Global Esports Market: By Genre, By Business Model, By Platform Type, By Streaming Type, By Region & Segmental Insights Trends and Forecast, 2024 – 2034

  • Industry: Technology
  • Report ID: TNR-110-1134
  • Number of Pages: 420
  • Table/Charts : Yes
  • June, 2024
  • Base Year : 2024
  • No. of Companies : 10+
  • No. of Countries : 29
  • Views : 10047
  • Covid Impact Covered: Yes
  • War Impact Covered: Yes
  • Formats : PDF, Excel, PPT

Esports, short for electronic sports, refers to organized competitive gaming where individuals or teams compete against each other in video game tournaments. These events can range from local amateur contests to large-scale international championships, often held in arenas and broadcasted live to millions of viewers online. Esports encompasses a variety of game genres, including first-person shooters (FPS), multiplayer online battle arenas (MOBA), and real-time strategy (RTS) games, with popular titles like League of Legends, Dota 2, and Counter-Strike: Global Offensive. The rapid growth of the esports industry is fueled by advancements in technology, widespread internet accessibility, and the increasing legitimacy of gaming as a professional career. With substantial prize pools, sponsorships, and a passionate global fanbase, esports has evolved into a multi-billion dollar industry that rivals traditional sports in terms of viewership and commercial interest. The dynamic nature of esports continues to attract new players, audiences, and investors, solidifying its place in contemporary entertainment culture.

The explosive growth of esports is driven by several key demand drivers that collectively fuel its expansion. One primary factor is the widespread accessibility and popularity of online streaming platforms like Twitch and YouTube Gaming, which allow millions of fans to watch live esports events and interact with their favourite players in real-time. Additionally, advancements in technology, including high-speed internet and sophisticated gaming hardware, enhance the player and viewer experience, making esports more engaging and immersive. The demographic shift towards a younger, tech-savvy audience also plays a crucial role, as millennials and Gen Z consumers are more inclined to embrace digital entertainment forms. Furthermore, substantial investments from traditional sports franchises, celebrities, and major corporations have legitimized esports, bringing in significant financial backing and media exposure. These elements, combined with the global reach and cultural integration of gaming, ensure a steady rise in demand, solidifying esports as a dominant force in the entertainment industry. In terms of revenue, the global esports market was worth US$ 2.2 Bn in 2023, anticipated to witness CAGR of 32.4% during 2024 – 2034.

Global Esports Market Dynamics

Expanding Audience: The global audience for esports is rapidly growing, with millions of viewers tuning in to watch live tournaments and streams. This expansion is driven by increased internet access, popularity among younger demographics, and the proliferation of streaming platforms. Diverse revenue streams, including advertising, merchandise, and in-game purchases, support the financial health of the esports ecosystem. Effective monetization strategies ensure sustainable growth and profitability for stakeholders.

Technological Advancements: Cutting-edge technology, such as high-speed internet, VR, and AR, enhances the gaming and viewing experience. These advancements attract a larger audience and create new opportunities for immersive and interactive gameplay and spectating. Significant investments from major brands and venture capitalists fuel the industry’s growth. Sponsorship deals provide crucial funding for tournaments and teams, while investments drive innovation and infrastructure development.

Professionalization and Leagues: The establishment of professional leagues and structured tournaments brings legitimacy and organization to esports. This professionalization attracts top-tier talent, fosters competitive integrity, and enhances viewer engagement. Media rights agreements with traditional sports networks and digital platforms expand esports’ reach. Broadcasting deals increase visibility and generate substantial revenue, highlighting esports as a mainstream entertainment option.

Fighting Games Segment Has Garnered Major Market Share in the Global Esports Market During the Forecast Period (2024 – 2034).

Fighting games have carved out a unique and dynamic niche within the esports landscape, with several key factors driving their demand. The genre’s inherent appeal lies in its fast-paced, head-to-head combat, which translates into thrilling and easily understandable viewing experiences for audiences. This accessibility attracts a broad spectrum of viewers, from casual gamers to dedicated esports enthusiasts. Major franchises like Street Fighter, Tekken, and Super Smash Bros. have cultivated dedicated fanbases over decades, contributing to robust community engagement and loyalty. Additionally, the rise of online tournaments and streaming platforms has amplified the visibility of fighting game competitions, making it easier for new players and spectators to participate and follow their favourite events. Sponsorship and media coverage have further fueled growth, bringing in new revenue streams and professional opportunities for players. The grassroots nature of many fighting game communities, combined with high-profile events like EVO, ensures continuous excitement and innovation, driving sustained demand within the esports ecosystem.

By Business Model Sponsorships and Advertising Segment had the Highest Share in the Global Esports Market in 2023.

Sponsorships and advertising have emerged as pivotal demand drivers in the esports industry, significantly boosting its growth and visibility. Major brands across various sectors, from tech giants to beverage companies, are increasingly investing in esports sponsorships, recognizing the potential to reach a highly engaged and youthful audience. These sponsorships provide essential financial support to esports teams, tournaments, and events, enhancing production quality and prize pools, which in turn attract more viewers and participants. Additionally, advertising through streaming platforms like Twitch and YouTube Gaming allows brands to leverage targeted marketing, engaging viewers with tailored ads and interactive content. This symbiotic relationship between sponsors and the esports ecosystem not only elevates the overall experience for fans but also drives substantial revenue streams, making the industry more lucrative and sustainable. Consequently, the influx of sponsorship and advertising dollars continues to propel esports forward, cementing its position as a mainstream entertainment phenomenon.

By Region, North America dominated the Global Esports Market in 2023.

 The esports industry in North America has witnessed a significant surge in demand, driven by several key factors. One of the primary drivers is the growing accessibility and popularity of online gaming platforms. With advancements in internet infrastructure and the proliferation of high-speed internet, more players can participate in online gaming, thus expanding the esports audience. Additionally, the integration of esports into mainstream entertainment has played a crucial role. Major streaming platforms like Twitch and YouTube Gaming have made it easier for fans to watch live tournaments and engage with their favourite gamers. This accessibility has helped build a loyal and rapidly growing fan base. Investment from traditional sports franchises and celebrities has also boosted the credibility and visibility of esports. High-profile endorsements and the formation of professional leagues, such as the Overwatch League and the Call of Duty League, have legitimized esports as a viable career path and a profitable industry. Furthermore, the COVID-19 pandemic acted as a catalyst, accelerating the shift towards digital entertainment. With traditional sports and live events on hold, esports provided an alternative for entertainment, leading to increased viewership and participation. The demographic shift towards a younger, tech-savvy audience has ensured a steady stream of new fans. Millennials and Gen Z, who have grown up with video games as a core part of their entertainment repertoire, are naturally inclined towards esports, securing its future growth.

Competitive Landscape: Global Esports Market:

  • Activision Blizzard, Inc.
  • Allied Esports
  • Electronic Arts Inc.
  • Fragbite Group
  • Gameloft SE
  • Gfinity plc
  • HTC Corporation
  • Huya
  • Intel Corporation
  • Modern Times Group (MTG)
  • Nintendo of America Inc.
  • NVIDIA Corporation
  • Take-Two Interactive
  • Tencent Holding Limited
  • Valve Corporation
  • Other Industry Participants

Global Esports Market Scope

Report Specifications Details
Market Revenue in 2023 US$ 2.2 Bn
Market Size Forecast by 2034 US$ 48.2 Bn
Growth Rate (CAGR) 32.4%
Historic Data 2016 – 2022
Base Year for Estimation 2023
Forecast Period 2024 – 2034
Report Inclusions Market Size & Estimates, Market Dynamics, Competitive Scenario, Trends, Growth Factors, Market Determinants, Key Investment Segmentation, Product/Service/Solutions Benchmarking
Segments Covered By Genre, By Business Model, By Platform Type, By Streaming Type, By Region
Regions Covered North America, Europe, Asia Pacific, Middle East & Africa, Latin America
Countries Covered U.S., Canada, Mexico, Rest of North America,  France, The UK, Spain, Germany, Italy, Nordic Countries (Denmark, Finland, Iceland, Sweden, Norway), Benelux Union (Belgium, The Netherlands, Luxembourg), Rest of Europe,  China, Japan, India, New Zealand, Australia, South Korea, Southeast Asia (Indonesia, Thailand, Malaysia, Singapore, Rest of Southeast Asia), Rest of Asia Pacific,  Saudi Arabia, UAE, Egypt, Kuwait, South Africa, Rest of Middle East & Africa,  Brazil, Argentina, Rest of Latin America
Key Players Activision Blizzard, Inc., Allied Esports, Electronic Arts Inc., Fragbite Group, Gameloft SE, Gfinity plc, HTC Corporation, Huya, Intel Corporation, Modern Times Group (MTG), Nintendo of America Inc., NVIDIA Corporation, Take-Two Interactive, Tencent Holding Limited, Valve Corporation
Customization Scope Customization allows for the inclusion/modification of content pertaining to geographical regions, countries, and specific market segments.
Pricing & Procurement Options Explore purchase options tailored to your specific research requirements
Contact Details Consult With Our Expert

Japan (Toll-Free):  +81 663-386-8111

South Korea (Toll-Free):  +82-808- 703-126

Saudi Arabia (Toll-Free):  +966 800-850-1643

United Kingdom: +44 753-710-5080

United States: +1 302-232-5106

E-mail:  askanexpert@thenicheresearch.com

 

Global Esports Market

By Genre

  • Fighting Games
  • Racing Games
  • Sports Games
  • Real-Time Strategy
  • First-Person Shooter
  • Digital Card Games
  • Third-Person Shooter
  • Multiplayer Online Battle Arena
  • Others

By Business Models

  • Sponsorships and Advertising
  • Prize Pools
  • Merchandising
  • Ticket Sales
  • Amateur and Micro Tournaments
  • esports Betting and Fantasy

By Platform Type

  • Mobile
    • Android
    • iOS
  • PCs
  • Consoles

By Streaming Type

  • Live Streaming
  • Video on Demand

By Region

  • North America (U.S., Canada, Mexico, Rest of North America)
  • Europe (France, The UK, Spain, Germany, Italy, Nordic Countries (Denmark, Finland, Iceland, Sweden, Norway), Benelux Union (Belgium, The Netherlands, Luxembourg), Rest of Europe)
  • Asia Pacific (China, Japan, India, New Zealand, Australia, South Korea, Southeast Asia (Indonesia, Thailand, Malaysia, Singapore, Rest of Southeast Asia), Rest of Asia Pacific)
  • Middle East & Africa (Saudi Arabia, UAE, Egypt, Kuwait, South Africa, Rest of Middle East & Africa)
  • Latin America (Brazil, Argentina, Rest of Latin America)

 Report Layout:

Table of Contents

.

1.Market Scope
1.1.Market Segmentation
1.2.Years Considered
1.2.1.Historic Years: 2016 – 2022
1.2.2.Base Year: 2023
1.2.3.Forecast Years: 2024 – 2034
2.Key Target Audiences
3.Research Methodology
3.1.Primary Research
3.1.1.Research Questionnaire
3.1.2.Global Percentage Breakdown
3.1.3.Primary Interviews: Key Opinion Leaders (KOLs)
3.2.Secondary Research
3.2.1.Paid Databases
3.2.2.Secondary Sources
3.3.Market Size Estimates
3.3.1.Top-Down Approach
3.3.2.Bottom-Up Approach
3.4.Data Triangulation Methodology
3.5.Research Assumptions
4.Recommendations and Insights from TNR’s Perspective**
5.Holistic Overview of Esports Market
6.Market Synopsis: Esports Market
7.Esports Market Analysis: Qualitative Perspective
7.1.Introduction
7.1.1.Product Definition
7.1.2.Industry Development
7.2.Market Dynamics
7.2.1.Drivers
7.2.2.Restraints
7.2.3.Opportunities
7.2.4.Challenges
7.3.Trends in Esports Market
7.4.Market Determinants Radar Chart
7.5.Macro-Economic and Micro-Economic Indicators: Esports Market
7.6.Porter’s Five Force Analysis
7.7.Impact of Covid-19 on Esports Market
7.8.PESTEL Analysis
7.9.Value Chain Analysis
7.10.Pricing Analysis, By Region (2023)
7.10.1.North America
7.10.2.Europe
7.10.3.Asia Pacific
7.10.4.Middle East and Africa
7.10.5.Latin America
8.Global Esports Market Analysis and Forecasts, 2024 – 2034
8.1.Overview
8.1.1.Global Esports Market Revenue (US$ Mn)
8.2.Global Esports Market Revenue (US$ Mn) and Forecasts, By Genre
8.2.1.Fighting Games
8.2.1.1.Definition
8.2.1.2.Market Estimation and Penetration, 2015 – 2020
8.2.1.3.Market Forecast, 2024 – 2034
8.2.1.4.Compound Annual Growth Rate (CAGR)
8.2.1.5.Regional Bifurcation
8.2.1.5.1.North America
8.2.1.5.1.1.Market Estimation, 2016 – 2023
8.2.1.5.1.2.Market Forecast, 2024 – 2034
8.2.1.5.2.Europe
8.2.1.5.2.1.Market Estimation, 2016 – 2023
8.2.1.5.2.2.Market Forecast, 2024 – 2034
8.2.1.5.3.Asia Pacific
8.2.1.5.3.1.Market Estimation, 2016 – 2023
8.2.1.5.3.2.Market Forecast, 2024 – 2034
8.2.1.5.4.Middle East and Africa
8.2.1.5.4.1.Market Estimation, 2016 – 2023
8.2.1.5.4.2.Market Forecast, 2024 – 2034
8.2.1.5.5.Latin America
8.2.1.5.5.1.Market Estimation, 2016 – 2023
8.2.1.5.5.2.Market Forecast, 2024 – 2034
8.2.2.Racing Games
8.2.2.1.Definition
8.2.2.2.Market Estimation and Penetration, 2015 – 2020
8.2.2.3.Market Forecast, 2024 – 2034
8.2.2.4.Compound Annual Growth Rate (CAGR)
8.2.2.5.Regional Bifurcation
8.2.2.5.1.North America
8.2.2.5.1.1.Market Estimation, 2016 – 2023
8.2.2.5.1.2.Market Forecast, 2024 – 2034
8.2.2.5.2.Europe
8.2.2.5.2.1.Market Estimation, 2016 – 2023
8.2.2.5.2.2.Market Forecast, 2024 – 2034
8.2.2.5.3.Asia Pacific
8.2.2.5.3.1.Market Estimation, 2016 – 2023
8.2.2.5.3.2.Market Forecast, 2024 – 2034
8.2.2.5.4.Middle East and Africa
8.2.2.5.4.1.Market Estimation, 2016 – 2023
8.2.2.5.4.2.Market Forecast, 2024 – 2034
8.2.2.5.5.Latin America
8.2.2.5.5.1.Market Estimation, 2016 – 2023
8.2.2.5.5.2.Market Forecast, 2024 – 2034
8.2.3.Sports Games
8.2.3.1.Definition
8.2.3.2.Market Estimation and Penetration, 2015 – 2020
8.2.3.3.Market Forecast, 2024 – 2034
8.2.3.4.Compound Annual Growth Rate (CAGR)
8.2.3.5.Regional Bifurcation
8.2.3.5.1.North America
8.2.3.5.1.1.Market Estimation, 2016 – 2023
8.2.3.5.1.2.Market Forecast, 2024 – 2034
8.2.3.5.2.Europe
8.2.3.5.2.1.Market Estimation, 2016 – 2023
8.2.3.5.2.2.Market Forecast, 2024 – 2034
8.2.3.5.3.Asia Pacific
8.2.3.5.3.1.Market Estimation, 2016 – 2023
8.2.3.5.3.2.Market Forecast, 2024 – 2034
8.2.3.5.4.Middle East and Africa
8.2.3.5.4.1.Market Estimation, 2016 – 2023
8.2.3.5.4.2.Market Forecast, 2024 – 2034
8.2.3.5.5.Latin America
8.2.3.5.5.1.Market Estimation, 2016 – 2023
8.2.3.5.5.2.Market Forecast, 2024 – 2034
8.2.4.Real-Time Strategy
8.2.4.1.Definition
8.2.4.2.Market Estimation and Penetration, 2015 – 2020
8.2.4.3.Market Forecast, 2024 – 2034
8.2.4.4.Compound Annual Growth Rate (CAGR)
8.2.4.5.Regional Bifurcation
8.2.4.5.1.North America
8.2.4.5.1.1.Market Estimation, 2016 – 2023
8.2.4.5.1.2.Market Forecast, 2024 – 2034
8.2.4.5.2.Europe
8.2.4.5.2.1.Market Estimation, 2016 – 2023
8.2.4.5.2.2.Market Forecast, 2024 – 2034
8.2.4.5.3.Asia Pacific
8.2.4.5.3.1.Market Estimation, 2016 – 2023
8.2.4.5.3.2.Market Forecast, 2024 – 2034
8.2.4.5.4.Middle East and Africa
8.2.4.5.4.1.Market Estimation, 2016 – 2023
8.2.4.5.4.2.Market Forecast, 2024 – 2034
8.2.4.5.5.Latin America
8.2.4.5.5.1.Market Estimation, 2016 – 2023
8.2.4.5.5.2.Market Forecast, 2024 – 2034
8.2.5.First-Person Shooter
8.2.5.1.Definition
8.2.5.2.Market Estimation and Penetration, 2015 – 2020
8.2.5.3.Market Forecast, 2024 – 2034
8.2.5.4.Compound Annual Growth Rate (CAGR)
8.2.5.5.Regional Bifurcation
8.2.5.5.1.North America
8.2.5.5.1.1.Market Estimation, 2016 – 2023
8.2.5.5.1.2.Market Forecast, 2024 – 2034
8.2.5.5.2.Europe
8.2.5.5.2.1.Market Estimation, 2016 – 2023
8.2.5.5.2.2.Market Forecast, 2024 – 2034
8.2.5.5.3.Asia Pacific
8.2.5.5.3.1.Market Estimation, 2016 – 2023
8.2.5.5.3.2.Market Forecast, 2024 – 2034
8.2.5.5.4.Middle East and Africa
8.2.5.5.4.1.Market Estimation, 2016 – 2023
8.2.5.5.4.2.Market Forecast, 2024 – 2034
8.2.5.5.5.Latin America
8.2.5.5.5.1.Market Estimation, 2016 – 2023
8.2.5.5.5.2.Market Forecast, 2024 – 2034
8.2.6.Digital Card Games
8.2.6.1.Definition
8.2.6.2.Market Estimation and Penetration, 2015 – 2020
8.2.6.3.Market Forecast, 2024 – 2034
8.2.6.4.Compound Annual Growth Rate (CAGR)
8.2.6.5.Regional Bifurcation
8.2.6.5.1.North America
8.2.6.5.1.1.Market Estimation, 2016 – 2023
8.2.6.5.1.2.Market Forecast, 2024 – 2034
8.2.6.5.2.Europe
8.2.6.5.2.1.Market Estimation, 2016 – 2023
8.2.6.5.2.2.Market Forecast, 2024 – 2034
8.2.6.5.3.Asia Pacific
8.2.6.5.3.1.Market Estimation, 2016 – 2023
8.2.6.5.3.2.Market Forecast, 2024 – 2034
8.2.6.5.4.Middle East and Africa
8.2.6.5.4.1.Market Estimation, 2016 – 2023
8.2.6.5.4.2.Market Forecast, 2024 – 2034
8.2.6.5.5.Latin America
8.2.6.5.5.1.Market Estimation, 2016 – 2023
8.2.6.5.5.2.Market Forecast, 2024 – 2034
8.2.7.Third-Person Shooter
8.2.7.1.Definition
8.2.7.2.Market Estimation and Penetration, 2015 – 2020
8.2.7.3.Market Forecast, 2024 – 2034
8.2.7.4.Compound Annual Growth Rate (CAGR)
8.2.7.5.Regional Bifurcation
8.2.7.5.1.North America
8.2.7.5.1.1.Market Estimation, 2016 – 2023
8.2.7.5.1.2.Market Forecast, 2024 – 2034
8.2.7.5.2.Europe
8.2.7.5.2.1.Market Estimation, 2016 – 2023
8.2.7.5.2.2.Market Forecast, 2024 – 2034
8.2.7.5.3.Asia Pacific
8.2.7.5.3.1.Market Estimation, 2016 – 2023
8.2.7.5.3.2.Market Forecast, 2024 – 2034
8.2.7.5.4.Middle East and Africa
8.2.7.5.4.1.Market Estimation, 2016 – 2023
8.2.7.5.4.2.Market Forecast, 2024 – 2034
8.2.7.5.5.Latin America
8.2.7.5.5.1.Market Estimation, 2016 – 2023
8.2.7.5.5.2.Market Forecast, 2024 – 2034
8.2.8.Multiplayer Online Battle Arena
8.2.8.1.Definition
8.2.8.2.Market Estimation and Penetration, 2015 – 2020
8.2.8.3.Market Forecast, 2024 – 2034
8.2.8.4.Compound Annual Growth Rate (CAGR)
8.2.8.5.Regional Bifurcation
8.2.8.5.1.North America
8.2.8.5.1.1.Market Estimation, 2016 – 2023
8.2.8.5.1.2.Market Forecast, 2024 – 2034
8.2.8.5.2.Europe
8.2.8.5.2.1.Market Estimation, 2016 – 2023
8.2.8.5.2.2.Market Forecast, 2024 – 2034
8.2.8.5.3.Asia Pacific
8.2.8.5.3.1.Market Estimation, 2016 – 2023
8.2.8.5.3.2.Market Forecast, 2024 – 2034
8.2.8.5.4.Middle East and Africa
8.2.8.5.4.1.Market Estimation, 2016 – 2023
8.2.8.5.4.2.Market Forecast, 2024 – 2034
8.2.8.5.5.Latin America
8.2.8.5.5.1.Market Estimation, 2016 – 2023
8.2.8.5.5.2.Market Forecast, 2024 – 2034
8.2.9.Others
8.2.9.1.Definition
8.2.9.2.Market Estimation and Penetration, 2015 – 2020
8.2.9.3.Market Forecast, 2024 – 2034
8.2.9.4.Compound Annual Growth Rate (CAGR)
8.2.9.5.Regional Bifurcation
8.2.9.5.1.North America
8.2.9.5.1.1.Market Estimation, 2016 – 2023
8.2.9.5.1.2.Market Forecast, 2024 – 2034
8.2.9.5.2.Europe
8.2.9.5.2.1.Market Estimation, 2016 – 2023
8.2.9.5.2.2.Market Forecast, 2024 – 2034
8.2.9.5.3.Asia Pacific
8.2.9.5.3.1.Market Estimation, 2016 – 2023
8.2.9.5.3.2.Market Forecast, 2024 – 2034
8.2.9.5.4.Middle East and Africa
8.2.9.5.4.1.Market Estimation, 2016 – 2023
8.2.9.5.4.2.Market Forecast, 2024 – 2034
8.2.9.5.5.Latin America
8.2.9.5.5.1.Market Estimation, 2016 – 2023
8.2.9.5.5.2.Market Forecast, 2024 – 2034
8.3.Key Segment for Channeling Investments
8.3.1.By Genre
9.Global Esports Market Analysis and Forecasts, 2024 – 2034
9.1.Overview
9.2.Global Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
9.2.1.Sponsorships and Advertising
9.2.1.1.Definition
9.2.1.2.Market Estimation and Penetration, 2015 – 2020
9.2.1.3.Market Forecast, 2024 – 2034
9.2.1.4.Compound Annual Growth Rate (CAGR)
9.2.1.5.Regional Bifurcation
9.2.1.5.1.North America
9.2.1.5.1.1.Market Estimation, 2016 – 2023
9.2.1.5.1.2.Market Forecast, 2024 – 2034
9.2.1.5.2.Europe
9.2.1.5.2.1.Market Estimation, 2016 – 2023
9.2.1.5.2.2.Market Forecast, 2024 – 2034
9.2.1.5.3.Asia Pacific
9.2.1.5.3.1.Market Estimation, 2016 – 2023
9.2.1.5.3.2.Market Forecast, 2024 – 2034
9.2.1.5.4.Middle East and Africa
9.2.1.5.4.1.Market Estimation, 2016 – 2023
9.2.1.5.4.2.Market Forecast, 2024 – 2034
9.2.1.5.5.Latin America
9.2.1.5.5.1.Market Estimation, 2016 – 2023
9.2.1.5.5.2.Market Forecast, 2024 – 2034
9.2.2.Prize Pools
9.2.2.1.Definition
9.2.2.2.Market Estimation and Penetration, 2015 – 2020
9.2.2.3.Market Forecast, 2024 – 2034
9.2.2.4.Compound Annual Growth Rate (CAGR)
9.2.2.5.Regional Bifurcation
9.2.2.5.1.North America
9.2.2.5.1.1.Market Estimation, 2016 – 2023
9.2.2.5.1.2.Market Forecast, 2024 – 2034
9.2.2.5.2.Europe
9.2.2.5.2.1.Market Estimation, 2016 – 2023
9.2.2.5.2.2.Market Forecast, 2024 – 2034
9.2.2.5.3.Asia Pacific
9.2.2.5.3.1.Market Estimation, 2016 – 2023
9.2.2.5.3.2.Market Forecast, 2024 – 2034
9.2.2.5.4.Middle East and Africa
9.2.2.5.4.1.Market Estimation, 2016 – 2023
9.2.2.5.4.2.Market Forecast, 2024 – 2034
9.2.2.5.5.Latin America
9.2.2.5.5.1.Market Estimation, 2016 – 2023
9.2.2.5.5.2.Market Forecast, 2024 – 2034
9.2.3.Merchandising
9.2.3.1.Definition
9.2.3.2.Market Estimation and Penetration, 2015 – 2020
9.2.3.3.Market Forecast, 2024 – 2034
9.2.3.4.Compound Annual Growth Rate (CAGR)
9.2.3.5.Regional Bifurcation
9.2.3.5.1.North America
9.2.3.5.1.1.Market Estimation, 2016 – 2023
9.2.3.5.1.2.Market Forecast, 2024 – 2034
9.2.3.5.2.Europe
9.2.3.5.2.1.Market Estimation, 2016 – 2023
9.2.3.5.2.2.Market Forecast, 2024 – 2034
9.2.3.5.3.Asia Pacific
9.2.3.5.3.1.Market Estimation, 2016 – 2023
9.2.3.5.3.2.Market Forecast, 2024 – 2034
9.2.3.5.4.Middle East and Africa
9.2.3.5.4.1.Market Estimation, 2016 – 2023
9.2.3.5.4.2.Market Forecast, 2024 – 2034
9.2.3.5.5.Latin America
9.2.3.5.5.1.Market Estimation, 2016 – 2023
9.2.3.5.5.2.Market Forecast, 2024 – 2034
9.2.4.Ticket Sales
9.2.4.1.Definition
9.2.4.2.Market Estimation and Penetration, 2015 – 2020
9.2.4.3.Market Forecast, 2024 – 2034
9.2.4.4.Compound Annual Growth Rate (CAGR)
9.2.4.5.Regional Bifurcation
9.2.4.5.1.North America
9.2.4.5.1.1.Market Estimation, 2016 – 2023
9.2.4.5.1.2.Market Forecast, 2024 – 2034
9.2.4.5.2.Europe
9.2.4.5.2.1.Market Estimation, 2016 – 2023
9.2.4.5.2.2.Market Forecast, 2024 – 2034
9.2.4.5.3.Asia Pacific
9.2.4.5.3.1.Market Estimation, 2016 – 2023
9.2.4.5.3.2.Market Forecast, 2024 – 2034
9.2.4.5.4.Middle East and Africa
9.2.4.5.4.1.Market Estimation, 2016 – 2023
9.2.4.5.4.2.Market Forecast, 2024 – 2034
9.2.4.5.5.Latin America
9.2.4.5.5.1.Market Estimation, 2016 – 2023
9.2.4.5.5.2.Market Forecast, 2024 – 2034
9.2.5.Amateur and Micro Tournaments
9.2.5.1.Definition
9.2.5.2.Market Estimation and Penetration, 2015 – 2020
9.2.5.3.Market Forecast, 2024 – 2034
9.2.5.4.Compound Annual Growth Rate (CAGR)
9.2.5.5.Regional Bifurcation
9.2.5.5.1.North America
9.2.5.5.1.1.Market Estimation, 2016 – 2023
9.2.5.5.1.2.Market Forecast, 2024 – 2034
9.2.5.5.2.Europe
9.2.5.5.2.1.Market Estimation, 2016 – 2023
9.2.5.5.2.2.Market Forecast, 2024 – 2034
9.2.5.5.3.Asia Pacific
9.2.5.5.3.1.Market Estimation, 2016 – 2023
9.2.5.5.3.2.Market Forecast, 2024 – 2034
9.2.5.5.4.Middle East and Africa
9.2.5.5.4.1.Market Estimation, 2016 – 2023
9.2.5.5.4.2.Market Forecast, 2024 – 2034
9.2.5.5.5.Latin America
9.2.5.5.5.1.Market Estimation, 2016 – 2023
9.2.5.5.5.2.Market Forecast, 2024 – 2034
9.2.6.esports Betting and Fantasy
9.2.6.1.Definition
9.2.6.2.Market Estimation and Penetration, 2015 – 2020
9.2.6.3.Market Forecast, 2024 – 2034
9.2.6.4.Compound Annual Growth Rate (CAGR)
9.2.6.5.Regional Bifurcation
9.2.6.5.1.North America
9.2.6.5.1.1.Market Estimation, 2016 – 2023
9.2.6.5.1.2.Market Forecast, 2024 – 2034
9.2.6.5.2.Europe
9.2.6.5.2.1.Market Estimation, 2016 – 2023
9.2.6.5.2.2.Market Forecast, 2024 – 2034
9.2.6.5.3.Asia Pacific
9.2.6.5.3.1.Market Estimation, 2016 – 2023
9.2.6.5.3.2.Market Forecast, 2024 – 2034
9.2.6.5.4.Middle East and Africa
9.2.6.5.4.1.Market Estimation, 2016 – 2023
9.2.6.5.4.2.Market Forecast, 2024 – 2034
9.2.6.5.5.Latin America
9.2.6.5.5.1.Market Estimation, 2016 – 2023
9.2.6.5.5.2.Market Forecast, 2024 – 2034
9.3.Key Segment for Channeling Investments
9.3.1.By Business Models
10.Global Esports Market Analysis and Forecasts, 2024 – 2034
10.1.Overview
10.2.Global Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
10.2.1.Mobile (Definition, Market Estimation and Penetration, 2015 – 2020, Market Estimation (2015 – 2020), Market Forecast (2024 – 2034), Compound Annual Growth Rate (CAGR), Regional Bifurcation (North America, Europe, Asia Pacific, Middle East and Africa, Latin America) and Information on Android, iOS)
10.2.1.1.Android
10.2.1.2.iOS
10.2.2.PCs
10.2.2.1.Definition
10.2.2.2.Market Estimation and Penetration, 2015 – 2020
10.2.2.3.Market Forecast, 2024 – 2034
10.2.2.4.Compound Annual Growth Rate (CAGR)
10.2.2.5.Regional Bifurcation
10.2.2.5.1.North America
10.2.2.5.1.1.Market Estimation, 2016 – 2023
10.2.2.5.1.2.Market Forecast, 2024 – 2034
10.2.2.5.2.Europe
10.2.2.5.2.1.Market Estimation, 2016 – 2023
10.2.2.5.2.2.Market Forecast, 2024 – 2034
10.2.2.5.3.Asia Pacific
10.2.2.5.3.1.Market Estimation, 2016 – 2023
10.2.2.5.3.2.Market Forecast, 2024 – 2034
10.2.2.5.4.Middle East and Africa
10.2.2.5.4.1.Market Estimation, 2016 – 2023
10.2.2.5.4.2.Market Forecast, 2024 – 2034
10.2.2.5.5.Latin America
10.2.2.5.5.1.Market Estimation, 2016 – 2023
10.2.2.5.5.2.Market Forecast, 2024 – 2034
10.2.3.Consoles
10.2.3.1.Definition
10.2.3.2.Market Estimation and Penetration, 2015 – 2020
10.2.3.3.Market Forecast, 2024 – 2034
10.2.3.4.Compound Annual Growth Rate (CAGR)
10.2.3.5.Regional Bifurcation
10.2.3.5.1.North America
10.2.3.5.1.1.Market Estimation, 2016 – 2023
10.2.3.5.1.2.Market Forecast, 2024 – 2034
10.2.3.5.2.Europe
10.2.3.5.2.1.Market Estimation, 2016 – 2023
10.2.3.5.2.2.Market Forecast, 2024 – 2034
10.2.3.5.3.Asia Pacific
10.2.3.5.3.1.Market Estimation, 2016 – 2023
10.2.3.5.3.2.Market Forecast, 2024 – 2034
10.2.3.5.4.Middle East and Africa
10.2.3.5.4.1.Market Estimation, 2016 – 2023
10.2.3.5.4.2.Market Forecast, 2024 – 2034
10.2.3.5.5.Latin America
10.2.3.5.5.1.Market Estimation, 2016 – 2023
10.2.3.5.5.2.Market Forecast, 2024 – 2034
10.3.Key Segment for Channeling Investments
10.3.1.By Platform Type
11.Global Esports Market Analysis and Forecasts, 2024 – 2034
11.1.Overview
11.2.Global Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
11.2.1.Live Streaming
11.2.1.1.Definition
11.2.1.2.Market Estimation and Penetration, 2015 – 2020
11.2.1.3.Market Forecast, 2024 – 2034
11.2.1.4.Compound Annual Growth Rate (CAGR)
11.2.1.5.Regional Bifurcation
11.2.1.5.1.North America
11.2.1.5.1.1.Market Estimation, 2016 – 2023
11.2.1.5.1.2.Market Forecast, 2024 – 2034
11.2.1.5.2.Europe
11.2.1.5.2.1.Market Estimation, 2016 – 2023
11.2.1.5.2.2.Market Forecast, 2024 – 2034
11.2.1.5.3.Asia Pacific
11.2.1.5.3.1.Market Estimation, 2016 – 2023
11.2.1.5.3.2.Market Forecast, 2024 – 2034
11.2.1.5.4.Middle East and Africa
11.2.1.5.4.1.Market Estimation, 2016 – 2023
11.2.1.5.4.2.Market Forecast, 2024 – 2034
11.2.1.5.5.Latin America
11.2.1.5.5.1.Market Estimation, 2016 – 2023
11.2.1.5.5.2.Market Forecast, 2024 – 2034
11.2.2.Video on Demand 
11.2.2.1.Definition
11.2.2.2.Market Estimation and Penetration, 2015 – 2020
11.2.2.3.Market Forecast, 2024 – 2034
11.2.2.4.Compound Annual Growth Rate (CAGR)
11.2.2.5.Regional Bifurcation
11.2.2.5.1.North America
11.2.2.5.1.1.Market Estimation, 2016 – 2023
11.2.2.5.1.2.Market Forecast, 2024 – 2034
11.2.2.5.2.Europe
11.2.2.5.2.1.Market Estimation, 2016 – 2023
11.2.2.5.2.2.Market Forecast, 2024 – 2034
11.2.2.5.3.Asia Pacific
11.2.2.5.3.1.Market Estimation, 2016 – 2023
11.2.2.5.3.2.Market Forecast, 2024 – 2034
11.2.2.5.4.Middle East and Africa
11.2.2.5.4.1.Market Estimation, 2016 – 2023
11.2.2.5.4.2.Market Forecast, 2024 – 2034
11.2.2.5.5.Latin America
11.2.2.5.5.1.Market Estimation, 2016 – 2023
11.2.2.5.5.2.Market Forecast, 2024 – 2034
11.3.Key Segment for Channeling Investments
11.3.1.By Streaming Type
12.North America Esports Market Analysis and Forecasts, 2024 – 2034
12.1.Overview
12.1.1.North America Esports Market Revenue (US$ Mn)
12.2.North America Esports Market Revenue (US$ Mn) and Forecasts, By Genre
12.2.1.Fighting Games
12.2.2.Racing Games
12.2.3.Sports Games
12.2.4.Real-Time Strategy
12.2.5.First-Person Shooter
12.2.6.Digital Card Games
12.2.7.Third-Person Shooter
12.2.8.Multiplayer Online Battle Arena
12.2.9.Others
12.3.North America Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
12.3.1.Sponsorships and Advertising
12.3.2.Prize Pools
12.3.3.Merchandising
12.3.4.Ticket Sales
12.3.5.Amateur and Micro Tournaments
12.3.6.esports Betting and Fantasy
12.4.North America Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
12.4.1.Mobile
12.4.1.1.Android
12.4.1.2.iOS
12.4.2.PCs
12.4.3.Consoles
12.5.North America Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
12.5.1.Live Streaming
12.5.2.Video on Demand 
12.6.North America Esports Market Revenue (US$ Mn) and Forecasts, By Country
12.6.1.U.S
12.6.1.1.U.S Esports Market Revenue (US$ Mn) and Forecasts, By Genre
12.6.1.1.1.Fighting Games
12.6.1.1.2.Racing Games
12.6.1.1.3.Sports Games
12.6.1.1.4.Real-Time Strategy
12.6.1.1.5.First-Person Shooter
12.6.1.1.6.Digital Card Games
12.6.1.1.7.Third-Person Shooter
12.6.1.1.8.Multiplayer Online Battle Arena
12.6.1.1.9.Others
12.6.1.2.U.S Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
12.6.1.2.1.Sponsorships and Advertising
12.6.1.2.2.Prize Pools
12.6.1.2.3.Merchandising
12.6.1.2.4.Ticket Sales
12.6.1.2.5.Amateur and Micro Tournaments
12.6.1.2.6.esports Betting and Fantasy
12.6.1.3.U.S Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
12.6.1.3.1.Mobile
12.6.1.3.1.1.Android
12.6.1.3.1.2.iOS
12.6.1.3.2.PCs
12.6.1.3.3.Consoles
12.6.1.4.U.S Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
12.6.1.4.1.Live Streaming
12.6.1.4.2.Video on Demand 
12.6.2.Canada
12.6.2.1.Canada Esports Market Revenue (US$ Mn) and Forecasts, By Genre
12.6.2.1.1.Fighting Games
12.6.2.1.2.Racing Games
12.6.2.1.3.Sports Games
12.6.2.1.4.Real-Time Strategy
12.6.2.1.5.First-Person Shooter
12.6.2.1.6.Digital Card Games
12.6.2.1.7.Third-Person Shooter
12.6.2.1.8.Multiplayer Online Battle Arena
12.6.2.1.9.Others
12.6.2.2.Canada Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
12.6.2.2.1.Sponsorships and Advertising
12.6.2.2.2.Prize Pools
12.6.2.2.3.Merchandising
12.6.2.2.4.Ticket Sales
12.6.2.2.5.Amateur and Micro Tournaments
12.6.2.2.6.esports Betting and Fantasy
12.6.2.3.Canada Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
12.6.2.3.1.Mobile
12.6.2.3.1.1.Android
12.6.2.3.1.2.iOS
12.6.2.3.2.PCs
12.6.2.3.3.Consoles
12.6.2.4.Canada Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
12.6.2.4.1.Live Streaming
12.6.2.4.2.Video on Demand 
12.6.3.Mexico
12.6.3.1.Mexico Esports Market Revenue (US$ Mn) and Forecasts, By Genre
12.6.3.1.1.Fighting Games
12.6.3.1.2.Racing Games
12.6.3.1.3.Sports Games
12.6.3.1.4.Real-Time Strategy
12.6.3.1.5.First-Person Shooter
12.6.3.1.6.Digital Card Games
12.6.3.1.7.Third-Person Shooter
12.6.3.1.8.Multiplayer Online Battle Arena
12.6.3.1.9.Others
12.6.3.2.Mexico Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
12.6.3.2.1.Sponsorships and Advertising
12.6.3.2.2.Prize Pools
12.6.3.2.3.Merchandising
12.6.3.2.4.Ticket Sales
12.6.3.2.5.Amateur and Micro Tournaments
12.6.3.2.6.esports Betting and Fantasy
12.6.3.3.Mexico Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
12.6.3.3.1.Mobile
12.6.3.3.1.1.Android
12.6.3.3.1.2.iOS
12.6.3.3.2.PCs
12.6.3.3.3.Consoles
12.6.3.4.Mexico Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
12.6.3.4.1.Live Streaming
12.6.3.4.2.Video on Demand 
12.6.4.Rest of North America
12.6.4.1.Rest of North America Esports Market Revenue (US$ Mn) and Forecasts, By Genre
12.6.4.1.1.Fighting Games
12.6.4.1.2.Racing Games
12.6.4.1.3.Sports Games
12.6.4.1.4.Real-Time Strategy
12.6.4.1.5.First-Person Shooter
12.6.4.1.6.Digital Card Games
12.6.4.1.7.Third-Person Shooter
12.6.4.1.8.Multiplayer Online Battle Arena
12.6.4.1.9.Others
12.6.4.2.Rest of North America Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
12.6.4.2.1.Sponsorships and Advertising
12.6.4.2.2.Prize Pools
12.6.4.2.3.Merchandising
12.6.4.2.4.Ticket Sales
12.6.4.2.5.Amateur and Micro Tournaments
12.6.4.2.6.esports Betting and Fantasy
12.6.4.3.Rest of North America Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
12.6.4.3.1.Mobile
12.6.4.3.1.1.Android
12.6.4.3.1.2.iOS
12.6.4.3.2.PCs
12.6.4.3.3.Consoles
12.6.4.4.Rest of North America Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
12.6.4.4.1.Live Streaming
12.6.4.4.2.Video on Demand 
12.7.Key Segment for Channeling Investments
12.7.1.By Country
12.7.2.By Genre
12.7.3.By Business Models
12.7.4.By Platform Type
12.7.5.By Streaming Type
13.Europe Esports Market Analysis and Forecasts, 2024 – 2034
13.1.Overview
13.1.1.Europe Esports Market Revenue (US$ Mn)
13.2.Europe Esports Market Revenue (US$ Mn) and Forecasts, By Genre
13.2.1.Fighting Games
13.2.2.Racing Games
13.2.3.Sports Games
13.2.4.Real-Time Strategy
13.2.5.First-Person Shooter
13.2.6.Digital Card Games
13.2.7.Third-Person Shooter
13.2.8.Multiplayer Online Battle Arena
13.2.9.Others
13.3.Europe Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
13.3.1.Sponsorships and Advertising
13.3.2.Prize Pools
13.3.3.Merchandising
13.3.4.Ticket Sales
13.3.5.Amateur and Micro Tournaments
13.3.6.esports Betting and Fantasy
13.4.Europe Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
13.4.1.Mobile
13.4.1.1.Android
13.4.1.2.iOS
13.4.2.PCs
13.4.3.Consoles
13.5.Europe Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
13.5.1.Live Streaming
13.5.2.Video on Demand 
13.6.Europe Esports Market Revenue (US$ Mn) and Forecasts, By Country
13.6.1.France
13.6.1.1.France Esports Market Revenue (US$ Mn) and Forecasts, By Genre
13.6.1.1.1.Fighting Games
13.6.1.1.2.Racing Games
13.6.1.1.3.Sports Games
13.6.1.1.4.Real-Time Strategy
13.6.1.1.5.First-Person Shooter
13.6.1.1.6.Digital Card Games
13.6.1.1.7.Third-Person Shooter
13.6.1.1.8.Multiplayer Online Battle Arena
13.6.1.1.9.Others
13.6.1.2.France Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
13.6.1.2.1.Sponsorships and Advertising
13.6.1.2.2.Prize Pools
13.6.1.2.3.Merchandising
13.6.1.2.4.Ticket Sales
13.6.1.2.5.Amateur and Micro Tournaments
13.6.1.2.6.esports Betting and Fantasy
13.6.1.3.France Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
13.6.1.3.1.Mobile
13.6.1.3.1.1.Android
13.6.1.3.1.2.iOS
13.6.1.3.2.PCs
13.6.1.3.3.Consoles
13.6.1.4.France Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
13.6.1.4.1.Live Streaming
13.6.1.4.2.Video on Demand 
13.6.2.The UK
13.6.2.1.The UK Esports Market Revenue (US$ Mn) and Forecasts, By Genre
13.6.2.1.1.Fighting Games
13.6.2.1.2.Racing Games
13.6.2.1.3.Sports Games
13.6.2.1.4.Real-Time Strategy
13.6.2.1.5.First-Person Shooter
13.6.2.1.6.Digital Card Games
13.6.2.1.7.Third-Person Shooter
13.6.2.1.8.Multiplayer Online Battle Arena
13.6.2.1.9.Others
13.6.2.2.The UK Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
13.6.2.2.1.Sponsorships and Advertising
13.6.2.2.2.Prize Pools
13.6.2.2.3.Merchandising
13.6.2.2.4.Ticket Sales
13.6.2.2.5.Amateur and Micro Tournaments
13.6.2.2.6.esports Betting and Fantasy
13.6.2.3.The UK Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
13.6.2.3.1.Mobile
13.6.2.3.1.1.Android
13.6.2.3.1.2.iOS
13.6.2.3.2.PCs
13.6.2.3.3.Consoles
13.6.2.4.The UK Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
13.6.2.4.1.Live Streaming
13.6.2.4.2.Video on Demand 
13.6.3.Spain
13.6.3.1.Spain Esports Market Revenue (US$ Mn) and Forecasts, By Genre
13.6.3.1.1.Fighting Games
13.6.3.1.2.Racing Games
13.6.3.1.3.Sports Games
13.6.3.1.4.Real-Time Strategy
13.6.3.1.5.First-Person Shooter
13.6.3.1.6.Digital Card Games
13.6.3.1.7.Third-Person Shooter
13.6.3.1.8.Multiplayer Online Battle Arena
13.6.3.1.9.Others
13.6.3.2.Spain Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
13.6.3.2.1.Sponsorships and Advertising
13.6.3.2.2.Prize Pools
13.6.3.2.3.Merchandising
13.6.3.2.4.Ticket Sales
13.6.3.2.5.Amateur and Micro Tournaments
13.6.3.2.6.esports Betting and Fantasy
13.6.3.3.Spain Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
13.6.3.3.1.Mobile
13.6.3.3.1.1.Android
13.6.3.3.1.2.iOS
13.6.3.3.2.PCs
13.6.3.3.3.Consoles
13.6.3.4.Spain Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
13.6.3.4.1.Live Streaming
13.6.3.4.2.Video on Demand 
13.6.4.Germany
13.6.4.1.Germany Esports Market Revenue (US$ Mn) and Forecasts, By Genre
13.6.4.1.1.Fighting Games
13.6.4.1.2.Racing Games
13.6.4.1.3.Sports Games
13.6.4.1.4.Real-Time Strategy
13.6.4.1.5.First-Person Shooter
13.6.4.1.6.Digital Card Games
13.6.4.1.7.Third-Person Shooter
13.6.4.1.8.Multiplayer Online Battle Arena
13.6.4.1.9.Others
13.6.4.2.Germany Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
13.6.4.2.1.Sponsorships and Advertising
13.6.4.2.2.Prize Pools
13.6.4.2.3.Merchandising
13.6.4.2.4.Ticket Sales
13.6.4.2.5.Amateur and Micro Tournaments
13.6.4.2.6.esports Betting and Fantasy
13.6.4.3.Germany Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
13.6.4.3.1.Mobile
13.6.4.3.1.1.Android
13.6.4.3.1.2.iOS
13.6.4.3.2.PCs
13.6.4.3.3.Consoles
13.6.4.4.Germany Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
13.6.4.4.1.Live Streaming
13.6.4.4.2.Video on Demand 
13.6.5.Italy
13.6.5.1.Italy Esports Market Revenue (US$ Mn) and Forecasts, By Genre
13.6.5.1.1.Fighting Games
13.6.5.1.2.Racing Games
13.6.5.1.3.Sports Games
13.6.5.1.4.Real-Time Strategy
13.6.5.1.5.First-Person Shooter
13.6.5.1.6.Digital Card Games
13.6.5.1.7.Third-Person Shooter
13.6.5.1.8.Multiplayer Online Battle Arena
13.6.5.1.9.Others
13.6.5.2.Italy Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
13.6.5.2.1.Sponsorships and Advertising
13.6.5.2.2.Prize Pools
13.6.5.2.3.Merchandising
13.6.5.2.4.Ticket Sales
13.6.5.2.5.Amateur and Micro Tournaments
13.6.5.2.6.esports Betting and Fantasy
13.6.5.3.Italy Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
13.6.5.3.1.Mobile
13.6.5.3.1.1.Android
13.6.5.3.1.2.iOS
13.6.5.3.2.PCs
13.6.5.3.3.Consoles
13.6.5.4.Italy Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
13.6.5.4.1.Live Streaming
13.6.5.4.2.Video on Demand 
13.6.6.Nordic Countries
13.6.6.1.Nordic Countries Esports Market Revenue (US$ Mn) and Forecasts, By Genre
13.6.6.1.1.Fighting Games
13.6.6.1.2.Racing Games
13.6.6.1.3.Sports Games
13.6.6.1.4.Real-Time Strategy
13.6.6.1.5.First-Person Shooter
13.6.6.1.6.Digital Card Games
13.6.6.1.7.Third-Person Shooter
13.6.6.1.8.Multiplayer Online Battle Arena
13.6.6.1.9.Others
13.6.6.2.Nordic Countries Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
13.6.6.2.1.Sponsorships and Advertising
13.6.6.2.2.Prize Pools
13.6.6.2.3.Merchandising
13.6.6.2.4.Ticket Sales
13.6.6.2.5.Amateur and Micro Tournaments
13.6.6.2.6.esports Betting and Fantasy
13.6.6.3.Nordic Countries Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
13.6.6.3.1.Mobile
13.6.6.3.1.1.Android
13.6.6.3.1.2.iOS
13.6.6.3.2.PCs
13.6.6.3.3.Consoles
13.6.6.4.Nordic Countries Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
13.6.6.4.1.Live Streaming
13.6.6.4.2.Video on Demand 
13.6.6.5.Nordic Countries Esports Market Revenue (US$ Mn) and Forecasts, By Country
13.6.6.5.1.Denmark
13.6.6.5.2.Finland
13.6.6.5.3.Iceland
13.6.6.5.4.Sweden
13.6.6.5.5.Norway
13.6.7.Benelux Union
13.6.7.1.Benelux Union Esports Market Revenue (US$ Mn) and Forecasts, By Genre
13.6.7.1.1.Fighting Games
13.6.7.1.2.Racing Games
13.6.7.1.3.Sports Games
13.6.7.1.4.Real-Time Strategy
13.6.7.1.5.First-Person Shooter
13.6.7.1.6.Digital Card Games
13.6.7.1.7.Third-Person Shooter
13.6.7.1.8.Multiplayer Online Battle Arena
13.6.7.1.9.Others
13.6.7.2.Benelux Union Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
13.6.7.2.1.Sponsorships and Advertising
13.6.7.2.2.Prize Pools
13.6.7.2.3.Merchandising
13.6.7.2.4.Ticket Sales
13.6.7.2.5.Amateur and Micro Tournaments
13.6.7.2.6.esports Betting and Fantasy
13.6.7.3.Benelux Union Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
13.6.7.3.1.Mobile
13.6.7.3.1.1.Android
13.6.7.3.1.2.iOS
13.6.7.3.2.PCs
13.6.7.3.3.Consoles
13.6.7.4.Benelux Union Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
13.6.7.4.1.Live Streaming
13.6.7.4.2.Video on Demand 
13.6.7.5.Benelux Union Esports Market Revenue (US$ Mn) and Forecasts, By Country
13.6.7.5.1.Belgium
13.6.7.5.2.The Netherlands
13.6.7.5.3.Luxembourg
13.6.8.Rest of Europe
13.6.8.1.Rest of Europe Esports Market Revenue (US$ Mn) and Forecasts, By Genre
13.6.8.1.1.Fighting Games
13.6.8.1.2.Racing Games
13.6.8.1.3.Sports Games
13.6.8.1.4.Real-Time Strategy
13.6.8.1.5.First-Person Shooter
13.6.8.1.6.Digital Card Games
13.6.8.1.7.Third-Person Shooter
13.6.8.1.8.Multiplayer Online Battle Arena
13.6.8.1.9.Others
13.6.8.2.Rest of Europe Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
13.6.8.2.1.Sponsorships and Advertising
13.6.8.2.2.Prize Pools
13.6.8.2.3.Merchandising
13.6.8.2.4.Ticket Sales
13.6.8.2.5.Amateur and Micro Tournaments
13.6.8.2.6.esports Betting and Fantasy
13.6.8.3.Rest of Europe Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
13.6.8.3.1.Mobile
13.6.8.3.1.1.Android
13.6.8.3.1.2.iOS
13.6.8.3.2.PCs
13.6.8.3.3.Consoles
13.6.8.4.Rest of Europe Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
13.6.8.4.1.Live Streaming
13.6.8.4.2.Video on Demand 
13.7.Key Segment for Channeling Investments
13.7.1.By Country
13.7.2.By Genre
13.7.3.By Business Models
13.7.4.By Platform Type
13.7.5.By Streaming Type
14.Asia Pacific Esports Market Analysis and Forecasts, 2024 – 2034
14.1.Overview
14.1.1.Asia Pacific Esports Market Revenue (US$ Mn)
14.2.Asia Pacific Esports Market Revenue (US$ Mn) and Forecasts, By Genre
14.2.1.Fighting Games
14.2.2.Racing Games
14.2.3.Sports Games
14.2.4.Real-Time Strategy
14.2.5.First-Person Shooter
14.2.6.Digital Card Games
14.2.7.Third-Person Shooter
14.2.8.Multiplayer Online Battle Arena
14.2.9.Others
14.3.Asia Pacific Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
14.3.1.Sponsorships and Advertising
14.3.2.Prize Pools
14.3.3.Merchandising
14.3.4.Ticket Sales
14.3.5.Amateur and Micro Tournaments
14.3.6.esports Betting and Fantasy
14.4.Asia Pacific Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
14.4.1.Mobile
14.4.1.1.Android
14.4.1.2.iOS
14.4.2.PCs
14.4.3.Consoles
14.5.Asia Pacific Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
14.5.1.Live Streaming
14.5.2.Video on Demand 
14.6.Asia Pacific Esports Market Revenue (US$ Mn) and Forecasts, By Country
14.6.1.China
14.6.1.1.China Esports Market Revenue (US$ Mn) and Forecasts, By Genre
14.6.1.1.1.Fighting Games
14.6.1.1.2.Racing Games
14.6.1.1.3.Sports Games
14.6.1.1.4.Real-Time Strategy
14.6.1.1.5.First-Person Shooter
14.6.1.1.6.Digital Card Games
14.6.1.1.7.Third-Person Shooter
14.6.1.1.8.Multiplayer Online Battle Arena
14.6.1.1.9.Others
14.6.1.2.China Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
14.6.1.2.1.Sponsorships and Advertising
14.6.1.2.2.Prize Pools
14.6.1.2.3.Merchandising
14.6.1.2.4.Ticket Sales
14.6.1.2.5.Amateur and Micro Tournaments
14.6.1.2.6.esports Betting and Fantasy
14.6.1.3.China Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
14.6.1.3.1.Mobile
14.6.1.3.1.1.Android
14.6.1.3.1.2.iOS
14.6.1.3.2.PCs
14.6.1.3.3.Consoles
14.6.1.4.China Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
14.6.1.4.1.Live Streaming
14.6.1.4.2.Video on Demand 
14.6.2.Japan
14.6.2.1.Japan Esports Market Revenue (US$ Mn) and Forecasts, By Genre
14.6.2.1.1.Fighting Games
14.6.2.1.2.Racing Games
14.6.2.1.3.Sports Games
14.6.2.1.4.Real-Time Strategy
14.6.2.1.5.First-Person Shooter
14.6.2.1.6.Digital Card Games
14.6.2.1.7.Third-Person Shooter
14.6.2.1.8.Multiplayer Online Battle Arena
14.6.2.1.9.Others
14.6.2.2.Japan Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
14.6.2.2.1.Sponsorships and Advertising
14.6.2.2.2.Prize Pools
14.6.2.2.3.Merchandising
14.6.2.2.4.Ticket Sales
14.6.2.2.5.Amateur and Micro Tournaments
14.6.2.2.6.esports Betting and Fantasy
14.6.2.3.Japan Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
14.6.2.3.1.Mobile
14.6.2.3.1.1.Android
14.6.2.3.1.2.iOS
14.6.2.3.2.PCs
14.6.2.3.3.Consoles
14.6.2.4.Japan Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
14.6.2.4.1.Live Streaming
14.6.2.4.2.Video on Demand 
14.6.3.India
14.6.3.1.India Esports Market Revenue (US$ Mn) and Forecasts, By Genre
14.6.3.1.1.Fighting Games
14.6.3.1.2.Racing Games
14.6.3.1.3.Sports Games
14.6.3.1.4.Real-Time Strategy
14.6.3.1.5.First-Person Shooter
14.6.3.1.6.Digital Card Games
14.6.3.1.7.Third-Person Shooter
14.6.3.1.8.Multiplayer Online Battle Arena
14.6.3.1.9.Others
14.6.3.2.India Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
14.6.3.2.1.Sponsorships and Advertising
14.6.3.2.2.Prize Pools
14.6.3.2.3.Merchandising
14.6.3.2.4.Ticket Sales
14.6.3.2.5.Amateur and Micro Tournaments
14.6.3.2.6.esports Betting and Fantasy
14.6.3.3.India Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
14.6.3.3.1.Mobile
14.6.3.3.1.1.Android
14.6.3.3.1.2.iOS
14.6.3.3.2.PCs
14.6.3.3.3.Consoles
14.6.3.4.India Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
14.6.3.4.1.Live Streaming
14.6.3.4.2.Video on Demand 
14.6.4.New Zealand
14.6.4.1.New Zealand Esports Market Revenue (US$ Mn) and Forecasts, By Genre
14.6.4.1.1.Fighting Games
14.6.4.1.2.Racing Games
14.6.4.1.3.Sports Games
14.6.4.1.4.Real-Time Strategy
14.6.4.1.5.First-Person Shooter
14.6.4.1.6.Digital Card Games
14.6.4.1.7.Third-Person Shooter
14.6.4.1.8.Multiplayer Online Battle Arena
14.6.4.1.9.Others
14.6.4.2.New Zealand Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
14.6.4.2.1.Sponsorships and Advertising
14.6.4.2.2.Prize Pools
14.6.4.2.3.Merchandising
14.6.4.2.4.Ticket Sales
14.6.4.2.5.Amateur and Micro Tournaments
14.6.4.2.6.esports Betting and Fantasy
14.6.4.3.New Zealand Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
14.6.4.3.1.Mobile
14.6.4.3.1.1.Android
14.6.4.3.1.2.iOS
14.6.4.3.2.PCs
14.6.4.3.3.Consoles
14.6.4.4.New Zealand Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
14.6.4.4.1.Live Streaming
14.6.4.4.2.Video on Demand 
14.6.5.Australia
14.6.5.1.Australia Esports Market Revenue (US$ Mn) and Forecasts, By Genre
14.6.5.1.1.Fighting Games
14.6.5.1.2.Racing Games
14.6.5.1.3.Sports Games
14.6.5.1.4.Real-Time Strategy
14.6.5.1.5.First-Person Shooter
14.6.5.1.6.Digital Card Games
14.6.5.1.7.Third-Person Shooter
14.6.5.1.8.Multiplayer Online Battle Arena
14.6.5.1.9.Others
14.6.5.2.Australia Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
14.6.5.2.1.Sponsorships and Advertising
14.6.5.2.2.Prize Pools
14.6.5.2.3.Merchandising
14.6.5.2.4.Ticket Sales
14.6.5.2.5.Amateur and Micro Tournaments
14.6.5.2.6.esports Betting and Fantasy
14.6.5.3.Australia Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
14.6.5.3.1.Mobile
14.6.5.3.1.1.Android
14.6.5.3.1.2.iOS
14.6.5.3.2.PCs
14.6.5.3.3.Consoles
14.6.5.4.Australia Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
14.6.5.4.1.Live Streaming
14.6.5.4.2.Video on Demand 
14.6.6.South Korea
14.6.6.1.South Korea Esports Market Revenue (US$ Mn) and Forecasts, By Genre
14.6.6.1.1.Fighting Games
14.6.6.1.2.Racing Games
14.6.6.1.3.Sports Games
14.6.6.1.4.Real-Time Strategy
14.6.6.1.5.First-Person Shooter
14.6.6.1.6.Digital Card Games
14.6.6.1.7.Third-Person Shooter
14.6.6.1.8.Multiplayer Online Battle Arena
14.6.6.1.9.Others
14.6.6.2.South Korea Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
14.6.6.2.1.Sponsorships and Advertising
14.6.6.2.2.Prize Pools
14.6.6.2.3.Merchandising
14.6.6.2.4.Ticket Sales
14.6.6.2.5.Amateur and Micro Tournaments
14.6.6.2.6.esports Betting and Fantasy
14.6.6.3.South Korea Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
14.6.6.3.1.Mobile
14.6.6.3.1.1.Android
14.6.6.3.1.2.iOS
14.6.6.3.2.PCs
14.6.6.3.3.Consoles
14.6.6.4.South Korea Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
14.6.6.4.1.Live Streaming
14.6.6.4.2.Video on Demand 
14.6.7.Southeast Asia
14.6.7.1.Southeast Asia Esports Market Revenue (US$ Mn) and Forecasts, By Genre
14.6.7.1.1.Fighting Games
14.6.7.1.2.Racing Games
14.6.7.1.3.Sports Games
14.6.7.1.4.Real-Time Strategy
14.6.7.1.5.First-Person Shooter
14.6.7.1.6.Digital Card Games
14.6.7.1.7.Third-Person Shooter
14.6.7.1.8.Multiplayer Online Battle Arena
14.6.7.1.9.Others
14.6.7.2.Southeast Asia Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
14.6.7.2.1.Sponsorships and Advertising
14.6.7.2.2.Prize Pools
14.6.7.2.3.Merchandising
14.6.7.2.4.Ticket Sales
14.6.7.2.5.Amateur and Micro Tournaments
14.6.7.2.6.esports Betting and Fantasy
14.6.7.3.Southeast Asia Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
14.6.7.3.1.Mobile
14.6.7.3.1.1.Android
14.6.7.3.1.2.iOS
14.6.7.3.2.PCs
14.6.7.3.3.Consoles
14.6.7.4.Southeast Asia Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
14.6.7.4.1.Live Streaming
14.6.7.4.2.Video on Demand 
14.6.7.5.Southeast Asia Esports Market Revenue (US$ Mn) and Forecasts, By Country
14.6.7.5.1.Indonesia
14.6.7.5.2.Thailand
14.6.7.5.3.Malaysia
14.6.7.5.4.Singapore
14.6.7.5.5.Rest of Southeast Asia
14.6.8.Rest of Asia Pacific
14.6.8.1.Rest of Asia Pacific Esports Market Revenue (US$ Mn) and Forecasts, By Genre
14.6.8.1.1.Fighting Games
14.6.8.1.2.Racing Games
14.6.8.1.3.Sports Games
14.6.8.1.4.Real-Time Strategy
14.6.8.1.5.First-Person Shooter
14.6.8.1.6.Digital Card Games
14.6.8.1.7.Third-Person Shooter
14.6.8.1.8.Multiplayer Online Battle Arena
14.6.8.1.9.Others
14.6.8.2.Rest of Asia Pacific Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
14.6.8.2.1.Sponsorships and Advertising
14.6.8.2.2.Prize Pools
14.6.8.2.3.Merchandising
14.6.8.2.4.Ticket Sales
14.6.8.2.5.Amateur and Micro Tournaments
14.6.8.2.6.esports Betting and Fantasy
14.6.8.3.Rest of Asia Pacific Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
14.6.8.3.1.Mobile
14.6.8.3.1.1.Android
14.6.8.3.1.2.iOS
14.6.8.3.2.PCs
14.6.8.3.3.Consoles
14.6.8.4.Rest of Asia Pacific Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
14.6.8.4.1.Live Streaming
14.6.8.4.2.Video on Demand 
14.7.Key Segment for Channeling Investments
14.7.1.By Country
14.7.2.By Genre
14.7.3.By Business Models
14.7.4.By Platform Type
14.7.5.By Streaming Type
15.Middle East and Africa Esports Market Analysis and Forecasts, 2024 – 2034
15.1.Overview
15.1.1.Middle East and Africa Esports Market Revenue (US$ Mn)
15.2.Middle East and Africa Esports Market Revenue (US$ Mn) and Forecasts, By Genre
15.2.1.Fighting Games
15.2.2.Racing Games
15.2.3.Sports Games
15.2.4.Real-Time Strategy
15.2.5.First-Person Shooter
15.2.6.Digital Card Games
15.2.7.Third-Person Shooter
15.2.8.Multiplayer Online Battle Arena
15.2.9.Others
15.3.Middle East and Africa Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
15.3.1.Sponsorships and Advertising
15.3.2.Prize Pools
15.3.3.Merchandising
15.3.4.Ticket Sales
15.3.5.Amateur and Micro Tournaments
15.3.6.esports Betting and Fantasy
15.4.Middle East and Africa Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
15.4.1.Mobile
15.4.1.1.Android
15.4.1.2.iOS
15.4.2.PCs
15.4.3.Consoles
15.5.Middle East and Africa Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
15.5.1.Live Streaming
15.5.2.Video on Demand 
15.6.Middle East and Africa Esports Market Revenue (US$ Mn) and Forecasts, By Country
15.6.1.Saudi Arabia
15.6.1.1.Saudi Arabia Esports Market Revenue (US$ Mn) and Forecasts, By Genre
15.6.1.1.1.Fighting Games
15.6.1.1.2.Racing Games
15.6.1.1.3.Sports Games
15.6.1.1.4.Real-Time Strategy
15.6.1.1.5.First-Person Shooter
15.6.1.1.6.Digital Card Games
15.6.1.1.7.Third-Person Shooter
15.6.1.1.8.Multiplayer Online Battle Arena
15.6.1.1.9.Others
15.6.1.2.Saudi Arabia Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
15.6.1.2.1.Sponsorships and Advertising
15.6.1.2.2.Prize Pools
15.6.1.2.3.Merchandising
15.6.1.2.4.Ticket Sales
15.6.1.2.5.Amateur and Micro Tournaments
15.6.1.2.6.esports Betting and Fantasy
15.6.1.3.Saudi Arabia Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
15.6.1.3.1.Mobile
15.6.1.3.1.1.Android
15.6.1.3.1.2.iOS
15.6.1.3.2.PCs
15.6.1.3.3.Consoles
15.6.1.4.Saudi Arabia Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
15.6.1.4.1.Live Streaming
15.6.1.4.2.Video on Demand 
15.6.2.UAE
15.6.2.1.UAE Esports Market Revenue (US$ Mn) and Forecasts, By Genre
15.6.2.1.1.Fighting Games
15.6.2.1.2.Racing Games
15.6.2.1.3.Sports Games
15.6.2.1.4.Real-Time Strategy
15.6.2.1.5.First-Person Shooter
15.6.2.1.6.Digital Card Games
15.6.2.1.7.Third-Person Shooter
15.6.2.1.8.Multiplayer Online Battle Arena
15.6.2.1.9.Others
15.6.2.2.UAE Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
15.6.2.2.1.Sponsorships and Advertising
15.6.2.2.2.Prize Pools
15.6.2.2.3.Merchandising
15.6.2.2.4.Ticket Sales
15.6.2.2.5.Amateur and Micro Tournaments
15.6.2.2.6.esports Betting and Fantasy
15.6.2.3.UAE Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
15.6.2.3.1.Mobile
15.6.2.3.1.1.Android
15.6.2.3.1.2.iOS
15.6.2.3.2.PCs
15.6.2.3.3.Consoles
15.6.2.4.UAE Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
15.6.2.4.1.Live Streaming
15.6.2.4.2.Video on Demand 
15.6.3.Egypt
15.6.3.1.Egypt Esports Market Revenue (US$ Mn) and Forecasts, By Genre
15.6.3.1.1.Fighting Games
15.6.3.1.2.Racing Games
15.6.3.1.3.Sports Games
15.6.3.1.4.Real-Time Strategy
15.6.3.1.5.First-Person Shooter
15.6.3.1.6.Digital Card Games
15.6.3.1.7.Third-Person Shooter
15.6.3.1.8.Multiplayer Online Battle Arena
15.6.3.1.9.Others
15.6.3.2.Egypt Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
15.6.3.2.1.Sponsorships and Advertising
15.6.3.2.2.Prize Pools
15.6.3.2.3.Merchandising
15.6.3.2.4.Ticket Sales
15.6.3.2.5.Amateur and Micro Tournaments
15.6.3.2.6.esports Betting and Fantasy
15.6.3.3.Egypt Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
15.6.3.3.1.Mobile
15.6.3.3.1.1.Android
15.6.3.3.1.2.iOS
15.6.3.3.2.PCs
15.6.3.3.3.Consoles
15.6.3.4.Egypt Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
15.6.3.4.1.Live Streaming
15.6.3.4.2.Video on Demand 
15.6.4.Kuwait
15.6.4.1.Kuwait Esports Market Revenue (US$ Mn) and Forecasts, By Genre
15.6.4.1.1.Fighting Games
15.6.4.1.2.Racing Games
15.6.4.1.3.Sports Games
15.6.4.1.4.Real-Time Strategy
15.6.4.1.5.First-Person Shooter
15.6.4.1.6.Digital Card Games
15.6.4.1.7.Third-Person Shooter
15.6.4.1.8.Multiplayer Online Battle Arena
15.6.4.1.9.Others
15.6.4.2.Kuwait Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
15.6.4.2.1.Sponsorships and Advertising
15.6.4.2.2.Prize Pools
15.6.4.2.3.Merchandising
15.6.4.2.4.Ticket Sales
15.6.4.2.5.Amateur and Micro Tournaments
15.6.4.2.6.esports Betting and Fantasy
15.6.4.3.Kuwait Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
15.6.4.3.1.Mobile
15.6.4.3.1.1.Android
15.6.4.3.1.2.iOS
15.6.4.3.2.PCs
15.6.4.3.3.Consoles
15.6.4.4.Kuwait Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
15.6.4.4.1.Live Streaming
15.6.4.4.2.Video on Demand 
15.6.5.South Africa
15.6.5.1.South Africa Esports Market Revenue (US$ Mn) and Forecasts, By Genre
15.6.5.1.1.Fighting Games
15.6.5.1.2.Racing Games
15.6.5.1.3.Sports Games
15.6.5.1.4.Real-Time Strategy
15.6.5.1.5.First-Person Shooter
15.6.5.1.6.Digital Card Games
15.6.5.1.7.Third-Person Shooter
15.6.5.1.8.Multiplayer Online Battle Arena
15.6.5.1.9.Others
15.6.5.2.South Africa Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
15.6.5.2.1.Sponsorships and Advertising
15.6.5.2.2.Prize Pools
15.6.5.2.3.Merchandising
15.6.5.2.4.Ticket Sales
15.6.5.2.5.Amateur and Micro Tournaments
15.6.5.2.6.esports Betting and Fantasy
15.6.5.3.South Africa Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
15.6.5.3.1.Mobile
15.6.5.3.1.1.Android
15.6.5.3.1.2.iOS
15.6.5.3.2.PCs
15.6.5.3.3.Consoles
15.6.5.4.South Africa Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
15.6.5.4.1.Live Streaming
15.6.5.4.2.Video on Demand 
15.6.6.Rest of Middle East & Africa
15.6.6.1.Rest of Middle East & Africa Esports Market Revenue (US$ Mn) and Forecasts, By Genre
15.6.6.1.1.Fighting Games
15.6.6.1.2.Racing Games
15.6.6.1.3.Sports Games
15.6.6.1.4.Real-Time Strategy
15.6.6.1.5.First-Person Shooter
15.6.6.1.6.Digital Card Games
15.6.6.1.7.Third-Person Shooter
15.6.6.1.8.Multiplayer Online Battle Arena
15.6.6.1.9.Others
15.6.6.2.Rest of Middle East & Africa Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
15.6.6.2.1.Sponsorships and Advertising
15.6.6.2.2.Prize Pools
15.6.6.2.3.Merchandising
15.6.6.2.4.Ticket Sales
15.6.6.2.5.Amateur and Micro Tournaments
15.6.6.2.6.esports Betting and Fantasy
15.6.6.3.Rest of Middle East & Africa Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
15.6.6.3.1.Mobile
15.6.6.3.1.1.Android
15.6.6.3.1.2.iOS
15.6.6.3.2.PCs
15.6.6.3.3.Consoles
15.6.6.4.Rest of Middle East & Africa Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
15.6.6.4.1.Live Streaming
15.6.6.4.2.Video on Demand 
15.7.Key Segment for Channeling Investments
15.7.1.By Country
15.7.2.By Genre
15.7.3.By Business Models
15.7.4.By Platform Type
15.7.5.By Streaming Type
16.Latin America Esports Market Analysis and Forecasts, 2024 – 2034
16.1.Overview
16.1.1.Latin America Esports Market Revenue (US$ Mn)
16.2.Latin America Esports Market Revenue (US$ Mn) and Forecasts, By Genre
16.2.1.Fighting Games
16.2.2.Racing Games
16.2.3.Sports Games
16.2.4.Real-Time Strategy
16.2.5.First-Person Shooter
16.2.6.Digital Card Games
16.2.7.Third-Person Shooter
16.2.8.Multiplayer Online Battle Arena
16.2.9.Others
16.3.Latin America Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
16.3.1.Sponsorships and Advertising
16.3.2.Prize Pools
16.3.3.Merchandising
16.3.4.Ticket Sales
16.3.5.Amateur and Micro Tournaments
16.3.6.esports Betting and Fantasy
16.4.Latin America Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
16.4.1.Mobile
16.4.1.1.Android
16.4.1.2.iOS
16.4.2.PCs
16.4.3.Consoles
16.5.Latin America Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
16.5.1.Live Streaming
16.5.2.Video on Demand 
16.6.Latin America Esports Market Revenue (US$ Mn) and Forecasts, By Country
16.6.1.Brazil
16.6.1.1.Brazil Esports Market Revenue (US$ Mn) and Forecasts, By Genre
16.6.1.1.1.Fighting Games
16.6.1.1.2.Racing Games
16.6.1.1.3.Sports Games
16.6.1.1.4.Real-Time Strategy
16.6.1.1.5.First-Person Shooter
16.6.1.1.6.Digital Card Games
16.6.1.1.7.Third-Person Shooter
16.6.1.1.8.Multiplayer Online Battle Arena
16.6.1.1.9.Others
16.6.1.2.Brazil Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
16.6.1.2.1.Sponsorships and Advertising
16.6.1.2.2.Prize Pools
16.6.1.2.3.Merchandising
16.6.1.2.4.Ticket Sales
16.6.1.2.5.Amateur and Micro Tournaments
16.6.1.2.6.esports Betting and Fantasy
16.6.1.3.Brazil Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
16.6.1.3.1.Mobile
16.6.1.3.1.1.Android
16.6.1.3.1.2.iOS
16.6.1.3.2.PCs
16.6.1.3.3.Consoles
16.6.1.4.Brazil Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
16.6.1.4.1.Live Streaming
16.6.1.4.2.Video on Demand 
16.6.2.Argentina
16.6.2.1.Argentina Esports Market Revenue (US$ Mn) and Forecasts, By Genre
16.6.2.1.1.Fighting Games
16.6.2.1.2.Racing Games
16.6.2.1.3.Sports Games
16.6.2.1.4.Real-Time Strategy
16.6.2.1.5.First-Person Shooter
16.6.2.1.6.Digital Card Games
16.6.2.1.7.Third-Person Shooter
16.6.2.1.8.Multiplayer Online Battle Arena
16.6.2.1.9.Others
16.6.2.2.Argentina Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
16.6.2.2.1.Sponsorships and Advertising
16.6.2.2.2.Prize Pools
16.6.2.2.3.Merchandising
16.6.2.2.4.Ticket Sales
16.6.2.2.5.Amateur and Micro Tournaments
16.6.2.2.6.esports Betting and Fantasy
16.6.2.3.Argentina Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
16.6.2.3.1.Mobile
16.6.2.3.1.1.Android
16.6.2.3.1.2.iOS
16.6.2.3.2.PCs
16.6.2.3.3.Consoles
16.6.2.4.Argentina Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
16.6.2.4.1.Live Streaming
16.6.2.4.2.Video on Demand 
16.6.3.Rest of Latin America
16.6.3.1.Rest of Latin America Esports Market Revenue (US$ Mn) and Forecasts, By Genre
16.6.3.1.1.Fighting Games
16.6.3.1.2.Racing Games
16.6.3.1.3.Sports Games
16.6.3.1.4.Real-Time Strategy
16.6.3.1.5.First-Person Shooter
16.6.3.1.6.Digital Card Games
16.6.3.1.7.Third-Person Shooter
16.6.3.1.8.Multiplayer Online Battle Arena
16.6.3.1.9.Others
16.6.3.2.Rest of Latin America Esports Market Revenue (US$ Mn) and Forecasts, By Business Models
16.6.3.2.1.Sponsorships and Advertising
16.6.3.2.2.Prize Pools
16.6.3.2.3.Merchandising
16.6.3.2.4.Ticket Sales
16.6.3.2.5.Amateur and Micro Tournaments
16.6.3.2.6.esports Betting and Fantasy
16.6.3.3.Rest of Latin America Esports Market Revenue (US$ Mn) and Forecasts, By Platform Type
16.6.3.3.1.Mobile
16.6.3.3.1.1.Android
16.6.3.3.1.2.iOS
16.6.3.3.2.PCs
16.6.3.3.3.Consoles
16.6.3.4.Rest of Latin America Esports Market Revenue (US$ Mn) and Forecasts, By Streaming Type
16.6.3.4.1.Live Streaming
16.6.3.4.2.Video on Demand 
16.7.Key Segment for Channeling Investments
16.7.1.By Country
16.7.2.By Genre
16.7.3.By Business Models
16.7.4.By Platform Type
16.7.5.By Streaming Type
17.Competitive Benchmarking
17.1.Brand Benchmarking
17.2.Market Share Analysis, 2020
17.3.Global Presence and Growth Strategies
17.3.1.Mergers and Acquisitions
17.3.2.Product Launches
17.3.3.Investments Trends
17.3.4.R&D Initiatives
18.Player Profiles
18.1.Activision Blizzard, Inc.
18.1.1.Company Details
18.1.2.Company Overview
18.1.3.Product Offerings
18.1.4.Key Developments
18.1.5.Financial Analysis
18.1.6.SWOT Analysis
18.1.7.Business Strategies
18.2.Allied Esports
18.2.1.Company Details
18.2.2.Company Overview
18.2.3.Product Offerings
18.2.4.Key Developments
18.2.5.Financial Analysis
18.2.6.SWOT Analysis
18.2.7.Business Strategies
18.3.Electronic Arts Inc.
18.3.1.Company Details
18.3.2.Company Overview
18.3.3.Product Offerings
18.3.4.Key Developments
18.3.5.Financial Analysis
18.3.6.SWOT Analysis
18.3.7.Business Strategies
18.4.Fragbite Group
18.4.1.Company Details
18.4.2.Company Overview
18.4.3.Product Offerings
18.4.4.Key Developments
18.4.5.Financial Analysis
18.4.6.SWOT Analysis
18.4.7.Business Strategies
18.5.Gameloft SE
18.5.1.Company Details
18.5.2.Company Overview
18.5.3.Product Offerings
18.5.4.Key Developments
18.5.5.Financial Analysis
18.5.6.SWOT Analysis
18.5.7.Business Strategies
18.6.Gfinity plc
18.6.1.Company Details
18.6.2.Company Overview
18.6.3.Product Offerings
18.6.4.Key Developments
18.6.5.Financial Analysis
18.6.6.SWOT Analysis
18.6.7.Business Strategies
18.7.HTC Corporation
18.7.1.Company Details
18.7.2.Company Overview
18.7.3.Product Offerings
18.7.4.Key Developments
18.7.5.Financial Analysis
18.7.6.SWOT Analysis
18.7.7.Business Strategies
18.8.Huya
18.8.1.Company Details
18.8.2.Company Overview
18.8.3.Product Offerings
18.8.4.Key Developments
18.8.5.Financial Analysis
18.8.6.SWOT Analysis
18.8.7.Business Strategies
18.9.Intel Corporation
18.9.1.Company Details
18.9.2.Company Overview
18.9.3.Product Offerings
18.9.4.Key Developments
18.9.5.Financial Analysis
18.9.6.SWOT Analysis
18.9.7.Business Strategies
18.10.Modern Times Group (MTG)
18.10.1.Company Details
18.10.2.Company Overview
18.10.3.Product Offerings
18.10.4.Key Developments
18.10.5.Financial Analysis
18.10.6.SWOT Analysis
18.10.7.Business Strategies
18.11.Nintendo of America Inc.
18.11.1.Company Details
18.11.2.Company Overview
18.11.3.Product Offerings
18.11.4.Key Developments
18.11.5.Financial Analysis
18.11.6.SWOT Analysis
18.11.7.Business Strategies
18.12.NVIDIA Corporation
18.12.1.Company Details
18.12.2.Company Overview
18.12.3.Product Offerings
18.12.4.Key Developments
18.12.5.Financial Analysis
18.12.6.SWOT Analysis
18.12.7.Business Strategies
18.13.Take-Two Interactive
18.13.1.Company Details
18.13.2.Company Overview
18.13.3.Product Offerings
18.13.4.Key Developments
18.13.5.Financial Analysis
18.13.6.SWOT Analysis
18.13.7.Business Strategies
18.14.Tencent Holding Limited
18.14.1.Company Details
18.14.2.Company Overview
18.14.3.Product Offerings
18.14.4.Key Developments
18.14.5.Financial Analysis
18.14.6.SWOT Analysis
18.14.7.Business Strategies
18.15.Valve Corporation
18.15.1.Company Details
18.15.2.Company Overview
18.15.3.Product Offerings
18.15.4.Key Developments
18.15.5.Financial Analysis
18.15.6.SWOT Analysis
18.15.7.Business Strategies
18.16.Other Industry Participants
19.Key Findings

 

.

Note: This ToC is tentative and can be changed according to the research study conducted during the course of report completion.

.

**Exclusive for Multi-User and Enterprise User.

.

Global Esports Market

By Genre

  • Fighting Games
  • Racing Games
  • Sports Games
  • Real-Time Strategy
  • First-Person Shooter
  • Digital Card Games
  • Third-Person Shooter
  • Multiplayer Online Battle Arena
  • Others

By Business Models

  • Sponsorships and Advertising
  • Prize Pools
  • Merchandising
  • Ticket Sales
  • Amateur and Micro Tournaments
  • esports Betting and Fantasy

By Platform Type

  • Mobile
    • Android
    • iOS
  • PCs
  • Consoles

By Streaming Type

  • Live Streaming
  • Video on Demand

By Region

  • North America (U.S., Canada, Mexico, Rest of North America)
  • Europe (France, The UK, Spain, Germany, Italy, Nordic Countries (Denmark, Finland, Iceland, Sweden, Norway), Benelux Union (Belgium, The Netherlands, Luxembourg), Rest of Europe)
  • Asia Pacific (China, Japan, India, New Zealand, Australia, South Korea, Southeast Asia (Indonesia, Thailand, Malaysia, Singapore, Rest of Southeast Asia), Rest of Asia Pacific)
  • Middle East & Africa (Saudi Arabia, UAE, Egypt, Kuwait, South Africa, Rest of Middle East & Africa)
  • Latin America (Brazil, Argentina, Rest of Latin America)

.

The Niche Research approach encompasses both primary and secondary research methods to provide comprehensive insights. While primary research is the cornerstone of our studies, we also incorporate secondary research sources such as company annual reports, premium industry databases, press releases, industry journals, and white papers.

Within our primary research, we actively engage with various industry stakeholders, conducting paid interviews and surveys. Our meticulous analysis extends to every market participant in major countries, allowing us to thoroughly examine their portfolios, calculate market shares, and segment revenues.

Our data collection primarily focuses on individual countries within our research scope, enabling us to estimate regional market sizes. Typically, we employ a bottom-up approach, meticulously tracking trends in different countries. We analyze growth drivers, constraints, technological innovations, and opportunities for each country, ultimately arriving at regional figures.Our process begins by examining the growth prospects of each country. Building upon these insights, we project growth and trends for the entire region. Finally, we utilize our proprietary model to refine estimations and forecasts.

Our data validation standards are integral to ensuring the reliability and accuracy of our research findings. Here’s a breakdown of our data validation processes and the stakeholders we engage with during our primary research:

  • Supply Side Analysis: We initiate a supply side analysis by directly contacting market participants, through telephonic interviews and questionnaires containing both open-ended and close-ended questions. We gather information on their portfolios, segment revenues, developments, and growth strategies.
  • Demand Side Analysis: To gain insights into adoption trends and consumer preferences, we reach out to target customers and users (non-vendors). This information forms a vital part of the qualitative analysis section of our reports, covering market dynamics, adoption trends, consumer behavior, spending patterns, and other related aspects.
  • Consultant Insights: We tap into the expertise of our partner consultants from around the world to obtain their unique viewpoints and perspectives. Their insights contribute to a well-rounded understanding of the markets under investigation.
  • In-House Validation: To ensure data accuracy and reliability, we conduct cross-validation of data points and information through our in-house team of consultants and utilize advanced data modeling tools for thorough verification.

The forecasts we provide are based on a comprehensive assessment of various factors, including:

  • Market Trends and Past Performance (Last Five Years): We accurately analyze market trends and performance data from preceding five years to identify historical patterns and understand the market’s evolution.
  • Historical Performance and Growth of Market Participants: We assess the historical performance and growth trajectories of key market participants. This analysis provides insights into the competitive landscape and individual company strategies.
  • Market Determinants Impact Analysis (Next Eight Years): We conduct a rigorous analysis of the factors that are projected to influence the market over the next eight years. This includes assessing both internal and external determinants that can shape market dynamics.
  • Drivers and Challenges for the Forecast Period:Identify the factors expected to drive market growth during the forecast period, as well as the challenges that the industry may face. This analysis aids in deriving an accurate growth rate projection.
  • New Acquisitions, Collaborations, or Partnerships: We keep a close watch on any new acquisitions, collaborations, or partnerships within the industry. These developments can have a significant impact on market dynamics and competitiveness.
  • Macro and Micro Factors Analysis:A thorough examination of both macro-level factors (e.g., economic trends, regulatory changes) and micro-level factors (e.g., technological advancements, consumer preferences) that may influence the market during the forecast period.
  • End-User Sentiment Analysis: To understand the market from the end-user perspective, we conduct sentiment analysis. This involves assessing the sentiment, preferences, and feedback of the end-users, which can provide valuable insights into market trends.
  • Perspective of Primary Participants: Insights gathered directly from primary research participants play a crucial role in shaping our forecasts. Their perspectives and experiences provide valuable qualitative data.
  • Year-on-Year Growth Trend: We utilize a year-on-year growth trend based on historical market growth and expected future trends. This helps in formulating our growth projections, aligning them with the market’s historical performance.

Research process adopted by TNR involves multiple stages, including data collection, validation, quality checks, and presentation. It’s crucial that the data and information we provide add value to your existing market understanding and expertise. We have also established partnerships with business consulting, research, and survey organizations across regions and globally to collaborate on regional analysis and data validation, ensuring the highest level of accuracy and reliability in our reports.

 

 

Procure Comprehensive Study of

Global Esports Market

Online Only

  • Online Access
  • Read Only File
  • Validity 3 Months
  • Print, Copy, Paste & Download
  • PPT, Excel
  • Cost-Free Report in the Next Update
$3300
Buy Now

Single User

  • Access to One User on One System
  • Read Only File
  • Validity 6 Months
  • Limited Print,Copy, Paste
  • PPT, Excel
  • Cost-Free Report in the Next Update
$4200
Buy Now

Multi User

  • Access to Fiver Users
  • PDF File
  • Validity 1 Year
  • Upto FivePrints
  • Cost-Free Report in the Next Update
  • PPT, Excel
$6000
Buy Now

Enterprise User

  • Access to Unlimited Users
  • PDF, PPT, Excel
  • Unlimited Validity, Prints&Downloads
  • 1 Hour Cost-Free & Dedicated Analyst Support
  • 10% Cost-Free Customization
  • Cost-Free Report Update Twice in a Year
  • Recommendations for Business Strategies
  • Authorization to Quote TNR, The Niche Research
$7300
Buy Now

Library Access

  • Online Access to Content Publications
  • Access Player Profiles Online
  • Get Immediate Access to Newly Added Content
  • Acquire 12 PDF Downloads
  • Acquire 5 Excel Data Sets
  • Gain Access to 290+ PDFs of Company Profiles
  • Round-the-clock Email and Phone Assistance
  • Dashboard Usage and Trends
  • Renewal & Upgrade Assistance
  • Assessing Customization Options and Alerts for New Reports
$10788
Buy Now
*Taxes/Fees, if applicable will be added during checkout. All prices in USD

Why TNR The Niche Research?

  • Unwavering Commitment to Excellence

  • Veteran Team of Researchers

  • Accurate and Timely Insights

  • Ethical Practices and Customized Service

  • Uninterrupted Availability Around the Clock

Scroll to Top