 32

4.6.1 USE OF AR & VR TECHNOLOGY ………………………………….. 32

4.6.2 APPLICATION OF BLOCKCHAIN …………………………………… 32

4.7 COVID 19 IMPACT ANALYSIS ………………………………………….. 32

4.7.1 IMPACT ON IT INFRSTRUCTURE …………………………………. 32

4.7.2 IMPACT ON GAMING INDUSTRY ………………………………….. 33

4.7.3 IMPACT ON VIWERSHIP ………………………………………………. 33

5 MARKET FACTOR ANALYSIS …………………………………. 34

5.1 VALUE CHAIN ANALYSIS ………………………………………………… 34

5.1.1 DEVELOPERS ………. 34

5.1.2 PLATFORM ………….. 35

5.1.3 END USER …………… 35

5.2 PORTER’S FIVE FORCES MODEL ……………………………………. 36

5.2.1 BARGAINING POWER OF SUPPLIERS …………………………. 36

5.2.2 BARGAINING POWER OF BUYERS ………………………………. 37

5.2.3 THREAT OF NEW ENTRANTS ………………………………………. 37

5.2.4 THREAT OF SUBSTITUTES ………………………………………….. 37

5.2.5 INTENSITY OF RIVALRY ………………………………………………. 37

5.3 MOST PLAYED GAMES ANALYSIS ………………………………….. 39

5.4 PRIZE MONEY DISTRIBUTION ANALYSIS ………………………… 40

6 GLOBAL E-SPORTS MARKET,  BY REVENUE STREAM ………………… 41

6.1 INTRODUCTION ………. 41

6.1.1 GLOBAL E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION). 42

6.2 SPONSORSHIP ……….. 42

6.3 MEDIA RIGHTS ………… 42

6.4 MERCHANDISE AND TICKETS ………………………………………… 43

6.5 PUBLISHER FEES ……. 43

6.6 DIGITAL PLATFORMS . 43

6.7 STREAMING…………….. 43

7 GLOBAL E-SPORTS MARKET, BY GENRES …………….. 44

7.1 INTRODUCTION ………. 44

7.1.1 GLOBAL E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION)…… 45

7.2 PLAYER VS PLAYER (PVP) ……………………………………………… 45

7.3 FIRST PERSON SHOOTER ……………………………………………… 45

7.4 SPORTS GAMES ……… 45

7.5 REAL-TIME STRATEGY …………………………………………………… 46

7.6 MULTIPLAYER ONLINE BATTLE ARENA ………………………….. 46

7.7 FIGHTING ………………… 46

8 GLOBAL E-SPORTS MARKET, BY REGION ……………… 47

8.1 OVERVIEW………………. 47

8.1.1 GLOBAL E-SPORTS MARKET, BY REGION, 2022 VS 2032 (USD MILLION)…… 48

8.1.2 GLOBAL E-SPORTS MARKET, BY REGION, 2019–2032 (USD MILLION)………… 48

9 NORTH AMERICA E-SPORTS MARKET …………………… 50

9.1 NORTH AMERICA …….. 50

9.1.1 NORTH AMERICA: E-SPORTS MARKET, BY COUNTRY, 2019–2032 (USD MILLION)

9.1.2 NORTH AMERICA E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION) …. 52

9.1.3 NORTH AMERICA E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION).. 52

9.1.4 US ……………………….. 53

9.1.5 US E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION)…. 53

9.1.6 US E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION) ……. 53

9.1.7 CANADA ………………. 54

9.1.8 CANADA E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION).. 54

9.1.9 CANADA E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION) ………. 54

9.1.10 MEXICO ……………….. 55

9.1.11 MEXICO E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION) ……………….. 55

9.1.12 MEXICO E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION)….. 55

10 EUROPE E-SPORTS MARKET ………………………………… 56

10.1 EUROPE ………………….. 56

10.1.1 EUROPE: E-SPORTS MARKET, BY COUNTRY, 2019–2032 (USD MILLION)… 57

10.1.2 EUROPE E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION) ………………. 58

10.1.3 EUROPE E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION)…. 58

10.1.4 UK ……………………….. 59

10.1.5 UK E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION).. 59

10.1.6 UK E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION) ………. 59

10.1.7 GERMANY ……………. 60

10.1.8 GERMANY E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION) ……………. 60

10.1.9 GERMANY E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION)…. 60

10.1.10 FRANCE ……………… 61

10.1.11 FRANCE E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION)…… 61

10.1.12 FRANCE E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION)………. 61

10.1.13 ITALY ………………….. 62

10.1.14 ITALY E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION). 62

10.1.15 ITALY E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION) …….. 62

10.1.16 REST OF EUROPE . 63

10.1.17 REST OF EUROPE E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION) . 63

10.1.18 REST OF EUROPE E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION) …. 63

11 ASIA PACIFIC E-SPORTS MARKET …………………………. 64

11.1 ASIA-PACIFIC ………….. 64

11.1.1 ASIA-PACIFIC: E-SPORTS MARKET, BY COUNTRY, 2019–2032 (USD MILLION) .. 65

11.1.2 ASIA-PACIFIC E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION) ………. 66

11.1.3 ASIA-PACIFIC E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION) …. 66

11.1.4 CHINA ………………….. 67

11.1.5 CHINA E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION) ………………….. 67

11.1.6 CHINA E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION)….. 67

11.1.7 JAPAN …………………. 68

11.1.8 JAPAN E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION).. 68

11.1.9 JAPAN E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION)……. 68

11.1.10 INDIA ………………….. 69

11.1.11 INDIA E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION) ………………….. 69

11.1.12 INDIA E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION)…. 69

11.1.13 REST OF ASIA PACIFIC ………………………………………………. 70

11.1.14 REST OF ASIA PACIFIC E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION) ….. 70

11.1.15 REST OF ASIA PACIFIC E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION) ……….. 70

12 REST OF THE WORLD E-SPORTS MARKET ……………. 71

12.1 REST OF THE WORLD …………………………………………………….. 71

12.1.1 REST OF THE WORLD: E-SPORTS MARKET, BY COUNTRY, 2019–2032 (USD MILLION)……….. 72

12.1.2 REST OF THE WORLD E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION) ………………73

12.1.3 REST OF THE WORLD E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION) ………….. 73

12.1.4 MIDDLE EAST & AFRICA ……………………………………………… 74

12.1.5 MIDDLE EAST & AFRICA E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION) ……………….74

12.1.6 MIDDLE EAST & AFRICA E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION) ……….. 74

12.1.7 CENTRAL & SOUTH AMERICA ……………………………………… 75

12.1.8 CENTRAL & SOUTH AMERICA E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION) …………….. 75

12.1.9 CENTRAL & SOUTH AMERICA E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION) . 75

13 COMPETITIVE LANDSCAPE …………………………………… 76

13.1 OVERVIEW………………. 76

13.2 COMPETITIVE BENCHMARKING ……………………………………… 77

13.3 VENDOR SHARE ANALYSIS ……………………………………………. 78

13.4 RECENT DEVELOPMENTS ……………………………………………… 78

1.1.1 PRODUCT DEVELOPMENT ………………………………………….. 78

14 COMPANY PROFILE ……………………………………………… 80

14.1 GAMELOFT ……………… 80

14.1.1 COMPANY OVERVIEW ………………………………………………… 80

14.1.2 FINANCIAL OVERVIEW ………………………………………………… 80

14.1.3 PRODUCTS OFFERED ………………………………………………… 80

14.1.4 KEY DEVELOPMENTS …………………………………………………. 80

14.1.5 SWOT ANALYSIS….. 81

14.1.6 KEY STRATEGIES … 81

14.2 ACTIVISION BLIZZARD, INC. ……………………………………………. 82

14.2.1 COMPANY OVERVIEW ………………………………………………… 82

14.2.2 FINANCIAL OVERVIEW ………………………………………………… 83

14.2.3 PRODUCTS OFFERED ………………………………………………… 84

14.2.4 KEY DEVELOPMENTS …………………………………………………. 84

14.2.5 SWOT ANALYSIS….. 85

14.2.6 KEY STRATEGIES … 85

14.3 NINTENDO ………………. 86

14.3.1 COMPANY OVERVIEW ………………………………………………… 86

14.3.2 FINANCIAL OVERVIEW ………………………………………………… 87

14.3.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED ……………. 87

14.3.4 KEY DEVELOPMENTS …………………………………………………. 87

14.3.5 SWOT ANALYSIS….. 88

14.3.6 KEY STRATEGIES … 88

14.4 ELECTRONIC ARTS INC. …………………………………………………. 89

14.4.1 COMPANY OVERVIEW ………………………………………………… 89

14.4.2 FINANCIAL OVERVIEW ………………………………………………… 89

14.4.3 PRODUCTS OFFERED ………………………………………………… 90

14.4.4 KEY DEVELOPMENTS …………………………………………………. 90

14.4.5 SWOT ANALYSIS….. 90

14.4.6 KEY STRATEGIES … 90

14.5 TENCENT HOLDINGS LTD ………………………………………………. 91

14.5.1 COMPANY OVERVIEW ………………………………………………… 91

14.5.2 FINANCIAL OVERVIEW ………………………………………………… 93

14.5.3 PRODUCTS OFFERED ………………………………………………… 93

14.5.4 KEY DEVELOPMENTS …………………………………………………. 94

14.5.5 SWOT ANALYSIS….. 94

14.5.6 KEY STRATEGIES … 94

14.6 EPIC GAMES …………… 95

14.6.1 COMPANY OVERVIEW ………………………………………………… 95

14.6.2 FINANCIAL OVERVIEW ………………………………………………… 95

14.6.3 PRODUCTS OFFERED ………………………………………………… 95

14.6.4 KEY DEVELOPMENTS …………………………………………………. 95

14.6.5 SWOT ANALYSIS….. 96

14.6.6 KEY STRATEGIES … 96

14.7 CAPCOM CO. LTD ……. 97

14.7.1 COMPANY OVERVIEW ………………………………………………… 97

14.7.2 FINANCIAL OVERVIEW ………………………………………………… 98

14.7.3 PRODUCTS OFFERED ………………………………………………… 98

14.7.4 KEY DEVELOPMENTS …………………………………………………. 98

14.7.5 SWOT ANALYSIS….. 99

14.7.6 KEY STRATEGIES … 99

14.8 KABAM ……………………. 100

14.8.1 COMPANY OVERVIEW ………………………………………………… 100

14.8.2 FINANCIAL OVERVIEW ………………………………………………… 100

14.8.3 PRODUCTS OFFERED ………………………………………………… 100

14.8.4 KEY DEVELOPMENTS …………………………………………………. 100

14.8.5 SWOT ANALYSIS….. 101

14.8.6 KEY STRATEGIES … 101

14.9 MODERN TIMES GROUP …………………………………………………. 102

14.9.1 COMPANY OVERVIEW ………………………………………………… 102

14.9.2 FINANCIAL OVERVIEW ………………………………………………… 103

14.9.3 PRODUCTS OFFERED ………………………………………………… 103

14.9.4 KEY DEVELOPMENTS …………………………………………………. 104

14.9.5 SWOT ANALYSIS….. 104

14.9.6 KEY STRATEGIES … 104

14.10 VALVE CORPORATION …………………………………………………… 105

14.10.1 COMPANY OVERVIEW ……………………………………………….. 105

14.10.2 FINANCIAL OVERVIEW ………………………………………………. 105

14.10.3 PRODUCTS OFFERED ……………………………………………….. 105

14.10.4 KEY DEVELOPMENTS ………………………………………………… 105

14.10.5 SWOT ANALYSIS … 106

14.10.6 KEY STRATEGIES .. 106

14.11 CJ CORPORATION …… 107

14.11.1 COMPANY OVERVIEW ……………………………………………….. 107

14.11.2 FINANCIAL OVERVIEW ………………………………………………. 107

14.11.3 PRODUCTS OFFERED ……………………………………………….. 107

14.11.4 KEY DEVELOPMENTS ………………………………………………… 107

14.11.5 SWOT ANALYSIS … 108

14.11.6 KEY STRATEGIES .. 108

14.12 GFNITY ……………………. 109

14.12.1 COMPANY OVERVIEW ……………………………………………….. 109

14.12.2 FINANCIAL OVERVIEW ………………………………………………. 109

14.12.3 PRODUCTS OFFERED ……………………………………………….. 109

14.12.4 KEY DEVELOPMENTS ………………………………………………… 109

14.12.5 SWOT ANALYSIS … 110

14.12.6 KEY STRATEGIES .. 110

14.13 TAKE-TWO INTERACTIVE ……………………………………………….. 111

14.13.1 COMPANY OVERVIEW ……………………………………………….. 111

14.13.2 FINANCIAL OVERVIEW ………………………………………………. 112

14.13.3 PRODUCTS OFFERED ……………………………………………….. 112

14.13.4 KEY DEVELOPMENTS ………………………………………………… 113

14.13.5 SWOT ANALYSIS … 113

14.13.6 KEY STRATEGIES .. 113

14.14 HUYA INC. ……………….. 114

14.14.1 COMPANY OVERVIEW ……………………………………………….. 114

14.14.2 FINANCIAL OVERVIEW ………………………………………………. 115

14.14.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED …………… 115

14.14.4 KEY DEVELOPMENTS ………………………………………………… 115

14.14.5 SWOT ANALYSIS … 116

14.14.6 KEY STRATEGIES .. 116

14.15 NAZARA TECHNOLOGIES ……………………………………………….. 117

14.15.1 COMPANY OVERVIEW ……………………………………………….. 117

14.15.2 FINANCIAL OVERVIEW ………………………………………………. 118

14.15.3 PRODUCTS OFFERED ……………………………………………….. 118

14.15.4 KEY DEVELOPMENTS ………………………………………………… 119

14.15.5 SWOT ANALYSIS … 119

14.15.6 KEY STRATEGIES .. 119

LIST OF TABLES

TABLE 1 MARKET SYNOPSIS

TABLE 2 GLOBAL E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION)

TABLE 3 GLOBAL E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION)

TABLE 4 GLOBAL E-SPORTS MARKET, BY REGION, 2019–2032 (USD MILLION)

TABLE 5 NORTH AMERICA E-SPORTS MARKET, BY COUNTRY, 2019–2032 (USD MILLION)

TABLE 6 NORTH AMERICA E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION)

TABLE 7 NORTH AMERICA E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION)

TABLE 8 US E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION)

TABLE 9 US E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION)

TABLE 10 CANADA E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION)

TABLE 11 CANADA E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION)

TABLE 12 MEXICO E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION)

TABLE 13 MEXICO E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION)

TABLE 14 EUROPE E-SPORTS MARKET, BY COUNTRY, 2019–2032 (USD MILLION)

TABLE 15 EUROPE E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION)

TABLE 16 EUROPE E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION)

TABLE 17 UK E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION)

TABLE 18 UK E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION)

TABLE 19 GERMANY E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION)

TABLE 20 GERMANY E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION)

TABLE 21 FRANCE E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION)

TABLE 22 FRANCE E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION)

TABLE 23 ITALY E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION)

TABLE 24 ITALY E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION)

TABLE 25 REST OF EUROPE E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION)

TABLE 26 REST OF EUROPE E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION)

TABLE 27 ASIA-PACIFIC E-SPORTS MARKET, BY COUNTRY, 2019–2032 (USD MILLION)

TABLE 28 ASIA-PACIFIC E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION)

TABLE 29 ASIA-PACIFIC E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION)

TABLE 30 CHINA E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION)

TABLE 31 CHINA E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION)

TABLE 32 JAPAN E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION)

TABLE 33 JAPAN E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION)

TABLE 34 INDIA E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION)

TABLE 35 INDIA E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION)

TABLE 36 REST OF ASIA PACIFIC E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION)

TABLE 37 REST OF ASIA PACIFIC E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION)

TABLE 38 REST OF THE WORLD E-SPORTS MARKET, BY COUNTRY, 2019–2032 (USD MILLION)

TABLE 39 REST OF THE WORLD E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION)

TABLE 40 REST OF THE WORLD E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION)

TABLE 41 MIDDLE EAST & AFRICA E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION)

TABLE 42 MIDDLE EAST & AFRICA E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION)

TABLE 43 CENTRAL & SOUTH AMERICA E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 75

TABLE 44 CENTRAL & SOUTH AMERICA E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION)

TABLE 45 PRODUCT DEVELOPMENT

TABLE 46 PARTNERSHIP/ ACQUISITION

TABLE 47 GAMELOFT: PRODUCTS OFFERED

TABLE 48 ACTIVISION BLIZZARD, INC.: PRODUCTS OFFERED

TABLE 49 ACTIVISION BLIZZARD, INC.: KEY DEVELOPMENTS

TABLE 50 NINTENDO: PRODUCTS/SOLUTIONS/SERVICES OFFERED

TABLE 51 ELECTRONIC ARTS INC.: PRODUCTS OFFERED

TABLE 52 ELECTRONIC ARTS INC.: KEY DEVELOPMENTS

TABLE 53 TENCENT HOLDINGS LTD.: PRODUCTS OFFERED

TABLE 54 TENCENT HOLDINGS LTD: KEY DEVELOPMENTS

TABLE 55 EPIC GAMES: PRODUCTS OFFERED

TABLE 56 EPIC GAMES.: KEY DEVELOPMENTS

TABLE 57 CAPCOM CO. LTD: PRODUCTS OFFERED

TABLE 58 KABAM: PRODUCTS OFFERED

TABLE 59 MODERN TIMES GROUP: PRODUCTS OFFERED

TABLE 60 MODERN TIMES GROUP.: KEY DEVELOPMENTS

TABLE 61 VALVE CORPORATION: PRODUCTS OFFERED

TABLE 62 CJ CORPORATION: PRODUCTS OFFERED

TABLE 63 GFNITY: PRODUCTS OFFERED

TABLE 64 TAKE-TWO INTERACTIVE: PRODUCTS OFFERED

TABLE 65 TAKE-TWO INTERACTIVE.: KEY DEVELOPMENTS

TABLE 66 HUYA INC: PRODUCTS/SOLUTIONS/SERVICES OFFERED

TABLE 67 HUYA INC: KEY DEVELOPMENTS

TABLE 68 NAZARA TECHNOLOGIES: PRODUCTS OFFERED

TABLE 69 NAZARA TECHNOLOGIES.: KEY DEVELOPMENTS

LIST OF FIGURES

FIGURE 1 GLOBAL E-SPORTSMARKET: STRUCTURE

FIGURE 2 BOTTOM-UP AND TOP-DOWN APPROACHES

FIGURE 3 MARKET DYNAMIC ANALYSIS OF THE GLOBAL E-SPORTS MARKET

FIGURE 4 DRIVER IMPACT ANALYSIS

FIGURE 5 RESTRAINT IMPACT ANALYSIS

FIGURE 6 VALUE CHAIN ANALYSIS

FIGURE 7 PORTER’S FIVE FORCES MODEL: E-SPORTS MARKET

FIGURE 8 MOST PLAYED GAMES: E-SPORTS MARKET

FIGURE 9 TOTAL PRIZE MONEY DISTRIBUTION: E-SPORTS MARKET

FIGURE 10 GLOBAL E-SPORTS MARKET, BY REVENUE STREAM, 2022 (% SHARE)

FIGURE 11 GLOBAL E-SPORTS MARKET, BY REVENUE STREAM, 2022 VS 2032 (USD MILLION)

FIGURE 12 GLOBAL E-SPORTS MARKET, BY GENRES, 2022 (% SHARE)

FIGURE 13 GLOBAL E-SPORTS MARKET, BY GENRES, 2022 VS 2032 (USD MILLION)

FIGURE 14 GLOBAL E-SPORTS MARKET, BY REGION, 2022 (% SHARE)

FIGURE 15 GLOBAL E-SPORTS MARKET, BY REGION, 2022 VS 2032 (USD MILLION)

FIGURE 16 NORTH AMERICA E-SPORTS MARKET, BY COUNTRY, 2022 (% SHARE)

FIGURE 17 NORTH AMERICA E-SPORTS MARKET, BY COUNTRY, 2022 VS 2032 (USD MILLION)

FIGURE 18 EUROPE E-SPORTS MARKET, BY COUNTRY, 2022 (% SHARE)

FIGURE 19 EUROPE E-SPORTS MARKET, BY COUNTRY, 2022 VS 2032 (USD MILLION)

FIGURE 20 ASIA-PACIFIC E-SPORTS MARKET, BY COUNTRY, 2022 (% SHARE)

FIGURE 21 ASIA-PACIFIC E-SPORTS MARKET, BY COUNTRY, 2022 VS 2032 (USD MILLION)

FIGURE 22 REST OF THE WORLD E-SPORTS MARKET, BY COUNTRY, 2022 (% SHARE)

FIGURE 23 REST OF THE WORLD E-SPORTS MARKET, BY COUNTRY, 2022 VS 2032 (USD MILLION)

FIGURE 24 GLOBAL ESPORTS MARKET: COMPETITIVE BENCHMARKING

FIGURE 25 VENDOR SHARE ANALYSIS (2022, %)

FIGURE 26 GAMELOFT.: SWOT ANALYSIS

FIGURE 27 ACTIVISION BLIZZARD, INC.: FINANCIAL OVERVIEW SNAPSHOT

FIGURE 28 ACTIVISION BLIZZARD, INC.: SWOT ANALYSIS

FIGURE 29 NINTENDO: FINANCIAL OVERVIEW SNAPSHOT

FIGURE 30 NINTENDO: SWOT ANALYSIS

FIGURE 31 ELECTRONIC ARTS INC.: FINANCIAL OVERVIEW SNAPSHOT

FIGURE 32 ELECTRONIC ARTS INC.: SWOT ANALYSIS

FIGURE 33 TENCENT HOLDINGS LTD.: FINANCIAL OVERVIEW SNAPSHOT

FIGURE 34 TENCENT HOLDINGS LTD.: SWOT ANALYSIS

FIGURE 35 EPIC GAMES: SWOT ANALYSIS

FIGURE 36 CAPCOM CO LTD.: FINANCIAL OVERVIEW SNAPSHOT

FIGURE 37 CAPCOM CO. LTD: SWOT ANALYSIS

FIGURE 38 KABAM.: SWOT ANALYSIS

FIGURE 39 MODERN TIMES GROUP.: FINANCIAL OVERVIEW SNAPSHOT

FIGURE 40 MODERN TIMES GROUP: SWOT ANALYSIS

FIGURE 41 VALVE CORPORATION: SWOT ANALYSIS

FIGURE 42 CJ CORPORATION: SWOT ANALYSIS

FIGURE 43 GFNITY: SWOT ANALYSIS 110

FIGURE 44 TAKE-TWO INTERACTIVE: SWOT ANALYSIS 113

FIGURE 45 HUYA INC: FINANCIAL OVERVIEW SNAPSHOT 115

FIGURE 46 HUYA INC: SWOT ANALYSIS 116

FIGURE 47 NAZARA TECHNOLOGIES: SWOT ANALYSIS 119